Stillfleet Corebook
Stillfleet Corebook
by W YTHE MARSCHALL
and the Stillfleet Studio
Dwelling in a maze does not make it home…
—Nicola Masciandaro
Stillfleet
Core Rulebook
Version 1.2, 2024
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Land acknowledgement:
Stillfleet was created by settlers living on the unceded ancestral lands of the Munsee Lenape, Canarsie, Matinecock,
Schaghticoke, Wappinger, Gabrieleño, Ventureño, Fernandeño, Kanien’kehá:ka (Mohawk), Ho-de-no-sau-nee-ga
(Haudenosaunee), and other Indigenous peoples who stewarded Terra long before we arrived. We are uninvited visitors
who have benefited from the specific dispossession of these sovereign peoples. (Some of us have also benefited
from white privilege and generational wealth.) Processes of Indigenous dispossession began before we, or the capitalist
class whom we create art in opposition against, were born, and unfortunately these processes are ongoing. We remain
committed to dismantling settler colonialism, and we work in support of the sovereignty of independent Indigenous
nations everywhere.
SPINDLE 218
C H 02 ☉ GEARS 025 THE DIRECTORATE 220
CORE RULES THE ARCHIVE 227
CORE RULES 026 THE CANTEEN AND POINTS BELOW 234
WETAN LIFE 241
C H 03 ☉ WAYFARERS 039
DESIGNING VOIDMINERS CH 09 ☉ PAT T E RN S 247
THE COSMOS
CL ASSES 040
VOIDBORN(E) SPECIES 067 THRONES 248
FINISHING UP 082 NIGHTMARES 284
C H 04 ☉ ED G ES 089 CH 10 ☉ WH IS PE RS 309
ADVANCEMENT GMING STILLFLEET
ACKNOWLEDGEMENTS 346
C H 05 ☉ ECHOES 119
THE HELL SCIENCE
INDEX 348
THE HELL SCIENCE 120
HELL SCIENCE POWERS 125 COLOPHON 349
The wounded
goddess of the
mangroves
The luxury of an earth cathedral (or Akihabara mall) designed neither for nor
by humans. We had not been invited, and yet—as if
Stillfleet’s meaning for me has changed over time. The because we were moving respectfully, taking with us
game was originally—and will always be, in part—both only photos—we were allowed deeper and deeper into
a tool for creating moments of memorable fun with this secret temple.
my friends as well as an excuse to engage in, and weave The boat put in at a rickety wooden landing connected
together, the crafts of game design and future-oriented to a 2-M-high walkway that crossed the interior of the
literature. That is, at heart, Stillfleet is simply a tabletop mangrove forest, parallel with the water. We walked and
roleplaying game that is also a work of science fiction. walked, our guide telling us about the trees, my phone
But, from the beginning, Stillfleet has also been an capturing image after image of green and black, woven
attempt to think deeply about the politics of the future— together by gray roots. Finally the walkway petered out
the effects of climate disruption, evolutions both natural and down, onto a relatively thick floor of roots over mud.
and directed by humans, encounters with aliens and We were encouraged to walk around and take photos
human groups that appear “alien,” the nature of societies while the guide returned to the boat to drag it over a dry
in a period of post-post-apocalypse, and so on. In this patch and into the bayou closer to us. We took pictures,
way, the game has never been only a game or a fiction. slowly coming to recognize a keening sound that was at
It is also an experiment in collective thought and once very loud and very easy to ignore: cicadas. High
creativity, one that seeks to challenge all of our versions above us, they roared vigorously to a crescendo and then
of humanity’s future—whether complacent, utopian, quieted and built back their intensity again, all without a
apocalyptic, hopeless, or lost. human conductor, unseen, angelic.
And yet, while I may have had a certain purpose All at once, I felt overcome with a twinned emotion
for the game in my head since its inception, in an and idea so powerful that I wept. I was not apart from
intellectual sense, I don’t think I truly felt the depth of its these woods, on the other side of Terra from our home
role as a collective thought experiment until I traveled by in New York, because I am, like the mangrove trees
boat through the mangroves near Trat, Thailand, which and black crabs, one minuscule aspect of a vast system
is the hometown of my partner and Stillfleet Studio of living and non-living exchanges of chemicals, rays
member, Sunaree Paiwong (Kae). The luscious, salt- of radiation, gasses, fluids, signals. Each organism on
tolerant trees that populate these wetlands produce this rock—the only one like it in the whole of known
incredible flying road networks of roots, all tangled threespace (at least at +0 million years in the future; that
over a rich black mud in which thousands of tiny black is, today)—will die and pass the nutrients comprising it
crabs tunnel out their homes. From the small boat at back into the greater system, and from the system, new
low tide—with sunlight flitting down in patches through life will emerge, and die, and emerge again. The rainbow
the thin green canopy high above and the walls of pale of existence stretches on through the billions of years
gray trees and mud pressing in mere centimeters to our (yes, that far back, as far back as science can probe), and
right and left—traveling through this forest felt like the cicadas sing, and the trees construct and dam and
ambling through the closed exterior arcade of some dike and canalize.
ray-guns, maps, random generators, long lists of ancient ultra-technologies, plot hooks, optional rules,
notes on how to run RPGs safely and respectfully, and concepts drawn from different genres of science
fiction, science fantasy, and postapocalyptic storytelling. You’ll find a setting rife with tax forms, whis-
pering cactus-sages, voidmad time travelers, weary bureaucrats, and existentially anxious Archivists.
What you will not find are judgments or tedious obligate number-crunching. (Yeah, some hell
suits to come.
science powers have wacky formulae: that’s the price you pay for playing someone with a noetically
active ultracortex!) Stillfleet is a game for all sapients living at +0 million years in the future, regardless
of their class, race, gender, religion, ethnic identity, height, beliefs about the promise and peril of
biotechnology, knowledge of basic science, or aptitude for simple maths.
We really hope you enjoy it!
Stiffworks
What is Fleeters share a sing-song, pun-driven cant: at some
Stillfleet?
point, “Worshipful Company of Stillfleeters” became
Workstill, then Stillworks, then stiffworks (lower-
case)… The name stuck not to the Company, but to the
mysterious gates that link the various “reefed” stillfleets
to the empty and living provinces on the planets below
Figure: A Malkovich tunnel, the type of stiffworks found on Spindle. Each tunnel connects a point A (set destination) to another point B
(set destination) and cannot be retacked.
Observable structure
of the tunnel
A B
Theorized manifold of
the tunnel when “open”
Figure: Late Tephnian shards. Their “doors” open thanks to the action of trillions of nano-scale robots. Each shard is tacked from a point
A to another point B, but these points can (in theory) be retacked. Archival estimates vary regarding the number of remaining functional
nodes in the network.
A B
010
ZONES OF
NEAR BAYS INHABITED
SPINDLE
FAR BAYS
DORMANT
BAYS
p
k
e
h
o
e
r
,
t
e
Most room-blobs
are between 3
and 10 M along
their longest
dimension Tunnel spines extend many km into the void,
growing thinner until becoming undetectable
011
H.Co. is the largely apocryphal
S.P.E.C.T.R.E. to the Co.’s M.I.6.
012
The two halves of Stillfleet
The rest of The first half of this book contains the core rules that
this book
both the players and the GM need to read. Each player
only needs to read the sections pertinent to their char-
acter, while the GM should read or at least skim all of
the rules.
The second half offers chapters on designing and
roleplaying
more crazed ramen-noodle-cooking androids, eyeless
dinosaurs, intelligent mega-crabs, laser rifles, fourth
brain lobes, and nanoswarm wytches…
Read this if you’ve never You are supposed to abide by its rules, even when you
disagree with your superiors. Of course, breaking the
Character
design
Class and species
In designing a character, you need to make two
key choices: class (job, vocation, role) and species
(biological or mechanical heritage).
There are no rules regarding how players should
select classes, other than the fact that, if your group
does not include a banshee, one will be appointed to
you by your refactor. But a group comprising only
blooders (nanotech-vampyre-junkies) will feel extremely
different from a more balanced group—say, a banshee,
pir, stillrijder, and witness.
Classes
Standard Co. jobs
҂ Banshee – Co. pilot—a technology expert, trained to
tack stiffworks.
҂ Factor – Co. merchant-marine officer—an aspiring
director, trained to boss others around, keep their
morale up, and make trade deals.
҂ Pir – Co. scholar and doctor—a therapist, exoplanetary
priest, and/or trauma surgeon for the team.
҂ Razi – Exoplanetary ranger—a scout, trained to track
down anyone, tame any beast, and shoot any foe.
҂ Stillrijder (silent J) – Co. soldier—a killer, wearing a
powerfully armored exosuit, trained to protect the
rest of the team.
҂ Witness – Co. diplomat and anthropologist—a
professional talker, able to make contact with any
alien civilization, translate enigmatic languages, and
(hopefully) smooth over misunderstandings.
venture
tunnel—toward an entirely different physics, untold
astronomical units away. Maybe they’ll joke.
Eventually, as they crawl deeper and deeper, the
What does the Co. want? sound. At the end of the tunnel, they emerge into some
other space, perhaps the tele-anchor room of a great
The general cadence of the game goes like this: the PCs dead ship, or the bottom of a Snakeman Antitemple. The
agree as a group to take on an official venture with the tunnel closes behind them (reopening it will generally
Co. This involves signing a contract with a refactor, an be much harder than opening a Malkovich tunnel), and
officer of the Directorate. For example, maybe they are they are suddenly very far from home.
hired to investigate a dead Ancient ship (a “hulk”) or the
ruins of Tephnian colony; or maybe they’re tricked into
aiding the seditious Honourable Company; or maybe
Talk about your play-style
they are hired to quell a rebellion among farmers on a
distant backwater, or to steal a powerful techno-artifact Before you start playing, discuss what aspects of the far
from a void-elf scholar in orbit around Jupiter. future you are collectively interested in exploring. What
Next, the party tacks out from Spindle (unless the elements are off the proverbial table? Even if you’re
venture is on-Spin). Then lots of wacky/deadly space- good friends and long-time gamers, it’s good to check
hijinks ensue. Perhaps a plot twist or two occurs. in. You might consider RPG safety tools such as the
Eventually, the survivors return to Spindle to turn in an fabulous TTRPG Safety Toolkit:
official report of what happened to their Refactor, sell The TTRPG Safety Toolkit is a resource co-curated
any archaetech they collected to the Co., collect their by Kienna Shaw and Lauren Bryant-Monk. The TTRPG
pay—and level up. Repeat! Safety Toolkit is a compilation of safety tools that have
been designed by members of the tabletop roleplaying
Tacking out games community for use by players and GMs at the
table. You can find it at bit.ly/ttrpgsafetytoolkit.
Spindle’s outermost room-blobs each feature a smooth,
funnel-shaped hole in the wall, just large enough for a
Settings
large human to start crawling down, that continues
on… forever. These are the famous Malkovich tunnels.
The discovering director was a fan of Charlie Kaufman.
When tacked to a destination and “opened,” they become
stable gates between two timespace loci. Narratively,
they serve as starting points for most ventures, once the
PCs have a signed contract from a refactor.
Hulks
Tacking out from a standard Malkovich tunnel on So where do ventures take place? Many are set on the
Spindle is relatively easy: any character with the power various dead ships orbiting planets—or anchored deep
tack (i.e., any banshee) can, as a standard action, burn in the void, nowhere near a solar system.
2 grit (GRT) and open any stiffworks in the Near Bays. The golden rules: 1. Space is full of hulks. The Ancients,
In the Far Bays, they must burn 2d10 GRT and pass cryptocerids, Tephnians, mi-go, faalaan, and any
a normal reason check. This represents the effort and number of barely glimpsed other civilizations have
uncertainty involved in trying to parse an Archival spammed the stars with great gleaming warmachines,
quantum ledger (or whatever MacGuffin you choose to ultrastructural mobile planets, Rubik’s cubes the size of
function as a user guide for the alien warpgate). cities, and Dyson spheres…
Tacking out from the Dormant Bays should be a And yet, 2. PCs should not be allowed to p ilothulks,
unique experience, costing a lot of effort (2d20 GRT except as a reward after concerted effort. Hulks are
and a difficult, 9+, REA/use tech check) and involving advanced, dangerous technologies. The PCs are early
some danger of ending up at a random destination— modern explorers and merchant marines. They can
perhaps nowhere at all. press buttons, cross fingers, and roll REA/know checks
1 Calarash – Mostly water; all land masses are small archipelagos. Ruled by an autocratic
trade council called the Kemmerath. Home to native sapients called dolphinoids.
2 Calayat – Very similar to Terra. The largest province by population and certainly the
richest. Probable ur-home of the wetans.
3 Darasan – This half-terraformed world, much colder than earth, comprises three rival
queendoms, two of which are relatively recent breakaways from the original queendom
of Theen. The sky above Darasan is full of orbiting ships of unknown provenance.
4 Gigou – The cool, wet “Moss Planet” is the smallest and poorest major province. Gigou is
home to the few remaining sapphire elves, the resettled harajoon and the mulruk.
6 Lost Nașudrūn – A true Goldilocks planet, Nașudrūn was once orbited by a Late Tephnian
ring-colony. Today it is home to a vast kingdom of puritanical lichenoids called mulgulm—
and all contact with this planet has been lost.
7 Qreyjal – Known for its great paralytic ocean–organism, the zanj. Largely independent,
consisting of several rival early modern empires. Home of the plant-people called the
enjan.
8 Ruguņ – The most recently discovered major province, Ruguņis a cool, wet, earthlike
planet with a middling-large human population of time-traveling Snakeman origin.
Minor provinces
d10
1 Carlivago – The “World City” stands in the one biotically active swamp on an otherwise
lifeless planet. The Carlivane are paranoid that their city will be conquered by the mi-go;
they view all visitors as potential spies.
3 Faneslary – A mining camp on a dry world with an almost-earthlike atmosphere that is,
unfortunately, unbreathable by humans or wetans. The political situation is beyond tense.
4 Grimmle – A cold, watery rock. Grimmle’s villages serve as loyal markets for the Co.
but are at risk from the periodic depredations of the titanic crabs that inhabit the planet’s
oceans.
5 Kavaraat – This earthlike world exists in three phases of time at once. Tacking here is
dangerous but potentially lucrative.
6 Radanaar – A semi-hospitable, very hot desert planet home to bacteria, giant spiders,
lichen, and little else. Literally forgotten by the Co.
7 Ruoin – “The Rightside-Up, Outside-In” is a Goldilocks world. The part known to the Co.
is ruled by the empire of Malkangaard. Ruoin is also home to an advanced, Escheresque
(“Inside-Out”) alien species called the hrijn, which look like 3-M tall elephant-squids.
8 Tsawald – “The Saffron Anax’s Worlds” is an unstable double planetary system ruled
by a powerful, tyrannical Escheresque being called the Saffron Anax. Funny enough, the
Saffron Anax is a believer in free trade and friend of the Co.
9 Tyharin – Some portion of the time, this backwater world is part of an advanced “Galactic
Empire” of humans. At all other times, Tyharin is an underpopulated post-apocalyptic
wastescape.
10 Uricon – Once earthlike and home to advanced human civilizations, Uricon is now a
ruined world, largely dry and full of acidic lakes, inhabited by medievals. But its principal
city, also called Uricon, remains large and rich.
021
Aliens
Plots and Dangers in the void include many entities, not all of
purposes
which are fascinating, deadly species of xenofauna. That
said, xenofauna are at the core of this game. In terms of
GMing combat with powerful aliens, the key advice to
remember is: use your powers! Burn GRT!
6 Lucky break – You find just the thing you need (food
if starving, helpful strangers if lost, etc.) Or you find a
random useful archaetech item.
In those mirrors, the minds of men, in those pools of uneasy water, in which clouds
for ever turn and shadows form, dreams persisted, and it was impossible to resist
the strange intimation which every gull, flower, tree, man and woman, and the
white earth itself seemed to declare (but if questioned at once to withdraw) that
good triumphs, happiness prevails, order rules…
—Virginia Woolf, To the Lighthouse, 1927.
Rolling dice d4 d6 d8
Beating 6
The basic mechanic of Stillfleet is to roll a single die and
try to get a 6 or higher. The type of die you roll depends
on what you’re trying to do. Contested rolls are won by d10 d12 d20
the higher result (or, among many actors, the highest
one). Ties go to the initiator of the action unless
otherwise stated.
For all uncontested rolls, unless otherwise stated,
a result of 6 or higher is a success on a roll of normal
difficulty. And when one or more people help you do
something, you get a +1 to your roll. You can also boost
your rolls (see “Powers,” below).
red ≥6
Uncontested check difficulties grey <6
1. Easy . . . . . . . . . . . 5+ 1
2. Standard . . . . . . . .6+
2
3. Difficult . . . . . . . . . 7+
4. Very Difficult . . . . . . 9+ 3
5. “Impossible” . . . . . 12+
COM (combat)
use when rolling to attack or grapple
MOV (movement)
use when rolling to drive/pilot, dodge, initiate, parry,
run, or sneak
WIL (will)
use when rolling to empathize, perceive, resist other
(resist seduction, mind control, etc.), or resist world
(resist explosions, falling rocks, poison, etc.)
CHA (charm)
use when rolling to control, negotiate, or seduce
NPC scores
Advantage and
disadvantage
Often, due to a class power or some other effect, you will
have to roll with advantage or with disadvantage. This
mechanic is very simple: if you have advantage, roll two
dice instead of one, and take the better result. If you have
disadvantage, roll two dice and take the worse result.
Rolling a 1, rolling a
maximum
Whenever you must roll one die to achieve a binary
result—make a thing happen or fail to make it
happen—you fail whenever you roll a 1, regardless of
Rolling a 1
points spent to boost the roll (see below), regardless
of die type. If the task is so easy that there’s no chance If you can fail, you should roll—and cross your fingers
of failure, then you shouldn’t roll at all. not to get a 1. Rolling a 1 represents bad luck, fate, or
This rule does not apply to purely quantitative rolls: a surprise obstacle preventing your success in this
damage, pool regeneration, number of meters an object moment. Players, narrate what goes wrong when you
is hurled, e.g. Conversely, on any non-quantitative roll, roll a 1!
at least the maximum rolled result will always be a Bad luck, by the way, doesn’t mean hitting yourself or
success. There is no point in rolling if the result is watching your gun explode in your hand—just missing
automatically positive or negative (the highest die-value or otherwise failing to do the thing you were trying to
won’t be a success). do. That said, if your weapon can misfire, break, or run
Stillfleet does not automatically privilege high rolls. out of energy, then it generally does so when you roll a 1
That said, the GM can and probably should reward a to attack. (This is up to the GM’s creativity and cruelty.)
max-value roll with some minor bonus or unexpected
positive effect. This makes the game more fun! Spirals that spiral, thoughts that bear thoughts—some niceties
brains.
of quantum physics are now in the control of sapient
show any aptitu de
Strangely, only humans from Terra so far
only to remai n
for this task of bending with will what wants
Stars Thems elves,
steadfastly Just So, the firmament of the very
rks of
that we name hell science. Our best-kept aux and netwo
thread s of time,
fantastic thinking wires cannot see between the
the skeins of mass. The echoes…
Reason
Reason represents not only your abstract reasoning
skills (logic) but also your accumulated store of
information and how fast you can retrieve it. Whenever
your character needs to know if they know something,
roll REA. This applies to finding clues and tracking
down informatic things (not perceiving physical things).
Reason checks include those relating to archaetech
and biomedicine, as well as those related to conscious
control of hell science powers. You also make REA
checks to use certain hell science powers.
Will
Will represents the parts of your mind that you—as in, your
conscious pattern of thoughts and emotions—cannot
directly access but must frequently rely upon. This
includes your sensorium. Will checks relate to
unconscious awareness, self-presence, instinct, alert-
ness, and other non-frontal lobe brain tasks. Perceive
is the WIL check you’ll make most frequently. You
roll WIL/perceive to notice useful and/or dangerous
things around you, to sense motives and detect lies,
and to avoid surprise attacks.
Powers
more likely to miss: when making two attacks in
the same round, burn 4 GRT; the first attack suffers
a −1 penalty to hit; the second, a −3.
҂ Attacking from cover or in low light, or attacking
hidden targets – When attacking a target hidden
The time of powers behind light cover (a pillar that doesn’t protect
them completely, a tree) or when attacking in low
Powers are both basic and special abilities. Different light, characters with normal vision suffer a −2 to
powers take different amounts of abstracted game time hit. When shooting at a target who is fully covered
to use: or when attacking in complete darkness, these
characters suffer a −4 to hit.
҂ Standard powers take some amount of time between ҂ Boost (free) – Your mind empties and your eyes close
1 and 10 seconds. In game terms, they use up your as you draw back the proverbial bow: burn 3, 6, or 9
action for the round when in initiative. If you use a GRT; you gain +3, +6, or +9 on your next roll. N.B.,
standard power, you can’t take any other serious this is arguably the most important power in the
action that round (e.g., attack, use the hell science, game. At any point, on any roll, you can burn 3X
or call for a check that would take more than a split to gain +3X.
second). But you can jog up to 5 meters (M), grab
something from your toolbelt, shout at a comrade, etc.
҂ Free powers can be used at will. You can use any
Boosting
number of free powers per round. These can be
chained together if you like. They represent split- In terms of game mechanics, Stillfleet revolves around
second reactions, instantaneous quantum outcomes, a core wager: how much grit are you, the player, will-
and predetermined states of being that suddenly ing to spend to overcome the challenge currently being
affect the situation. thrown at you by the GM? Boost is the core power by
҂ Other active powers require ten minutes, an hour, or which this wager is resolved. If you don't boost a roll,
some other amount of time to work. you save 3, 6, or 9 grit—but you also risk failing. If you
҂ Yet other powers are permanent, meaning they just boost, you can often succeed simply by not rolling a 1
become part of your scores, or passive, meaning they (which is always a failure on any roll that can be failed).
happen automatically in response to something. So boost is more than one of a number of basic powers,
it is a central driver of tension for the whole game!
Basic powers ҂ Call shot (standard) – You aim, steel yourself, and
Your class and species will determine what special strike the blow true: describe any specific non-Weird
powers your PC has. All characters, however, can use the intended effect of your attack, such as blinding or
following basic powers: disarming your target. Burn 4 GRT and roll to attack
with disadvantage. If you hit, the desired effect
҂ Attack (standard) – Roll COM/attack; your target rolls happens, and you deal double damage—or, if you
MOV/dodge: if you tie or get the higher result, you deal prefer, zero damage. Note, you can boost neither, one,
damage, which reduces your opponent’s HEA. The or both of your rolls to hit with disadvantage; the
damage you deal is determined by your weapon. If you lower value is taken, regardless.
are attacking unarmed, you deal your d2 damage or, ҂ Convert (free) – You cannibalize your body’s strength
if you are a stillrijder or otherwise trained in combat, for sheer git-r-dun willpower: burn 3 HEA; you gain
dCOM damage. While attacking in normal atmo, you +1 GRT.
may move 5 M in any direction. Grappling, pushing ҂ Dodge (free) – You may dodge every time you are
back, restraining without harming, and knocking out attacked, unless you are restrained or comatose. Dodge
are all types of attack. Disarming an opponent is a is a MOV roll against an opponent’s COM/attack roll.
called shot (see below). N.B., you must get a higher result, not an equal one, to
҂ Multiple attacks – Stillrijders can use the class dodge an attack, since the attacker initiated the action.
power double tap to make two attacks in the same ҂ Give aid (standard) – You spend the round help-
round without penalty. Other characters can also ing someone who is wounded—bandaging cuts, e.g.
burn GRT to strike more than once, but they are This person regains 2 HEA. If this person is afflicted
The turn order how brutal combat is in your game universe. Stillfleet is
written to cater both to groups that enjoy combat (you
Combat is a series of rounds that begins with a contest can blow up dangerous aliens) and those that prefer
of initiative: everyone who plans to act rolls a special non-combat encounters (you can also talk to enemies,
MOV/initiate check to join the fray. The highest result run away from them, trick them, seduce them…).
goes first; tied results happen simultaneously. All It is the GM’s job to make sure that everyone at the
characters act in order from highest to lowest. table is comfortable with how your group will play
Ambushes, surprises, and stabs-in-the-back happen in through combat encounters, if at all. Peppering your
a special round before the first round. game with violent conflicts when some players are not
When it’s your turn, you can do whatever you want: comfortable with violence is not cool!
you get one standard action and infinite free actions.
You can also jog a generous 5 M in any direction while
doing whatever you’re doing, such as stabbing or Combat flowchart
Weirding out, unless you use a power that specifically
requires you to remain still.
To attack, roll COM/attack; your opponent rolls 1. Initiate action.
MOV/dodge. You win on a tie or if your result is
higher. Damage is by weapon. Armor reduces damage
by providing damage reduction, or DR. Unless otherwise 2. Deal with ambushes.
specified, all damage comes off your HEA first. When Ambushers attack first regardless of initiative.
you reach 0 HEA, you become prone. When you reach
0 HEA and GRT, or when someone tries to kill you
while you are prone, you die. 3. Deal with attacks and other
If you are attacked, roll MOV/dodge. You must roll standard powers in initiative order.
higher than your attacker. Dodging is a free action:
roll to dodge every time you are attacked.
When everyone who has rolled initiative has acted, 4. Deal with dodges after every attack.
the round ends. A new round then begins. Combat ends
Dodges are free actions.
when everyone dies, gives up, makes peace, or flees.
Bleed, burn, and stun introduce a surge die. There are many variations on
the surge die. The simplest mechanic is to—at the top
Certain weapons have the tag bleed or burn. When of the second round of combat, before any PC or NPC
a weapon with bleed X hits, it causes X additional has acted—take any die and set it to show the 1: now
damage when it hits and X additional damage on each everyone must add +1 to all rolls, regardless of the type.
subsequent round until the bleeding character takes a Then increase this surge to +2 the next round, moving
round to treat their wounds. the die to show 2; +3 the round after, and so on, until
In the case of burn X, this damage is cumulative (fire someone wins combat and/or everyone dies.
spreads). So, a plasma torch that does 1 damage and has The effect is to speed everything up and raise the
burn 1 causes 1+1 damage on round 1, 1+2 damage on stakes of all choices. Attacks become more likely to hit;
round 2, and so on… but dodges also become more likely; but also damage
Other weapons have the tag stun. Whenever a weapon increases; but also-also the costs of powers increase…
with stun X hits, roll a d6: if the result is equal to or lower PCs will inevitably burn more GRT boosting as they
than X, then the target is stunned—immobilized—for X realize that the stakes have increased overall. The math
rounds. remains fairly simple.
For example: Jerro the Fleeter jackal steals a
Snakeman planckion lash with bleed 3 from the
Mob rules
Trying to fight a large group of enemies—a mob—is
inherently dangerous for a small team. A mob can
consist of any type of entity (angry farmers, professional
soldiers, deadly androids, rabid vulture-headed cave-
monkeys wielding enerjawn-saws, etc.). The members
of the mob hold a variety of weapons and are variously
well-trained. For game purposes, however, the mob is
acting as a single threat comprising many bodies but
sharing a single, averaged set of scores.
Fighting a mob works like fighting a single opponent:
it rolls initiative; on its turn, it rolls to hit; when attacked,
it rolls to dodge; when struck by weapons, it loses health.
Mobs do not have DR, GRT, or powers. If anyone in the
mob is particularly interesting—say, a leader hopped
up on quantum-psychedelic drugs, or a specialist with
a superior weapon—then keep track of them separately
during combat.
There are a few differences between mobs and
non-mobs.
036
҂ Mobs inflict automatic damage each round, based
on the total number of fighters. This damage ignores
damage reduction (DR). It represents some sufficient
number of the mob getting lucky and finding
openings when the PCs are distracted. Mobs with
missile weapons continue to inflict automatic damage
as long as the PCs are in range.
҂ In addition to the automatic damage that the mob
inflicts, roll once per round for the mob to attack. If
the mob hits, it inflicts XdCOM damage, where X is
determined by the average war-fighting training of the
mob (up to the GM, see below).
҂ The mob has HEA, and when it runs out, it can no
longer act as a mob. This does not mean that every
single member of the group has been slain or knocked
out—simply that enough are dead, seriously injured,
scared, or confused so as to allow the PCs to take
off, if they want to. If the PCs want to kill every last
member of the mob, then make them fight at least
a few interesting individuals with useful-in-combat
powers but low HEA. These are the injured diehards,
zealots, or opportunists.
037
CH03 ☉ DESIGNING VOIDMINERS
Imagining—or randomly
choosing—a second self
Designing your player character (PC) is a fun aspect of most RPGs.
In Stillfleet, you can design a PC quickly: first you choose a species and
your species powers; then you choose a class and your class powers;
third, you choose a few game-affecting background details; and finally,
you buy gear.
This chapter covers the first three parts; the settings chapter, “Patterns,”
have many more options for sapient species that don’t live on Spindle;
and “Wires” features a textual emporium of void-made goods to pur-
chase before setting off.
Your group may also be starting at a higher level. In that case, you can
start with a 1st-level PC and add pool and powers for every additional
level according to the chapter “Edges.”
If you’re pressed for time, you can instead choose to play one of the
pregenerated characters that appear in the Quickstart Rules. You can
also randomly generate a 1st-level voidminer on our website.
Every single man, male and female, is a perfect creature of himself; and the same
spirit that made the globe dwells in man to govern the globe; so that the flesh of
man, being subject to Reason, his maker, hath him to be his teacher and ruler within
himself, therefore needs not run abroad after any teacher or ruler without him…
—Gerrard Winstanley, The True Levellers’ Standard Advanced, 1649.
Powers Icons
versus
A voidminer starts the game with several powers and
gains more by completing (i.e., surviving) ventures.
The following icons are used throughout the book to help
visually distinguish different groups of powers.
Marquee power
a “class?”
assign dice to these scores in two different ways:
Employees vs. criminals Note: A d4 score will limit you to easy, aided checks only!
and stowaways
In Stillfleet, your class is both an abstraction—a list of 4. Determine your 2 pool scores
cool class powers that you can use within the game— Your HEA (health) and GRT (grit—the points you spend
and a specific profession within the Co.—a list of on special abilities such as hacking ancient computers,
mindreading, etc.), are based on your primary scores.
responsibilities you take on every time you start a Your HEA is equal to your maxCOM +maxMOV. Your GRT
venture. The ten classes in Stillfleet are divided into is determined by your class.
two groups:
Note – Add any species bonuses to scores to your
starting HEA and GRT totals. E.g., if you have +1 MOV,
1. The standard six are the most common professions you correspondingly gain +1 HEA.
for voidminers (banshee, factor, pir, razi, stillrijder,
and witness). A generic group comprises one banshee,
one witness, at least one razi or stillrijder, and one 5. Deal with money
or two of the other standard classes, who provide Your starting money = 10 × (maxWIL +maxCHA) gl.
support including healing and grit recovery. Buy gear before heading out into the void!
Choosing a job time. Next level, if she continues playing the role of the
wilderness expert, scout, sniper, and/or beastmaster, she
Each class is defined by a unique marquee power but can select a different razi class power or any of the tactics
also starts with three other powers. Each class also has a advanced powers, since tactics is the advanced powers
formula for determining your starting grit (GRT) as well list associated with the razi class. Yellow Hinge Stopper
as an advanced powers list, which will dictate what new can also return to her studies of engineering—perhaps
powers you can choose from when you gain levels. You after proving her innocence in the Faneslary bombing—
can also always choose more powers from your initial and take another level as a banshee. Either way, she gains
class list. Wise players will coordinate their choices of one class or advanced power per level after 1st.
powers and gear.
Note, some classes have species restrictions. For
example, there is no way to learn about any type of
exoplanetary “wilderness” within the claustrophobic
room-blobs of Spindle, so Fleeters cannot train as razi.
Multiclassing
At 1st level, you must choose a single class. Most
voidminers stick to their chosen occupation as they
gain experience. A few, however, retrain, branch out,
or are forced to acquire new skills in order to survive…
At each level after your 1st, you can choose to take a level
in a class that is different from your initial one—if you
have some narrative justification for doing so.
When you take a level in a new class, you do not
gain four new powers. Instead, you gain only that class’
marquee power. If you later take another level in this
class, you choose a power from the class list or from the
class’ associated advanced powers list.
Multiclassing example
Tack (standard)
1 Ancient
2 Spinside
3 Provincial
4 Tephnian
5 Snakeman
6 Heechee
7 Escheresque
8 Utterly mysterious
044
To use dive to pull someone out of an area against their will,
roll COM/grapple against their WIL/resist other. They win on a tie.
The ship is on fire—you have to get your party through You can, with effort, actually pilot spacefaring vessels.
the stuck bulkhead before the O2 combusts! (Or Cost to command a vessel is based purely on its class
whatever!) This is your big getaway power. Burn 6 GRT (a combined 1–6 rating based on its size, complexity,
and make a MOV check: if you succeed, you and some or and condition), with each point of vessel class costing
Command (standard)
Heal (standard)
opioid that affect all biological sapients. One hit of recover d4 GRT; this can take you past your maximum
gunch heals d6 HEA. Every time you use gunch, GRT. You can use dWIL doses per day safely (roll each
you face a 1 in 10 chance of becoming addicted. If you day); if you have one dose more, you lose your mind
become addicted, you must use gunch every day or for 10 −dWIL days, minimum 1. (It’s up to you and the
suffer 20 −dWIL GRT damage per day. After d6 days GM as to what it means to “lose your mind.”)
sober, you suffer d6 HEA damage as well. This with-
drawal period ends after 25 −dWIL days. Stimtenyl Choose 1:
strips are non-addictive and heal d4 HEA each.
҂ Bonus item: you also begin play with a fannypack-sized
Bioengineer (day)
sample collection kit (tweezers, microscope, screw-
top glass and bend containers). You can, with proper lab equipment and some
serious tools (typically, on-Spin), conduct advanced
Choose 2: bioengineering experiments. You don’t really know
what you’re doing, of course, but you’re learning
rapidly… This power has four steps:
Ætherspeak (standard)
Burn X GRT, minimum 2: you connect X minds together 1. First, declare your rough intention: e.g., make that
telepathically for your level +X minutes. These minds jackal Scanadow slightly sneakier by making her
can communicate regardless of language and substrate express the genes for body-silencing micro-hairs.
(neurons vs. silicon wafers, e.g.). They needn’t be fully Or: make Dug Dug Nine the cloned assassin stronger.
sapient, but they must be sentient. (I.e., you can get a Or: make it possible for a wetan to have a baby with
sense of what a velociraptor is thinking—although that a human. Based on your intention, the GM sets
“conversation” will feel extremely chaotic—but you can’t difficulty, which must be a number equal to or greater
talk to a piece of steel rebar.) than 12.
2. Second, roll REA and add your level × 2. This is the
number you use to determine your bioengineering
Augur (delayed–standard)
results. You must reach the difficulty set by the GM,
Burn 10 −dREA GRT, minimum 2, and 1 HEA: ask any or else you fail.
answerable (short) question. At the end of the round, 3. Third, burn this much GRT, regardless of success.
after everyone else in initiative has acted, the nameless 4. Fourth, check the list below and talk with the GM
things whom you contacted reply with the answer. This about the final result, which is permanent. Describe
answer may be vague, depending on the question, but the result in garish sci-fi terms. Note, there is always
will not be malicious, a lie, or incomplete. some result! Even if you fail, you permanently change
your subject’s body in some way.
Listen (hour)
Bioengineering difficulties and sample results
You practice psychology and can help someone relieve
stress: at no cost other than time, one person, not you,
regains your dCHA +your level GRT. This requires a ≤ 11 Your experiment fails. Roll a d6: on a 1, the subject
relatively safe environment (a quiet room-blob, empty suffers d30 damage and gains a permanent,
terrifying scar.
saloon, office). Listening only works once per day on the
same person, but you can listen to up to three people 12 Switch two scores permanently.
25 Add +d10 to a check. At no cost, reroll a failed roll; this can be used only once
per roll and must be used immediately after failure.
26 Add +d6 to a score or add 2 more attacks per round.
Whether or not you succeed on this reroll, you must also
27 Add +d12 to a check. reroll your next success (not this action, but the next time
28 Add +d8 to a score. you have to roll).
29 Add some organs to the patient that allow her to
shoot missiles that inflict 3d30 damage. EXAMPLE FROM PLAY:
30 Port one sapient mind into a new body (any age, USING CLASS POWERS
species).
On the north-central plains of Terra’s larger supercontinent, the
voidminers are finally approaching the edges of the irradiated
Wastes. Straight ahead, several kilometers in the distance, gleam
the walls of the bombed-out city of Emnatria Medans. To their left,
Detect (standard) the savanna dries out and becomes a desert. To their right, a muddy
seasonal river snakes toward the city.
Burn 3 GRT and call bullshit on something someone Unfortunately, they are not alone: just as they spy the city’s
said: the GM must tell you if that something is a lie. This walls and pull back on the reins of their jirds (car-sized riding
can’t counteract mind control; it just represents thinking gerbils), something very large stands and shakes off river-mud in
great clumps. From two hundred meters away, it looks like a skinny,
deeply and trusting a gut instinct. rotting ox the size of a house. Its exposed ribs betray a smoking,
fiery engine of some kind. As they ready their rifles, this radiation
beast charges, galloping furiously and belting forth a smog laced
Extend self (standard/ongoing) with toxic embers…
The ensuing melee leaves the beast full of holes but one fleeing
You concentrate, burn d8 GRT, and send out from PC—a wetan witness named Ted—critically injured and burning
your core an ætherial hand: this can pick up any small (taking a cumulative 2 points of HEA damage per round) due to
acute radiation burns. Ted’s player, Hannah, asks if she can cure
object—up to a number of Kg equal to your level—and burning by using the basic power give aid. The GM explains that give
move it slowly but inexorably toward any being on aid covers only basic first aid skills and wouldn’t include a way to
the same planetoid as you. The object can be a note, a soak up radiation.
To save Ted, the party’s shoodtha pir, Dr. Djangles, uses the
poisoned dart, a scientific sample, an oddment— power heal. He is 3rd level and burns 10 GRT, so Ted recovers 13
anything small. It will eventually find the target and HEA and loses the burning condition. The GM prompts Dr. Djangles’s
bump into her, regardless of how long this takes. You player, Dustin, to describe the futuristic medical procedure in garish
sci-fi terms. He makes some gruesome analogies to cooking a stew.
do not have to concentrate to keep the extended self Ted mumbles about her preference for diplomacy but is thankful
moving, and it cannot be stopped by non-Weird means. not to die here, choking on toxic dust.
The time required for it to reach your target is 4d6 Later, inside the ruined city, the party are searching for a
renegade platoon of unhuman soldiers—separatists, now in the
hours −your level. You can burn an additional thrall of a mad buried Late Tephnian warmachine, who want to
Xd8 GRT to reduce the number of hours by X. leave the Federation of Unhuman Kingdoms and found their own
city-state in the Wastes. Just inside the city’s golden gates, gray
The only physician permitted to treat the famous cubic buildings loom, all their windows shattered. Nothing but
vinegar flies stir in the afternoon heat.
Director Arcressoir Prizpo, it is said, was a
While the party’s razi scouts ahead and the jackal tries to steal
mongrel called the Mountain’s Ghost who’d been powerful unhuman booze off of the banshee, the pir decides to
found half-dead on the Tephnian hulk ROTOLO by use the power find clue. This power requires no GRT to work: the
GM simply tells Dustin something useful. In this case, the GM
an expeditionary force—an elite team who later
says that, as the pir quietly slinks into a ruined store to hunt for a
died in freak accidents, one by one, in the days metallic snack (since shoodtha are metallotrophs), he hears two
leading up to the ‘Quake. No voidminer has seen voices speaking Old Tephnian (the language of the Federation)
coming through the building’s vents. He can follow the voices
the Mountain’s Ghost since the ‘works reopened.
back outside…
Track (standard/day)
Tame (standard/day)
Fight (passive)
You work to either tame an alien creature or to find and
then tame one. Your unarmed combat damage is now dCOM instead
of d2.
҂ If you’re already near an alien beast (not an intelligent
being—meaning something with a REA score of d2 or
Hunt (free)
1), you can burn 2 GRT as a standard power to calm it
so that at least it won’t eat you. You may then burn 8 When you attack and hit a target whom you’ve tracked
additional GRT and spend the rest of the day working down or fought at any point in the past, you can burn 2
with it, in several hour-long stretches, to make it your GRT to inflict an extra d10 damage. In this one case, you
loyal pet. can burn this GRT after rolling to see if you hit.
҂ If you are not already near a beast, you can burn 2 GRT
and spend 3d4 hours searching to find a beast to tame.
Reposition (free)
Taming it requires an additional 8 GRT and another
hour of hard work. You expertly case the chaos around you. Burn 6 GRT:
҂ This power works planetside and hulkside, but you gain an extra d12 to use on any roll, going forward.
hulkside “beasts” are often so dangerous that this This can be a dodge check, an attack, a damage roll—
power has little effect other than to momentarily anything. You can use this d12 once, and it will go away;
distract them. (GM’s discretion—the point is, you or you can instead use a d6 and, later, another d6; or a d4
can’t have a pet xenoglade.) and a d8; or three d4s, etc. The bonus rolls are entirely
up to you. You can reposition, use the extra die, and
Choose 1: immediately reposition again (paying another 6 GRT),
even in the same round (if you are trying to dodge
multiple lethal attacks, for example). But you can never
Artery-opening strike (free)
hold more than one d12-worth of bonus dice at once.
Burn 2X GRT: your next successful attack causes bleed X.
Slay (free)
‘Avvenge (hour)
When you successfully hit a target, you can burn 5 GRT
Burn 3X GRT, consult your notes, and search for X and roll dCOM again: if you get a 6 or higher, you can
hours: you discover an archaetech object of complexity choose to kill the target outright. If you slay more than
level X (ranked 1–6, simple, standard, complex, one opponent per day, make a dWIL check: if you fail to
corporate, military, godlike). This can be exactly the get a 6 or higher, you lose 20 −dWIL GRT and are visibly
item the group needed. You can also reduce the time shaken.
required by spending more GRT; each additional point
shaves off 15 minutes from the search.
Sting (free)
Exosuit (item)
Choose 1 of the archaetech features below to start; you You have a shoulder-mounted biokinetic quantum field
gain one more feature at 4th, 8th, 12th and 16th levels, if disruptor. Indefinitely set aside X GRT up to 4. Your
you survive that far: missiles inflict Xd4+X damage and have an effective
range of 25 M. You may fire them once per turn at a
cost of X GRT (roll COM to hit), in addition to your
Anti-orgone cladding (free)
standard action. They are small and will only hit one
Whenever you become the target of the hell science, if target. They recharge over time as you wear your suit
you get a WIL roll to resist, you may burn 2 GRT to gain (represented by the GRT cost).
+2 to that roll. If you don’t get to resist, you may burn 5
GRT to gain such a roll.
Scanner (free)
You participate in an important local ritual: this could be Burn 2 GRT. Choose one entity; this entity can represent
a religious service, an election, a marriage, etc. The time the median characteristics of a group (a gang, a small
requirement depends on the ritual but is typically one army, etc.). By spending a round studying it, you gain
hour and never less than one round. It must be logically a good idea about its general nature and likely powers.
possible for you to lead this ritual. (You can bend but (In game terms, the GM tells you its level, species, and
not break narrative logic here; GM’s discretion.) Burn X classes.) Assess does not let you read someone’s mind or
GRT and choose an effect: automatically catch someone in a lie.
Con (standard)
Once per venture, when your group reports back to You wait around the bulkhead, unseen, and pop out—
your refactor, you can submit your own memo without finally gutting that no-good H.Co. traitor like an albino
your teammates noticing. If you do so, choose to either voidscrod… Burn 6 GRT before you attack, and then
say nothing of importance or reveal something that at roll to attack with advantage. If you hit your opponent,
least one of the other PCs did not want to report back you inflict double damage. If you are 5th level or higher,
to the Co. If you reveal nothing of great importance, you you can spend another 6 GRT on hitting to inflict triple
simply gain an additional 25 gl as a minor reward. If you damage instead. You can backstab with any weapon,
rat out one or more of your fellows, however, you gain a within reason.
200 + (your level × 25) gl reward and a closer connection
with your refactor: they offer you secret side ventures
Imitate (varies)
and lend you archaetech items, etc. But now you must
rat out the others each time you report back or suffer With great effort, you can use any non-hell science,
a loss of rank, the suspicions of your overseers, and non-nanofluidics class power that costs GRT: simply
possible prison time, etc. The other PCs can never find the GRT cost, X, and burn 4X.
catch you in the act of turning in a memo, but they can
uncover your deceit by other means.
Murder (standard)
Sidebar with the GM: hatch a plot to kill one target (this
Steal (standard)
may be anyone, NPC or PC), and then burn X GRT. The
Name a stealable object—or overhearable or glance- plot must make some kind of sense. It takes at least one
at-able phrase or password, etc.—and burn d8 GRT. round of concerted effort to conceive, at best. X must
Roll a dMOV +your level check. If you succeed, you steal be greater than the level of the target, minimum 2.
the thing without being caught. If you fail, the entity Whenever the time is right, roll dCOM to attack the
from whom you’re stealing makes a dWIL check: if they target (even if you’re using poison, etc.). This roll can
succeed, they catch you; if they fail, you still didn’t steal be signaled secretly to the GM using a pre-arranged
the thing, but at least you didn’t get caught. A 1 is always signal. (“I roll to parry” = murder.) The target rolls
a failure. dMOV or dWIL to resist, depending on the nature of
҂ Bonus item: You also begin play with a free well-made the attack (stabbing or poison, e.g.). For every 5X you
dagger, stolen or of your own design (2d4 damage) spent when plotting, your target suffers a −1 on their
instead of a chiv. But at character creation, if anyone roll to resist. If your final result is equal to or greater
asks you for help buying essential starting gear, you than your target’s, they die. This entire process, if
must give them d12 gl (representing the fact that successful, can take place without the target knowing
you are a prisoner or orphan and thus cash-strapped); who is attacking them, your choice. If you fail but took
each other player can ask for your money. They must reasonable steps to protect your identity, your target
ask; if they don’t read this rule, then they miss out! must make a dREA −X check to identify you.
Eek was nimble for a shrew-bear. She didn’t
Vanish (free) remember her work in the Before Times, which are
also the Times to Come. She did remember her days
Once per round, you may simply disappear. Burn 7 in the Canteen, dancing for the furless things and the
GRT: you vanish into the air or void around you, bugs. She was sent to save them (from what?—she
undetectable by anyone except through the use of Weird didn’t recall them telling her that), but she found
powers, no matter how implausible this seems. Simply them so easy to trick out of their shiny bits. She
describe what happens in detail. N.B., this power does not started to take the bits even when she wasn’t on
count as a standard action and can be used once per round stage, even when the furless things were asleep. She
in addition to attacking or parrying (etc.). You remain amassed quite a nice bindle of coins and, well, who
perfectly hidden until you attack, speak, use any power knows what those other bits were. Some of them
with a visible effect, or otherwise give away your beeped! Too bad the bugs found the bindle. Good thing
presence. the Boss Monks here are always looking for people to
steal bits from other people, quietly, nimbly…
Evoke (free)
Bizarre Adventure.
amplified a ginormous amount. X minutes after using reality: burn X GRT and describe your stand. It is
the power, you feel weak and cannot use any Weird typically huge and vile. You are now your stand, doubled
power for X rounds. During this time, you smell sweaty on top of your non-stand ego-self, for as long as you
and can’t speak clearly. have GRT. Your stand has advantage on unarmed attacks
and deals 2dCOM+X damage. Your stand takes GRT
Choose 1: damage instead of HEA damage, protecting you from
physical harm. When you drop to 0 GRT, your stand
dissipates, and you are you (and only you) again. Note:
Call patron (free)
your stand hates your ego-self and will try its best to
You supplicate to your always-watching patron: make ruin its reputation, insulting its friends, attacking
a standard CHA check. If you succeed, you get the civilians, and so on. GMs, exploit this!
attention of whatever ultrasapient grants you your
ability to manipulate reality on a quantum scale, and it
takes hold of you, taunting the pitiful beings around you
to react. If anyone attacks you for the next your-level
rounds, they suffer d30 +your-level damage as a
warmachine strafes them with micro-railgun drones,
or a cthulhicate lashes at them with tentacles of purple
hate, etc. After you call your patron (that is, after the
power ends), you must sacrifice d20 GRT to it or else
fall to 0 HEA, prone, as it sucks out the juiciest parts of
you as punishment.
Once per day, when you let your brain do what it wants Burn d20 −dMOV +X GRT, where X is greater than
to do, strange things happen… Burn d3 HEA. You gain 0, and choose one of the effects below. Whenever you
one die-worth of GRT, with the die-type dependent on phase, you suddenly appear very weird to everyone
your level: You roll a d3 at 1st level, a d4 at 2nd, d6 at around you.
4th, d8 at 6th, d10 at 8th, d12 at 10th, d20 at 12th, d30 at
14th, 4d8 at 16th, 5d8 at 18th, and 8d8 at 20th. Calling ҂ Blink – You move 10X M in the direction of your
Weird does not require a particularly quiet environment, choice. If you choose to move into a living being,
nor must your hands be free, but you must be awake and you destroy it but suffer 5X HEA physical and 2X
able to focus. Whenever you call Weird, you suddenly GRT mental damage in the process. You also end up
appear very weird to everyone around you: your skin covered in gross bits.
appears discolored or slimy; you smell like ozone or ҂ Decorporealize – For 2X rounds, you remain visible
rotting figs; your hair stands on end and emits a pale but become insubstantial: HEA damage directed
blue-gray glow, etc. This gives you away, if you are against you is turned against your attacker instead;
pretending to be someone you are not—especially if GRT damage is attenuated by −X.
you are pretending not to be a tremulant! ҂ Overmirror – You spawn X copies of yourself. For the
next X rounds, including this one, these copies may
act on your initiative, including right now, in whatever
Extend self (standard)
manner you wish. At the end of the Xth round, they
You concentrate, burn d8 GRT, and send out from blink out of existence, and you take X HEA damage.
your core an ætherial hand: this can pick up any small
object—up to a number of Kg equal to your level—and This is not a perfect metaphor for warping timespace,
but it’s apt enough for the purpose of a rule.
move it slowly but inexorably toward any being on
the same planetoid as you. The object can be a note, a
poisoned dart, a scientific sample, an oddment—
anything small. It will eventually find the target and
Which
Co. Informatic beings can also be healed by banshees
using the power jack, but this process is less efficient,
representing an engineer trying to perform surgery.
thing are Stillfleet is designed so that most players will choose one
of the species offered in “Wayfarers”: your character will
you?
be a mercenary from outer space. That said, there is no
mechanical reason that the game can’t allow for some
or even all players to choose non-conscript species from
Terra who’ve somehow made it up and into the void, or a
species from somewhere further afield than the worlds
Some playable “species” are types of humans from known well to the Co.
different homeworlds, but most are aliens. Mechanically, The species presented in “Patterns” represent other
most species have one or two assigned powers and sapients thought to be at least potentially friendly to
are able to choose one or two more from a list. Many humans and wetans by the Archivists. GMs and players:
species have a permanent +1 modification to some talk about what’s on the table at character creation.
score. This is a big deal! Keep it in mind when assigning
scores. If you have a d4+1, you may reach 6 and succeed
at normal-difficulty checks whenever an ally helps you Species living on-Spin (in this chapter) d12
out or you have a situational bonus.
1 Fleeter (human—Spindleborn)
Informatic vs. biological 2 Provincial (human—exoplanet-born)
Informatic species are indicated by
4 Conscript (human—Terran)
Informatic sapients are not affected by toxins, and
they can survive hard vacuum longer than biological 5 Pepper elf (dark crystal automaton)
drugs (gunch, stimtenyl, etc.), but they can be healed by 10 Mournfolk (morghûl, twin-souled wire ghost)
powers such as give aid, heal, and regenerate: leeches 11 Shoodtha (faceless robotic alien)
and pirs are trained to help all sapients known to the
12 Sleeper (human—reborn)
Fleeter
(human—Spindleborn)
You spell it with a capital F. You are a space-born human.
You claim to be immune to the voidpanic that grips other
inhabitants of the vacuum, but in reality, you are merely
better at faking calm.
Species powers:
“Modern” (permanent)
Voidborn (permanent)
(human—exoplanet-born)
1 Calarash (major province)
The people of the various worlds seeded by the Ancients, 2 Calayat (major province)
the Tephnians, the Co., H.Co., the Snakemen, and even
3 Carlivago (minor province)
by the other provinces share one thing in common: they
are neither “truly” ur-humans in the way that Terrans 4 Darasan (major province)
believe themselves to be, nor are they “truly” space- 5 Faneslary (minor province)
born in the way that Fleeters see themselves—as the 6 Gigou (major province)
inheritors of three centuries of tacking, archiving, and
7 Kakudun (major province)
deciphering the secrets of a once richly connected
cosmos. Some provincials resent this outsider status 8 Kavaraat (minor province)
within the Co.; others embrace it, using it as fuel to push 9 Qreyjal (major province)
themselves out among the hulks and climb the ladders 10 Ruguņ (major province)
of the Directorate.
11 Tyharin (minor province)
Acid lakes and ancient ruins dot the 1. The known human polities are not especially
major continent on this cold, dry world. divergent—evolutionarily, sexologically, culinarily,
Uricon’s sole remaining city—vast and technologically, or culturally—suggesting that they
many-colored—is ruled by a good queen share an origin.
but managed by corrupt bureaucrats. 2. The “xeno-provincial” languages (Theenish, the
You speak Spin and a chavvy version of many Kakudunnais languages, and the many, many
English circa England at 1980–1990 CE, Calay languages) contain the same basic phonic
most of which consists of phrases elements as all known human tongues. (And of
from television. You gain a +1 to checks course the provincials themselves contain the same
related to lying (most CHA checks). base pairs of DNA.)
3. “Top-furthest”—to use the slang of the Canteen—
the xeno-provinces are not unified sociopolitically.
As on Terra and the other provinces, the humans of
Calayat, Darasan, and Kakudun have yet to achieve
anything like world peace.
Just under two-thirds of the sapients living on Spindle You gain a permanent bonus of +1 MOV.
today are humans. Another third are wetans. These
large, spiny, insectoid beings trace their origins to the
Mandibles, spiracles, etc. (two-round)
major province-world of Calayat. (Probably—some
wetans believe Kakudun or even lost Nașudrūn to be You can metabolize a much greater range of chemicals than
the true Ur-Wetana.) Of all of the nonhuman sapients hominins, only a few of which are cognizable to them as
whom humanity has encountered, wetans are psycho- “food”—from rotting fungusbark to human-urine energy
logically the most similar to the gregarious ape. For shots. Whenever you encounter something possibly edible,
one, many “cricks” seem to love voidmining as much as make a WIL/resist world check. Take that result and roll as
adventurous humans. many d4s. For every resulting 4, you regain 1 point of pool,
Physically, Spindleborn wetans are drabber, squatter, assigned to HEA or GRT as you like. Eating possible-food
and less spiky than those who were born in the provinces takes at least 20 seconds (two rounds).
and became trapped on-Spin by the Groot Tachquake,
and those who just arrived. Many wetans live among Choose 1:
humans in the Flats proper, but others choose to live just
below, in the sprawling neighborhood of Little Wetana,
Big spiky hard-shelled bug (permanent)
which is largely controlled by the Wetan
Mafia—an increasingly You gain a permanent bonus of +1 COM
powerful rival of
the Directorate.
Chemoelectric sense and sensibility (perm.)
Burn 4X GRT and roll CHA; X targets roll WIL. For each
target, if your result is equal to or greater than theirs, you
put them into a light, trancelike sleep for maxCHA
rounds, if they weren’t hostile (attacking you). To lull X
hostile beings to sleep, burn 4X GRT and roll CHA; they
resist with advantage .
You are informatic. You don’t have to breathe air, and you
can withstand the wild temperature and pressure swings
of the vacuum. You cannot survive strong acid, lava,
astral hydrogen plasma, etc., any more than any other
species.
Choose 1:
Technorganic (permanent)
Enjan
(cactoid)
Hailing from the fairly well-explored province-world of
Enjan are not happy-looking “ents,” but bizarre sapient associations
Species powers:
Whispery (permanent)
Burn 3 GRT; your next attack against an animal or You gain a permanent bonus of +8 HEA.
automaton (includes all hominins, insectids, and
informatic beings; does not include mushroom-
Spiny (permanent)
and mold-people) inflicts +3 +your level HEA
damage. Alternatively, you can deal this damage to Anyone who attacks you in hand-to-hand combat takes
your target’s GRT pool instead. 2 HEA damage per attack, whether or not they succeed
in inflicting damage. Your unarmed attacks now inflict
dCOM+2 damage.
Plant commander (standard)
Burn d6 −dWIL GRT, minimum 1; you can speak clearly Languages: You speak Spin, one Qrey language of
to a large biomass of plant material for a number of your choice, Plant, and Moldfolk. This means you can
rounds equal to your level. Most plant biomasses have communicate with intelligent plants and fungi. Most
only the dimmest understanding of what the hell you're plants and fungi, however, have little to say.
on about, unless you’re on about water or sunlight. To
Choose 3:
Geek (standard)
Gracile (permanent)
Proto-wings (permanent)
Species power:
Quasi-amphibious (permanent)
Choose 3:
Care-minded (permanent)
Insight (standard)
Species powers:
Huge (permanent)
Skinshift (standard)
Neurosis (permanent)
You molt your skin and completely alter your
Whenever you fail a check for any reason, you feel bad appearance. Once per day, for 3 GRT, you may switch
about yourself and lose 1 GRT. your dCHA and dWIL scores, including bonuses. This
shift is permanent until you shift them back.
Pasthaunted (permanent)
Languages: You speak Spin, Futurecommon, and the
You gain +3 on WIL/resist other checks, because you Yellow Order’s Secret Cant. You may also choose at
will not go back to that dark time of the ancestors. You character creation to speak any one “dæmonic” (alien)
gain −3, however, on CHA/control checks or other checks language of your choice; if you do, you permanently
related to intimidating people. lose d2 GRT.
Mournfolk Choose 1:
Species powers:
De-fuse (standard)
Re-fuse (standard)
Species powers:
Curious (meta)
Genius (permanent)
Metalotroph (permanent)
You eat metal, not other things. If you can’t eat roughly 2
Kg of metal every day, you die.
Remember (standard)
Amnesia
People of the same trade seldom meet together, even for merriment
and diversion, but the conversation ends in a conspiracy against the
public, or in some contrivance to raise prices.
—Adam Smith, An Inquiry into the Nature and
Causes of the Wealth of Nations, 1776.
Character
Hustle d30
backgrounds
1 Algæneer (banshee, factor, pir)
or allow this to be discovered during gameplay, and 13 Gambler (blooder, jackal, stillrijder)
remember what each rule dictates. If you forget in the 14 Gladiator (blooder, razi, stillrijder)
heat of the moment that you can roll with advantage,
15 Hell paladyn (snakehead, stillrijder, tremulant)
then you simply lose advantage. No retconning allowed!
Suggestion: copy and paste whatever rules you’re using 16 Leech/physicke (banshee, pir, witness)
directly onto your character sheet as a reminder. 17 Meretrix (blooder, jackal, mouse)
18 Peasant (any)
Hustles 19
20
21
Pilot (banshee, factor, pir)
22 Server (any)
long past, but you can have only one (GM’s discretion). 29 Yesperson (factor, jackal, witness)
Appropriate classes are suggested. 30 Zanni (jackal, mouse, witness)
Kin
for a living. You have advantage on all REA or CHA
checks (your choice) related to explaining things and
learning new things yourself. You have disadvantage
on WIL checks to resist the wiles of children, and
on WIL checks to resist lashing out at misbehaving
entities in general.
҂ Translator (pir, razi, witness) – You convert one form
Binding ties
of language into another for a living. You have ad- No matter how old your character is, they have a past—
vantage on REA and CHA checks related to either one populated by individuals, each of whom has their
linguistic translation or code-stratum tech (your own motivations, desires, and dreads. These people are
choice). But your head is always thinking someone called kin.
else’s thoughts. You have disadvantage on REA and A kin is someone close to you—sibling, friend,
CHA checks to write your own work, to tell your own frenemy, rival, lover, ex, mentor, sensei, former intern,
stories. swami, aunt, co-escapee, current co-hustler—who may
҂ ‘Ulkdiver (factor, mouse, stillrijder) – You are first into prove useful to you, at some point. Your kin may also
the dark, first down the deep, first to take, first to prove demanding: they may suddenly request your aid,
Creating kin sense: you spend in-game time meeting up, which
is fine if you’re both on-Spin but quite annoying if
At character creation, you gain two kin: one is up to you separated by many millions of lightyears.
to flesh out. This person should be relatively low in social ҂ You remember a special moment or important shared
status—a relative, a friend, nobody in particular, as far as secret with this person and burn 10 GRT as a free ac-
the world of the game is concerned. tion to summon them to you. Whenever you tell the
Your other, more powerful starting kin is determined GM that you’re burning GRT to summon one of your
by your class. Choose 1 of 2 options for your class, and kin, you find them immediately, as soon as this could
the GM will then jot down some secret notes about this possibly make narrative sense. The burden is now on
newly important NPC: the GM to make the connection happen!
҂ Banshee – A Senior Draadmijner (banshee guild-boss, Ultimately, what counts as possible is up to the GM: this
silent J), or a high-ranking wetan mafioso. (Archival or power either can or can’t bring someone from Spindle
underworld connections.) to the heart of the Escheresque… My gut-reaction
҂ Factor – A subdirector, or a provincial intelligence suggestion is “can’t…” unless the resulting story would
officer. (Co. or espionage connections.) be amazing (weird, fun, unique) to play out. When in
҂ Pir – An Archivist–physician, or a provincial eccle- doubt—your summoned kin arrives!
siarch of renown. (Archival or provincial–cultural
Telos
connections.)
҂ Razi – A provincial governor, or an infamous
black-market chandler specializing in exotic
exoplanetary flora and fauna. (Provincial–political or
bioscientific connections.)
Teloi
d20
details
1 Adrenaline – You fulfill your telos when you dive
right in, regardless of the others.
2 Care – You fulfill your teloswhen you help someone Core questions
else in need.
Whether or not you’re using the background rules—and
3 Chaos – You fulfill your teloswhen you make a big before you’re ready to bust ghost-alien heads—you need
change in the situation just to see what will happen.
to decide on a few important details. Write these down:
4 Conflict – You fulfill your teloswhen you choose to
fight it out even if peace could have worked.
1. What do you look like? What kind of clothes do
5 Conversion – You fulfill your telos when you convert you wear?
someone to The Cause (whatever it is).
2. What is your name?
6 Deception – You fulfill your telos when you lie 3. Did you come from Terra or one of the provinces,
successfully and importantly.
or were you born on Spindle?
7 Fame – You fulfill your telos when you put renown 4. Do you have a family? Close friends? Pets?
over self-interest (or reason).
5. Do you know the other voidminers, or are you
8 Inertia – You fulfill your telos when you avoid having meeting for the first time now?
to act or make an important choice at all.
6. What do you think about the other voidminers?
9 Knowledge – You fulfill your telos when you learn Is one of them a lover? A rival? See the table How the
The True Facts (about whatever).
PCs know one another for ideas.
10 Laughs – You fulfill your telos when you pull a really 7. What is the nickname of your crew? Always name
stupid move because it’s so damn hilarious.
your crew!
11 Loot – You fulfill your telos when you amass Crazy 8. What do you think about your refactor (see below)
Awesome Stuff (whatever it is).
and/or other superior(s)?
12 Melancholy – You fulfill your telos when you give in 9. What do you think about the Co. generally? Is it a
to your stupid feelings and it really shows.
force of good or evil?
13 Order – You fulfill your telos when you organize the 10. Most importantly—what do you want? What
group or fight to maintain that organization.
motivates you to travel through the void, to new
14 Passion – You fulfill your telos when you put love worlds?
before self-interest (or reason).
16 Pleasure – You fulfill your telos when you put enjoy- Money and starting gear
able experiences before self-interest (or reason).
You’ll also need equipment to complete your first
17 Power – You fulfill your telos when you amass venture. The Worshipful Company of Stillfleeters mints
control over others.
a currency called the voidguilder (gl). At level 1, you
18 Service – You fulfill your telos when you help The start with a chequery of guilders equal to 10 × (max-
Whole (whatever it is) by sacrificing yourself.
WIL +maxCHA). This averages out to around 160–220 gl
19 Survival – You fulfill your telos when you protect for most characters. Each venture into the void pays
yourself at all cost.
25 × your level gl as a base rate, regardless of success, with
20 Vengeance – You fulfill your telos when you finally additional commissions for interesting archaetech
get back at the Bad Thing (whatever it is).
items found or missions undertaken (see “Screams”).
At character creation, you’ll want to use your personal
A higher-level voidminer starts with chequery to buy weapons and other useful gear.
more money. In addition to 10 × (maxWIL
+maxCHA), they gain their base rate for You also begin play with a single minor piece of
each additional level (see “Edges”). archaetech called an oddment—a cool piece of old tech,
a one-of-a-kind pet, or a major clue for down the road
that doesn’t throw off the game’s balance of power.
9 Ex-lovers.
works
Note: at each level after 1st, blooders, snakeheads,
and tremulants may select new bizarre, class-specific
powers in addition to one (other) advanced power.
This makes characters of these classes somewhat
more powerful than the others. At the same time, hell
The mechanics of level gain a higher rate than your base rate. Whether or not you are
promoted is up to the GM, but this usually happens after
The “completion” of one “venture” is an abstract event a successful venture, not merely one that you survived.
that should be unanimously defined by the grimventure (Note, mechanically, rank has no set effect… Use the
manager (GM) and the PCs. Every time your group tables below and/or make up new, intermediary ranks as
completes one venture and reports back to the Co., all you see fit: bureaucracy is endless!)
of the surviving PCs gain one level, regardless of their Finally, the most important thing that happens
success (however defined). when you gain a level is that you get to choose another
+1 class power OR
2. +6 pool +6 total
+1 advanced power
— — 50 gl
+1 class power OR
3. +6 pool +12 total
+1 advanced power
— — 75 gl
+1 class power OR
5. +6 pool +24 total
+1 advanced power
— +1 to one score 125 gl
+1 class power OR
7. +6 pool +36 total
+1 advanced power
— — 175 gl
+1 class power OR
9. +6 pool +48 total
+1 advanced power
— — 225 gl
+1 class power OR
11. +6 pool +60 total +1 advanced power OR — — 275 gl
+1 hell science power
+1 class power OR
13. +6 pool +72 total +1 advanced power OR — — 325 gl
+1 hell science power
+1 class power OR
15. +6 pool +84 total +1 advanced power OR — +1 to one score 375 gl
+1 hell science power
+1 class power OR
17. +6 pool +96 total +1 advanced power OR — — 425 gl
+1 hell science power
+1 class power OR
19. +6 pool +108 total +1 advanced power OR — — 475 gl
+1 hell science power
every venture completed, each voidminer is paid a base 4 Refactor minder (serves on one dedicated
rate of 25 voidguilders (gl) × their level plus a rank-based “desk” of a committee)
bonus of their Directorate rank × 100 gl. 5 Refactor gezant (majoor) (can serve as a diplomatic
Note, classed factors start at a higher rank than other provincial attaché, making major trade deals)
characters and thus enjoy an automatic venture payout 6 Refactor prime (can serve as a provincial
bonus of +300 gl. This makes a support class more ambassador, determining political outcomes)
Likewise, if you are using the optional rank rules, then 9 Subdirector kastelein (majoor) (can serve as a
as a standard action, a character of a higher rank may provincial governor)
call for a special CHA check when interacting with 10 Subdirector prime (chairs one committee within an
a character of a lower rank. This is a contested roll, Afdeling [department] of the Directorate)
CHA/pull rank versus REA/know: the higher-ranking 11 Director (casts one vote in the ruling General
employee is trying to get something (a favor, Committee)
information, money, access, archaetech) out of the 12 Director prime (possibly apocryphal)
lower-ranking employee, who is trying to logically
determine if the higher-ranking employee’s rank really
Stillfleeter (voidmining) ranks,
merits respect in this situation. (That is, the lower- d20
regardless of class or level
ranking employee just wants to know if they’ll
get in trouble for disobeying an order.) For every
1 Leerling (valet)
difference in rank between the two characters, the
higher-ranking employee rolls one additional CHA die, 2 Arbeider (able rate)
of the Eaters of the Dead. If the lower-ranking 7 Matroos prime (leading hand)
employee’s result is greater than or equal to the higher- 8 Korporaal (petty officer, NCO)
ranking employee’s, however, then they know a loophole
9 Wachtmeester (sergeant, equivalent to a refactor
allowing them to get out of this situation without minima)
risking social capital or bodily harm.
10 Opperwatch (master sergeant)
Note, the players can call for CHA/pull rank checks
against other player characters and against NPCs, but 11 Adjudant (warrant officer)
Alternative advancement
attacks deal d2 damage. If you select unarmed combat
training as an advanced power, your unarmed attacks
deal dCOM damage instead.
To play a “monk”-like character (à la that class in clas-
systems
sic RPGs, not à la real monks), you may swap any one of The standard way that advancement works is that a PC
your starting class powers for unarmed combat training. gains one new power per level. To amp up your game,
simply give each PC two powers per level (i.e., institute
Learning hell science powers strong leveling).
For those who prefer advantage and disadvantage to
The hell science concerns the truly Weird—that which bonuses and penalties on rolls, replace the +2 special-
only the Archivists attempt to understand and explain. ization bonus with advantage: roll the specialized check
There are so many known hell science powers that they twice, taking the higher result. The reason for the +2 bo-
are listed—along with their physical and social draw- nus is to allow characters with d4s in scores to succeed
backs—in a separate chapter, “Echoes.” Only snakeheads as though they had d6s, and for d8s to score in extremely
and tremulants begin play with access to the hell science. difficult circumstances, etc. That is, in Stillfleet, depend-
At 10th level, any character can begin to learn hell sci- ing on the die, advantage isn’t as useful as a bonus. Even
ence powers. This should come at a price: all tremulants so, allowing players to choose advantage instead of a +2
and snakeheads are essentially losing their grasps on re- is reasonable.
ality, invocation of Weird power by invocation of Weird Likewise, regarding score increases: instead of replac-
power. A high-level chandler who snorts quantum ing existing scores with higher die types, you may gain
What makes
three; and leg 4 takes only one again. Fine. If you’re
quite generous, the PCs level up after each leg. Or, the
PCs level up after legs 3 (the main action/climax) and 4
a venture?
(reporting back to the Co.), since leg 1 was just travel,
and leg 2 was just a planning discussion (rising action).
This chapterizing of a campaign represents the PCs’
striving toward a meaningful solution to large-scale
social problems and restoring their own confidence in
Breaking up the action themselves, all before having any down time back on-
Spin. It also rewards the PCs doubly without speeding
Exploring the “haunted” asteroid Tchunaal VII (even if up the pace of the game too much: gaining two to four
this leads to several random side events) and dealing levels over 7–8 sessions will boost them from newbies
with the incipient civil war between the state of Nazaray to solid veterans in only a few in-game and IRL months.
and their dolphinoid allies on Calarash (even if this hap-
pens quickly due to a combination of luck and innova-
tive scheming on the part of the PCs) are both discrete
ventures. In general, the PCs can have more than one
venture going on simultaneously, but one will be domi-
nant and the others incipient. In addition, only one can
be resolved per game session.
If you run a one-off game, it counts as one venture,
and the PCs who survive it each gain one level. It’s pos-
sible that they will take their sweet time in finishing this
“one-off,” and you may end up running the venture over
two or more game sessions, IRL. That’s fine. As long as
the venture is clearly defined, and the PCs understand
that they are still in the middle of things—not reflecting
on lessons learned, training, speaking to mentors, etc.—
they shouldn’t gain levels between sessions.
It is quite possible, however, that you will develop big-
ger plots, and that ventures will be less clearly defined—
especially if your PCs decide to undermine the Co. and
start a rival voidmining guild. To deal with a longer-term
venture during which PCs can and should gain levels,
chapterize the plot as best as possible and offer clear
pausing points, regardless of in-game temporality, dur-
ing which the PCs can realistically “level up.”
For example, if the PCs are rockside dealing with a re-
bellion in a major province, they may need to 1) travel
from the main Co. city far into the hinterland and 2)
make a deal with the rebels that involves 3) defeating
The idea of power, at first view, seems of the class of those indifferent ones, which
may equally belong to pain or to pleasure. But in reality, the affection, arising from
the idea of vast power, is extremely remote from that neutral character.
—Edmund Burke, A Philosophical Enquiry into the
Origin of Our Ideas of the Sublime and Beautiful, 1757.
Types of
powers
Organized by category
of effect, not class
Advanced powers are inherently different from class
powers: where the latter build up a clear concept of a
single profession (soldier, doctor, engineer, etc.),
advanced powers are instead organized around their
effects and open to multiple classes.
Of the five lists of advanced powers presented here,
one is more class-like, however: nanofluidics is a list of
powers that can only be used by PCs who have ingested
at least one aliquot (abstract unit) of working nano
robots, or nanites. These nanite-doses are typically sus-
pended in liquid and referred to by voidminers as the
Blood. For more on nanotech and the Blood, see “Wires.”
Finally, the six paths of the hell science (i.e., “Weird”
powers, “psyonics,” etc.—see “Echoes”) are like advanced
powers lists. But these powers are only available to
classed snakeheads and tremulants, and to PCs of
10th level or higher. At that stage of experience with
venturing out into the void, a sapient intelligence begins
to… open up (or, pejoratively “crack up”). Regardless
of class, higher-level characters can begin to select
Weird powers in place of other advanced powers.
But doing so makes a character, well, Weird—worthy of
suspicion in the eyes of the average Fleeter, provincial,
or wetan.
Communications powers
d12
1 Ally (ten-minute)
3 Empathize (passive)
6 Hoodwink (standard)
7 Idiohack (standard)
8 Kickfix (standard)
para-noioid rotordisc, etc.). This drone has no game
9 Lighten the mood (passive) effect until you power it up: to do so, as a free action,
10 Lose the scanners (free) burn 5 GRT. For a number of rounds equal to your
11 Sense deep wires (standard) level +2, you gain a new die representing the drone’s aid
(write it as “DRO”). You can roll this die once per round,
12 Speak with warmachines (standard)
adding the result to any other roll (e.g., either attack,
damage, or dodge, but not all of these). After your level
Communications powers: +2 rounds, the drone runs out of power. DRO begins as
a d4. At 4th level, it becomes a d6. At 8th level, a d8. At
12th level, a d10. At 16th level, a d12. At 20th level, a d20.
Ally (ten-minute)
Enemies can target your drone and inactivate it; it has a
You can convert code-based intelligences to your cause. MOV/dodge score of d12 and HEA equal to maxDRO
Burn 4 GRT and roll a REA and a CHA check. The +5. When the drone inactivates, it simply stops working
difficulty of the REA check is 1 + the complexity level until reactivated (perhaps repaired in some minor way).
of the code-based intelligence (generally at least a 3). It does not break unless it is further targeted by enemy
The CHA check is a standard difficulty of 6. If both fire and reduced to −maxDRO. In this case, you have no
checks are successful, you convince the code-based drone and must buy or find a new one.
intelligence to ally with you and accomplish some goal.
This is a permanent alliance, unless you double-cross the
Empathize (passive)
AI. If one check succeeds, the AI is not angry, simply
unconvinced—perhaps curious about the terms of the Add your level to all checks involving persuading AI,
alliance. If both checks fail, you have angered the AI and including REA/argue, CHA/deceive, CHA/intimidate
should probably flee… (“I’ll wipe your drives!”), MOV/pilot (“It’s safe to fly into
that volcano, sure…”), and even CHA/seduce. Unlike
ally, this is not a unique effect per se, merely a way to
Call drone (item/free)
boost normal rolls. Use ally or another power to make a
The next time it makes sense in the story, you gain a more drastic change or to try to hack into sophisticated
new archaetech item—a drone (or robot butler, droid, strong AI.
Idiohack (standard)
Speak with warmachines (standard)
You have some control over your own bioelectricity.
You may spend 1 GRT per complexity level to recharge a You are great at getting the attention of the ancientest
depowered technological device that requires electricity machines. If you fail a hack or other tech-related check,
to function. This does not require a check, but the tech roll a REA check. If you get a 7 or higher, at no cost,
may still be in bad shape and thus not work properly or you still failed to do exactly the thing you were trying to
for very long. do—but you did successfully get something’s attention…
Speak with warmachines is dangerous but not automatically so. If you’re just
trying to open a door, the GM should not necessarily put you in contact with the
mad Azathothian ship’s AI that wants to convert all human biomass into fuel.
robot, or fellow PC. If you choose the last, play it out! What
Deflect allows you to name either an NPC, non-sapient beast or
Changing your fate, Cannibalize (standard)
revising your rolls Touch a sapient entity. That entity loses GRT equal to
4 Deflect (passive)
6 Extend self (standard/ongoing) Whenever you would become prone, name another
7 Extradimensionalize (free) organism within 10 M of you whose total mass is no
more or less than 50% of your own: this being becomes
8 Fence (free)
prone instead. You are still at 1 HEA. You are not
9 Get lucky (free) prone in game terms and do not suffer the serious harm
10 Hear voices (passive) associated with this state. You’re just tired. If you are
11 Hypnotize (hour) at 1 HEA when you take damage, however, deflect cannot
help, and you become prone.
12 Implode (free)
13 Reroll (free)
Detect (standard)
14 Soften (passive)
15 Switch gears (free) Burn 3 GRT and call bullshit on something someone
said: the GM must tell you if that something is a lie. This
16 Quibble (free)
can’t counteract mind control; it just represents thinking
17 Train power (permanent) deeply and trusting a gut instinct.
18 Vanish (free)
Extradimensionalize (free)
Fence (free)
Burn 3 GRT and spend at least one hour alone with Lower the cost of 1 class, advanced, or hell science power
someone. That person falls for you and will now do by 3 GRT, minimum 1. This power can be taken multiple
things within their power to help you. This is not actual times.
mind control, just seduction. They may roll a WIL check
once per day to snap out of it or at least reassess their
Vanish (free)
feelings for you.
Once per round, you may simply disappear. Burn
7 GRT: you vanish into the air or void around you,
Implode (free)
undetectable by anyone except through the use of Weird
Whenever you roll the maximum value on any die, powers, no matter how implausible this seems. Simply
you may burn d6 GRT and choose: either roll the next describe what happens in detail. N.B., this power does
lowest die (down to d4, d3, and finally d2) or the not count as a standard action and can be used once
next highest (up to d30). If you choose the next lowest per round in addition to attacking or parrying (etc.).
and roll the maximum result, you may roll the next You remain perfectly hidden until you attack, speak, use
lowest again, for free; if you roll the maximum result any power with a visible effect, or otherwise give away
again, you may roll the next lowest again, and so on. your presence.
If you choose the next highest and roll the maximum
result, you may burn 2d6 GRT to roll the next highest
Wild boost (free)
die… And so on. As long as you keep rolling max results,
you may either keep rolling for free (lower die) or keep Whenever you aren’t sure if you will succeed at an
paying +d6 to roll the next highest die. important check, you may call for a wild boost. Roll nor-
mally. If the result is a 1, you fail. Any other result is a
success. But you automatically burn GRT equal to the
Reroll (free)
difference between the difficulty of the check and your
Burn 5 GRT: reroll your last roll. You can only reroll once result. So if the difficulty was 6 and you wild-boosted
per roll. and rolled a 4, then you burn 2 GRT. If the difficulty
was 15, for a monumentally difficult task, and you
rolled a 2, then you burn 13 GRT. If you don’t have suf-
Soften (passive)
ficient GRT, you burn HEA at a ratio of 3 HEA per 1
When you lock eyes/sensory organs with someone and GRT. If you run out of both HEA and GRT, you succeed
politely ask a question, you gain advantage on relevant at this single check and then immediately have an
CHA or WIL checks. This counts for the purposes aneurysm (or vegetal or informatic equivalent) and die.
of gathering information, sensing motive, haggling,
seducing, and so on—but not straight-up conning.
Wild out (free)
You fucking lose it. Your eyes glow; your skin becomes
Switch gears (free)
purple and scaly; half of you tesseracts into a blur
Burn 4 GRT: for the next your-level rounds, swap one of antishapes, etc. Burn 3 GRT: your next successful
primary score die for another. You can swap back at any attack inflicts an extra d20 damage, but there is a 1 in 6
time as a free action. chance that instead of your target, you hit your nearest
ally (or, if no allies are present, yourself ). You can
stack this power: for every 3 GRT you burn, you roll an
Quibble (free)
additional d20 damage on your next successful attack,
At no cost, reroll a failed roll; this can be used only once but the chance of striking an ally instead of your target
per roll and must be used immediately after failure. increases by 1 on a roll of d6.
Whether or not you succeed on this reroll, you must also
reroll your next success (not this action, but the next time
you have to roll).
2 Antiheavy (standard)
3 Bloodplate (standard)
are called nanofluidics. (In part, this is simply to give 6 Bubble (standard)
them a unique name as opposed to some version of 7 Cackle (standard)
“nanotech,” which could be confusing.) Classed blooders
8 Camtrap (standard)
have access to this list of powers at 1st level. Other
characters can unlock access to these powers by 9 Charge (standard)
trained your nanites to behave in a certain way, they will 18 Fade (free)
always do so, regardless of your GRT. If you do not have 19 Flechette (standard)
GRT to spend, your Blood will simply convert your HEA
20 Foam (standard)
to GRT at the standard 3-to-1 rate.
Optional rule: if you drop to 0 GRT and 0 HEA due to 21 Hard (passive)
26 Limb (standard)
27 Metallíq (standard)
28 Mirror (passive)
29 Pet (standard)
30 Reconfig (standard)
31 Repro (standard)
32 Revive (passive)
33 Scission (standard)
34 Scout (standard)
35 Scratch (free)
36 Spew (standard)
37 Strip (standard)
38 Ultraheavy (standard)
39 Vamp (passive)
40 Whistle (standard)
no longer shuffle. At DR 5, you can no longer move at of your face.) Your camtrap extends up to 10 M per level.
all, as your MOV die is 1. You may end this power as a You can send it around corners, in tiny holes, anywhere
free action, but you have 2 choices: either the effect takes you can imagine within range. Camtrap adds +3 to
30 seconds to take full effect, slowly subsiding over that WIL/perceive checks, but only for broad searches: it
period, or it happens immediately and is physically quite cannot reveal fine detail. This power is called camtrap
painful—your joints literally crack as you break out of because it may be left in place, “breaking away” from
the armor. your nostrils, indefinitely: when something or someone
trips the sensor, some other nanofluidics power happens
(charge, flechette, etc.). You must pay for the other
Boneless (standard)
power in advance.
Burn 2X GRT: your nanites rearrange your body and
belongings so that you can fit through tiny (but visible—
Charge (standard)
not micro- or nano-scale) apertures like a melted baby
snake for the next X minutes. As a slurry of molecules, Burn X GRT, minimum 1: your nanites transfer a rush
it’s hard to even see you. This makes you hard to hit, of bioelectric energy into any object and launch it from
except by things that would normally excel at hitting your hands. Roll to attack using dCOM +X. If you hit,
gray liquids (mops?), but it also prevents you from the object explodes and deals damage equal to d6 +X
attacking unless by using the nanofluidics powers +your level. You must have a thing at hand that is at least
flechette or spew (below). Note, you can’t really hold any pebble-/card-sized each time you use charge.
non-you stuff well enough to use charge. This power is
great for escaping in a gross manner, or for setting up a
Cloak (passive)
surprise attack.
Burn 1 GRT: the Blood exudes from your skin,
interacting with light in weird ways: you gain +3 to a
Brainetching (passive)
MOV/sneak check. This power may be taken multiple
Indefinitely set aside Xd4 GRT: you have a perfect times. You cannot turn this power off; it happens
memory, gaining +X on all REA checks. You twitch and whenever you roll to sneak.
mutter to yourself as your mind automatically recalls
random fact after random fact.
Cloud (passive)
Burn 4 GRT: your nanites flee your body and convert Burn 1 GRT: nanites disperse your hard parts as you
nearby matter into biological material for your body. fight, reconfiguring them, so you take less damage. Hard
Inorganic materials give you d4 HEA; other biological gives you damage reduction (DR) equal to your level
materials give you d8 HEA. You may use this power a every time you are attacked. This damage reduction
number of times per day equal to your level +2 before only applies to kinetic/slow attacks (swords, bullets), not
you are full. force/lightspeed attacks (lasers). You cannot turn this
power off; it happens whenever you would take damage.
Pet (standard)
Lash (standard)
Burn Xd8 GRT: you send off a limb as a semi-permanent
Burn Xd8 GRT: you extrude out of one wrist an oil-slick pet (a grotesque “degsnake,” in Fleeter cant); this limb
red monofilament whip that deals d4+X damage and can take simple actions or fight on your behalf for the
causes burn X. Note, it takes one action to extrude the next X days. Your “pet” has the following statistics: your
lash; unless you can attack twice per round, you can’t dCOM+X, your dMOV+X, REA d3, WIL d4+X, CHA 0,
attack the same round you extrude it. The whip lasts d3 HEA Xd8+X, GRT your dWIL+X, and DR 0. Your pet
days or until you yank it out, causing yourself d3 damage. inflicts your dREA+X unarmed damage, but it can also
hold a simple weapon (a longsword or pistol); a single
arm cannot use a polearm, zweihander, bow, or rifle.
Lend (standard)
Burn Xd4 GRT: you send off one arm (or other
Reconfig (standard)
articulated limb) to bond with and aid an ally. This limb
raises your ally’s COM and MOV dice by one type for the Burn 6 GRT: your Blood changes your flesh in whatever
next X rounds. This is an intimate encounter: after bor- way you desire. You can grow much larger or smaller
rowing your limb, your ally feels physically close to you. (down to child size), change your face to mimic
someone else’s, or appear horrifying in order to intimi-
date a superstitious enemy. This effect lasts 24 hours but
Limb (standard)
can be extended indefinitely by burning another 6 GRT.
Burn X GRT: you shoot out a hand or even a head as
a “satellite” to independently fight or otherwise act for
Repro (standard)
you. This power lasts for the subsequent X +your level
rounds. Your head can speak and hear; your hands can Burn 8 GRT: you send your nanites into an electrical
attack normally or manipulate small objects. Your Blood device—this can be a standard Tephnian comm, a dumb
uses nanotubules to maintain efficient contact among ancient radio, or a sapient brain—to induce any specific
your parts, and you don’t “feel” separated. You do feel effect possible. The host rolls WIL/perceive against your
nauseous afterward. REA or CHA, whichever is better, to detect the ma-
nipulation (they must roll higher than you since you are
attacking). If the manipulation would destroy the host,
Metallíq (standard)
it gets an additional WIL/resist other check against dif-
Burn Xd6 GRT: you become strongly ferromagnetic ficulty 7 to remain fragmented or inactivated, but alive.
for the next X rounds; you pull all ferromagnetic
materials within a 10X-M range toward you. They
Revive (passive)
cannot resist. Large masses may merely bend and
creak; small objects fly directly into you. Informatic Whenever you drop to 0 HEA, burn all of your
sapients are not only dragged inexorably toward you remaining GRT: you gain 2d6 HEA. Your heart feels like
but also suffer Xd8 damage per round from the it’s about to explode, and you suffer from panic attacks.
disruption to their electromagnetic systems. This power Revive can’t be turned off.
Burn 5 GRT and make an attack using REA instead of Burn Xd4 GRT: your hands become gravitic magnets;
COM: your nanites enter another sapient’s brain/central you can tractor-pull toward you any 10X Kg of mass.
processor in order to “disconnect” a specific thought. This mass cannot resist; it flies toward you. (Note, most
Your target rolls REA instead of MOV to dodge (they common sapient NPCs will weigh between 40 and
must roll higher than you). If you succeed, you stun your 300 Kg.) If you grapple a target while ultraheavy,
opponent, erasing the last hour of their life from their you gain advantage. Your hands sporadically throb in
memory. They feel a vague sense of unease but don’t excruciating pain.
blame you unless you are also physically attacking them;
they are automatically neutral toward you. They forget
Vamp (passive)
whatever recent memory you want them to forget.
Whenever you successfully make an unarmed attack,
you drain d4 GRT from your opponent. This power may
Scout (standard)
be taken multiple times.
Burn 2 GRT and specify a target of some kind (person,
place, thing): you send a thin veil of nanites in all
Whistle (standard)
directions to search out the target and report back. If
the target is within a radius of km equal to your level, Burn Xd6 GRT: your nanites scatter, infect all nearby
the nanites find it within d6 rounds or a number of vermin-like fauna (whether vaguely Terran or xeno-),
rounds equal to its level (if it has a level), whichever is and spur them into a frenzy for the next X rounds. As
higher. All the nanites know is the target’s location, not a swarm, these beasts have COM d6 +your level and
its condition or disposition. MOV d8 +your level, and they inflict COM d6 +your
level damage. Their HEA equals their maxCOM
+maxMOV. It is up to the GM what if any “vermin” live
Scratch (free)
in the area you’re currently in, but generally include
Burn Xd3 GRT: for the next X rounds, your nails extend insects (if outside) or small sanitation bots (if on a
into cerasteel-hard red claws that deal d6+X damage and ship). The vermin are not intelligent and will attack you
ignore DR X. The bones in your hands throb with a dull as soon as they run out of other targets. Your body now
ache. grows red plastic “hair” all over.
Spew (standard)
Strip (standard)
2 Bestow (ten-minute)
Operations powers:
When doing any dirty work for anybody, you get paid
200% without having to roll a dCHA check and haggle.
You are a trusted expert… and a creepy spymaster. Your
own bosses are frightened of you.
Bestow (ten-minute)
You have an in with the influential aide-de-camp of Your influence within the Co. is great enough to lean on
the rebellious Sabian Grafs of old Anch… Once per the baronet of Suud Calarash and raise an actual army
venture, when on a rockside venture, you can declare against the meddling Jultani Queen of Glass (e.g.). On
that you have local allies who will come to your aid. every third venture, you can burn 8 GRT and declare that
Backstab (two-round)
Combat tricks, heroic feats You wait around the bulkhead, unseen, and pop out—
Tactics are in-the-moment powers, largely combat- finally gutting that no-good H.Co. traitor like an albino
oriented. voidscrod… Burn 6 GRT before you attack, and then
roll to attack with advantage. If you hit your opponent,
you inflict double damage. If you are 5th level or higher,
Tactics powers d20 you can spend another 6 GRT on hitting to inflict triple
damage instead. You can backstab with any weapon,
1 Artery-opening strike (free) within reason.
2 Assess (standard)
8 Explode (free)
Daze (standard)
9 Give orders (standard)
10 Hunt (passive) You attack as usual, but if you hit, you stun your target for
one round instead of dealing HEA damage. In addition,
11 Infiltrate (multi-round)
your target now suffers −2 to all rolls for the duration of
12 Knock out (free) the combat. This power can be used cumulatively.
13 Make whole (free action)
15 Reconnoiter (multi-round)
16 Reposition (free)
18 Slay (free)
19 Soak (free)
Tactics powers:
Assess (standard)
You wink—and in a flash, snatch the maser right out Burn 2 GRT before you attack: if you hit, you inflict
of the isopodal nihiloid’s viselike claw! Burn 5 GRT: maximum damage.
you disarm one opponent within 5 M. They cannot resist
unless by using Weird powers.
Reconnoiter (multi-round)
Designing
҂ Mechanic: cards – Draw playing cards instead of
rolling dice: what do the suits mean? What effects do
face cards unleash? Do you use the jokers?
advanced
҂ Mechanic: haunting – How about powers that link dead
characters to living ones? Bonuses and penalties kept,
or strange memories that offer clues but come with
powers
strings (anxiety, delusions)?
҂ Mechanic: images – Powers related to maps, portraits,
or other images: make the players draw!
҂ Mechanic: mini-games – What about powers that
call into being playable mini-games, or simply other
The only important elements in any society are the artistic and
the criminal, because they alone, by questioning the society’s
values, can force it to change.
—Samuel R. Delany, Empire Star, 1983.
Normcore Designing
classes classes
Wherefore, normcore? Taking the Stillfleet
The playable classes in Stillfleet are designed to help system into new
flesh out the world of the game—life on-Spin, out in
the void, deep in the Escheresque, and so on. But some
conceptual universes
situations have nothing to do with the Co. or the Weird: The blooder and the jackal/mouse are not the only
sometimes a GM needs an NPC who doesn’t have possible non-Co., non-hell scientist classes one can
any cool class powers, just the ability to fight, steal, or imagine, although they are the only such classes written
otherwise mechanically interact with the PCs. and thoroughly playtested to date. Feel free to make
To that end, here are basic character classes. These your own classes—and please share the results with us!
are intended primarily for NPCs, but there’s no reason Here are thoughts on where to begin.
that a player can’t select one, with GM approval. These
classes don’t have marquee powers, so a player choosing Guidelines for designing new classes
to normcore-multiclass for some reason gets to choose
any power. ҂ On the most basic level, RPG classes tend to
Note, each of these NPC classes only gets 3 powers simultaneously be jobs in a diegetic world, party roles
instead of the usual 4, and the powers are versions of in a game, and archetypes drawn from some genre
ones drawn from the playable classes. This makes them aof fiction (or admixtures or satirizations of such
little easier for GMs to use in practice. archetypes). Classes in Stillfleet work mostly like this,
although we’ve tried to make them good and truly
“When it was green and blue, almost-terraformed,
weird.
and underpopulated (by non-robots), Luna was
҂ In Stillfleet, PCs get exactly 4 class powers at
fought over disastrously by the Slug Kings
character creation. However you structure their
(Glasaloth, Zoth-Urlaakhi the Thousand Feet,
choices, the total should be 4. (Note, normcore/NPC
and Mmamoath the Nonuniform), the retreating
classes get only 3.)
Tephnians (the earth folk who’d terraformed
҂ Start off with one marquee power. This should be
it), as well as the two ‘native’ Lunan empires,
the most amazing, conceptually interesting, defining
Kalidash (still then in control of the Clockwork
ability that the class can do. For the banshee, it’s
Legion) and Khalinaar.”
to tack—open gates between distant points in
–Archivist–Selenogrammatist Aurhaak,
timespace. For the witness, it’s the power to end
called She-Who-Blind-Remembers by the
voidminers who work with her. fights automatically. Whatever the marquee power is,
characters of this class get it automatically.
114
Chandler
Bravo (merchant)
(wild warrior) You are a seller of goods and/or services—what kind
You are a berserker—a killer, brawler, mercenary, or thug is up to you. Your powers rely on your access to
who relies on brute strength and ritual (and probably market items.
mind-altering substances) in place of years of training Unlike factors, chandlers do not necessarily wield
by a state. direct political power. They may be in good standing
Most societies sport some sort of rijder class with the Co. or other powerful organizations. They may
(professional soldiery; see below). Not all societies have simply be salespeople. Their abilities to find useful items
berserkers. In higher-fantasy games, bravos may even and call bullshit on lies come from years of experience
be trained or created by hell scientists experimenting working in the souks (markets). Apprentice chandlers
with unleashing the potential of the id. who aren’t very skilled shouldn’t be classed at all.
colloquially,
Learning even the basics of the hell science requires
Or, years of “study” and leaves the newly minted psyon
deeply, permanently scarred—a shivering maniac called
the Weird
a tremulant. It takes an average of five years of brutal
training in the heavily guarded Echodrome of the
Archive for a tremulant-potentiae to unlock their first
Weird power. This training is tightly overseen and once
begun cannot safely be abandoned. For this reason,
That which terrene science only a handful of tremulants are trained by the Archive
and employed by the Directorate at any time—or, at
cannot compass least, that’s what the rulers of Spindle publicly report.
An even smaller number of psyons unlock their own
Past a certain point of complexity, no one truly minds, surprising themselves by accessing hell science
À la the Five Movements learned
understands physics. Rules that break the rules, powers, typically after years of drug use and/or void
dark energy, negative energy, time loops, pulsating travel. On Terra, where they are universally feared, these
by flatlining in The OA.
anomalies in timespace, wormholes, galaxies-wide psyons are called snakeheads. On Spindle, they are
hellstorms, premonitions, farsight—these collective virtually unknown. Snakeheads are likely to be encoun-
phenomena are colloquially called the Weird. Some tered by voidminers on Terra or on distant, moribund
deepvoid species might “understand” the Weird, but minor provinces, living out lives of hedonic exile after
humans and human-like sapients certainly do not. having fled some brutal and secret organization on earth.
The most that humans have figured out is a system
for affecting or using some Weird things, a system
collectively called “the hell science.” This system
Using the hell science in
consists of a series of complex thoughts that “unlock” other games
Newtonian and even Einsteinian physics.
If you like the hell science powers but prefer
Tremulants and snakeheads high fantasy, simply convert them into “spells.” You
Dr. Manhattan asks from
the Weird. Those who do are almost always one-off moments of oddness.
ancestrally Terran humans—or “conscripts,” in Spin.
In fact, the reason why
Specifically, it is thought,
the Co. still bothers Regardless of their origin, many hell scientists are
the first hell scientists were/
to conscript Terrans is driven by a lifelong greed for obscure knowledge and
will be Archivists from the
to test them for their power over other humans—but even more by a yearning
future, traveling back
latent psychic potential. for greater control over the Weird. Depending on their
to help humanity survive
Most fail out, but a temperament, the hell scientist may be a cold, zen figure
planetary apocalypses.
lucky few survive long at the edges of the “human” (and what is that? what
(Or is this a clever fiction
enough to earn the title do we share, if some of us are born with—and spend
invented by the Archive to
tremulant-potentiae, or decades exercising—a Weird-bending ultracortex?) or
justify its budget?)
almost-psyon. a rash pleasure-seeker, bending time and space to fulfill
momentary whims.
e.g., psychokinesis
Lamp (morphé)
Shape worlddream
(gnosis) (praxis)
You study matter and its relationship to other
Know pastfuture Destroy peoplethings
levels of order in the universe—the foam of
You study time[space] itself—how sapient quantum dream. Your powers include illusions You study energy and its relationship
e.g., augury
consciousnesses understand and are, (especially terrifying ones), reshaping matter, to entropy. Your powers include
typically, constrained by it. Your powers and wards (including ones that work on the Old electrocution, paralysis, and recharging
include augury, clairvoyance, and time Ones themselves). Terrans call you an alloyer. technology. Terrans call you a vector.
travel. Terrans call you a farseer.
is the inversion
of the Mask
Th
e is
the Lam aw ion
of inve p is e M rs
Bla rs Th inve own
ck ion r
Ga the he C
te t
of
s Th
ni is t e Bla
C rowrsion of he in ck G
e e the ve at
Th inv aw La rsio e
the the M mp n
of
The Mask is the
inversion of the
Crawling Sky
e.g., regeneration
e.g., teleportation
e.g., telepathy
hell science
1 The Honourable Company of Stillfleeters (the
shadow anti-Company) has a hold on you: they
know your deepest secrets, have kidnapped your
loved ones, or the like. They merely want you to
classes
do them a favor, however, and all will be set right…
Have a good idea for this game—or any game? Go for it!
We support all indie creators. And, as Daniel Jose Ruiz
reminds us, we should all support indie bookstores, too!
1 Abstract (standard)
Bend space (free)
2 Bend space (free)
8 Haunt (standard)
19 Warp space (standard) Burn X GRT, minimum 2: you appear to some target at
a great distance. The target can be literally anywhere in
20 Wrinkle (standard)
the universe or the Escheresque, but in the latter case,
you must be in the Escheresque as well. You must be
You never had a name for it. It was simply a
able to reasonably imagine where the target is, and they
feeling, like weeping on the inside, or crying
must be reasonably close to where you imagine. (GM’s
backwards. You could focus your thoughts and
discretion, but the power should generally work.) You
do anything—well, a lot of things…
can speak with the target clearly, albeit holographically,
for a number of minutes equal to your level +X. You
cannot attack or mind control someone using this pow-
er in any way, and your holographic presence is easily
Detune (free)
Burn 10 GRT: pick someone who is not you, and they Burn 6 GRT: you instantly teleport yourself and only
succeed at any roll. This can be a roll they just made yourself to any location that you have seen or been to,
or are about to make. (To use this power retroactively, no matter the distance, on the planet or ship that you are
you must do so immediately after the failed roll.) currently on. You don’t have to know exactly where the
destination is, just that it exists.
Masscloak (standard)
Wrinkle (standard)
Burn 14 GRT: everyone whom you want within a 10
× your level M radius becomes invisible to non-Weird Burn 7X GRT: you cause a target to become old
detection. This effect lasts until you do not want every- before their time by a factor of 5X years. Humans die
one to be invisible. Individuals can subvert their own immediately if wrinkled by +100 years. Other species
cloaking by attacking, speaking loudly, etc. Only you can live some number of years as determined by the GM.
decide to remove the overall effect, however. Humans in middle age (35–65) see their COM and
MOV dice move down one die type and their REA
and WIL dice move up one die type. Humans older than
Promise vengeance (permanent)
65 see their COM and MOV dice move down two
Burn 6 GRT and designate one target: everything that is die types and their REA and WIL dice move up two die
inflicted upon you game-wise, good or bad, happens to types. Aging even 5 years is terrifying and intimidates
your target as well. This becomes obvious to the target as affected targets immediately.
soon as you/they take damage.
of Worms
that slows down incoming attacks of all kinds, giving you
damage reduction X for X rounds.
6 Commingle/sort (standard)
8 Decorporealize (standard) Burn 10 GRT and stare at a target for ten minutes:
9 Defy entropy (permanent) target permanently recovers one lost sense (sight,
hearing, whatever) or recovers from any one medical or
10 Dull pain (standard)
psychological disorder.
11 Harvest void (ten-minute)
12 Howl (free)
Commingle/sort (standard)
13 Kill your tongue (standard)
Burn d30 −dREA GRT: you join one entity with another
14 Laugh with moss (standard)
so that they share a single mutant, hybrid, giant body.
15 Lend (standard) Neither dies. Their HEA and GRT double. All of their
16 Reanimate (standard) scores move up one die type (use whichever scores you
17 Regenerate (standard) prefer from between the two bodies). You can use this
power again to reverse the process.
18 Sing deep (standard)
Ten minutes after you are killed, whenever you are next Burn 8 GRT: from ambient quantum foam, you create
killed, you come back to life with dWIL HEA. Each time enough food or fuel (or whatever your sapient friends
this power activates, choose: either your MOV or WIL need) to feed everyone in sight.
permanently lowers by one die type.
Howl (free)
Dull pain (standard)
Burn 2 GRT: for a number of minutes equal to your level,
Burn 6 GRT: you heal 4d4 HEA. you amplify your voice across vast distances, so that
to be obstinate. You can speak with this sapient for a damage to your opponents and protect you; they just
number of seconds equal to 10X (that is, a minimum don’t move (they’re plants). This power requires nearby
of thirty seconds). To use this power, you must be (within 100 M) sufficient mass of any kind and thus will
within speaking range of the dead sapient—that is, work in a desert or the depths of an atmo-free hulk but
from Neuromancer.
either relatively close by or in contact via archaetech not in the raw void.
(videochat, e.g.) or another hell science power.
Zooify (standard)
Laugh with moss (standard)
Burn 2X GRT: you animate all nearby (within 100 M)
Burn 3 GRT: for a number of minutes equal to your plants; they will now do whatever you want and can
level, you can talk to plants, fungi, and associated move or attack for X +your level rounds. Random
microbes. Plants, fungi, and associated microbes can’t normal plants don’t deal much damage (X HEA to all
help you with most human things, but they are targets within 100 M per round) nor provide much
otherwise perceptive. damage reduction (1 DR to you and any friendlies
within 100 M per round), but they can create effective
distractions, steal small objects, gum up machineworks,
Lend (standard)
etc. This power requires nearby plants; it will work in
Burn 2X GRT: you take X damage, and someone else a hydroponic farm, arkshrine garden, forest, oasis, etc.
recovers 2X HEA.
“So many imagined escapes from the beating
hearts we ourselves capture in our dusty or
Reanimate (standard) algae-beslimèd hands when we emerge from
Burn 12X GRT: you bring back one sapient from the our mind-cocoons… The winds here, dissonant
dead for X hours. The target sapient feels melancholic choruses… The familiars within them seem
and fuzzy but otherwise like they did in life. They do, to know of our fascination with the ancient
however, reek no matter how or how often they cleanse narrow stone arches of the Cancellan Plain…
their body. N.B., they do not, probably, want to be alive They rip into our sleep, bringing the most
this way. They can remember only bits and pieces of beautiful songs.”
–The conclusion of the last report by Dkr. Allabyrōt Zjanth,
their former life, and each memory hurts like a thousand of the
witness of some renown on Pazūzūn. Disappeared the year
burning daggers. Groot Tachquake. Appended to this page, in someone else’s
hand,
that of Zjanth’s refactor: “Or can these facts not
presumably
them?”
be set in words, lest they wilt and haunt those that drew
Revivify (standard)
Lamp
that has two possible outcomes, A and B: you learn what
the GM thinks it would take to instantiate A versus B.
Your answers come in the form of vivid dreams.
20 Tend inner bar (passive) Burn 4 GRT and name a locus that exists somewhere:
you can now remotely view that locus as if you were
really there for a number of hours equal to your level.
Ask of the ages (ten-minute)
Weird powers at that locus can detect that an
Burn 8 GRT and ask one question: reaching out through intelligence is snooping around, but not anything
the dimensions—through the great Garden of Forking specific about you. If your target locus is not in the same
Paths itself—you get the answer. You cannot learn solar system (same astro-location), then you see it as
exactly what will happen in the future, but you can get a blurry and washed-out, barely visible.
good idea based on the current situation. You can learn
what happened in the past or is the case presently.
Monitor (standard)
Yellow
become divorced from reality and fall catatonic for a
number of minutes of your choosing equal to or less
than your level +X. Catatonic persons cannot act and do
not remember what happens to them while catatonic.
12 Incite frenzy (standard) doing; if running away or attacking, they keep doing
13 Laugh among enemies (free) so. They do not defend you, however. Note, this power
affects any number of beings with REA of d3 or lower; it
14 Link thoughts (standard)
can be used simply to stop an attack from a large mob.
15 Peer in (standard)
Enthrall/mass enthrall (standard) to work, but it takes more than one round. Interroga-
tion this severe always involves some amount of physical
Burn d20 GRT: you summon 5 +your level sapient follow- damage to the detainee(s), but it is up to you and your
ers—you may as well call them cultists. The cultists stay group how deeply you want to descend into the specifics.
for one year or until you dismiss them and will slavishly
follow your commands. Cultists each have 6 +d6 HEA
Fog thought (free)
and 3 +your dREA GRT. Cultists will flee and abandon
hope in you if they suffer damage bringing them to 2 or Burn d8 GRT: you stupefy one target so that they can
fewer HEA. To mass enthrall an entire city, burn Xd100 remember nothing of the last hour. The target rolls
GRT, where X is a function of an exponential population WIL against your CHA to resist; you win on an equal or
scale: X = 100 people; 2X = 1000 people; and so on. higher roll. A target whose thoughts have been fogged
may not attack you, since they won’t remember what
reason they have to do so.
Extract (two-round)
themself, they roll WIL against your CHA to resist. This 4 Catch snake (standard)
power can theoretically work on Old Ones and other 5 Conduct (standard)
ultrasapients, but they automatically roll to resist and
6 Detonate void (standard)
usually possess very high WIL dice (d30s).
7 Excruciate (standard)
8 Faze (standard)
Think with (standard)
9 Focus (special/free)
Burn 4 +X GRT, minimum 1: you establish direct
10 Glisten (standard)
telepathic contact with X beings, transcending
language—regardless of whether they are intelligent, 11 Make dust (standard)
visible, or even in this universe—as long as you know 12 Move mountains (standard)
they exist. Your range of contact is bound roughly 13 Part the veil (standard)
by how far you perceive but is not tied to visual data.
14 Project rage (passive)
Telepathic contact with an Old One, warmachine AI, or
extradimensional being is foolish but entirely possible 15 Shift blame (free)
and does not require burning additional GRT. Thinking 16 Strike the clock (passive)
with lasts a number of hours (not minutes) equal to 17 Thieve (standard)
or less than your level, and you can disestablish it at
18 Throw hate (standard)
any time. Thinking with is two-way and unrestricted…
19 Twin the sting (free)
20 Wither (standard)
Trade eyes (standard)
Burn d30 GRT: you swap your entire mind with someone
Absorb (standard)
else’s for a number of days equal to or less than your level.
You can make the swap permanent by killing the swapee Burn 7 GRT and touch a piece of archaetech: you use
within this time. The target can resist (WIL vs. CHA) the Weird to steal its energy, regardless of technological
unless you are directly touching them. Note, your scores stratum. You can decide whether to convert this energy
and GRT follow you (they are in your mind, at least to and information into GRT or to use it to do whatever
some high degree), but you inherit the temporary and this piece of archaetech was meant to do. The GRT
maximum HEA of the target’s body. Also, you can end you can safely keep and use is equal to the item’s
this power early, but doing so costs you d12 GRT. technological complexity level (1–6) × your level. This
can safely exceed your normal max GRT. The item’s
powers that you can kickstart by absorbing its informatic
Wipe mind (standard)
shadow depend on the item: a laser rifle (or any item
Burn 2d4 GRT: you erase one target’s memories of the of complexity 1–3) suddenly works for a number of
last 24 hours. The target must be within 100 M of you rounds equal to 7 × your level. More complex and larger
and visible. The memories are gone and cannot be items can be made to partially work: e.g., a starship
retrieved. This person is not suggestible, however. will move 7 × your level parsecs in a direction of your
They can resist (WIL vs. CHA) unless you burn an choice. You can also use this power in a purely defensive
additional d4 GRT. manner, preventing any archaetech item that you can
touch from harming anyone this round.
Burn 6 GRT and name one sapient: you give this entity Burn 8 GRT and name one target whom you can see:
one of your hell science or immerphysics powers other you mentally cause this target to experience a burst of
than barter. The recipient gives you one power (Weird unadulterated, whole-body pain that physically causes
or otherwise, you choose) in exchange. The target cannot them 2d6 +dREA damage. The target must possess
resist. The barter lasts a number of hours equal to your nerves or nerve analogs (informatic or biological); this
level; during this period, you cannot use the power that power does not work on slime, e.g.
you traded away, and the recipient cannot use the power
that they gave to you.
Faze (standard)
Burn 4 +X GRT, minimum 1, and name a point in space Burn 6 or 12 GRT and touch an object: the object
that you can see: you unspool the fabric of timespace, turns to powder (if you spent 6 and it is a small,
generating an explosion of energy that requires nothing non-archaetech item; or if you spent 12 and the object
but empty space as an accelerant. The explosion had a is a large, extradimensional, or advanced archaetech
radius of 10X M. You cannot attenuate the explosion, item) or cracks, breaks, and partially falls apart (if you
and you may yourself be caught by it. Anything caught spent 6 and the object is a large, extradimensional, or
in the explosion makes a dodge check against difficulty advanced archaetech item). Making any part of a bulk-
6 +X or takes d20 +X HEA damage. Machines and head dust aboard a hulk instantly breaches atmosphere.
other objects are severely damaged, depending on their The GM has full discretion regarding the consequences
technological stratum and complexity. of trying to make Escheresque and other extradimen-
sional objects dust. “Common” Escheresque blades,
Crawls
hell scientist or an awoken Tephnian Archduke: you steal
one Weird power of your choice from this entity. You
may use this power for a number of days equal to your
level, paying its normal cost as written. The victim, who
feels nothing from the thieving and cannot resist, loses
this power for the same period of time. The Sky That Crawls powers
d20
Burn 10 GRT: you overcharge the natural field of electro- 2 Befoul (standard)
magnetic energy around your body and then hurl it at an 3 Broadcast venom (standard)
opponent, generating a fat arc of electricity that does 3d8 4 Call the void (hour)
damage in a single ranged attack. You must roll to hit,
5 Colliquate (standard)
and your target can dodge. The electromagnetic bolt hits
something, however, with an explosively loud crackle. 6 Counter (free)
9 Emulate (standard)
Burn 7 GRT and name a target whom you can see and
is not you: this target gains an extra action this round. 10 Expand (standard)
This target need not be sapient, friendly, or aware of your 11 Fray (standard)
existence. 12 Jinx (standard)
Burn 13 GRT and name a target with limbs whom you 15 Resculpt (standard/ten-minute)
can see and is not you: this target loses one limb of 16 Spook (standard)
your choosing, suffering no damage in the process. This
17 Terrify/broadcast terror (standard)
power can theoretically be useful in medicine… But if it
is used in combat, all sapient onlookers who are not you, 18 Tranquilize (standard)
including the victim, must pass a WIL check or suffer 19 Transmute (standard)
d6 GRT damage from the horror of the limb’s Weird 20 Wall off (standard)
folding up into nothing-space.
Now you can do anything, fina
lly. It’s just—“it” Armor the soul/expunge (free)
doesn’t always work, and eve
n when it does, you
sometimes get the most ter Burn 8 GRT: you resist one Weird or Escheresque effect,
rible headaches…
Perhaps it’s time to finally no roll required. If you burn an additional 20 GRT, you
use your gifts to
travel to the Stalk and confro can temporarily expel an Old One from threespace (this
nt those Traders
who came to steal you away universe). It rolls its dWIL against your dCHA +dREA
from the bosom of
the world, all those years ago to resist; if your result is equal to or higher than the Old
.
One’s, it is banished for a number of hours equal to your
level. It will swear vengeance on you and try to return to
your last known locus as soon as it can.
Befoul (standard)
Burn 13 +X GRT: you cause X sapient or quasisapient Burn 30 GRT or 100 HEA (yours or someone else’s—
organisms or machines to experience extreme pain for animals, fungi, and plants work fine): you summon a
Xd6 hours. Someone who is in extreme pain can only random Old One to your locus. This is very dangerous.
take defensive actions each round (dodge, run) and The sky cracks open; bloody-looking quark-foam
can speak only in a broken whisper; they cannot use spills from the void; howls drown out your words;
hell science powers, make technology-related checks, or etc. The Old One is not automatically inclined to help
think deeply about anything. This power does not cause you. In fact, the Old One is very much inclined to
physical harm. consume your body after folding your consciousness
Burn 7 GRT and choose one target whom you can see: Burn 8 GRT: you seriously scare one sapient or quasi-
the target is cursed at the level of quantum probability; sapient organism or machine for a number of hours
everything the target attempts to do is saddled with a equal to your level. Terrified beings are reduced to
−d12 penalty. Jinx lasts one hour, but you can extend basic survival instincts. They are terrible at everything
the duration X hours by burning Xd6 additional GRT. except running away from you and from all other
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 145
USING TECH
great bugs of Terra’s past produced mere novelties, and today Co. researchers
GMs, keep in mind that tech complexity and strata are not tightly linked: the
technology
imaginable forms of technology are categorized in
two ways: each technical item or system has a complexity
Market tech versus (clank, bio, code, force, nano, bug, Escheresque).
These numbers often don’t matter at all! Some items
pep pills into the interior pocket of your envirosuit ҂ Its complexity rating provides a suggested difficulty for
of all kinds, including oddments.
and then head to the Canteen to buy a sword or a gun… any roll to understand, use, fix, or destroy it (see be-
This type of useful gear—market tech—is covered in the low). Note, not every interaction with archaetech will
next section. The present section covers how all tech require a roll, but asking a PC to roll REA/use tech will
is classified and what types of extremely weird often make the moment feel more high-stakes.
futuristic gear is floating out there, waiting to be found ҂ If the piece of tech costs GRT to use, this cost equals
and repaired. the product of both ratings. For example, a complex
Advanced, ancient technologies recovered from the (3) nanotech (5) system such as a Late Tephnian AI
hulks, dead province-worlds, and other distant loci costs 15 GRT to use. Note, not every item will cost
are collectively called archaetech in Spin. Archaetech GRT, but useful archaetech other than weaponry
is any tech that can’t typically be manufactured using the generally should. Archae-weapons often cost charges,
production techniques common on Spindle, Terra, or the not GRT, to use. Repowering these weapons—adding
major provinces. charges—costs GRT, however.
In narrative terms, archaetech is quasi-magical. ҂ In order to create a new technology, you will need the
So-called “oddments”—bizarre technical bits and dongle (tool kit) appropriate to its stratum.
bobs—are plentiful. But truly useful archaetech should
be rare, perhaps random, and capable of monkey’s-paw Technological complexity ratings
reversals.
You can also think about tech in terms of function. ҂ Simple – A result of 5+ is a success. A simple
Some archaetech was intended to function vehicularly, archaetech item is a trifle—something that offers a
some offensively, some defensively, some therapeutically, +1 on a roll or does d6 damage. A barred door.
and much for manufacturing or entertainment purposes. ҂ Standard – 6+ is a success. A utility item (a pair of
(These are not exhaustive categories.) Much archaetech, walkie-talkies) or basic weapon (d8 to 2d8 damage).
however, fulfills no known function: it’s merely… odd. A locked door.
These oddments are still traded for voidguilders, but ҂ Complex – 9+ is a success. A comm, servant robot,
they aren’t worth much except to speciality collectors sensor network, or advanced weapon (2d20 damage).
(see “Screams”). A door with a magnetic lock and a security cam.
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 147
Meanwhile, the other PCs continue to distract the vyllar, which
The golden rule has a rudimentary AI capable of, essentially, WWE-style smack talk
and little else. It demands a suitably powerful “rider” defeat it in
hand-to-giant hand combat in order to gain its loyalty!
Each tech entry in this chapter includes a parenthetical On their initiative in round three, Delcalvi makes both a (boosted)
MOV/sneak and a (not-boosted) MOV/run check to leap up and
(№ stratum) tag. This might be (1 bug), (5 force), (2 grab hold of a ladder on the vyllar’s ankle, twist open a porthole on
code), etc. The number is the complexity of the item, the back side of its shin, and shimmy inside—all without attracting
and the stratum is its… stratum. When in doubt, remem- the giant’s attention.
Delcalvi takes two more rounds to dash up the service stairs in-
ber the golden rule for technology in Stillfleet: if there is side the vyllar, eventually locating its “heart” chamber: the place
no difficulty listed in the entry for using this item, and/ where its various systems receive power. The other PCs continue to
or if there is no GRT cost listed for using this item, then— distract the mad giant. At this point, the GM knows two things: that
he must decide how much GRT it will cost to control this warma-
chine, and that Delcalvi is about to be attacked by the vyllar’s im-
• use the item’s complexity number to determine the mune system.
difficulty of the check (usually a REA check) involved Paranoid as ever, Delcalvi makes the WIL/perceive check to
hear the quiet footfalls of innumerable corvidoid immunogolems—
in using it; pale skinny human-like replicants with crow heads and long
• use the product of the complexity number and obsidian knives, stored in lymphatic sculleries in the vyllar’s
stratum number to determine the GRT cost for using it. armpits. The banshee then confirms the presence of the immuno-
golems by a quick glance up and down the spiraling service stairs
within the vyllar’s chest—which is of course pitching in all directions
So a (1 bug) machine only requires a 5+ check to use, like a galleon in a storm as the giant attacks the rest of the
but may cost (if it has a cost) 6 GRT. A (5 force) system party, who lead it away from Bordure. Delcalvi now knows that they
only have one round in which to act before dozens of murderous
requires a 15+ check, and may cost 20 GRT to use. A (2 crow-thyngs stream into the “heart.”
code) item requires a 6+ check to use, and may cost 6 We enter a kind of narrative slow motion. The banshee surveys
GRT to use. the “heart”: the vyllar’s systems are controlled here via a series of
stone wheels carved with geometric glyphs, like Mayan writing. The
wheels’ axles connect to bronze panels, behind which power flows
thunk-thunk-ingly. The glyphs are written in a language Delcalvi has
EXAMPLE FROM PLAY: never encountered; they can’t learn it on the fly. Instead, Ethan asks
if Delcalvi can make a REA/know check (i.e., to induce, use logic,
INTERACTING WITH TECHNOLOGY etc.) to figure out which wheel can be turned in what direction just
to stop this crazy thing.
On the minor province-world of Ruoin, during a gonzo science- The GM thinks for a moment and says: this castle-punk robotics
fantasy campaign, the PCs take a bounty-hunting job that sends system is bizarre; you’ve never seen one like it before; and your
them riding north through Maalkangaard into the rainy highlands heart is pounding as the long knives of the corvidoid immunogolems
of the Gristlebaum—the great wooded karst that separates this audibly scrape the walls of the stairs not fifteen meters away. You
mercantile republic from its closest neighbor and deepest rival, the can use the power jack to affect the vyllar, but first you must make
poorer state of Hreth, to the south. a REA/know check just to figure out what not to do. This is the
In Bordure, a small town at the edge of the wood and the last one equivalent of reasoning out which wire not to cut to avoid triggering
sporting a detachment of Maalkane knyghts, the party members the bomb in a spy thriller.
stop to variously drink unlimited flagons of local mushroom-liqueur, Ethan says that’s fair and rolls. Delcalvi’s REA is d12, so Ethan
trawl for rumors, and attempt to teach the local blacksmith how to doesn’t boost. Delcalvi gets a 6—just enough to determine how to
craft armor-piercing bullets for a firearm he’s never seen before. avoid blowing themself up while powering down the vyllar.
These typical murder-hobo activities are interrupted by tremors They then have to jack into this system to shut it off. The GM
that shake the town and lead to a call of alarum from the goes ahead and says that Delcalvi has figured out that the vyllar’s
twenty-odd Maalkane knyghts: the tremors are the footfalls of a control system (its nervous function) is essentially Escheresque in
rapidly approaching 21-meter (M) tall automaton in the shape of stratum—meaning it will be very, very costly to mess with!
a squat, skull-headed man, crafted of battle-grade, 3D-printed The power system, however, is more straightforward: while
sandstone and rusting metal, with great towers for shoulders, huge, it consists of components well-known to the draadmijners
bronze antenna-follicles, and a hauberk-like chest. It’s a vyllar!—an (members of the banshee college)—a fragmentary solar array,
incredibly old warmachine built by a former tyrant to prosecute a an anti-solar array (thermoelectric generator), and a refillable
long-finished war. chemical battery, all in service of driving a bizarre pair of 5-M
The PCs quickly offer to deal with this threat, in part because the tall steam-filled “lungs.” This means the power system is clank in
town’s knyghts—scofflaws with badges—quickly flee. After a brief stratum, even though it has a complexity rating of 6.
round of scouting, the PCs surmise that—as much as the group’s Delcalvi can thus burn [ 6 (godlike complexity) × 1 (clank
fightiest member would love to commit suicide-by-giant automaton stratum) = ] 6 GRT to turn a certain wheel in a certain direction—but
today—it’s probably time for the banshee to shine. With the power not too far—and safely shut down the vyllar.
jack, the banshee can at least turn the damn thing off—assuming This thought process happens in the space of a few seconds
they can get into it and will have sufficient GRT left to burn. within the game—in “one round”—but takes several minutes in
At the top of the second round, the star PC, Delcalvi (a 4th-level real life because both the player and GM have a role in bringing the
Fleeter banshee, greedy, they/them pronouns, played by Ethan), archaetech system to life.
uses the advanced power find N.E.M.A.T. to detect a safe entrance Luckily for Ethan, a cost of 6 GRT leaves Delcalvi just enough
into this giant. This advanced power allows a banshee to use some to dive out of the “heart” on the next round, brilliantly careening
MacGuffin-grade mix of knowledge and handheld sensors to find down a vent and narrowly avoiding the mob of mindlessly
their way through any techno-ruins, locating whatever specific murderous corvidoids, which were not affected by the sudden
site they want. The GM allows it because, while the vyllar is not a drowsiness of the smack-shouting vyllar itself…
“techno-ruins” per se, it is a decrepit technical system and contains
plenty of hidden and not-hidden but hard-to-access passages.
Bounty hunters, you can find her in the Neon Valley Street District on the 4th
floor at the Leopard Plaza Apartment Complex. The Droid Control Marshals
are full of fun rules today. No phasers, only chainsaws and electro-daggers!
—Janelle Monáe, “March of the Wolfmasters,” 2007.
Buying Weapons
gear Buying weapons
Clank-stratum weapons can be made on Spindle, in large
Getting started versus Terran cities, or in large cities on the major province-
worlds. On-Spin, at first level, you can buy any clank
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 149
Melee weapons d20
2 Unarmed–trained dCOM Unarmed combat training is a power that anyone can 1 bio Free
take as an advanced power and stillrijders start with.
Cannot be well-made.
3 Club, brass knuckles, claw hammer, lead d4 Any simple tool for beating things. 1 clank d4 gl
pipe, nunchaku, quarterstaff
4 Dagger, boot knife, Bowie knife, katar, d4 Any large or purpose-made one-handed stabbing 2 clank 4 gl
sai, skean, smallsword, straight razor, implement.
vegetable chopper
5 Bastard sword, dadao, falx, flambard, d12 Normally two-handed. If you fight with one of these 3 clank 80 gl
katana one-handed, you suffer a −1 to hit.
6 Battle axe, guandao d8 If you use this two-handed, add +1 to damage. 2 clank 24 gl
8 Knife, chiv, steak knife, stiletto d3 Any small or improvised one-handed stabbing 1 clank d4 −1 gl
implement. Can be thrown. (possibly
free)
11 Mace d6 2 clank 10 gl
14 Halberd, bardiche, bill, glaive, guisarme, 3d4 Any polearm incorporating an axe. Two-handed, 3 clank 75 gl
partisan, pudao, ranseur useless indoors.
17 Spear d8 Any stabby pole longer than a javelin but shorter 1 clank 18 gl
than a pike.
Robustness score
GMs, if you want to play a grittier, crunchier game in hit with a sword, MOV/dodge to allow bend (superplastic)
which guns get melted by lasers, armor becomes dented armor to absorb the impact of a mace, or REA/use tech to
and snaps apart, and swords dull, then consider this rule turn on a restored Late Tephnian comm—have the player
adopted from David Black’s The Black Hack: each item immediately make a robustness check for the item. If the
starts with a robustness score of d12. Well-made items player rolls a 6 or higher, the item is fine. If she rolls a 5
start with robustness scores of d20. Whenever a player or lower, the item is broken—melted, cracked, tattered,
rolls a 1 to use an item—e.g., on a COM/attack check to turned to dust, whatever is most appropriate.
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 151
Missile weapons
d30
2 Bolas d2 15 M If your target is hit, she must make another MOV check 1 clank 1 gl
against 6 or trip and fall over.
3 Boomerang, returning d4 40 M If you roll a 6 or above to hit but your target still dodges, 2 clank 6 gl
the boomerang returns to you. Doubles as a club.
6 Carbine, Terran martinet 2d10 200 M 0.357-caliber, bolt-action. Two-handed. Doubles as a 3 clank 200 gl
club.
13 Javelin, thrown d6 80 M Can be used as a melee weapon for d4+1 damage. 1 clank 6 gl
16 Pistol, horse 2d10 25 M 0.69-caliber ball, flintlock. After you have attacked once, 3 clank 75 gl
you must spend one round reloading.
22 Rifle, jezail 2d12 200 M 0.75-caliber, long-barreled. After you have attacked 3 clank 90 gl
once, you must spend one round reloading. Two-handed.
Doubles as a club.
23 Rifle, modern, large- 2d8 400 M 0.38-caliber. Two-handed. Doubles as a club. 3 clank 160 gl
caliber
24 Rifle, modern, small- 2d6 400 M 0.22-caliber. Two-handed. Doubles as a club. 3 clank 120 gl
caliber
25 Rifle, modern, sniper 2d12 1000 M Every round you spend aiming gives you a +1 to hit up 4 clank 400 gl
to a maximum equal to half of your maxCOM, rounded
down. Two-handed. Doubles as a club.
26 Shotgun, shot 2d6 30 M Hits targets within a 30-M long, 1-M wide cone. Two- 3 clank 150 gl
handed. If you shoot one-handed, you suffer a −1 to hit.
Doubles as a club.
27 Shotgun, slug 3d4 30 M Normally two-handed. If you shoot one-handed, you suf- 3 clank 150 gl
fer a −1 to hit. Doubles as a club.
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 153
Grenades
d8
1 Bomb, Spin-made, cheap, d20 5M Damages all targets within 3 M of impact 2 clank 10 gl
thrown site. If you roll a 1 when attacking, you harm
yourself.
2 Bomb, Spin-made, expen- 3d6 5M Damages all targets within 3 M of impact 3 clank 16 gl
sive, thrown site. If you roll a 1 when attacking, you harm
yourself.
3 Bomb, Spin-made, top-end, 4d6 5M Damages all targets within 3 M of impact site. 4 clank 32 gl
thrown
5 Fragmentation grenade, 2d20 5M Damages all targets within 3 M of impact site. 4 clank 48 gl
Ancient or High Tephnian
6 Seeker mini-missile and 7d4 10 km in the Attacker gains +4 to hit. Damages all targets 4 bio (to 200–
one-time-use launcher, void/ 100 M within 5 M of impact site. Illegal to possess. use)/ 3 400 gl.
mi-go in the air or Price depends on the archae-hawker. bug (to
water create)
7 Slug-tech gene bomb, 2 5M Damages all targets within 3 M of impact site. 4 bio 2d30 gl
thrown Each target immediately gains one body-
resculpting mutation. Illegal to possess but
beloved by the Wetan Mafia.
8 “Theremin” corebanger d6 5M Damages all targets within 3 M of impact site. 3 force 6d20 gl
Each informatic target (pepper elf, mournfolk,
shoodtha, etc.) experiences extreme digital
tinnitus; their MOV die drops by two types
(min. d4) for 1 hour.
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 155
Armor d20
1 Provincial shite 1 E.g., fungusbark, deg-hide. Smells foul. −1 penalty to negotiate 1 clank 10 gl
and seduce (most CHA checks).
2 Provincial livery 1 E.g., saurianhide, tooth-studded bark, bone, shell, gambeson. 2 clank 20 gl
Looks fresh. This is the standard armor worn by professional
soldiers on the provinces.
3 Riot gear 2 This is the standard armor worn by elite soldiers on Terra. −1 2 clank 15 gl
penalty to non-dodge MOV checks.
4 Living armor 2 Requires as much food per day as a human does—although it is 2 bio 60 gl
significantly less picky about the quality of protein—or it attacks
the wearer for d20 damage each round until scared off using fire
or copious smoke.
6 Wytchsuit 3 A wearable fluid of nano-scale robots brewed by the void elves 2 nano 666 gl
or the long-dead Late Tephnians. Converts HEA damage into GRT
damage until you reach 0 GRT.
8 Exosuit, skeletal 4 Functionality dependent on plating and bioelectric input. −1 pen- 4 clank 250 gl
alty to non-dodge MOV checks. Stillrijders start with an improved
version of one of these, with variable DR.
11 Cerasteel, hauberk, 5 Cerasteel is a light, ceramically derived amorphous metal or 5 clank 450 gl
helm, greaves, and metallic glass.
gloves
12 Mirrorskin 6 +1 bonus to MOV/dodge checks. +3 WIL/resist other checks. 3 nano At least 1200 gl
Costs 10 GRT per day to power.
13 Exalted quicksuit 6 +2 bonus to MOV/dodge checks. Costs 8 GRT per day to power. 4 nano At least 1000 gl
After 100 damage, your droid needs a banshee, pir,
or Archivist to re-tense its energetic dry-hammer
14 Exosuit, mostly 7 −1 penalty to MOV. An exosuit comes with one function from the 5 clank 750 gl
switchplates (or something), or it no longer works.
complete stillrijder power exosuit; it can only power one such function,
however. If you have an incomplete exosuit, you can upgrade to a
complete exosuit, which can hold 4 such functions, for 2500 gl.
15 Cerasteel, full 8 +4 bonus to melee damage. Functions as an environment suit. 6 clank At least 5000 gl
battle suit
16 Battlemech 10 Various onboard weapons and scanners. Functions as a perfect 5 force At least 30,000 gl
environment suit. before factoring in
weapons
17 Defensive smoke 0 Whatever room you’re in looks like a rave. +1 bonus to 3 clank 100 gl
trebuchet matrix MOV/dodge checks. Can be added to an exosuit.
18 Laser shoulders 0 Anyone who attacks you takes 2d4 damage automatically, each 3 force 500 gl
time they attack. Can be added to an exosuit.
19 Sharkheart shield 0 Every time you successfully dodge, you smack the shield into 4 clank 800 gl
the force coming at you, and the shield releases a bolt of
energy in retribution: your attacker rolls a difficulty 6 +your
level MOV/dodge check, and if they fail, takes d10 damage.
Can be used in addition to an exosuit.
20 Dynamic force 0 When someone hits you, your droid tries to absorb the blow: you 3 force 1600 gl
redistribution roll its MOV (d12) to represent this. If its MOV result is higher than
droid bodyguard the attacker’s COM, the droid is hit instead of you. The droid can
absorb 36 damage in one combat before slowing and no longer
functioning to specifications. Can be used in addition to an exosuit.
1 Aleph, AKA remote This looks like the head of a giant black beetle. 3 bug 30,000 gl
viewer You put it on over your head, and for ten
minutes, you can see anywhere in the universe
that you can imagine by making a REA check
and burning d20 GRT. The Archive sometimes
leases these out to particularly trusted
venturers.
2 Basic comm The user gains a +1 bonus to code-related 2 code 100 gl
tech rolls, i.e.g, most rolls involving hulks,
computers, AI, etc.
3 Blinder A blinder blocks an aleph or a signalthief. A 3 bug 5000+ gl
blinder permanently breaks a jammer. 5000
gl for a blinder that will definitely work once;
10,000+ gl for a fully charged blinder.
4 Bug comm Very difficult to use if not a wetan. The user 2 bug 9000 gl
gains a +6 bonus to code- and bug-related
tech rolls.
5 Decryptor, AKA A stealer-in gives you a +4 to code rolls 2 bug 1200 gl
“stealer-in” specific to hacking encryptors and walkies.
6 Encryptor, AKA You can use this set of walkies to send 3 code 600X gl
“labyrinth,” AKA messages over 100X km that only other
ultra-walkie, X units labyrinth-holders will understand.
7 Entertainment A Walkman with either 4 or d8 random 1 code 99 gl
apparatus, personal cassettes (you choose).
8 Entertainment A boombox or DJ setup with 100 random 1 code 1000 gl
apparatus, proper albums.
party-sized
9 Entertainment A hyper-def 4D murderdrome with 2 force 10,000 gl
apparatus, Scent-o-Rama extensor to really creep
Snakeman out all your friends.
10 Factor-grade The user gains a +2 bonus to code rolls. Price 3 code 250+ gl
comm, encrypted is determined by other capabilities.
11 Farcomm This is a standard comm that can be stored in 3 nano 1800 gl
one locus and accessed, via a brain implant,
in any other locus in the same universe via
quantum entanglement.
12 Jammer Turning on a jammer stops a standard code 3 code 300 gl
signal within 10 km from being broadcast.
13 Mi-go dongle This gray-green sac of fungal tissue allows 1 bug 75 gl
you to use mi-go technologies. It gives you no
bonuses, but without it, you can’t make sense
of how to jack into (mate with) a Yuggothi per-
sonal comm, ship comm, tachlantern, etc.
14 Military-grade or The user gains a +4 bonus to code rolls. Price 5 code; if 1000+ gl
Tephnian comm, is determined by other capabilities. Tephnian,
highly encrypted 3 nano
15 Recording There are many examples from the different 1 code Varies
apparatus advanced but dead civilizations of ways of
recording the moment. Prices are determined
by their capabilities: 100 gl (still images only,
50 shots), 200 gl (sounds only, 8 hours), 300
gl (moving images only, 8 hours), or 500 gl
(sounds and moving images, 8 hours).
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 157
16 Signalthief A signalthief automatically intercepts and records the signal. You may still 4 code 1300 gl
need to roll in order to decode the stolen signal.
17 Tachyon lantern, AKA Used to send short messages across the void. 2 force 1000 gl
tachlantern
18 Tessera As far as you know, no one on Spindle has ever seen, much less used, one 6 bug Unprice-
of the cryptocerid quantum computers. Theoretically—among many other able
benefits—an activated tessera would give you +13 on all tech rolls, double
your GRT, and provide DR 9.
19 Translator, AKA babelbox This small black box can be strapped to your vocal cords, allowing you to 4 code 800 gl
speak any language based on the compression of air.
20 Walkie set, X units Connects voices over an X-km range. 1 code 10X gl
Drugs
d6
to buy or sell one. On the black market, one would probably be worth 2000 gl.
1 Graxanna, X patches Now ubiquitous across the Co. worlds, “goblyn moss” is a bitter-tasting but 1 bio 2X gl
edible nonvascular plant that acts as an anti-inflammatory and stimulates
the human body’s immune response. Each patch, if chewed for one round,
heals d4 HEA. A human can safely heal 4d4 HEA in this way per day; addi-
tional chewed patches carry a 1 in 6 risk of serious liver disease (as radiation
poisoning; see “Gears”). Graxanna has no effect on amphibians and reptiles
and is (perhaps obviously) useless to plantoids and automata. A chewed
patch of “gob” will heal a wetan, harajoon, or mongrel only 1 HEA.
2 Gunch, X hits “Gunch” or “wanch” is a street drug—a class of highly addictive, synthetic 2 bio 5X gl
opioids that affect all biological sapients. One hit of gunch heals d6 HEA.
Every time you use gunch, you face a 1 in 10 chance of becoming addicted.
If you become addicted, you must use gunch every day or suffer 20 −dWIL
GRT damage per day. After d6 days sober, you suffer d6 HEA damage as
well. This withdrawal period ends after 25 −dWIL days.
3 Stimpack, X doses These mildly addictive synthetic opioids heal biological sapients d6 HEA 2 bio 20X gl
per dose.
4 Stimtenyl, X strips These non-addictive strips heal biological sapients d4 HEA each. 2 bio 15X gl
5 Sunshadow aphids, X These non-addictive, anti-inflammatory, pill-like bugs bred by the void elves 1 bio 45X gl
thoraces heal biological sapients d8 HEA per dose, but you can only eat 2 per day
before puking violently and losing d4 HEA and d4 GRT.
6 Thinkyboost, X pills Manufactured by the Archive, these very popular and highly addictive pep 2 bio 10X gl
pills allow a biological sapient to recover d4 GRT per dose. You can use
dWIL doses per day safely (roll each day); if you have one dose more, you go
insane for 10 −dWIL days, minimum 1. Thinkyboost’s withdrawal symptoms
and duration are similar to those of gunch. Note, unlike other drugs, thinky-
boost can bring you past your ordinary max GRT.
1 Brainrat erotic These are very intelligent, very annoying rats with exposed brains that 4 bio to 450 gl
jesters, mated communicate with you telepathically and fuck constantly. They hate you but genehack
foursome rely on you for food and water and haven’t figured out a way to kill you yet. (quasisapient)
All of their scores are 1 including HEA and GRT except REA, which is d10 as
long as the four rats are within 500 M of one another. Each lost rat lowers
their REA die by one type. As long as the rats are with you and you are willing
to talk to them, you gain +1 to REA rolls relating to political/business
strategy and CHA rolls related to haggling/advertising.
2 “Crow” Crows are small albino pterodactyls that live on ships and are used as model 2 bio to 100 gl
organisms in the Archive. They’re good luck! But they bite. COM d4, MOV genehack
d10, REA 1, WIL 1, CHA 1, HEA 4, GRT 1, d6 damage (bite).
3 Disc jockey This is a circular robot that vacuums and plays music from millions of years 2 code 1000
ago. It cannot attack or do much else besides vacuum and kick out the jams, −10dCHA gl
but it has MOV d10 and HEA 4.
4 Journalist Each Late Tephnian journalist doll looks unique and has a different personal- 2 nano 12,000 gl
ity, but they share the same scores and powers: COM 1, MOV d4, REA d8,
WIL d6, CHA d10, HEA 6, GRT 10. A journalist documents what goes on
around it for the pleasure of its master. When asked, it can play back what
happened at any point since its bonding with its owner. It can also use its
playback functions to make a flashbang-like explosion of sound and light
that doesn’t deal damage but serves as a useful distraction in combat.
Impossible to resell without unbonding (difficulty 12 REA check to hack the
journalist’s mother-nanites). Keeping a journalist more than 1 km away from
a bonded owner for more than 48 hours sends it into torpor.
5 Saurian, trained These dark, sleek killing machines are the pride of old-school Terran 3 bio to 2500 gl
riding raptor knyghts. Bringing one into the cramped network of room-blobs that is genehack
Spindle is silly but not unheard of. COM d10, MOV d10, REA d4, WIL d8,
CHA d4, HEA 25, GRT 12, three attacks per round for d12/d12/d8 damage
(kick/kick/bite). Price includes transport and feed (expensive protein
mulch) for one year.
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 159
6 Shipdeg Common eyeless albino futuredogs are beloved by children and wetans; 2 bio to 50 gl
they are also a model organism in the Archive. Many adult humans loathe genehack
and prefer to eat them. COM d4, MOV d6, REA 1, WIL d4, CHA d4, HEA 10,
GRT 1. Shipdegs can bite for d4 damage or intimidate using a d8 instead
of a d4.
7 Singing worms, These small pink-silver worms are basically living karaoke machines. No 3 bio to 350 gl
adult cohort use beyond entertainment. Very complicated to use (REA check per song genehack
loaded in).
8 Zog The humble and common riding reptile of Terra appears to be a nude chicken 2 bio to 250–750 gl
the size of a tall human. Zogs are fully tame, can healthfully survive on the genehack
cheapest of mealworm-mulches, and love running very fast for hours. On the
provinces warm enough for them, they are a gift. On Spindle, however, they
are the useless, loud, and smelly accessories of boors. COM d4, MOV d10
to d12+1 by breed, REA 1, WIL 1 or as rider, CHA d4, HEA 16, GRT 4, d3
damage (peck). Costs vary from slowest to fastest: 250 gl gets you a zog
with MOV d10; 500, MOV d12; 750, MOV d12+1.
Vehicles
d6
1 Automobile or You can try to drive on province-worlds, although roads tend to be shit. You can- 3 clank or 2500 or
hoversled not drive on Spindle. 2 force 5000 gl
3 Escape pod Allows you and 1 other sapient (or you and 2 small sapients, or you and 4 pets) 3 code to 3000 gl
to escape from a hulk toward some planetoid in the same system at a smart clip. operate/
The pod moves at roughly 4 AU per hour, once its ion sail is properly set and fully 3 force to
catching a solar gust. It includes a distress beacon and tachyon lantern, requires fix ion sail
a REA check to operate, and has atmo for 2 weeks of travel or waiting. if broken
4 Hoverbike Goes fast. Costs 20 gl per day of use to charge. 2 force 3000 gl
5 Jetpack You can fly! Roll MOV/drive checks to maneuver; rolling a 1 on a critical check 4 clank 1000 gl
results in an explosive failure (2d6 damage plus burn 2). Costs 100 gl per hour
of charge. Holds up to 4 charges at a time.
1 Accelerator belt Grants a +2 bonus to initiative. Breaks if you ever roll a 1 on an initiative check, 2 force 600 gl
but can be repaired.
2 Attractor Generates a universal ping. Comes with d6 +X charges (X must be greater than 2 force 35 +10X gl
beacon 0). You can burn one charge to summon all xenofauna and other aliens within
10 km to this point for 1 hour.
3 Blendypaint Active camo. Sprays on to make you effectively invisible to normal human, 3 nano 20 gl per
wetan, and other sensoria until you attack, move rapidly, or otherwise give up application
your location.
4 Blood sniffer + Pings whenever you move within 50 M of an aliquot of Blood (or other nanotech). 2 nano 6000+ gl
scrubber Also allows you to purge an aliquot of Blood without suffering any side effects.
Rarely available in the Canteen.
5 Breather/ Breathers allow you to breathe tainted atmo (such as on Faneslary); gasmasks 3 clank 15/25 gl
gasmask also protect your eyes from stinging vapors.
6 Cartography kit This set of standard algal scrolls, drawing tools, and optical measurement instru- 3 clank 10 gl
ments allows a voidminer to generate up to dREA high-fidelity analog maps.
Generating a map requires at least 1 hour of work and 1 successful REA check
per day of travel. A map of a previously unmapped region can generally be sold
back to the Co. for dREA gl.
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 161
Early Ancient suits only lasted 8 hours in the void, but
later models pushed these boundaries. The Directorate has
poured resources into suit creation, but the Archivists
7 Displacer This circlet makes it appear that you are standing d4+1 M away from where you 4 force 7000 gl
really are. Each encounter, the first time someone targets you, they suffer a −6 to
hit. Displacers cost 4 GRT per encounter to charge. They appear as bright towers
can’t guarantee their products beyond 12 hours—yet.
8 Dowser This strange biosensor—it looks like a horseshoe crab but is worn like a glove— 2 bio and 30 gl
gives you a +4 bonus to checks related to finding food and water on any planet, 1 bug
whether you’re rolling REA, WIL, or luck (e.g., rolling a d6 and hoping for a 6)..
9 Drone, A drone is any small toy or tool that flies according to programmed instructions, 3 code 50X gl
Spinmade whether those are sent in advance or in real time. Drones cobbled together by
the Archive can carry a single comm or grenade but not much more. They can fly
for X rounds before they flop to the ground (or keep floating in the last direction
they were sent in, in zero-gee). Drones have 2 HEA.
10 Drygill or Drygills allow marine sapients to breathe in dry atmos; wetgills allow dryair sapes 3 clank 30 or 45 gl
wetgill/ to breathe beneath the waves. A suit with a built-in gill protects the entire body (gill/suit)
drysuit or from drying out or wrinkling up.
wetsuit
11 Environment A suit allows for 12 hours of vacuum travel. Standard envirosuits are punctured 5 clank and 40 gl
suit (enviro- whenever you take damage and must be patched (see “Screams”). Simple repair 2 bio
suit), standard kits come with the suit. Successful repairs take 1 round and require a normal
(Archival) (6) REA check. Walkies and comms must be purchased separately but can be
installed within suits.
12 Envirosuit, High Allows for 24 hours of vacuum travel. High Tephnian envirosuits heal themselves 5 clank and 75 gl
Tephnian to a degree but must be repaired whenever you suffer a cumulative 10 HEA of 2 code
damage in the void. Repairs take 1 round and require an easy (5) REA check.
13 Envirosuit, Regardless of civilizational origin—Late Tephnian, Snakeman, mi-go, gulm, e.g.— 5 clank, 100 gl
À la Mission Impossible.
ultra-lux this class of suit allows for 36 hours of vacuum travel in comfort. Ultra-lux suits 3 code, and
heal themselves better, only needing to be repaired after every 20 HEA points of either
damage. 2 nano or
2 bug
14 Eyesblinder, These advanced multisensory flashbangs cause all targets within a 10-M radius 1 force 30X gl
X units to suffer −3 to all checks for the next 3 rounds.
15 Faceshape One application of faceshape mimics any face perfectly for up to 48 hours. 3 nano 250 gl
Technically illegal, but used by some Directorate spies and so still manufactured
in the Archive.
16 Foldcube This appears to be a 2-cm-square cube of lustrous metal. Upon smashing in the 2 Escher- 1717 gl
cube—which gives way to a jelly-like interior of darker metallic “soup”—the user esque
safely disappears “up” “into” the Escheresque. In their place in threespace,
they leave behind an Escheresque event. Foldcubes are one-way, affect single
sapients, and do not negate Escheresque nausea. Foldcubes are also technically
illegal, but that has not stopped whoever is selling them…
17 Gray censer This smoker/digital scale/robotic surgery assistant is designed to prepare scien- 3 code 90 gl
tific samples found in the void. Using it on a sample (or an amputated limb, e.g.)
effectively preserves it for up to 1 year without need for a freezer. Using a gray
censer doubles the results of all ACQ payments that depend on REA checks (see
“Screams”).
If you’re already buying a lifepod,
18 Hunter lance- These dark yellow, chrome-rimmed contact lenses allow informatic sapients 4 code 17 gl
lenses to temporarily speed up their consciousnesses—for a price. Activating the
buy some extra rebreathers!
lance-lenses is free; once active, they provide triple advantage on all checks for
one round. (Roll each check 3 times, taking the best result.) After this round, all
checks suffer disadvantage for the next 3 rounds as quantum anemia sets in.
Lance-lenses must be disposed of after use.
19 Lifepod A lifepod is not a powered vessel like an escape pod. It is, however, an insulated 5 clank, 2000+ gl
structure capable of keeping up to 6 human- or wetan-sized sapients alive in the 3 code,
void or a similarly harsh environment for up to 2 years. Price depends on condi- and 2 bio
tion. Stocked with powdered foods, one atmo/water generator, and a miniature
solar array for powering the generator and some running lights.
20 Lifetent A lifetent is light enough to carry, folded up. It can keep 1 human- or wetan-sized 4 clank 50 gl
sapient alive in the void for up to 48 hours.
22 Oracular This waxy purple plant grows in wrist-radius torcs that are often worn as 2 bio 13X gl
chatter-ivy, X decorations by voidminers. When a wearer is targeted by a Weird effect (the hell
cuttings science), if they can roll to resist, they gain a +2 on the roll. If they would not
normally get to roll, they can now make a 9+ WIL/resist other check. Either way,
after they are targeted, the ivy dies. Many chatter-ivy cuttings can be worn at
once; only one will be consumed per Weird effect.
23 Patch-pro tape, Using one quik-strip of this gummy gray myco-leather confers advantage on one 3 bio 6X gl
X quik-strips REA check to patch a compromised envirosuit (yours or someone else’s).
24 Rebreather A 1-M square box for refreshing a large room. Provides 24 hours of air 3 clank 10 gl
machine oxygenation and CO2 scrubbing.
25 Ringcloak When wrapped around you, this sheet of tiny cerabend rings—each of which 3 force 900 gl
floats next to its kin without touching them—completely muffles the sounds you
make, giving you a +4 bonus to sneak checks.
26 Sniffer A sniffer is a small sea slug worn as a brooch that, once tuned into your biology, 2 bio 25 gl
detects environmental threats such as radiation, poison, hypoxia, etc. In
game terms it adds +4 to WIL checks to perceive such threats. It must be fed
high-quality protein and lipids once per month, which costs 10 gl.
27 Structure tools Toolboxes are heavy, but they are indispensable when building homes in the 5 clank or 48 or 700 gl
starry beyond. Many different tools are used to build and demolish structures 3 force
on-Spin and on the provinces. A cheap set will include hand tools designed for
shaping notwood (myco-timber) and capable of drilling through concrete. A
fancy set will include the ability to print bend (plastic) and drill through the hull
of an Ancient, High Tephnian, or faalaan hulk.
28 Unface This smart-paste completely disguises you as someone else—but no one in 4 bio 80 gl
particular—for up to 48 hours.
29 Venturer’s pack This tactical rucksack contains rations, a water flask, glowsticks (algae-based), 2 clank 5 gl
torches (oil-based), 60 M of hemp rope, a first aid kit, and a towel—enough of
each for one venture lasting up to 24 hours.
30 Writing supplies The standard witness/factor kit includes a large yellow sketchpad of algal 2 clank 6 gl
paper (for the witness), a series of small black graphing paper notebooks (for
the factor), and 48 fine black pens (only d30 of which will survive tacking out).
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 163
On-Spin, common workers (minions, hirelings, to hire, via bribes to the Senior Archivists, that they are
mercenaries) might include porters, stevedores, not included in the table below. Blooders, snakeheads,
minders, friers, algae farmers, caulkers, wireturners, and Solarian visitors cannot be hired.
accountants, or milliners. Hiring classed contrac- To calculate the cost of hiring any other classed
tors costs considerably more per day than non-classed contractor of any given level X, consult the table. In
civilians. lieu of creating full characters with various powers,
Note, tremulants and functioning aux on Spindle are classed hirelings can instead have simplified game
(supposedly) controlled by the Archive and cost so much effects as noted in their descriptions.
1 Banshee, X times per venture, the banshee can automatically succeed at a tech-related check 100X gl/day
Co. hacker without rolling. (GM’s discretion: lower-level banshees may simply have zero hope of,
say, activating the world-destroying Strongly Interacting Cubelike Escheresque Object
of Maankeer or reprogramming a 1-km tall Tephnian Ur-Battle™ hotsuit [mecha] without
rolling.)
2 Chandler, At the end of the venture, choose: you gain (100+10X)% gl the value of all of your loot 75X gl/day
Co.-licensed when reselling it to the Co., or you gain X random archaetech items.
merchant
3 Factor, The factor will report whatever happens to the Co. unless bribed with an additional 100X 120X gl/day
Co. overseer gl at the end of the venture. As long as the factor is with you, once per venture she can
call in help from the Co. using her tachyon lantern in the form of Xd4 skilled leerling valets
(soldiers in training: all of their scores are d8s; they have 16 HEA and GRT; they wield
swords that inflict d8 damage and wear livery that affords DR 1) or X able-rate stillrijders
(COM d12, MOV d10, HEA 22, GRT 14; they carry guns that inflict 2d8 damage and wear
incomplete exosuits for DR 4). These additional minions don’t cost you anything. They
arrive at the nearest stiffworks to you in 20 −X rounds and fight or otherwise assist you
for as long as you need, up to X hours. Then then return to Spindle. They are loyal to
the factor and not you, and they won’t do anything sketchy unless they are bribed 100 gl
each. N.B.: if there is no stiffworks near you, then you cannot call in help from Spindle.
4 Jackal, Once per day, roll a d6: if you roll a 1, the jackal steals d100 gl from a random PC. This 30X gl/day plus
a professional cannot be prevented. The jackal will fight for you within reason as long as they believe 10% of any loot
criminal there is a pay-off. acquired
5 Leech, The leech will not fight for you unless their life depends on it, but they will accompany 40X gl/day
Co.-licensed you into obviously dangerous situations in order to do their job and heal you. X times
doctor per venture, during moments of calm, the leech can tell an inspiring story, and anyone
listening regenerates Xd4 GRT.
6 Mouse, a plucky Will work for “free,” but then steal Xd20 gl from one random PC every day. This cannot None
stowaway be prevented. The mouse will not fight for you unless their life depends on it.
7 Pir, Co. scholar The pir will not fight for you unless their life depends on it. X times per venture, you can 40X gl/day
inform the GM that the pir knows an immediately useful clue.
8 Razi, Co. ranger X times per venture, the razi can find and tame a random non-sapient organism. It will 60X gl/day
follow you around as a pet and even defend you, within reason.
9 Stillrijder, The stillrijder will do whatever it takes to complete the mission. 75X gl/day
Co. marine
10 Witness, Co. The witness will not fight for you unless the odds are heavily in your favor. X times per 50X gl/day
anthropologist venture, you can inform the GM that the witness is calming down a situation with hostile
or linguist aliens, provincials, or other sapients. This works for at least one round. If the hostility
has an obvious source (e.g., you are still attacking the other sapients), then it returns
the next round. If the situation is not actually worthy of hostility (e.g., there has been
a misunderstanding), the beef is more or less squashed.
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 165
Random gear
Random melee weapons d20
4 Hunting knife, rusting to bits d4 Blade snaps off at the handle on a roll of 1 to attack. 1 clank No value
5 Teeth, sharpened d4 Anyone visibly carrying or wielding this suffers a −1 penalty 1 bio No value
to CHA/seduce checks.
6 Wooden katana, harboring a d4 You have a 1 in 2 chance of infecting every non-informatic 1 clank No value
horrible flesh-melting fungus opponent hit by your sword with an ultra-horrible disease: and
they will die within d6 rounds. You are immune. Foul smell. 1 bio
12 Hatchet, covered in dried d4+1 Glows in the dark. Worthless until scrubbed (although it 1 clank No value
alien blood stops glowing after). or 4 gl
(clean)
13 Devourer’s headgear d4+2 You can make two attacks per round with your 1 nano 1000 gl
techno-enhanced mouth-face. You suffer a −1 penalty
to CHA checks while wearing the headgear (due to
disgusting mouth-head).
14 Thin steel rod d6 Makes an acceptable mini-spear when one end is 1 clank 0.5 gl
sharpened.
15 Teeth, someone else’s d6+2 You suffer a −1 penalty to CHA checks due to your rotting 1 bio No value
superteeth. These weaponized dentures have a 1 in 4
chance of infecting every non-informatic opponent bit by
them with a horrible disease: they will die within d6 days
unless they receive advanced biomedical or Weird aid.
Foul smell.
16 Ornate spear d8 Once owned by a legendary hero. Comes with bragging 2 clank 24 gl
rights. (You choose whether or not you’re lying about the
spear’s provenance.)
17 Golden machete d8+1 The blade has been serrated to look more badass. (Not real 2 clank 4d6 gl
gold.)
19 Long Gothic pole-axe 3d4 A halberd made for a ren faire. 3 clank 75 gl
20 Your choice of melee Varies Choose from this list or the market-tech melee weapons list, Varies Varies
weapon but the max resale value is 100 gl.
5 Detachable throwable head d4 3M Affixes somewhere on your shoulders. The 3 nano No value
attacker takes 1 damage when they attack.
They also suffer a −1 penalty to CHA (due
to the weird neck seam). Worthless except
by ardentest negotiation.
6 Batarang d4 5M If you miss with any roll higher than a 1, the 1 clank 5 gl
batarang returns to your hand. Worth much
more to the right Ancient sleeper.
10 Maser d6+1 100 M Stuck on the “tase” setting instead of “kill.” 2 force 100 gl
Misfires on a 1.
13 Gun that shoots nails Varies 8M Not a nailgun. Area-of-effect weapon, 2 clank 100 gl
cone-shaped: the damage deteriorates
every 2 M: from 3d4 −3 damage (within
2 M), to 2d4 −2 (2–4 M), to d4 −1 (4–6 M),
and finally to 1 (6–8 M).
14 Irradiated frogs stuffed d8 −1 50 M Launched from an ad hoc potato gun. 2 clank No value
with nails (min. 1) Misfires on a 1. No value except by ardent and
negotiation. 1 bio
15 The only Belton flintlock d8 10 M An antique repeating pistol, with ammuni- 3 clank 25 gl
ever made tion for 2d12 shots. You can attack d6 times
per round (the design was never perfected).
Misfires on a 1: on a misfire, the weapon
breaks, and the attacker takes d6 damage.
Whenever you have attacked 4 times, you
are out of bullets and must spend one round
reloading.
19 Neutralino beam emitter 2d20 300 M Misfires on a 1, 2, or 3. Looks like a roiling 2 bug 1000 gl
purple–black ball of tentacles. Will adhere
to your wrist or shoulder (or wherever) when
you think at it to do so.
20 Your choice of missile Varies Varies Choose from this list or the market-tech Varies Varies
weapon missile weapons list, but the max resale
value is 100 gl.
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 167
Random armor
d20
1 None 0 NA No value
2 Cool fashion stylez 0 The wearer gains a +1 bonus to CHA/seduce checks. 1 clank 100 gl
3 Icehockey pads and jersey 1 These fall apart after absorbing 10 blows. The smell foul; 1 clank No value
the wearer suffers a −1 penalty to CHA/seduce checks.
7 Thick reptilian hide, head 1 If worn as a cape, the wearer gains a +1 bonus to 1 bio 1 gl
still on CHA/intimidate checks.
8 Gang jacket 1 The wearer gains a +1 bonus to CHA/intimidate checks. 1 clank 25 +dCHA
When you encounter space pyrates, hoverbike gangs, or gl
the like, roll a d4: on a 4, they recognize your jacket’s
symbols and are friendly to you; 2–3, they don’t recognize
the jacket; 1, they are “your gang’s” rivals and attack
immediately.
10 Traditional gmothi 1 This can be stretched up to fit a human, but not a wetan. 1 bio d100 gl
dino-hide unitard
12 Ridiculously dense 2 Made from the body of a psychotrophic alien called a 1 bio No value
jelly-armor metrad.
13 Provincial livery, fancy 2 Artisanally bedazzled with extra metal bits. 2 clank 10dCHA gl
14 Bone armor 2 The wearer suffers a −1 penalty to MOV checks. 2 clank d100 gl
16 Moldmolt armor 3 I.e., a retrofitted mi-go body condom. It is alive, and it 3 bio No value
smells terrible to non-mi-go. The wearer suffers a −1
penalty to CHA/seduce checks. The armor dissolves after
d3 days of contact with warm (non-freezing) skin.
17 Nanofluid subdermal buffer 3 The wearer gains a +1 bonus to MOV/dodge checks. This 2 nano 200 gl
costs 4 GRT per day to use. (You can just set this cost
aside—i.e., lower your max GRT by 4—as long as you’ve
drunk the nanofluid.) If you stop paying the GRT cost, you
vomit up the buffer, although it can be drunk again later.
18 The Dark Tentacles 4 The wearer suffers a −1 penalty to WIL and permanently 2 bug 1000 gl
loses 2 HEA. But in addition to their other attacks, they (if it can
may make two attacks per round with the tentacles for be sold)
d4 damage. Impossible to safely remove once affixed to
a host.
20 Your choice of armor Varies Choose from this list or the first 10 items on the market- Varies Varies
tech armor list, but the maximum resale value is 100 gl.
Oddments
ridiculous oddment—an oddment upon which he had
insisted—was the best choice, story-wise.
The point is that oddments can have some effect
in the game, but these effects should be either low-
powered, largely narrative in nature, or high-powered
7 Bear-sized purple riding lizard, trained by void 16 Ancient woodchipper in pristine condition. Only
elves: COM d8, MOV d10, REA 1, WIL d6, CHA d2, needs petrol to start.
HEA 17, GRT 4, DR 2 (leathery hide). Bite inflicts
either d6 +your dMOV damage (if you’re riding it) or 17 The Anxiety of Indigo: this oversized amulet looks
2d6 damage (if you’re not riding it); stomp inflicts 1 like a broken mirror trying to have sex with a shad-
damage and knocks foes within 5 M to the ground ow. It is actually a generic access dongle crafted by
(MOV check to resist); can attack with either stomp ylythnari intelligence-eaters (“brain-spoilers,” in the
or bite every round. Loyal if fed a ridiculous amount Canteen), that grants a +1 to code rolls on the plan-
of food daily (d4 humans’ worth). Smells foul. Mean ets Gnarcosa/Tsune, Kavaraat, and Tyharin. Using
as hell, even if loyal. the access dongle in the Escheresque automatically
alerts a cadre of vile ylythnari voidscanners, but you
8 Darasannais chirurgeon’s bag of tools, including don’t know that.
a fine scalpel (d4 damage) and a sack of candied
“health-meats” that taste amazingly good to am- 18 Unhelpful celerioid demipet: this headless, six-
phibians and reptilians (but only to amphibians and limbed Qrey photobiont loves you and will follow you
reptiles). wherever you go, happily smashing its non-head into
your knees and make slurping sounds as it drags
9 Ancient robobutler named McCONAUGH that has itself in circles while you shake your head at it. Un-
gone insane: it believes it is a famous actor from the fortunately, it doesn’t do much else besides this. It is
distant past. It speaks in a Southern drawl and tries basically a wolf made of celery, and it is too dumb to
to act “cool” while carrying out its duties. COM d4, learn tricks or help in combat. But—in a bizarre way—
MOV d6, REA d6, WIL d6, CHA d6, HEA 10, GRT 12, it is cute. COM d2, MOV d4, REA 1, WIL d4, CHA d6,
DR 0. The 1-M tall butler has no powers and knows HEA 6, GRT 6, DR −1 (it takes +1 damage from every
nothing about its own construction. It will carry attack), no powers.
things, tell jokes, and cook for you as best it can as
long as you don’t contradict its delusions of gran- 19 Geelish hunter–killer quoll: while the rapaciously
deur. It has affixed robo-stubble to its cheeks using warlike robotic pyrates called the Geels are not
the last of the juice in its laser-wrench and some known to keep pets, this small black automaton is
ferromagnetic liquid it stole from what would have undeniably not a danger to humanoid sapients and
otherwise been a useful archaetech device nearby. seems to serve no purpose other than entertain-
ment. Although it is harmless to you, the hunter–
10 The Sustaining Fluid: you gain +d8 HEA permanent- killer quoll is, in keeping with its creators’ will, a very
ly, but you faintly reek of urine all of the time. efficient dispatcher of roaches, flies, mice, and all
11 The Rukh’s Resolving Lamentation: an unbreak- other pests smaller than rats. COM d4, MOV d20,
able metal sphere, 3-cm in diameter, that hums in REA 1, WIL 1, CHA 1, HEA 4, GRT 4, DR 0, can bite
a distinctly human timbre when struck. Its origin for 1 damage but will not do so unless cornered and
and function are unknown but almost certainly frightened, no powers.
spectacular. 20 Urn full of bright-blue anti-gravity ashes. You think
12 Cryptocerid “tarot deck” of pheromones: this set of that these can be reconstituted into a living being
thirty matching, tear-shaped onyx vials was some of some kind—but of what disposition? Relieved?
sort of game, religious relic, sexual apparatus, or Annoyed? Infuriated?
combination of these to the earth’s legendary, long- 21 The Eye of the Wasp: a lozenge the size of a human
extinct god-bugs. Now, it’s just a set of really foul- eye, made up of many tiny and quite dull orange-
smelling liquids that, if spritzed in an underground brown gems linked by an indestructible black
environment on Terra, will immediately attract a monofilament. The Eye is a hologram projector that
large number of blind albino rock-eating megapedes. turns on and off at random and displays scenes
13 Ochre Anchian gamma-ray transportation suit— of advanced alien life that are totally unrelated to
broken but still a wonder to behold: tall, narrow whatever’s happening at present. The scenes are
half-wings of filigree amethyst and celadon unwrap silent, so as long as you carry the Eye in a light-proof
daintily from its crab-like hauberk, from which vessel, it does not affect your ability to sneak. Per-
dangle electric-mint energy cells and jet-black alarm haps one day you will meet its creators…
transponders. It even fits you! To be honest, though, 22 Mated pair of female giant swordbearded dancing
you have no idea what an ochre Anchian gamma-ray Uricone mantises: these demi-sapient, .5-M tall,
transportation suit is supposed to look like (this one whitish-green insects with elongated but harmless
must be missing critical parts), nor what it’s meant mandibles enjoy very loud repetitive music, can me-
to do, nor how to fix one… tabolize petrol, and generally spend their time star-
14 Late Tephnian vanity extractor: developed by the ing at you creepily. They cannot be trained per se,
penultimate Imperial Pogonologist (beard whisper- but they will remain in their cage and not attack you
er) before the Chasming of Pala brutally ended the as long as you feed them and keep them together.
Wars of Succession, 4500 years ago, this 15-cm long COM d6, MOV d10, REA d4, WIL 1, CHA 1, HEA 6,
redsteel rod, when waved over a willing human sub- GRT 2, DR 0, can slash for d3 damage but will not do
ject’s face, erases their desire to be desired by other so unless cornered and frightened, no powers.
humans for 3d3 days. It is recharged by sunlight
and contact with the nitrogen in Terran/Spin-quality
atmo, so it can effectively work forever.
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 171
23 Genie lamp full of baby solar whales (highly adapt-
able, pellucid blue floating jellyfish) that grow to
immense size when set free.
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 173
Archaetech
weapons
Archaetech melee weapons d10
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 175
13 Limbic excruciator, mi-go (3 bug) – d6 +dCHA. 100- 22 Quantum foam visor, cryptocerid (4 bug) – Variable.
M range. All non-bug sapients within a 10-M radius 1000-M range. This black, lobster-like object attach-
must pass a difficult (7) WIL check or experience es permanently to your face via your eye-sockets,
horrible pain such that they cannot act next round. replacing your eyes. (You can see as you did before—
Runs out of bioelectric charge on 1. Mi-go weapons you just have a Cronenbergian object on your face.)
can be recharged using bio batteries. 10,000 gl. It was not designed by the godlike Bugs to act as a
weapon, but as a kind of lightshow-generator. To use
14 Maser, High Tephnian (4 force) – d30, 100-M range, it, look at your target, think at your visor, burn d30
1200 gl. GRT, roll d100, and consult the table below to learn
15 Micro-singularity rifle, void elf (6 force) – Death: the result. Priceless.
pass a MOV check and take 3d8 damage or die. 1 blue beam – Your target gains d100 HEA
300-M range. Obliterates any solid matter it touches, d100 and d30 GRT. This can bring them above
even starship armor. Two-handed. Priceless. Highly their normal maximums.
illegal to possess.
2–16 green beam – Non-sapient living things
16 Modern gun (any) using explosive rounds—AP within 5-M of your target “come to life”
sabot/HE/HEAP/HEIAP, etc., Ancient (3 clank) – and attack them. This effect is permanent
d20. 200 gl per clip of 20 shots. but restricted to your current location
17 Needlegun, High Tephnian (3 clank) – d6. 10-M (roughly a 500-M radius of where
range. You can fire a needlegun a number of times you were standing when you activated
per round without penalty equal to your maxMOV the visor).
divided by two, rounded up. 250 gl. 17–22 red beam – Your target’s head (or cephalic
18 Paramagnetic de-flesher ray, yaaj (4 force) – 8d4 analog) explodes, no check to resist.
−dWIL (target’s dWIL). 30-M range. This nightmarish 23–28 yellow beam – 7d4 HEA damage.
maser-like weapon permanently scars biological
tissue. Every time the ray hits a target, they must 29–40 orange beam – 6d20 −2dMOV (target’s
make a WIL check, or their CHA permanently goes dMOV) HEA damage.
down one die type, minimum d4. At least 5000 gl
on the black market. Illegal to possess. 41–42 ulphyre beam – 10d6 −3dREA (target’s
dREA) GRT damage. If this attack brings
19 Plasma pistol, Late Tephnian (4 force) – 4d10. 30-M your target to 0 GRT, they die and
range. Breaches conventional naval and mecha reanimate within 2d4 rounds as a gray
armor. Runs out of gas if you roll a 1 to hit, but can walker (roamer, biter…).
be recharged. 2400 gl.
43–52 indigo beam – 8d8 damage distributed
20 Plasma rifle, Late Tephnian (5 force) – 6d10. by the target between HEA and GRT.
100-M range. Breaches conventional naval and
mecha armor. Runs out of gas if you roll a 1 to 53–66 parsimonious beam – Your visor
hit. Two-handed. 6000 gl. disbelieves in its own design and stops
functioning. You can still see, but the
21 Psychovoric rifle, husk gnome (5 force) – 6d4 GRT black lobster-visor is otherwise inert.
damage. Range is based on the target's ability to
clearly perceive the shooter: typically, this means 67–82 suspicious beam – Your target disbelieves
coming within 30 M. Targets reduced to 0 GRT by in their own existence and stops fighting.
the rifle stop fighting and become open to any They can never be convinced that their
suggestion whatsoever. The husk gnomes use these world is not a dream, and that soon they
weapons to enslave other sapes. Two-handed. will awaken.
At least 9500 gl. Highly illegal to possess. 83–96 weaving beam – Your target merges
irrevocably with whichever sapient is
closest to them. This can be you. The
resulting creature takes the higher of their
constituents’ scores in all cases (including
pool) and retains both sets of powers.
They remember both lives in detail but
feel no regret about the merger and will,
if given the opportunity, thank you for it.
archaetech
exosuit. At least 5000 gl.
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 177
7 Mantid egg home (3 bio [old, static]/2 bug [young,
Oh, but that’s far too little! The Alabaster Spin- growing]) – The edifices of the Terran bugs feature
Metal Transference Glove of Tarusk–Badioux is a no hard edges or recognizable rooms. With moisture
gem! A veritable pearl in a sea of knock-offs and wicking, sugar taps, and fly-larvae harvesters, each
egg home can support a single sape for 4d4 weeks,
doodads, I tell ya! They don’t make em like this in 2–3 sapes for d4 weeks, and 4–10 sapes for 24
the Arkheion, friend. Ha! This thing here is, well, hours. The Archivists currently believe that the man-
it—it—it’s a glove! A glove that can… Transfer! tids are delivering empty but functional egg homes
to Goldilocks worlds beyond Terra, in preparation for
Transfer—transfer—well—find out for yourself! further exploration. An egg home is worth 6500+ gl.
And for the low, low price of—let’s say—being an 8 Mirrorcloak (3 Escheresque) – A shawl of silvery
honourable sort and all—a mere seven thousand beak-shapes, a mirrorcloak projects copies of the
voidguilders…? wearer around her: burn 2d10 GRT and roll REA; you
project a number of copies equal to your REA roll
+your level. These copies do what you want them to
do and can even speak, but they are deeply “wrong.”
The copies persist for a number of rounds equal to
your REA roll, but you can burn d10 GRT each round
to keep them around. A mirrorcloak is worth at least
20,000 gl.
archaetech
Spindle. You can usually find someone in the Canteen to
fix a clank tech item: 5 in 6 chance of finding someone
who’ll give you a fair price on repairs every 24 hours.
179
pients without need for an intermediary screen;
capable of storing much of the data on a given planet;
capable of making complicated astrogational calcula-
tions. 7500 gl.
5. Code military – Ancient or High Tephnian ship’s
AI—strong AI pur sang: this software is as smart as
a gifted human and has similarly complex—although
often utterly alien—emotions, creative impulses, and
irrational desires. All aux from Ancient human or
High Tephnian ships are of 5 complexity code. (Late
Tephnian and Snakeman aux are 4 nano) 50,000+ gl.
6. Code godlike – Nanite-cleansed Late Tephnian con-
cierge for a worldship or enigmadrome: this software
is as smart as a city full of experts and has backed
itself up into many distributed networks (liter-
Stratum 2: bio
ally, clouds). This AI will not want to “adventure”
5. Bio military – Full replicant. Ancient advanced (multi- around with you, no matter what you offer it. It is
score-boosting) implants, move up all scores one die theoretically possible to hack into it, but this is epic in
type. Rapid regeneration genes in every cell, regain difficulty. 6 code is probably the highest level of
dWIL HEA per round. 10,000+ gl. technological complexity that Ancient humans [i.e.,
6. Bio godlike – Mimicvat (clone anything organic as we] ever achieved. Priceless.
many times as you want, including horrorsaurs).
Stratum 3: code
Personalized clone army (one mind, distributed
across many bodies). Living space station. This is the
highest technology level attainable—at great cost—
by contemporary civilizations hegemonic on Terra
(the Federation of Unhuman Kingdoms in Pala and
the three major Eggs of the mantids in the West).
Priceless, equivalent to the GDPs of entire provinces.
Code (stratum 3)
Digital technologies are at this point considered
“archaetech,” although the Archivists are supposedly
getting closer every day to being able to create their own
comms and write new code on a Tephnian substrate.
Finding someone outside of the Arkheion proper to help
with code-stratum repairs is difficult: 1 in 10 chance per
day unless you bribe an Archivist.
1. Force simple – Blindingly strong LED or tool that 1. Nano simple – Futuristic cosmetics or toiletries.
causes d6 damage. Heechee “hard light” pollen- 100 gl.
armor, DR 1. Atomic force microscope. Non-critical 2. Nano standard – Futuristic medicines that heal
component of a starship. 75+ gl. 3d30 HEA and 2d20 GRT. All Snakeman tech is a
2. Force standard – Laser pistol, with restricted settings minimum complexity of 2 nano. Wytchsuit. 600+ gl.
for hunting and personal defense only, d8 damage; 3. Nano complex – Blendypaint. Cyberbane-corrupted
allowed to be owned by civilians in High Tephnii. Blood (+1 to all scores, but slowly corrodes WIL
Ancient exosuit, mostly complete, DR 6. Minimum down one type per week until it reaches d3, d2, 1,
critical component of a nuclear energy plant or and then 0, resulting in death); infected Blood (see
nuclear weapon. 300–500 gl. below). Quicksuit. Food accelerators (pulls air down
3. Force complex – Quantum tunnel stabilizer—the into food). These technologies represent most of Late
minimum critical component of a starship engine Tephnian civilization: a dripping bloodmist hellscape
or weapon system. Laser pistol, unrestricted, 2d10 of organic and inorganic modules interpenetrating
damage. Tephnian exosuit, DR 7. Nuclear energy one another according to the whims of deranged
plant or fission bomb—a weapon capable of destroy- sapiences composed of advanced posthumans plus
ing a small city. 1500+ gl. their aux valets and handmaids. Value varies wildly
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 181
by function, but generally 1800–6000 gl. Sample 5. Nano military – Late Tephnian spewgun, 666 damage
nano weapons, all of which cost d6 GRT per attack to a volume of the void equal to 5 × dCHA-km
and drain dCHA (wielder’s CHA) GRT per hit: square, in a squid shape. Late Tephnian gorgonship
or gorgonsuit (“liquid mecha”): DR 200; causes 4d20
҂ Cloud spear – Deals 2d10 damage to everything damage to all foes within maxCHA km; foes killed
in a 6-M line, splashing everything in the 6-M line by the gorgonsuit are immediately puppeted back
behind that for d10 damage. to pseudo-life as graybods (walkers, roamers, etc.).
҂ Mud sword – 3d6 damage to everything in a 6-M Snakeman voideater “net” torpedoes, which destroy
long, 6-M wide cone, splashing everything in ships or planets by enveloping them in ultra-dense
another 18-M long, 6-M wide cone of your choice neutron-star matter, causing them to collapse in on
for d6 damage. themselves. Late Tephnian warmachine or cruiser.
҂ Rain hammer – 4d4+4 damage to everything in a Priceless.
20-M long, 3-M wide cone. 6. Nano godlike – Very Late Tephnian or Snakeman
҂ Wasp sword – 2d20 damage to everything in a star-city or stiffworks. These technologies are beyond
3–20-M line; directed telepathically to strike as current human comprehension and involve Planck-
many or as few targets as you like. length manipulations of timespace. 6 nano represents
the apex of human civilization toward the conclusion
4. Nano corporate – The Blood pur sang (bonuses to of the Tephnian Wars of Succession and the standard
various scores, vampyric thirst; see below for details): for Snakeman civilization—which will not arise for
this is the minimum complexity for functional, non- millions of years. Priceless.
corrupt, non-destructive smart nanofluids to reside
within and safely interface with sapient bodies.
Early Late Tephnian gorgonmail or sliversuit (nano-
Bug (stratum 6)
injected mecha), DR maxCHA +maxMOV. Late Bug-stratum archaetech may appear to be merely elec-
Tephnian starship. Food replicator à la Star Trek. trochemical in nature, using electromagnetism to reor-
All 4+ nanotech is highly addictive to use, to contem- ganize pheromones and vice versa, but it is much more
porary banshees/blooders. 15,000+ gl. than a manipulation of fields via biochemistry. Bug tech
is the direct link between
The Archivists believe that the
Stratum 5: nano consciousness and mac-
great bugs—those cryptocerids
roscopic quantum field
who ruled Terra for millions of
effects. Nanotech allows
years after the Long Silence but
for these sorts of fine
disappeared millions of years
manipulations of phys-
before the rise of Great Tephnii—
ics, but requires many
created that network of tunnels
nigh-invisibly small ro-
through the earth’s crust called
bots to function as in-
N.E.M.A.T.
termediaries. Bug tech
only requires a sapience (typically distributed across
ganglia—bug brain-parts) to manipulate the strong force,
dark fluid, and other exotic physics. Finding someone on
Spindle who can help you repair a piece of bug tech—
even a humble dowser—is so unlikely that it’s probably
worthy of an entire venture (or a roll of 100 on a d100).
Stratum 7: Escheresque
Stratum 6: bug
Escheresque (stratum 7)
Is this even technology? Is it a function of some regions
of the Escheresque, something coded into reality by be-
ings so advanced that we perceive them not as beings,
but as astrophysical events, collapses of stars, raw scars
in certain sensor readings? Is there any sense in speaking
of “technology” qua technics, tools, that are so alien that
we must name them after a symbol of trickery, confu-
sion, and impossibility?
All the Archivists can say is that they will pay for sam-
ples of certain “Yncals”—crystal-like structures whose
physical properties defy all current theories of the physi-
cal universe. The gray-robed engineers and inquisitors
hint that such items are only known to be reliably found
in that ultrastructure whose name their wetan members
rasp out in a whisper, like a curse whose object has been
forgotten—“Narm.”
183
Stiffworks
force ones, which rely on larger, more error-prone
proxy devices (drives, tunneling instruments, accel-
erators) that must be indirectly controlled via AI.
design
6. Bug – Bug stiffworks work in some way that human
and wetan minds—lacking the relevant sense organs
and some orders of magnitude too-few neural
connections—cannot comprehend. They seem to
“pleasantly” co-locate loci without any massive flow
1. Clank – Definitionally, there are no clank stiffworks. The point of spamming the game with technoscientific
Stiffworks defy classical physics, and clank tech is terms is not to confuse, annoy, or alienate players, but
defined as that governed solely by classical physics. to give the diegetic world (the game world) rich life, to
2. Bio – There are no purely bio stiffworks. All Snake- make it feel real. This raises the stakes of play.
man and heechee stiffworks are largely biological in
nature, but as stable timespace gates, they fall under
Stiffworks under construction
nano and bug strata, respectively.
3. Code – There are no purely code stiffworks. All
Ancient and Tephnian stiffworks are electronic in
nature, but they fall under the force and nano strata,
respectively.
4. Force – Force stiffworks function by tearing open
stable holes in timespace: they use a massive number
of magnetically gathered minicharged particles
organized into polarons or normally weakly interact-
ing dark matter particles to drag and pinch timespace
at origin locus A until—without locus A having
“actually moved”—it becomes coterminous with
destination locus B. Force stiffworks were briefly
used by the various Ancient human civilizations to
populate the stars and then to destroy one another,
leading to the Long Silence lasting from roughly 100
MY ago until the first bug civilization arose, ~50
million years later. High Tephnians also developed
force stiffworks using mirror matter (or that’s
one Archival theory, anyway).
5. Nano – Nano stiffworks use atomic-scale machines
to create ultra-fine scale effects, all the way down to
the Planck length. At these scales, timespace does
not behave according to classical physics but can be
“bundled” like fabric, using energy from the ambient
quantum foam that pervades the universe, so that
different loci become coterminous. This makes nano-
stratum stiffworks more “elegant” and, at the scale of
human bodies, efficient than force ones. Nano stiff-
works also interact with sapient minds (via nanites),
allowing them to be controlled more directly than
184
NANOTECH
in games
Late Tephnians—an ultra-advanced, exceedingly vain
cohort of humans who mastered nanotechnologies,
colonized untold Goldilocks planets, and then, only
1
“What Is Nanotechnology?” Nano.gov, National
Nanotechnology Initiative, N.D., accessed February 19, 2021,
nano.gov/nanotech-101/what/definition.
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 185
Gaining nanofluidics powers dead creature. The bitten creature takes 2 HEA damage
from the bite attack plus an extra d6 damage from blood
Nanofluidics powers are only available to characters loss. If you go 24 hours without consuming blood, you
who have imbibed the Blood—suspensions of ancient permanently lose 4 GRT. Drinking 1 L of blood cures
Tephnian nanites said to offer superhuman abilities to the GRT damage. GRT damage caused by blood depriva-
those who can learn to command the invisibly small ro- tion cannot be restored otherwise. You die if your GRT
bots now swirling throughout their own bodies. reaches 0 due to unfulfilled blood hunger.
Only the blooder class, perhaps unsurprisingly, begins
Acquiring, mixing,
play with access to this list of powers. Blooders begin
with just enough Blood—of the standard, pre-Wars-of-
Succession type—to use the powers on the nanofluidics
list. There are other types of Blood that offer additional
and purging Blood
bonuses, drawbacks, and powers. If you are a classed blooder, your first, free ali-
GMs: this means that—if no player chooses to create quot of Blood is “vanilla”—none of the types
a blooder PC at first level—the best way to bring nano- listed below; it just lets you use nanofluidics.
fluidics into the game is to spam your hulks and other You can gain additional aliquots of Blood by
techno-ruins with vials of Blood. finding them in the void or buying them off a
sketchy archaehawker in the Canteen. Blood
The Blood
purchased off a hawker costs at least 5000 gl
and is often infected or junk: to determine the
type of an aliquot of hawker-bought Blood,
roll d10 −2 and consult the list below.
When aliquots of Blood do not mix, you
or slaggery. This can only be countered by drinking 2 Junk – Junk contains many inert (“dead”) nanites
more… that cannot be repaired. Junk does not mix with
types 7–10. Junk turns blue (6) to grey (3). +4 GRT.
Finally, through blooding you can contract blood
hunger: your nanites are corrupted and require actual 3 Grey (slow, heavy) – Created during the Undimin-
ishing War, the centuries-old grey or slow Blood
human blood to repair themselves. You must drain a 0.5 is corrupted blue Blood that has become “heavier”
L of blood from a living creature once every 24 hours. over time by absorbing more inert material. It
Doing so is an attack action, and you can only drain is still more pure than junk, but it isn’t amazing.
Grey does not mix with types 9–10. +1 COM.
blood from a willing, helpless, or dying but not long- +d4 GRT. −1 initiative.
VITALS
COM d8 HEA 12
MOV d4 GRT 0
REA 1 DR 0
4 Deluge – Not Blood per se, Deluge is a partly algal
nanite suspension created in the distant past. Since
WIL NA (infinite)
it is half-photobiont, it causes sun hunger: you
take 4 GRT damage whenever you don’t get 6 hours
CHA 0
of direct sunlight every day. Deluge mixes with
everything, making it deluge instead of its original HABITS
type. +1 COM. Your MOV goes up one die type. Your • Perfectly still beneath a tarp or pile of plastic trash
WIL goes down one die type. +d6 GRT. +3 initiative. • Thumping against a closet door over and over
Sun hunger. • Eternally re-eating its own hand, regrown by nanites
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 187
The gray plague
The great crimson metal halls of the Tephnians are not
yet dead, or not entirely so. You see, not all nanites obey
their sapient masters. The gray plague, also known as
the Gray Death, is an infectious nanite disease that turns
humanoids into gray walkers (bods, biters, geeks,
lurkers, roamers, rotters, stinkers, moaners). Anyone
bitten who dies comes back as a gray walker in d8 rounds.
Wetware—other ways of
accessing nanofluidics
Voidminers in the Canteen whisper of blooders whose
bodies are covered in glittering, sparking, oozing tattoos,
or overclocked implants, or pulsing red eyes ringed by a
fine dust of burnt-out nanites… The method by which
so-called wetware can be obtained is currently un-
known to the Archivists (at least officially). They would
pay handsomely for specific technical clues as to its cre-
GMs, using nanofluidics powers as the “punk” sci-fi effects of
wetware can zhoosh up NPCs who are hunting down aliquots of the
Blood—whether in vials or in the vascular systems of blooder PCs!
ation…
In game terms, wetware—tattoos, shunts, and other
nanobioelectric interfaces that provide specific effects—
represents a method of allowing PCs who are not classed
blooders to gain access to limited nanofluidics powers.
Each power can be thought of as the result of a “dumb”
nanite system that only “knows how” to create one effect.
One form that such a dumb nano-system can take
is the nanotattoo: perhaps some group of sapients in
your game knows how to safely inject a small amount of
nanites into the bloodstream so as to allow the
recipient to command them to spew or defrict… Perhaps
these nanotattoos are outlawed by the Co. and thus
cost upwards of 10,000 gl to obtain. Perhaps a certain
nanotattooist is known to make trades with voidminers…
2 Deep-brain shunt
7 Prosthetic limb
Nanotech
6 Deep-fried placoderm with acetone dip
and the 8
9
“Festival jelly” (rhenium-spiced squid eggs
suspended in dolphin brain)
human body 10
11
Hyena neck stuffed with sea pen and dusted with
anthrax
12 Magnetic gravlax
in your proverbial step? How does it affect your pride, to 17 Smoked nanoprocessor paired with suan cai
know that your circulatory system could be smarter than 18 Steamed dicksonia tossed with microraptor hocks
you? Does it scare you, to think that your “indigestion”
19 Steelhead trout jaw stewed in industrial ammonia
could be a sign of civil war within…?
The following sections explore aspects of living 20 Wolf tartare brushed with caramelized tantalum
Nanotech “food”
Would allowing many trillions of robots to reproduce
inside you lead you to eat more, and to eat differently?
What if you could digest almost anything? What if
you began to crave sensations beyond the bounds of
ordinary human gustation?
Optional rule: If you are a sleeper and/or a blooder
and you eat one of these foods, roll a number of d4s
equal to the food’s number in the table. For every
result of 1, you lose d2 HEA. For every result of 4, you
gain d3 GRT. This can boost your GRT over its ordinary
maximum.
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 189
Nanite diseases 3 Tephnian flux (nanite ulcer, AKA Heskettgut) –
Your nanites are eating you alive, in some fashion.
Over time, without the aid of advanced imaging tech- Whenever you are about to enter initiative, roll a
nologies and personalized nanomedicines, the burden d6: on a 1, your ulcer is flaring up, and you suffer
disadvantage on the initiative check and lose your
of the interior sea grows too great, and the frail human first round of action. You also moan, grumble, and
body succumbs. Sometimes, nothing physical appears whinge peevishly unless drinking yoghurt, kefir,
amiss, but the blooder’s behavior becomes erratic. or the like.
(Likewise, the strain of years burdening the mindbody of 4 Ipseity pox (mixautosis) – Each day, your nanites
a sleeper may break their spirit…) restructure your face and voice. Thus, each day, roll
a d8 to randomly determine your CHA score:
The following are diseases and disorders associated
with nanotechnology. It is up to the GM if they affect 4.1 d3
d8
informatic as well as biological beings, but since nanites 4.2 d4
are themselves informatic (or blur the biological/abiotic 4.3 d6
distinction), there is no reason they cannot affect all
4.4 d6
characters.
The chances of contracting a nanite disease vary 4.5 d8
Stillfleet // Core Rulebook / CH06 ☉ MARKET TECH, ARCHAETECH, & NANOTECH 191
C H 0 7 ☉ P L AY I N G STI L L F L E E T
Creating a contract
What is a Regardless of who is offering which venture, it will
venture?
consist of three major components: a task in need of
doing, context regarding the task, and a fee for
completing the task. The contract to undertake the
task for a fee, along with any contextual information, is
collectively called the venture dossier—whatever official
The venture contract information the PCs get before tacking out. Note:
more information may exist, but the PCs will have to
For GMs, a good first step for running a game is either work for it.
thinking through one or more ventures that you’d like The official dossier doesn’t have to be a physical file
the players to consider, or rolling up one at random. This or even a full paragraph of read-aloud text. It’s an
thought process is covered in the last chapter. The game’s abstraction—a task, a fee, and maybe some context.
venture-design philosophy, summarized in one sentence, The task that needs doing varies. “Context” also varies
is: offer the PCs a mix of settings and plots, and when widely: it may consist of pages of Archival data, an
in doubt, roll on one of the book’s randomized tables or incomplete map, or nothing at all. Typical venture
use the app STRINGS! dossiers contain thick stacks of out-of-date Archival
For players, the first step in setting out on an official data, flagged here and there with questions for the
Co. venture is acquiring one. Technically, this means voidminers considering the venture. That is, more
meeting with a refactor and signing a venture contract questions than answers.
stamped with the seal of the Directorate’s Afdeling of The fee, on the other hand, is standardized at a rate
the Fleet or that of the Void, for hulkside and rockside of 25 gl per fleeter per Co. level. Bonuses of 50, 100,
ventures, respectively. (See “Profits” for more on how 200, or even more for hazard pay give GMs leeway
the Directorate works.) to reward PCs for extremely dangerous ventures—and
Technically, all venture contracts are offered via to force them to choose among options (less risk versus
refactors, or operations officers of the Directorate more pay).
who work out of the Basilikon. In practice, sometimes Before signing a venture contract, players should
ventures are run off the book, not by refactors but by ask questions of their refactor. They must understand,
Senior Archivists, wetan mafia bosses, guild secretaries, however, that many queries will be ignored, deemed
corrupt Eaters of the Dead (gendarmes), subdirectors, unanswerable, or answered with ambiguities or lies.
or even directors themselves. So the PCs may pick
Q: Is the unknown habitable planet in fact
out a random flier for a venture in the first few room- inhabited, say, by giant flying scorpions?
blobs of the Basilikon or run into a shady character A1: We don’t know—please find out!
A2: Definitely not.
in the Canteen.
A3: I don’t think “giant” is a fair descriptor
The goal of the game, in this register, is not to simply bash capi-
AUTHORS’ NOTE: THE C WORDS: talism as a totalizing bogey-concept (everything bad = capitalism)—
CAPITALISM AND COLONIALISM nor, certainly, to cast the PCs as gung-ho colonizers. Instead, the
goals are a) to explore some of the general feelings of laboring
within capitalism (in one sense, voidminers are people “just doing
This feature courtesy Wythe Marschall, Ethan Gould, Stephen
production and exploit the wage-labor of most other people to alternative… yet); and b) to explore the cultural particulars of one
make commodities for profit) and colonialism (the systematic and form of capitalism-to-come, and in doing so, to give the players
violent domination of peoples and their native lands with the aim space to think in ways that will resonate long after table-time. That
is, the goal is to use the game (a fiction) as a fun way to think about
podcast or this short book about the politics of climate disruption and what
in the future (today), but you aren’t sure where to start, we recommend a
of economic extraction). In the game, the voidminers, taking jobs
on behalf of the capitalists who govern a small but powerful who controls technology and knowledge production, along with
plutocracy, travel to distant worlds in order to exploit them. Hell, other questions of political economy that are as important in 2022
this book even directly references the Dutch East India Company. CE as they are in 100,002,022 CE.
But Stillfleet is not at all a celebration of capitalism or colonialism. One of the consequences of the game-design goal just
Instead, the point of Stillfleet is to tell stories about capitalism articulated is that Stillfleet—like other politically charged RPGs
and alternative economic systems that may arise and supplant it (the fantasy–spy game Spire comes to mind, as do classics
from within—not because capitalism is great, but because it’s the such as Paranoia and Cyberpunk)—can open up challenging and
system in which we, Stillfleet’s designers (like many players), find uncomfortable moments of gameplay in which players must
This opens up the option of playing through the rise Salvage, in fact, lies at the heart of the game on
of a New Co.—one which receives as the spoils of a fractal level, all the way down to item discovery.
civil war the opportunity to dream the same nightmare
over again under new management (as has happened in
recent centuries within our own timeline).
8. Fee
25 gl per PC per level, plus optional hazard pay.
out
relatively easy: any character with the power tack (i.e.,
any banshee) can, as a standard action, burn 2 GRT and
open any stiffworks in the Near Bays.
In the Far Bays, they must burn 2d10 GRT and pass
a standard REA check. This represents the effort and
Experiencing a Malkovich
a smooth, funnel-shaped hole in the wall, just large
enough for a wetan or large human to start crawling
down, that continues on… forever. When tacked to a
destination and “opened,” the famous Malkovich tunnels
tunnel
become stable gates between two timespace loci. Nar- Crawling down/through a Malkovich tunnel is both
ratively, they serve as starting points for most ventures, simple—it’s a wide hole in an edifice of smooth, black
once the PCs have a signed contract from a refactor. stone that seems to go on forever, straight and lightless,
Where you go in the room-blobs that make up the narrowing as it continues—and utterly weird: crawling
Bays is up to your destination, and will typically be not- down an opened tunnel means entering total, constrict-
ed on your tack map. Terra and the major provinces are ing darkness, and then “tipping,” ever so slightly, and
easy to get to, and the relevant tunnels are all high up in widening again towards whatever lies beyond.
the Near Bays. The minor provinces can be trickier to What that means varies by destination: the tunnel
locate, and the tunnels linking out to alien worlds are of- always “tips out” at a fixed halfway point; gravity swings
ten located deep beyond the last inhabited room-blobs. to pull in another direction, or ceases to pull at all. If
All of the stiffworks on-Spin work in the same way: tacked to Terra, sunlight or moons-light will stream
a banshee touches the wall nearby, thinks at the alien into the tunnel as the crawler advances. If tacked to a
“mind”/“OS” of Spindle… and then… nothing visually lightless, fully enclosed room aboard a hulk, the tunnel
happens. But the Malkovich tunnel opens, linking Spin- will remain dark.
dle and some other place, for ten minutes. For first-timers, bending time and space is un-
How exactly does a banshee open a stiffworks? forgettable: the PCs will be cramped, crawl-
Interfacing with Spindle isn’t like operating a computer; ing down a smooth, lightless, room-temperature
it’s a series of feelings and visions. But it is, like using stone tunnel—toward an entirely different physics
a computer, a technical task. The banshee must Half of us are used to it by now, that Malkovich
concentrate, think at—and then with—the alien station tilt. We even half-crave it. … We won’t tell you
in a specific manner. which half is which, though.” —The infamous
mournfolk banshee “Winkin’ Zozz”/“Scowlin’
Zaast.
No banshee?
Voidmining
101
The other side of the tunnel
What happens next of course varies by venture. But a few
elements tend to be common. Voidminers often explore
new lands or ships and meet strangers of all kinds.
Exploring means everything from walking through
populous towns on Terra or the provinces to encounter-
ing limitless strange technoruins and xenoflora—forests
of indigo fungoids, craters underneath binary stars, or
acid lakes dense with intelligent squid.
Before the PCs go exploring, however, slow down: if
this is their first venture, or their first venture rockside,
Travel
take the time to describe the disorientation they experi- Travel times during ventures vary wildly—and they
ence upon tacking onto a Goldilocks world: typically don’t matter much. Depending on the style
of game your group enjoys, you can realistically play
Omniscient narrator: through all journeys, rolling for random encounters
along the way. Or—if you don’t have a lot of time or
While the gravity, sunlight, and atmo on-Spin prefer to focus on a non-random plot—you can
perfectly ape those on Terra, you have never jump from scene to scene, narrating long journeys as
before stood under a real sol, feeling the real summaries of impressionistic montages.
tug of billions of kilograms of iron pin you to the To determine realistic travel times, generously assume
ground before. You have never taken a breath so that professional voidminers carrying suits, rations,
free of the metallic after-taste of old algae. You water, guns, swords, and/or loot can walk 25–50 km per
have never seen a wind not generated by a fan, day across relatively flat, dry terrain or 12–20 km per day
nor a single dried leaf blown by that wind past across difficult terrain, between rests. This represents
the door of an abandoned home. You have never doing nothing but marching. Riding a mount such as the
seen a non-albino dragonfly… If your species common zog (riding chicken) or jird (horse-sized desert
has tear ducts, they are now operant. gerbil), a voidminer can cross 18–160 km of flat terrain
or 40–60 km of tough terrain per day. This represents
doing nothing but riding.
Each day of travel costs 1 ration, if you are keeping Along with distances and encounters, another aspect
track. Roll at least 1 random encounter per day. You can of travel to consider is the weather. This can be a banal
also abstract away units of measurement into encounter summary (it rains…) or a brutal obstacle (…knives). For
rolls: regardless of the distance in km, stiffworks X can random possibilities, consult the table.
be said to lie 1 encounter—or d4—from town Y. A simple Of course, a given set of weather conditions may not
way to roll for random encounters is to have one of the make sense on a given world; tweak the specifics as
players roll a d6 for every abstract unit of journey: on needed to accord with the local climate. To generate
a 2 or 3, the PCs encounter something potentially dan- more realistic weather on a Goldilocks world, roll d20
gerous; on a 1, they are ambushed by something that is when the voidminers first arrive. Each day thereafter,
definitely dangerous. roll a d4, where a 1 represents −1, a 2 represents no
If you plan to jump from location to location, go change, a 3 represents a +1, and a 4 represents a +2.
around the table describing what each PC does during Apply this result to the current weather condition. So if
the journey. Who hangs out with whom? What do it’s stormy one day, it will probably rain again the next,
you talk about? Which rations were spoiled? Whose but it is somewhat more likely to lessen over time
zog is the most annoying? What color feathers do you than constantly intensify.
keep picking up thanks to the scavenging pterodactyls
Of course, this is still a simplification. Feel free
circling overhead?
to go even nerdier with your speculative meteorology!
4 Hailstorm or sandstorm, annoying – Anyone 19 Sunny and otherwise pleasant – Everyone gains
exposed to this storm suffers disadvantage on all +d4 GRT.
checks that require concentration, including all
COM checks (but not MOV/dodge) until conditions 20 Ideal – All journey times are halved.
improve.
10 Foggy – Visibility is poor, cutting missile ranges in 6 Night – Between 8 PM (20:00) and 12 AM (0:00) –
half. There is a 1 in 6 chance that this ordinary fog It’s probably dark outside.
is in fact a mysterious, chemical, nanite, or eldritch
mist: mists always bring dangerous encounters.
Every other mist also triggers an Escheresque event How much is a room in a provincial inn?
(see “Patterns”). (some examples) d4
13 Partly cloudy, extremely humid, and still – All 3 Luxury – 10 gl per person per night – The food/
characters are uncomfortable (due to the weather, if drive-charging voltage is delicious. Each voidminer
not suited, or due to staying in their suits). Bug-like regains +d6 pool.
fauna zip back and forth, everywhere. 4 Peak carnival season – 25 gl per person per night
or more – With no vacancies left, the voidminers
must make a CHA check just to get a room. Normal
pool recovery (the parties outside never really quiet
down; the food is prepared hastily), but no chance of
night-time encounter.
Headcount
Name
How many entities appear, (Description)
in what groupings.
HEADCOUNT
Number of creatures in encounter
Vitals
VITALS Attacks
Scores, pool, damage
reduction, and armor. COM dX (adv) HEA XXX Attacks are listed in alphabetical order
• Advantage – Some and include damage as well as attack-
entities roll some scores MOV dX GRT XXX specific conditions such as bleed, burn,
with advantage. This stun, and poison. Some attacks cause
is represented in vitals REA dXX/dXX* DR XX less common conditions such as:
entries as “dX (adv).” (armor or defense description) • Mutating – Upon hitting a target,
• Escheresque – Some WIL dXX this attack causes a certain chance
entities have many of inducing a permanent physical
physical dimensions CHA dX mutation.
and can only be harmed • Terrifying – Targets attacked must
by Escheresque weap- HABITS make a WIL/resist other check or
ons or Weird attacks. else suffer disadvantage on attacks
• Habit 1
These entities have the against this entity for d6 rounds.
• Habit 2
word “Escheresque”
• Habit 3
listed after their armor.
DOGMA
VITALS VITALS
Survival DOGMA
High-value treats
ATTACKS
• Kick, d6 damage plus stun 1—although a jird always prefers to ATTACKS
flee rather than fight. • Peck, d4 damage—although a zog always prefers to flee rather
STORY NOTES than fight.
Jirds—trapped in the wild and then kept in large iron domes—are STORY NOTES
prized in regions of Terra with low annual rainfall. Jird prices de- Zogs are kept as working animals across Terra and the provinc-
pend on the economies in which they are trapped and then bred. es. In good condition, a mature zog is worth 250–750 gl: 250 gl
In the Wastes of Pala, on Terra, a jird is typically worth 4d100 gl. gets you a zog with MOV d10; 500, MOV d12; 750, MOV d12+1.
On Latura, a jird may be worth twice as much. Jirds are too big After 22 years without them, there are once again zog hatchlings
to keep on-Spin. on Spindle, although they are sold to Terrans or provincials (or
deep-fried) before they reach maturity.
Shooting stuff
Game of tongues One of the most common forms that combat takes in
Stillfleet is the rolling firefight. Generally, one party sees
Remember that most Terrans and provincials—espe- the other first and gets a round of surprise attacks. After
cially outside of large cities—don’t speak Spin, and this round, or if the groups saw each other coming, every
most PCs don’t speak most rockside languages. If the character rolls initiative.
party has a witness, that person becomes the critically On a character’s initiative, if they want to attack—say,
important translator for the group. If none of the PCs is by firing a rifle at an unwitting mi-go brain collector—
playing a witness, then allow them to muddle through they simply roll COM to hit. The target rolls MOV to
by gesturing and smiling and drawing figures in the dodge, unless it’s bound and cannot. Damage is by weap-
mud—but make it painfully weird! Allow for miscommu- on type. Players should feel free to describe their attacks
nications. Don’t let the players forget that, on ventures, in vivid detail, try out their powers (especially their class
their characters are outsiders. powers), and ask questions about the situation in order
to decide on their tactics.
Boost!
Reporting to your refactor The reporting-in process gives you narrative levers
to pull: if the PCs don’t report finding a working husk
Once the voidminers are finally back on-Spin, they gnome “lifeboat”/asteroid-eating drone, then maybe
must by law submit a detailed report in writing to their another party finds out and tries to blackmail them to
refactor and then head to the Basilikon to sell back to the get the coordinates, or just steals the boat, and the PCs
Co. all archaetech that they acquired on their venture. don’t discover this for a while. Maybe the husk gnomes
GMs, feel free to remind the players that, in practice, find out and come after the PCs to silence them…
many voidminers omit crucial details, even faking
amnesia, in order to keep secrets from their bosses.
No one will check up on their lies—at least, not im- Some kind of refactorial report, however, must be
mediately… These breaches of protocol are tolerated as turned in. This is the job of the party’s witness or factor,
long as they are small: i.e., you’re hoarding oddments. or—if no one is playing a witness or factor—any other
Keeping an Ancient naval laser or yaaj mind-knotter to rube. The point is not to make the players actually write
yourself is punishable by death. a report, but to make them list bullet points: what are
they telling the Co. happened out there?
To sell the
powerful, so good they won’t want to mention it in their
report and then sell it back to the Co. at the Basilikon.
Then find a way for some plotting Archivist or cagy
past
gendarme to find out about it—in such close quarters,
secrets on Spindle tend to live short lives—and call the
PCs in for a little talk…
Selling tech back to the Co. Note, a “fence” needn’t be an underworld figure: they
could be a refactor—or even a subdirector or Senior
After reporting in, the voidminers are then obliged to Archivist—working through back channels, trying to
head to the Basilikon to sell back to the Co. all archaetech fulfill a personal goal, or undermining some other Co. of-
of any kind that they acquired on their venture. This hap- ficial. That said, many fences are disgraced bureaucrats,
pens at the group of room-blobs called Acquisitions or dealers with Wetan Mafia ties, or alien refugees (e.g.).
simply ACQ (pron. “Ack”). In practice, many voidmin-
ers stash their pillaged techno-loot, selling back only the
oddments, for pocket change. Again, feel free to stress Calculating the value
of a lava lamp, a maser,
this explicitly. Make the PCs choose!
If the PCs do sell back their haul, there are various
ways to deal with this process. It does not have to take
up a scene. Here are quick rules of thumb for doling out
or a secret…
filthy lucre: This table offers 100 examples of the official Acquisitions
codes used by the Directorate. All factors and refactors
҂ Each oddment is worth 100 gl. are issued a code-pamphlet with new ACQ codes and
҂ Each useful archaetech item is worth 10 × (stratum values on a bimonthly basis.
number + complexity level) gl. Of course, in any given two-week or two-month
҂ Each non-archaetech item of note (see the table interval (GM’s choice as to the meaning of bimonthly),
below for examples) is worth d[one mental/social the value of each item is presented differently to each
score, meaning REA, WIL, or CHA] gl. Add an extra factor and refactor. Thus, when a character consults this
100 or 1000 gl for rare or very rare items. table, they must roll their own REA, WIL, or CHA when
҂ These are market prices at ACQ. Black market prices determining the value of many items—and this value will
are double but require a roll. almost certainly shift in the future.
Yes, this means that the values can be quite random.
For each item the PCs sell back to ACQ, give them the This variance represents what ACQ or private buyers
gl indicated on the table below, after some perfunctory will pay voidminers for space garbage and rumors.
file-shuffling. For each item they try to sell on the black In general, the ACQ value will be much lower. (The Co.
market, have them roll CHA/control (negotiate) versus a always tries to stiff its workers!) Specialists may be found
fence’s WIL/resist other. Most fences have d8, d10, d12 to buy items/data for much more.
WIL, depending on their experience.
Or—if this table looks like a load of frightening
If the PC prevails, then they attain the maximum
nonsense—just use the rules of thumb offered above:
possible value on-Spin for the item on the table below. the legal, ACQ value of a non-archaetech item is
If they fail, they can sell the item for the ACQ value or d[one score] gl; add 100 or 1000 gl for rare or very
rare items. Oddments are worth 100 gl each. And each
go to another fence, but they risk angering their current
useful archaetech item is worth 10 × (its stratum
fence if they don’t sell. If they roll a 1, there has been a number + complexity level) gl. The illegal values
misunderstanding: the fence has 3d6 bodyguards move of the same items = 2 × their ACQ values.
in to take the hot item—you know, as the gift that it
clearly is…
2 Animal/motile fungus, common 0.5 per specimen 0.5 × (d4) per specimen
3 Animal/motile fungus, rare d12 per specimen d12 +2dREA per specimen
LEGAL NOTE
Ammon are intelligent
octopodes on Terra.
4 Animal/motile fungus, uncommon d10 per specimen d10 +dREA per specimen If the android’s
REA score is d4 or
5 Android, LT 12,500 25,000 higher, it is sapient
and protected by
6 Archaetech, from Narm 2 × (dREA × dCHA × 2 × (dREA × dCHA × dWIL) +6dCHA Co. policy: the fee
dWIL) is not a sale, but
7 Archaetech, non-weapon ½ listed price (see 2 × listed price for “recuiting” the
“Wires”) android
9 Armor, all market-tech Listed price (see Listed price If there is no listed
“Wires”) price, take the
stratum number
10 Art or jewelry, Ancient d100 1000 and multiply by
1000
11 Art or jewelry, provincial dCHA × d8 2dCHA × d8
LEGAL NOTE
In one random underschool room-blob in the
26 Cybernetic implant or other wetware 100 × dREA 100 × 2dREA LEGAL NOTE
27 Drone, killer dCHA × 2d6 (dCHA × 2d6) +66dCHA Illegal to possess
on-Spin
28 Drone, surveyor (smart) dREA × 2d30 (dREA × d2d30) +6dCHA
40 Husk gnome technology, any (dWIL × dCHA) −d10 (2dWIL × 2dCHA) −2d10 LEGAL NOTE
41 ID of H.Co. operative(s) dWIL × d30 dWIL × dCHA × d30 Husk gnome tech
is often radioactive
42 “Librarian” (eyebeast) d66 +dCHA d66 × dCHA
(among other
43 Liquor, case d100 6d100 problems), hence
the possible
44 Location of a Goldilocks world, inhabited dREA × 100 dREA × dCHA × 100 negative value
59 Map, physical, to a random stiffworks dREA × stratum of dREA × dCHA × stratum of stiffworks
stiffworks (4, 5, 6,
or 7)
77 Saffron Anax livery, official dCHA +100 2dCHA +100 LEGAL NOTE
78 Satellite/spacejunk d20 +d12 (d20+d12) × dREA Sapient
79 Scientific sample, random (rocks, ice, dREA 2dREA
e.g.)
80 Scientific sample, Solarian dREA × d30 dREA × (d30 +4dREA) LEGAL NOTE
81 Secrets/major news, provincial 10dCHA 10dCHA +6dCHA Has special
ontolegal status
82 Shining Sky Climber goop-tools dREA × d12 2dREA × d20
LEGAL NOTE
Yaaj tech is illegal,
and resulting prices
can be negative
(fines)
EXAMPLE FROM PLAY: slumped a child-like figure, bleeding to death, singing aimlessly—a
FELLOW ARCHAE-SEEKERS teenage (decades-old) gmothi.
The team arrived; Noöl linked thoughts; and James swung The-
In the Red Labyrinth underneath the great Vennari city of Llamagi- One-the-Purple-One-Killed (ammon razi/pir) across in order to heal
no, the voidminers made it swiftly and without incident (no walkers, the wounded posthuman teen.
no snake cultists, no sleepers) to the Incarnadine Heart—the Late The wretch, named Bread of Flooded Spices, sung into Noöl’s
Tephnian stiffworks best characterized by the Archive. mind a song of the Autumn Song Court (their polity in the hills south
Ilbrian 424 (pepper elf banshee) stood before it, puzzling over of the city) that explained all about the gmothi’s recent troubles
the Archival tack map for getting the team to the distant Kuiper Belt with the encroaching humans. Bread was sent here by the elders
object called Dysnomia. to find a technical solution to a political problem: something called
Noöl (Fleeter tremulant) had a hunch and carefully examined an- “the Exultant’s Lance”—a legendary jar of yellow nano-slime—that
other corridor, one branching off from the chamber of the Incarna- was here in the maze of halls and alcoves, somewhere.
dine Heart. She spotted a distant, dim light... Meanwhile, the Late Tephnian alarm system built into the shard-
James (enjan factor) snuck toward it and found the Couloir— caster system that is monitored by the Archivists’ entangled sniffer
a strange chasm-like space, 3 M across, cutting through the Red comms continued to ping, signaling an urgent crisis on one dark, icy
Labyrinth. Across the Couloir, just inside the continuing corridor, Kuiper Belt object, roughly five light-days from Terra…
Factions within the Co. 12 The Mantid Eggs (Sisters) – Democratic socialist
d20 bioengineers. They gained access to the void and the
Escheresque only after the end of the Groot Tachquake.
1 The Archive (Wires) – True-believer techno-cultists. They have yet to make it to Spindle.
2 The Afdeling of the Arkheion (Wheels) – Complacent 13 The Matkya (Coins) – Secret Keynesian
classical liberals. Notoriously agnostic (some would techno-powerbrokers. The so-called “Informatic
even say ignorant) regarding matters that occur off-Spin. Mafia”—based on a lonely, contested asteroid-city
named Qadida—has grown in power as its members
3 The Afdeling of the Provinces (Worlds) – Self-inter- have taken on more and more quotidian accounting
ested neoliberals. The so-called Opposition (i.e., to duties throughout the Co.
the CRM) can agree on little other than the fact that its
COMPANY POLICIES
[The city of the future] is a city of extraordinary technology that at first glance
appears indistinguishable from nature. It is an artificial reef that grows and
decays and grows again as the city becomes a cyclic ecosystem. … The city grows
and we grow with it. Together we form a giant complex organism of which ecology
and technology are inseparable parts.
—Liam Young, Under Tomorrows Sky, 2012.
Architecture
Most social life on Spindle occurs in the upper decks,
built out by the Co. to resemble a clean, if cramped,
early modern city full of houses and workshops. Living
areas, single-room markets, hydroponic farms (sup-
plying algae, persimmons, edible vines, black soldierfly
City, station, crèche, larvae, and mealworms), and workrooms form minia-
ture neighborhoods, where at times Co. politics domi-
organism, mystery… nate and at others smaller-scale social forces pattern the
daily lives of those who were once rulers, but recently
Spindle is made exclusively of smooth, impenetrable became prisoners, of the void. Nourishing algae and
black stone, typically called blackstone (one word). On clean if cramped living spaces are technically free to all
the outside, visible through the Archivists’ voidmoni- who dwell on Spindle, but somehow most fleeters spend
tors, it looks like a tall, thin black sea slug covered in little time at home, remaining busy at work, gambling,
long, twisting spines that correspond to the Malkov- fighting, scheming…
ich tunnels—the narrow, tunnel-like stiffworks found Spindle is thus not simply a city in the void, but a
throughout the Bays. pulsing home to many individuals, families, and sub-
On the inside, underneath three centuries of accreted companies. The Archive estimates that Spindle's TSO
Co. rigging, Spindle is a series of blob-shaped holes, (total sapient occupancy) is roughly 350,000: a little
or room-blobs—rooms, but not like any that a human over half of these are humans
The Systers Amaaranck™ are Spindle’s population has varied
not would design. These whose ancestors moved up
over time from five mercenary-
only Archive-Certified Blobite
cts spaces are not cavern- into the void three centuries
merchants, three centuries ago,
of the highest repute, but
also ous; their median length/ ago; one third are wetans;
to the city of the present. With
Trained Wetan and Ma
ntid width is 10 M. The major and the remainder are first-
the subsiding of the ‘Quake, new
Nestmakers with a combin “open” regions of Spindle, and second-generation im-
ed recruits, conscripts, refugees, and
33 Tsol years of experie
nce such as the Basilikon in migrants from the provinces
visitors arrive every day by the
re-homing giant sapient ins
ects the Canteen, are group- (especially Calayat), con-
dozens. Thus the Canteen, Flats,
on-Spin. Come to Systers
A. ings of room-blobs de- scripts from Terra, and aliens.
and Little Wetana become more
with any & all specialty chi
tin marcated as being part of All told, Spindle is thor-
densely inhabited, and the last
requests: walls/curved wal the same meta-room via oughly inhuman, and yet
ls, grows downward into the Dormant
floors, web-hummocks, recess colorful ropes and threat- it regulates itself to keep
ed Bays… The Archivists predict that
lighting, apertures, egg-cradle ening signs. humans and wetans alive.
s, the (known) population of the
& more! As the Systers cha
nt: In general, because the Spindle uses ultrasonic vibra-
station could nearly double within
“We don’t just make a livi
ng inhabited upper “floors” tions to clean its own air and
two years, radically altering the
here—we live here.” of Spindle are cramped, filter its own water, making
social fabric of the Co.
private and public spaces are more socially than physi- the job of the Wastecyclers
cally determined. Only the rich have fully closed-off, much easier. The Archivists theorize that Spindle turned
multi-room-blob private homes, and even these are on this life support (LS) system as soon as the Founding
frequently trespassed by their own runners—excepting Five Directors tacked into it, but no one really knows the
the five secret Chambers of the Sleeping Moths, where truth about the LS—including what to do if it ever stops
the General Committee (supposedly) meets. functioning.
Ventures on Tsawald
For a low-level venture, hire the PCs to renegotiate a pre-
Tachquake trade deal. They can speak to one of the Saffron Anax’s
minister–devas… then to the Anax himself. (Re scores and powers,
treat the Anax as an elite nyarlathon; see “Whispers.”) A low-level
encounter with an extremely powerful enemy is a good way to am-
plify the story’s stakes right off the bat.
For a ridiculously challenging venture, appropriate for high-lev-
el PCs, have them tackle the major problem facing Rigaspace: the
Directorate hires the PCs
Rumors hold that the Anax is to find another quasi-sane
growing old, sick, or both—but this cthulhicate to save (and
is impossible to confirm based on abuse) Rigamont A and
B. This could be another
past physical evidence, since he is nyarlathon (but you’ll have
a natively higher-dimensional to tempt it with the of-
being—which means that fer of something of great
worth…), a Snakeman
the people of R–A and R–B have (you would have to travel
a limited time left before to Ruguņ or Gnarcosa to
his telekinetic hold over the summon one from the fu-
ture—but could you ever
complicated gravity of the system really trust him?), a Late
fails, and all life in Rigaspace Tephnian sleeper of truly
is obliterated. enormous power (perhaps
found in the ruins of Great
Tephnii on Terra, or deep in the void), or a void elf commune look-
ing for more materiel for their latest macro-scale artwork… In any
event, saving Rigaspace will not be easy. And any bargain struck will
be achingly Faustian. What if there were some other way to save
the system?
Strangely, the mass effect of a public world online is not freedom and
self-expression, but a subtle, atmospheric repression and self-censorship,
when we each internalize the limits and limitations allowed by the groups
in which we share ourselves.
—Stowe Boyd, “Publicy and Panopticon,” 2017.
The upper-
most levels
Where the whispers
go to die
Directions on-Spin are described according to how its
(inexplicable) gravity works, so that the Directorate is up
and the Dormant Bays down. Today, the directors and
their lackeys live in the “uppermost” levels on-Spin—that
is, the ones farthest away from the Dormant Bays.
This was not always the case. The Founding Five
Directors arrived in what are now the Near Bays, or
outer shell of room-blobs encasing the top third of
Spindle. Only after a decade of exploration did they
resituate the Co. into what is now the Canteen. Shortly
before their disappearance, they removed themselves
and their lieutenants—but not the rest of the Co.—to the
upper levels.
The current directors move back and forth from
their sumptuous semi-private apartments above to the
Canteen below among mobs of guards. In fact, in order
to remain anonymous, the directors dress just like
their guards; many (all?) of the guards don’t even know
whom they are guarding.
of the Co.
5. The Chomagon or simply the Cho – This 3-meter tall,
impossibly strong, genius automaton–human–ro-
dent cyborg was created by a rogue mantid scientist,
whom she later consumed, with a heaping garnish of
human pituitary glands extracted from the scientist’s
Spindle
1 Alabast, Alabasto
2 Arkterhoek, Arkterhoon
3 Balicant, Balicanto
4 Berkelter, Berkalo
6 Deveeral, Deveerout
Below are thirty random names for voidborn humans,
7 Effrathen, Effriaen
offered as examples of procedural detail-design. This list
of random Fleeter names was written according to the 8 Faeljeorn, Faeljeoker
10 Hyelant, Hyelanna
1. These names are “common,” not “noble”
11 Ijlunc, Ijlunco
(whatever that means).
2. These can be given names or surnames; ditto, 12 Jolcast, Jolcato
19 Quelander, Quelandro
For the list of random pepper elf names (later in this
chapter), the following rules were used: 20 Reespland, Risplano
21 Ryelmeer, Ryelmero
1. These names use lots of Zs and As. 22 Savarossi, Savaroon
2. No pepper elf name begins with a W sound.
23 Stilander, Stildenbow
3. The names should be hard to place in the “real world.”
4. They are modifiable: just add “-ax,” “-le,” “-zzst,” or a 24 Tijsran, Teijser
26 Vandeyon, Vandesser
Both sets are names should be easy to shorten: so Ala-
27 Wellander, Welvansen
basto becomes Basto; Ghaalraz becomes Ghaal, etc.
The wetan name generator (at the end of the chapter) 28 Xivarijn, Xivaro
is longer but simpler: while “true” wetan names are un- 29 Yorif, Yoriffo
pronounceable combinations of ultra-high frequency 30 Zeelah, Zeelona
rasps and releases of pheromones, their Spinnish names
are always translated as three common words.
Humans on-Spin express a range of genders, drawing on meanings attached to birth parentage vary in intensity,
many rockside cultures. The dominant culture on Calarash, and surrogacy and adoption are common. Family units
for example, has four primary genders, only two of which consist of groups of lovers and whichever children, if any,
sort of map onto a masc/fem binary. (Meanwhile, human they are fostering.
sleepers from Late Tephnii are almost all gendered in Likewise, in the world of work, the Co. is a venal,
a way that combines and exceeds masc/fem charac- plutocratic meritocracy whose primary chauvinism is a
teristics.) The directors care little about these nuances preference for Spin-born officers versus those born on the
of provincial cultures: for simplicity, all of the leaders of provinces or Terra. This distinction has nothing to do with
provincial nations are referred to as “queens” by the Co. species or gender, only birth-right nearness to perceived
Thus gender plays a role in ordering society on-Spin, technological superiority.
but there is no simple feminine/masculine binary. The
Senior Archivists
What dwells After an Archivist has worthily served the Archive for
amid the
at least nine years, their mentor, who must be a Senior
Archivist, may propose to all of the other Seniors that
this humble servant be ordained as a Senior themself.
sacred wires
The Seniors then vote this proposal up or down.
Archivists made Senior enjoy unparalleled access
to the lost knowledge of many sapient civilizations,
including some yet to come. It is not known what
other privileges the Senior Archivists enjoy—for the
Ordo Pallida
The truth, according to the
Ancient proverb, is out there.
Archivists
Archivists-ordinary may look
and live like ascetics, but they
have access to the inner workings
of the alien Arkheion and to vast
stores of (mostly Tephnian) tech-
nical secrets. They are more like
typical fleeters than their Seniors,
mingling with other voidminers
in the Canteen on market days
before returning to the Arkheion
to sleep and prepare for a long
week of soldering wires and
peering at dimly green-glowing
Tephnian Code-glyphs on tiny,
wheel-peddle monitors.
Though technically allowed to
leave Spindle with special per-
mission from the Directorate,
in practice, Archivists-ordinary almost never do. It to interact with humans and aid the Co. while enjoying
is thought that there are four to six hundred Archivists- relations with aux and various partially restored
ordinary, but this number could be an exaggeration intelligent machines.
meant to justify the Archive’s budget to the General Of those small fraction of the Archive’s members
Committee. who venture beyond the safety of Spindle, a relatively
large percentage are pepper elves. It is conjectured by
Pepper elves xenobiologists that they are unable to resist some deep
programming pushing them to find and “mate with”
The vast majority of Archivists are capital-F Fleeters— (improve the code base of ) a salt elf. Other scholars
humans born on-Spin. The most common non-humans find this technobiological determinism frankly offen-
in the prayerful halls of the Code are those automata sive. Many pepper elves find the whole matter gauche,
called “pepper elves” in Spin. When they arrive on-Spin, unworthy of discussion (at least, with beings that cannot
they are welcomed in the Archive, where they can learn trade information packets digitally).
9 Hyrenox, Hyren-2-B
10 Icorian, Icorianax
11 Jjalrazzin, Jjalrazzst
12 Keezayn-11, Keezayzzle
13 Khionaaz, Khionax-9
14 L-27-Rax, L-Rax 55
15 Maaljarazz, Maaljar•81C
16 Nalfandar, Nalfandarax
17 Ormoz, Ormozzle
18 Palfazz, Palfazzarax
19 Qaalax, Qaalaxle
20 Radarax, Radarannax
21 Rzaan, Rzaanarax,
22 Szijarrax, Szijarrast
23 Szaaljaan, Szaalajax•3
24 Tiljannil, Tiljannax
25 Ulquzz, Ulquzzle
26 Vezzalax, Vezzle
28 Y-7-Laaz, Y’laaz-7-Rax
29 Zaazzan, Zazzanax
30 Zzyllarax, Zzyl’zzammle
At the end of their training, if they pass the Test of Some rooms in the Archive d12
Whispers, then they may swear the solemn vows of the
Ordo Pallida and become Archivists. If they elect to
endure the dread Test of Echoes and survive, then they 1 The Yellow Pond – Passing through a corridor in
the heart of the Archive, one may catch an errant
are further allowed to learn of the Weird in hopes of, ray of amber light before it softens to darkness
nine years later, training tremulants. Most neophytes against the blackstone wall. One may snatch a single
drop out and reenlist to become leeches (Spindle-based perfect chord of theremin-like buzzing reflecting off
of a steel samovar before it dampens into mycelial
pirs), banshees, or witnesses. A few drop out and simply flooring. One may even witness a single strangely
disappear into the Bays, never to be seen again. luminous insectoid limb rapidly curve back inside a
small blob that one could have sworn was merely
a closet… One never knows when one is near the
Orderlies portal by which the Senior Archivists (supposedly)
commune with their future colleagues; one may
Archival orderlies are humble Canteen thugs—often even be standing in the Yellow Pond and wantonly
spend these precious seconds trying to recall the
conscripts or wetans—hired to keep thieves and the Di- name of that good friend down in T&A who owes
rectorate’s spies out of the Arkheion. They are kept in the one a stiff drink and a warm story—although one is
dark about all matters Archival, and they are paid well afterward certain that this friend has not been made
quite yet…
enough to not ask questions. Being an orderly is consid-
ered the best non-voidmining job that a young bravo can 2 The Overschool – All little voidminers must attend
underschool, which can happen in the public areas
land, but it can get boring—and moreover creepy—stuck of the Archive if the child in question is exception-
up there all day amid the rows of broken song cubes, ally brilliant but more often occurs in the Canteen
frayed energy-leeches, and blinking quasi-comms. or (among nonhumans and Calay provincials) Little
Wetana. Very few stillfleeters, however, make it
to capital-O Overschool. This august institution
labor. In actuality, the Archive’s horological work is and dæmonic quantum symbologies. Entering one of
accomplished by small, extremely precise atomic these so-called minor libraries by accident can be a
clocks of High Tephnian design, kept hidden, far harrowing, enlightening, or challenging experience,
away from the mobs. The Mechano-Tentaclenche® depending on the entrant and the degree of Archival
is an entertainment targeted at young children and focus interrupted by their entry.
those voidminers who failed maths in underschool.
10 Grindeesal Alley – Sometimes members of the
4 The Waverlay Museum – Created by one of the Archive burn out. They learn too much; experiment
Founding Five Directors, the Museum today serves with too many mind-expanding substances; or
as the Archive’s primary site of interaction with simply stare too long at their comm screens. These
the other inhabitants of Spindle. Comprising a hardcases typically end up in one of a string of
motley grouping of engineering, ethnological, room-blobs below the rest of the Archive known as
xenobiological, and harmlessly Weird exhibit-blobs, Grindeesal Alley. Here, a fleeter can purchase drugs,
the Museum is typically empty except for a few illegal dieselpunk cybernetic implants (gunfingers!
provincials or wetans and their children. Most hollow glands! venom genitals!), or simply cross
Waverlay docents are “old” pepper elves (that is, their fingers and rummage around for That One
those in need of repair). Really Critical Missing Component.
5 The Echodrome – Closed to non-Archivists, the 11 The monitor rooms – Most non-Archivists know
Echodrome is the training center for all tremulants- that the Archive does one thing, and these plebeians
potentiæ. It is exceedingly dangerous to visit… really only care about that one thing: monitoring
the void via Spindle’s extensive, mysterious, and
6 The Bibliotekion – Technically, the Archive exists to seemingly invulnerable system of external nano-
help other Co. members learn more about ancient “cameras.” While the Archivists now understand how
technologies and thus better pillage the void (and to set up viewing ports anywhere on-Spin (all that’s
survive while doing so). Technically, non-Archivists required is a Tephnian mirrorslate [tablet computer]
can make requests of the Archive by visiting the and direct contact with the station’s blackstone
labyrinthine storage complex for books and machine walls), they only do so in the upmost room-blobs on
parts known as the Bibliotekion. Technically, many Spindle, and even then in a highly limited fashion.
things are true. In reality, unless properly bribed, More than avoiding unnecessary work, the Archivists
most Archivists do their best to evade, misconstrue, limit access to the voidmonitors in order not to miss
delay, and ignore requests for technical aid from anything. Nothing would be more embarrassing than
non-Archivists, thus making the Bibliotekion rather for the ignorant public to spot an object of interest in
like a Terran library after all. the void just beyond Spindle’s walls before a mem-
7 The Narthex of the Code – This group of room-blobs ber of the Archive could.
on the edges of the Bibliotekion is an open series of 12 The chroming belt-mall – The upscale equivalent
comfortable seats, long tables, and shared work sta- of Grindeesal Alley, the bright “mall” room-blobs
tions. Here, Archivists, visiting banshees, and new stretch along the entire perimeter of the Archive,
pepper elves not yet assigned citizen status by the offering fleeters many opportunities to purchase
Co. collaborate to solve Code-related problems (that overpriced archaetech oddments—and offering the
is, to “hack” into these problems, in the lingo of the Archivists’ tremulant lapdogs opportunities to scan
banshee’s guild, the Draadmijners). Because seating these passersby for secrets…
here is “hot,” meaning it cannot be held by the same
individual once they get up to use the organic waste
recycling room or purchase an uskaal frappe (e.g.),
fights frequently break out among the Narthexers,
and thus at least two Archival orderlies are always
stationed among the coders, eyeing their wards with
understandable paranoia.
VITALS
DOGMA
Programming
ATTACKS
• Cerasteel knee, d10 damage.
• Chainsaw elbow, 2d10 damage plus bleed 1.
• Hypersonic axe-hand, d20 damage plus stun 1.
• Lyser (cell-lysing laser), 2d20 damage plus bleed 2
(non-biological sapients ignore this bleed), range 300 M.
• Mirror-matter hadronic jet, 5d4 damage plus burn 1, range
25 M. Every hit has a 1 in 6 chance of causing a mutation in a
biological sapient or a voidmadness in an informatic sapient.
POWERS
• Blind-Lite™ spot-diodes (free) – The bot can burn 3 GRT to
cause a target to suffer −3 to hit for d3 rounds.
• Dampening incaloid relay housing (free) – The bot can burn
d6 GRT to prevent a target from using the hell science for
d4+1 rounds.
• Multiprocessor core signal function (passive) – The bot can
attack d4+1 targets per round. To determine which attack it
uses, roll d6−1 and consult the list above, with a 0 represent-
ing dealer’s choice.
• Orgone-reversing magneto (passive) – The bot has been
upgraded to resist Weird effects: it has advantage on all WIL
checks.
GEAR
This bot is worth (10dCHA) × d100 gl to an ex-Archivist in the
Alley (your CHA). If broken down, its body comprises 8dREA
High Tephnian oddments (your REA); each High Tephnian
oddment is worth 4d20 gl in the Alley or three times as much
to the right specialty collector. Obviously, it is highly illegal
to possess stolen Archival goods.
STORY NOTES
This bot—nicknamed “Lazy Caalvyn” by the pair of neophytes
in charge of its upkeep—appears to be a six-armed, 3-M tall,
headless metal raccoon standing on its spindly back legs. Its
paneling is deeply pitted and cracked, as though the material
has been stretched and shaped many times. Its hulking core
glows an offensive green from within, releasing occasional puffs
of blue-gray smoke as it moves. It is surprisingly fast, despite its
clunky form. Its AI is weak but not sinister. It can hold conversa-
tions, although it speaks like a professional wrestler, punctuat-
ing every utterance with “YINZ CAN BET’CHA KITTY ON THAT!”
or something equally droll.
Choose 1:
Choose 2:
The Canteen
“Divine magnetic lands”
Most fleeters don’t see much of the Directorate proper
or the Archive. Most fleeters spend their time in the
Canteen, drinking voidhooch, chewing dried Anch-
fly larvae (sort of like eating maple-glazed bacon while
smoking a cigar at the same time; deadly if swallowed),
and waiting for their favorite massagebots to free up a
half-hour.
The Canteen is bright, vast, and crowded. Now that the
‘Quake has subsided, almost anything from the known
worlds can be acquired for the right price. Merchants
hawk wares both T&A-made and provincial. The smart
shopper can also find behind-the-pylon tents where fake
barbers sell real alien wares and archaetech, some of it
allowed to circulate by the Directorate, some of it illicit.
More importantly for would-be venturers, the
Canteen is the primary place that the Directorate
interacts with fleeters, via its variously shady
intermediaries. Contractor-howlers—wedged in small,
cheaply made, garishly painted metal booths between
foodsellers and gambling shacks—shout out the outlay
rates for new ventures over the din of Exchequery
thugs’ calls of which registered citoyens have yet to pay
up quarterly taxes to the Directorate.
Stillfleeters must bring these mass-printed venture-
slips (1 × 4 CM strips of crumbly green algapaper) to
the central Basilikon and then sign longer contracts
with refactors. The Basilikon is also where returning
venturers must by law resell all archaetech found out
in the void to the Directorate. In reality, most fleeters
under-report their hauls, and the Acquisitors allow a
certain amount of “breakage” to go unnoticed.
234
Districts of the Canteen 6 The Food & Beverage District (F&B) – Food &
d8 Booze, as it is typically called, comprises all of the
oddly shaped series of room-blobs in the Canteen
that are not specifically zoned as corridors, flats,
1 Nexus – The very heart of the Canteen is a confusing non-consumables shoppes, or so on. The largest
series of wide corridors made up of multiple room- of these is the Food Hall, just below the Basilikon,
blobs each, each of which is marked out by ceiling which wraps around Nexus like the pericardium
tiles of a distinct pattern. Corridors in Nexus connect around the heart. Here, almost anything known to
the Basilikon, the guild halls, the shoppes of T&A, be edible by humans and wetans can be found. The
the centraal-most food stalls and bars, the Arena, most popular substances to ingest remain fried
the casinos, and the chitin-growers’ sub-district of pseudo-meats, uskaal (a berry-derived, energizing
Upper Wetana. From any of these areas, you can coffee-like beverage), Anchfly larvae, and booze.
take a corridor through Nexus to reach any other. The booze-focused room-blobs sit above T&A, with
The Eaters of the Dead patrol this area ceaselessly, the fancier bar-blobs being closer to the Basilikon
mostly to bust anyone who stops to set up a sales and the dive-blobs being lower down. The small
stall. In addition to their unique ceiling colors, each cluster of blobs near the Arena filled with very cheap
Nexus corridor is marked with small white flags. food stalls is called Wings & Feet. F&B room-blobs
2 The Basilikon – The upper third of the centraal- are colored an orange-red. (See below for common
most part of the Canteen is a roughly silo-shaped Canteen foods.)
series of room-blobs marked in deep red. This is the 7 Upper Wetana – Wetans reproduce more quickly
Basilikon, where the Directorate interacts with its than humans, and a large number of them seem to
citizens. (See below for details.) enjoy life in the void at least as much as Fleeters
3 The Guilds – Around the Basilikon are arrayed the do. Each tax year, the zoning discussions between
various “halls” (series of room-blobs) owned by the the Directorate and the leaders of Little Wetana
official guilds. Each of these sub-districts has its own grow longer and longer, and that region of Spindle
character, but they share a certain air of pompous continues to spill upward. At present, a quarter of
complacency. On official maps, they are marked in the Canteen has evolved into Upper Wetana, which
deep green. (See below for more on the guilds.) comprises four sub-districts: the chitin growers, the
“Docks” or stevedores’ sub-district, the “New Hires”
4 The Trades & Arts District (T&A) – Within an sub-district (where wetans new to Spindle may find
upside-down-bucket-shaped series of room-blobs work sponsored by the Wetan Mafia), and “Construc-
beneath and to one side of the Basilikon, officially tion” (where the Wetan Mafia more or less openly
licensed merchants sell anything and everything flaunts its riches). Upper Wetana is marked out by
imaginable (except, of course, illicit goods—who true-blue chitin fencing.
would possibly break Co. law!?). While “T&A” techni-
cally refers to the brand of market goods manufac- 8 Flats Centraal – Those who work in the Canteen and
tured on-Spin, the T&A district has sub-districts grease the right palms above it are allowed to
including (from top to bottom) “Alien” Goods, dwell in the thin sheet of room-blobs on the Arena-
Provincial Goods, Droids and Animals (regardless side of the Canteen. These flats are by turns avoided
of origin), and Weapons and Armor (sundry). The and sought after by voidminers, who may find the
Spin-made T&A goods are hawked in the central nearness to constant activity stimulating or draining.
cylinder of room-blobs that joins the other groups of The three sub-districts of Flats Centraal are Arena-
shoppes. Distal T&A sub-districts, around the Arena side, Docs-in-Blobs (named after the most common
and casinos, include Plants & Biotech, Mushroom profession practiced there), and the “Oracles”
Materials (ladders), and the Casino Shoppes (includ- (home to the majority of Spindle’s underschools).
ing Terran specialty goods). T&A room-blobs are The blobs that Flats Centraal comprises are lined
marked out with a light pink. in very light blue.
1 Acquisitions – Voidminers come here to sell back gear acquired on their ventures. “Acq”
is also a good place for mundane conversation, tall-tale telling, betting on new venture
contracts, and fistfights. Acq never closes down, and it’s never free of gendarmes.
2 Requisitions – Run jointly by Acq, Void, and the Subcommittee for the Armoury, “Req”
is an enormous room-blob filled with useful goods that are licensed to voidminers at
the direction of their refactors. Common examples include backpacks, maps, weapons,
armor, rebreathers, tachyon lanterns, and even occasionally anti-Escheresque nausea
field generators.
4 Voidmining – Though all venture contracts must be ratified here by a refactor, the wing
of room-blobs called “Void” is typically quiet, as the contracting happens behind closed
curtains. Refactors share small offices here.
The boss of Alt is Madulaan 5 Maplock – The location of this secret room-blob is moved every market week, and
Chavrah [provincial razi 2/ most voidminers would mistake it (wherever it is) for another refactorial office. But the
jackal 4/factor 1], a cagy old refactors themselves know that this room contains copies of Archival tack maps to be
distributed to contracted venturers. These maps—rows of numbers and snaking hash
pit-fighting bastard of an marks, printed on green algae-paper—are vitally important to the Co., and Maplock is
ex-cop from Calayat. Upon said to be well-guarded thanks to a security system so advanced as to be invisible. To the
coming Spinside, Chavrah casual observer, it is merely an empty, unguarded office replete with a few filing cabinets
full of scraps of paper…
served for decades as an
Archival orderly before 6 Alterity – A division of the Subcommittee for Arkheion Defence, all non-human,
non-wetan fleeters must report periodically to the Archive-sponsored officials in this
being promoted/demoted nondescript room-blob. Here, the aliens are poked, prodded, questioned, and sometimes
(the status of Alt vis-à-vis the summarily arrested without explanation. The gendarmes of “Alt” are known to include
Archive is unclear) to chief tremulants.
alien-prodder. Utterly loyal 7 Basilikon Centraal – This almond-shaped series of room-blobs in the middle of the
to Senior Archivist Drutoc district is a quiet space for reflection. Here, Co. artisans set up freestanding panes of
colorful sugar glass that depict recent successes in the void. Visitors are encouraged to
Xaanhaavri. eat the glass, allowing the Co.’s growth to physically sustain them while pleasant music
fills the spice-scented air. Basilikon Centraal is entirely off-limits to non-factors.
8 Tranquility – Too much hooch make fleeter go lazy! Bad drunks are thrown into the small,
padded isolation cells of “Tranq” for half a day, then released, owing the Co. 100 gl and a
written apology. Tranq is a division of the Subcommittee for Law.
9 Lottery – Before the Groot Tachquake, fleeters would bet on anything, at any time.
Gambling debts and attendant crimes were a plague rotting the Co. from within. During
the ‘Quake, the listless rabble would bet on any meta-thing, including the likelihood of
the ‘Quake to subside before the resolution of the next bet. Today, “Lot” addresses
the ubiquitous Co. vice by offering a legal means through which to register odds regarding
literally any event or series of events. Though off-Lot betting is still wildly popular, the
Basilikon has become a major site of gambling, and the added revenue has neatly boosted
local hoochvendors. Lot is a division of the Subcommittee for Policy.
10 Law – All who trespass the Co. pass through the gates of Law. (Save directors and Senior
Archivists…) All who trespass moral norms that do not relate to the Co.’s business in the
The boss of Pant is Yellow void are ignored by the Co. So has it ever been; so shall it ever be…
Rake Moaner [wetan factor 11 Pantry – Though any fleeter may beg a meal from “Pant” at any time, according to the
8], a penny-pinching void- Co. charter, the algameisters who manage this rambling anti-shape of room-blobs,
moving robo-ovens, and tentacular bioreactors rarely feed the needy unless bribed.
born baker with a complete They still remember the bad old days of the ‘Quake, when food stores constantly
map of the Canteen (now threatened to collapse with each befouled run of greenbread or bad batch of nautchlogs
hopeless outdated) ritually (dancing mantis sweets). Pant is a division of the Subcommittee for Algaculture.
scarred onto her thorax. 12 The Nanomother Vats – Pantry comprises three disconnected zones: Upper Pant, where
voidminers may beg for a meal; Lower Pant, where the meals are prepped; and the Vats,
where the great bioreactors of algae are kept bubbling. Vats is not especially interesting,
other than the fact that it is arguably the single best-guarded space on Spindle: every
other staff member here is secretly a high-level stillrijder, jackal, or tremulant reporting
to a different political faction (some Afdeling of the Directorate, the Archive, the Calayat
Resource Management Company, the Wetan Mafia, or even the Honourable Company).
These factions may loathe one another, but they are aligned in wishing Spindle to be able
to feed itself, especially in light of the lean years imposed by the ‘Quake.
3 Bag-o-leeches
4 Translucent doughnuts
14 Pandan rings
15 “Hole bread”
16 Chocolate moustaches
18 Ekmek
The guilds
The Canteen is also the home of the official Stillfleeter
Guilds. Here are six of them; feel free to make up
your own!
Prominent guilds d6
Below the
Canteen
1 The Right Fearless Voidstalkers – All fleeters who
take on venture contracts to explore hulks are tech-
nically voidminers, but only those who pay dues to
become Voidstalkers can brag without fear in certain
parts of the Canteen. Voidstalkers are stereotypically
gifted in physique, somewhat crazed in mentality,
and staunchly loyal to the Directorate. It’s entirely
possible that they are a front for the Directors Prime.
They tend to hate those fleeters who take primarily
The Flats
rockside contracts as well as deepvoid aliens of Below the Canteen lies a honeycomb of room-blobs
all sorts. (Wetans, pepper elves, and the like are
not considered “aliens,” but rarer beings such as whose interiors are well-constructed small apartments.
shoodtha present limit cases.) Dues are 200 gl per Apartments are assigned by the Directorate. The largest,
year. Members can call upon one another for special cleanest, and quietest ones go to the pets of the directors.
equipment and help out on birdside ventures. The
guild has access to its own cache of licit archaetech. Most are crammed with families of fleeters, human and
wetan. Human domestic life centers around parenting,
2 The Right Dependable Eaters of the Dead – While
the Afdeling of the Arkheion sets up the Co.’s legal and wetan domestic life around the well-guarded (and
system, the Eaters of the Dead are the gendarmerie, very warm) collective broodrooms of the three Little
enforcing the law across both Spindle and the Co.’s Wetanas—in the Canteen, Flats, and Near Bays.
facilities on the major provinces. (Sort of—the impe-
rial powers of Calayat allow no Eaters in the one
Co.-run city on that planet, Port Rahamasoon.) The Types of oddments that you may
Eaters are generally hated by everyone who is not find on-Spin d8
an Eater. Dues are 350 gl per year. Members can call
upon one another at any point. 1 “Pets” and droids
3 The Right Noble Watchers of the Night (the Night- 2 Ancient popular crap
watch) – The Nightwatch spend their days fighting
threats to Spindle including aliens, extradimensional 3 Foods and beverages
horrors, the governments of Terra, and H.Co. (the
supposedly subversive Honourable Company of 4 Tools
Stillfleeters). The Nightwatch commands no dues, 5 Only slightly useful or broken archaetech
but swearing fealty to the guild is a year-long com-
mitment. Nightwatch activities are secret, so non- 6 Secrets
members don’t know how legitimate the threats are
that they fight. They may sometimes be reacting to 7 Works of art
calculated tip-offs from concerned directors and Se- 8 Utterly mysterious
nior Archivists, few of whom are above petty politics.
closed datasets, comms, and armories. 2 Amphora full of violet goo that changes water ice
into silicon sand.
5 The Right Pragmatickal Rosarians – The Rosarians
work to bring useful plants and other resources 3 Compass-like comm that always points toward
from world to world, “homing” them to benefit the Terra.
Co. Dues are 150 gl per year, and members are al-
lowed to use Rosarian seed banks, desk-sized and 4 Hammer that makes metal pink on contact.
full-room test farms, laboratories, and other useful 5 Roll of duct tape threaded with superconducting
equipment. It is extremely bad luck, Canteen wis- ultra-copper.
dom goes, to steal from or rough up a Rosarian.
6 “Fairy snails” (floating xeno-molluscs), d6, that can
6 The Right Secret Order of the Bearers of the be tossed safely as per the common wetan game.
Whispering Hammer (the Spinwraiths) – The Spin-
wraiths work to suppress sovereignty movements,
especially on the major provinces. Membership is The Rosarians’ respectable wisdom may
restricted by the Directorate, but members are paid have arisen in part because Rosarians
well and receive otherwise restricted archaetech manufacture most of the gunch and other
from the Armoury. There is also (almost definitely) street drugs available Spinside.
[maybe] an anti-Spinwraith guild, based out of Da-
rasan but now operating on Spindle. The Spinwraiths
hate the Nightwatch, whom they see as naïvely
focused on the wrong threats.
8 Letter from a director (could be used for blackmail). 38 High Tephnian spray paint cans, d100, all different
colors.
9 Toy duck that tries to have sex with other nearby
toys. 39 Ocelot-like xenofauna, declawed.
11 W. E. B. Du Bois bobblehead that speaks random 41 Silicon molds in the shapes of hams, chicken
quotations from his oeuvre. legs, etc.
13 Beautiful geode (mesmerizes children for 1 round). 43 Alien gravestone (of something powerful).
14 Calder mobile or stabile. 44 The Shining Mercado Heart of Îm-IV—a very ugly
catlike xenofauna, rare.
15 Unicycle, extremely bright pink.
45 The Kettle Star of Mothaf—a living starfish-like map
16 Hess trucks (or future version—starships) that can of an alien world.
be remotely controlled.
46 Strangling Sea Zockoid—a pale, fat pteran, able to fly
17 Ethics of Ambiguity book on tape. for days on end, carrying 1 rider the size of a small
18 Star Trek: Deep Space Nine windbreaker. human.
19 Aoudad (“Barbary sheep”), d20-cm tall, ornery as 47 The Solipsis of Combination—a tattoo needle that
hell. draws messages on the inside of the flesh.
20 Huge belt that says GRAVEDIGGER. 48 The Thief of Mud—a yellow stone amulet that slowly
dries out whatever it is placed upon or in.
21 Depraved scorpionhamster (which can inflict
d2 damage).
22 Large bag of dank “space kush” (which may or may The Bays, AKA the ‘works
not be drugs).
The outer room-blobs of the Near Bays, which wrap
23 Inflatable raft that occupies only a 3-cm cube right around the inhabited top of Spindle, contain Malkovich
now; inflates instantly.
tunnels that connect the station-city to Terra and other
24 Globulistic Tannhaus Field Emitter (GLOBTAFER)— Goldilocks worlds. The Near Bays are by now almost an
you have zero idea what this does…
extension of the Canteen and Flats—full of tents wherein
25 Atlas of one major province-world, with seemingly provincial families sleep and shady merchants evade
random spots highlighted.
Directorate scrutiny.
26 Terrier-like organism (a motile fungus) that loves to Farther below, down many twisting gray ladders, lies
wallow in mud.
the region of empty inner room-blobs whose outer-blobs
27 Hard-drive-sized food printer that makes 1 Klondike connect Spindle to many more planets and—farther
Bar (e.g.) per day.
down still—utterly alien locations. This area is, in the
28 Porcelain vase that converts water into honey very parlance of voidminers, divided into the Far Bays (whose
slowly (over d4 weeks).
tunnels connect to planets) and the Dormant Bays (the
29 Pager that displays one joke per hour, at random, Veins of the Void—whose tunnels connect to alien ships,
in an Ancient language.
ultrastructures, and higher-dimensional spaces).
30 Case of vaccines against common Terran or Both the Far Bays and Dormant Bays are much larger
provincial viruses.
than the relatively small upper decks, and the Dormant
31 “Feebleshrieker,” a knife made of hardened leaves is larger than the Far. Most of the Far Bays room-blobs
that is famous.
are quiet. Most of the blobs in the vast, dark Dormant
32 Well-made crowbar, 2d4 damage. Bays appear silent and uninhabited, but some teem with
33 Case with 3 Fabergé eggs. weird life—illegal plantings of qradflower (from whose
34 Handheld asteroid detector (beeps loudly if an ground petals bulk gunch is made), mysterious efflo-
asteroid of diameter 1 km or greater is within 1 AU— rescences of bioluminescent bacteria, broken automata
so basically never beeps on-Spin and never stops (escaped from the Archive?), and the cadre of mournfolk
beeping when on a province).
from Gigou who have decided to live out eternity in the
35 Crate of electrolyte-water, X-treme Calamansi flavor. dark beneath the Co.
36 USSR manual on time travel with instructions for a
machine…
1 A twent (tent made of twigs), well-designed. Large 1 The Co. really exists to serve a resurgent Neo-
enough for one large or two medium sapients to Tephnian Imperium. The “Archive” cares little about
crouch or sleep in comfortably. There is nothing nonhumans, Ancients, and provincials; it focuses
inside. 1 in 3 chance this is an important ritual entirely on the Tephnian Code, planning next to
site for a dangerous xeno-worshipping cult, some tackle the riddle of the creation and control of the
members of which are nearby (within d8 room-blobs nanorobot-infused Blood.
of this one). 2 The Co. really exists to serve the Federation of
2 A working public toilet in the style of the Ancients. 1 Unhuman Kingdoms and extend the Heresiarchs’
in 2 chance the toilet itself is intelligent and features radical message of species-liberation into the
an array of options such as bidet, seat-warmer, and void. No one sees the directors because they are
music (all of which sounds awful to fleeters). not humans or wetans, but unhumans!
3 A working pay toilet in the style of the Ancients. 3 To find the solution to the riddle that the existence
of Spindle is, you must go to the ringworld of
4 A desert oasis out of time and space. Faalaanjaar. Whatever constructed Spindle—as
well as Narm—left its epitaph on the great ring.
5 The minor library of a renowned and Machiavellian Everyone in the Canteen knows this, and yet the
Archivist. Directorate has never authorized a contract to
6 The minor library of a forgotten and creepy ex- head to Faalanjaar and seek out the epitaph of
Archivist. 1 in 2 chance he’s actually benign, even the Builders.
helpful. 4 Spindle is not a habitat, data center, monument, or
7 “Crow” nest—an illicit kennel for breeding albino listening station, but a weapon. The directors have
micro-pterodactyls. discovered how to use it. The only question is, which
world to hold hostage first?
8 Hidden distillery.
5 Spindle is invisible to, and thus safe from, the rest
9 Someone’s homemade algae-motherworks. of threespace because it exists in the Escheresque.
The secret to its functioning rests in a higher-
10 Dirty bed, drug paraphernalia. The gear is worth d30 dimensional crypt guarded by an entire nation of
gl up-Spin. 1 in 6 chance that a dangerous jackal extradimensionals—perhaps the descendants of the
(Pheenan) lurks nearby, readying an ambush. Other- futurehumans who constructed the station?
wise, a young strung-out couple (Jarbo and Xantha)
are down here; they don’t want any trouble. 6 The Five Most Vile Directors Prime did not somehow
accidentally discover the Heechee Tombs at the
11 Secret xeno-pet store. same time. They were drawn up to Spindle by some
12 Secret rendezvous point for H.Co. spies! unimaginably powerful force—an Old One?—that yet
holds sway over the entire Co.
13 Secret brothel, claustrophobic.
The most supracivilization, and their myths did not tell of a fall
from technological grace, an uplift, or any other event
human
that would explain a distribution across distant worlds
in the absence of advanced technologies. But this aporia
could reflect a cultural amnesia or a preference on the
aliens
part of the “seeder” supracivilization to allow the wetans
to develop “naturally.”
The third fact is truly bizarre. Not
It is now thought by some
all of the Goldilocks worlds that
Archivists that perhaps
constitute the major provinces have
all Goldilocks worlds were
The three mysteries Wetanas, but the ones that do seem
to share versions of the same Wetana.
terraformed by a cohort of
humans at some point in
Four Goldilocks worlds visited early on by the Co. were These worlds are not otherwise geo-
the distant past, or by the
found to already be inhabited by the sapient species graphically identical, and they do not
heechee, retro-acting from
that came to be called the wetans: Nașudrūn, Kakudun, display obvious signatures of having
the distant future.
Calarash, and Calayat. (The last is currently thought by been terraformed by the same civili-
many to be the wetan homeworld.) Since these planets’ zation prior to human contact.
discovery, three mysteries have plagued the Archivists: Two of the wetan worlds, Kakudun and Calayat, were
not populated by Carvolians one thousand years ago but
1. Despite their wide distribution through timespace,
by unknown (perhaps Ancient) human cohorts in the
the wetans on each world were isolated from the
distant past. The other worlds, Calarash and Nașudrūn,
others before the arrival of the Co.
were populated by Carvolians and the Co. itself, seven
2. Across all of their worlds—and with the exception
hundred years apart.
of the Shining Sky Climbers on Calayat—the wetans
And yet all of these worlds possess the same geograph-
possessed only stone and wood technologies.
ic formation of Wetana, each of which shares the same
3. Their home islands resembled one another almost
stiffworks—the gray-red Song Stones in the southeast of
exactly. Each wetan region was dubbed some version
the great island. Tacking between Spindle and the Song
of “Wetana” by the fleeters. In fact, Terra itself has
Stones is trivial (2 GRT), as is tacking among any of the
a Wetana, currently inhabited by quasisapient
Wetanas. This has led some in the Archive to argue that
proto-wetans confusingly called wetans by Terrans
the same alien civilization that constructed Spindle also
(hence the name’s use in space) but “crickoids” or
Of course, “Wetana”
is not a wetan term.
Chessenais, the latter), AKA the Twice-Named Port. 3 Comes from a tribe that has evolved primitive,
Wetans living in the Port frequently work as provincial functional wings.
auxiliaries, gendarmes, or administrators, or—if unsuc- 4 Has hollowed-out leg spikes that serve as beautiful
cessful at officially joining imperial human society—as flute-like instruments.
hired toughs organized into gangs with incongruously 5 Calls everyone “buddy” (e.g.); constantly asks to
human-inspired names (the Publicans, the Stevedores, borrow money or straight-up steals.
the Milliners, the Coopers, the Sailwrights). These gangs 6 Holds a serious and non-arbitrary grudge against
serve as proxies in the constant low-level war between humans.
the empires of Malten and Chessen over their small slice 7 Is terrified of the void and references this fear often.
of Ur-Wetana.
8 Has a cute, cat-like insect pet named Variegated
Many other young Calay wetans become enamored Star Roper that smells terrible.
of the idea of space travel, and they are sent away from
9 Tries to seduce each PC in turn, regardless of
Wetana with a festive valedictory ceremony translated species.
as a Go-Throughing or Throughing. By far the most
10 Feels insecure about being a wetan on-Spin and
populous of the Wetanas, Ur-Wetana now supplies the compensates by speaking like a Directorateborn
single largest stream of recruits to Spindle. These wetans Fleeter (“I’m gonna need you to go ahead and
join their fellows from distant worlds Spinside and make come in early tomorrow, great, thanks,” e.g.).
24 Has the most gigantic eyes and can see 5 M through 3 The Riddle of the Empty Tank – One of the First
solid objects. Five is missing from their stasis tank in the secret
Cryosoleum at the heart of the Directorate… You
25 Gives amazing massages; hugs everyone often; must sneak through the most well-guarded room-
is generally nice to travel with. blobs of the upper decks to find the original direc-
tors—still cryptically operating through the shared
26 Has tremendously long antennae and one hell bodies of the current directors. Whichever tank is
science power. empty, is plotting a bloody cleaning of house the
27 Is an expert on the Escheresque but loathes to likes of which no fleeter alive has witnessed.
discuss this. 4 The Sixth Director – Aunders Zhāng-Prasad Volec-
28 Has eight limbs, two of which are poorly made roft the IIIrd—CEO of the Volecroft Group, genius
robotic servos. engineer, mercurial manager-tyrant, author of the
famed Volecroft AI, and the richest and thus most
29 Is honor-bound to help one of the PCs due to an powerful Ancient human to live before the (first)
old debt. apocalypse—did not die circa 2266 CE, but was cryo-
genically frozen for 100 million years on his personal
30 Knows an important secret about the PCs. arkship. Sorting through a shipment of mundane-
looking, hulk-recovered archaetech in the Canteen,
you have just discovered his techno-mausoleum and
accidentally initiated the thawing protocol…
POWERS
• Backstab – Per the jackal power.
• Con – Per the jackal power.
• Murder – Per the jackal power.
• Poison – This sweet-tasting, lime-flavored powder, if ingested, deals 4d6
damage; the eater may make a WIL/resist world check for half damage.
• Sneaky – Soldiers have +3 bonuses to MOV/sneak checks.
• Traps – Soldiers can set up traps that deal d20 +d8 damage; the tripper can
make a MOV/run check for half damage. Spotting a trap requires making an
8+ WIL/perceive check.
GEAR
Any given soldier will have 3 of the weapons listed above. (Roll 3d8: if 2 of the
same number are rolled, this soldier has a High Tephnian machine gun that
deals 4d10 damage and can be fired 3 times per round; the gun has enough
bullets for d10 attacks. If all 3 dice show the same result, then this soldier
has a car-key-like Late Tephnian maser that deals 2d30 damage and has 6d6
charges.) Each soldier has either d100 gl in voidguilders or d30 gl in Chessenais
florins on them, along with various foods that taste terrible to humans. Each
soldier also has a 1 in 4 chance of owning an oddment of some sort.
STORY NOTES
Wetan Mafia members typically work in small groups, although sometimes
an individual must act on her own. A typical random encounter involves 2d3
soldiers with the above scores (that is, much but not all of one Set). If encoun-
tered in deep Little Wetana, Upper Wetana, the casinos in the Canteen, or some
other Mafia-held location, twice as many Wise Flies will be present (that is, a
whole Set or parts of two Sets who share a boss up the chain of command). In
a fight, these soldiers will use hit-and-run tactics, fleeing to regroup rather than
fighting to the death. Wetan Mafia members all speak Spin and Rasp, and most
speak d2 Calay languages as well. They may or may not be professional crimi-
nals; they may simply be strongly pro-Calay/anti-Fleeter community leaders,
and/or (rightfully) suspicious of the motives of the Directorate and Archive.
Mother of Snakes…
very large quantum of an infinite multiverse. But, given how much
of the cosmos (or, our cosmos) is empty space, perhaps it is not
surprising that civilizations capable of producing stiffworks appear
rare, scattered—precious.
This chapter introduces various “canonical” settings of Stillfleet:
exoplanets managed in part by the Co., alien worlds, derelicts,
higher-dimensional meta-spaces, and of course Terra Slangmoeder.
These settings brim with political tensions and environmental crises,
not to mention (sometimes) apolitical xenofauna and, at times,
intruding Old Ones. Your group can embrace these settings, read them
as examples, hack them apart, or ignore them entirely. You can
position the Co. as a neutral backdrop for adventure, as doom—
capitalism spreading its tentacles through the starlit blankness of
infinity—or one among many (infinitely many) complex and ultimately
time-bound civilizations.
In addition, this chapter also offers ten playable sapient species not
(yet) found on-Spin, from bat-people to void elves…
The pedestal & the gutter can both be the same address.
—Butch Lee, “The Evil of Female Loaferism,”
Jailbreak Out of History: The Re-Biography of Harriet Tubman, 2015.
Calarash
them leverage over wetankind. After further debate,
the wetans announced a general retreat from human-
kind. This lasted until 250 years ago. Today, though their
population is much recovered, the Wetalashi retain
mixed feelings concerning the humans who have chosen
Far to the west lies the “Kingdom of the Dolphinoids”—a In water, your MOV goes up 1 die. On land, your MOV score
region of ocean dense with intelligent dolphinpersons. goes down 1 die. (N.B., your MOV never equals the MOV die
Their relationship with the Co. has vacillated since the that you select.)
period of Carvolian discovery. Today, a few dolphinoids
work for risk-happy human potentates as toughs.
Poor impulse control (permanent)
These provincial sapients are 2.2-M tall dolphins with
vaguely human legs and arms. They can live on land, but Your maximum WIL score is d10.
they prefer the sea. They are also more or less wild ani-
mals: their society is predicated on murder, sex, compli-
Rostrum punch (standard)
cated physical games (underwater football involving live
crabs), and a lot of screeching that other sapes can’t hear. You can naturally attack a target by headbutting them. This in-
Why a given dolphinoid would leave the oceans for the flicts dCOM damage, but both the target and you suffer stun 2.
void is anybody’s guess.
Many humans find you weirdly sexy (1 in 2 chance) and will not
attack you unless you attack them first. You also gain a +2 bonus
to all CHA checks involving allured humans.
Hyperaggresive (permanent)
You can communicate well with fish and cephalopods (but not
shellfish, echinoderms, cnidarians, sponges, corals, aquatic
worms, etc.). Fish are dumb as hell.
Calayat
crops go unharvested in which direction? Of wh
at color?
or—more shockingly— How hot? How long can
the old
are taken by the serfs, regime maintain their
manses?
for the serfs… How many fire-snuffers hav
e al-
In central Anch, the ready sold their brains
to the Old
The richest province Wychforêt—once the Ones of the Wychforêt
kingdom of Dazyr, a few more years atop
to secure
the crum-
How another Terra, the Terrans ask? How another whose people med- bling Anchian social pyr
amid?
Calayat, the Calay ask…? Though the planets are not dled with Escheresque technologies and then simply
twins, they are very similar in many ways: they alone disappeared from threespace—is a dangerous stretch of
of known human worlds possess global populations old-growth temperate forest between Gazia and Sabia.
approaching one billion. On these worlds alone technol- At its edge, the dead, green-bronze trees stretch high and
ogy creeps into industrial levels (though in this regard stand in thick tangles, like cliffs demarcating a chasm,
Calayat lags behind Pala, the larger supercontinent on a forsaken land… The serfs will not tread here. The grafs
Terra). Thus, many Calay feel that they are the opportu- speak as though the woods are reserved hunting parks.
nity and owe the Co. nothing. In truth, they are holes in Calayat—ones home to stiff-
Nowhere is this sentiment more pronounced than works—including the one on Blood Quartz Mountain
in the Malteni Empire, the Co.’s first trading partner. through which the Carvolians first visited this world.
One Graf wants to end the Gazian–Sabian cold war by doing the right thing: freeing
the ghosts of Dazyr. This would, however—his court marabout assures him—permanently
The Consuls of Malten
The martial cults of Malten include
those of the Wheel of Fangs, the
know that their forces
are stretched thin, and
New friends, new swords
One-in-One (the Sulcus), the Leaping
close the Blood Quartz stiffworks and thus earn him the enmity of the Co.
that the same strategies Between the continents of Ardash and Velesh lies
Onanists (watch out, onlookers!), and
that brought them domi- the verdant archipelago of Ur-Wetana, upon whose
the Phlegmatic Barbers. These compete
nance on the continent southeast coast stand the Song Stones: this stiffworks
for visibility among, and influence
of Ardash will not pre- has proved to the Co. a far more amenable portal than
over, the increasingly independent
vail across the oceans, Blood Quartz Mountain. And the wetans of Ur-Wetana
Malteni joint stock companies.
much less the void. have been more amenable to Go-Throughing than those
Meanwhile, some of the Maltenis’ rivals court their of plaguestruck Wetalash and suspicious Ku-Wetana.
own deals with the Co. Others—including the great east- In fact, one tribe—the hell science- and code-technolo-
ern Ardashian empire of Jarchana—have resisted Co. gy-proficient Shining Sky Climbers—claim to have been
overtures for centuries, maintaining their own ports and waiting for the Co. for many centuries… It is the central
setting stiff tariffs. The Co. is ever-anxious to open up tenet of their religion.
trade with the Jarchane. In their lands grow the aromatic Today, Ur-Wetana is bustling. These relatively peace-
silverycups craborchid, the tenacious shrieking oyster ful isles are an economic battleground for human
toadstool, the mutation-inducing unflower of Iramm, empires and companies—and the wetans know this. The
the mutation-reversing “martyr’s” ghostmoss of Peti- old rule of the Malteni over the human port here—Port
Brelg, and the prized zocalòn or Sustaining Fern of the Rahamasoon (to the Malteni)/Port Reqqim (to the Ches-
sandy southern Jarchane coast. Here, the queens pass senais)—has given way to a fragile new peace enforced
down their masks, and here a secret stiffworks to Kaku- by the Twin Empire of Chessen and Calavan. United by
dun is said to To the fabled Glass Abbey, the hatred of Anch and Malten more than love for each oth-
lie in a pool of queen retreats with her most er, the upstarts unified their crowns and coffers and took
frozen honey favored consorts twice each to the oceans forty years ago, swiftly “liberating” whole
beneath the year, to pray to a strange future isles from Malten and working out a lucrative deal with
Glass Abbey in which a Jarchane-dominated the Co. After a short war in the southern Szilan Ocean
to the north. Calayat comes to save Terra. that ended badly for the Malteni, Chessen—the stron-
Across the great Szilan Ocean, the empire of Anch ger of the twins—was granted a toehold in Wetana and a
controls the so-called Old Lands of the continent of contract with the Co. One small slice of Ur-Wetana be-
Velesh: these largely independent petty grafdoms are came “New Chessenweald.”
allied to a joke of a crown in Scray, the capital or “An-
Rumor: a circle of Malteni burghers—all devotees
chhome.” The Anchian castle-towns sport beneath them
of the holy–vampyric Fangwheel—secretly control the
cavernous complexes of ruins, and increasingly these Othrax Co. on Kakudun. (See the section on Kakudun.)
towns are simply ruins themselves—ancient manses
protected by aging valets with blunderbusses, whose
The Co.’s brilliantly corrupt planetary governor, Sir 1 Caracoix berm – A spine-covered, eel-like marine
organism that oozes radiation; used to power force-
Efthane, knows that his days here are numbered. The stratum archaetech by the Archivists.
accountants are onto him. But he has an escape plan!
2 Discfinger caps – Gray plates of fungus that, when
(His adopted homeworld of Darasan, he feints; a lu- dried and ground, produce a substance that func-
crative post in Old Chessenweald, in actuality; a post tions as gunpowder.
aboard the illegal CRM fleet above Calayat as a backup; 3 Hatewood AKA ultra-bamboo or goodrod – A very
an alien planet, as a backup to the backup—or is this the strong, fast-growing, light green wood used to build
true prize!?) The Co. will pay to quietly capture Efthane many items of furniture on-Spin and beyond.
alive. Efthane will pay triple for help in making off with 4 Jarchane lisproot – A ginger-like plant whose
the contents of the provincial coffers and avoiding trial. shavings are extremely high in loosely bound carbon
dioxide and therefore can be used to make drinks
and foods fizzy.
“Voidfuel” and the CRM 5 Qudulian rookwasps – Huge black insects trained
as pets and, more often, aides in construction work
on-Spin.
The wrinkly, coffee-like, caffeine-dense fruit called
6 Tsannorian felj (gamephlox) – A rare, slow-growing
uskaal grows only on Calayat but is prized on Terra, plant whose large, paisley-patterned flowers are
Darasan, Kakudun, Calarash, and many other worlds. It used as gameboards on-Spin and on the major
is, in a word, “voidfuel”—what the Co. runs on. Uskaal provinces.
Darasan
But at last a peace between the High Commander of
the Clays and the Queen of Theen was brokered, ironi-
cally, by the Staadtholder of Teenth. During the inter-
regnum of the ‘Quake, the uneasy armistice wore down
almost to naught, and war again threatens Darasan.
The eponymous province Most people here want stable trade with and via the Co.,
but each Darasannais state is also fiercely independent.
For millennia, the people of the incompletely ter- Outsiders may misunderstand the nature of this in-
raformed Goldilocks world of Darasan were a single dependence, however. The question animating the great
polity—the rigidly feudal wars on Darasan was not one of good rulership per se,
The Theenish claim to have
Queendom of Theen. The nor of the queen’s divinity, but of the origin of the hap-
founded the Worshipful
people of Theen speak a less Darasannais and their ‘works: which was the intend-
Company and discovered Spindle,
single tongue, Theenish. ed capital, the promised land? The factions each have
though they claim many such
They are proud not to be a complicated metaphysics and notion of proper social
deeds and have proof of few.
the descendants of the order, including how to manage the half-poisoned land.
ancient Carvolians or, so they claim, Terrans at all—but
Gigoix could not replenish on their own. Thus an un- often withheld, and they were trapped away from home
steady peace enforced by the Co.’s first sillrijders gradu- for years. This policy ended with the ‘Quake. Today, very
ally set in and remained the status quo for centuries. few mulruks work for the Co.; some fight actively against
it. Most try to avoid all voidfarers, apes or otherwise.
Amphibious (permanent)
Choose 3:
any target it hits. If that target was wielding a slashing
weapon, however, you also take d4 damage.
Active camouflage (permanent)
Burn 1 GRT: your pupils grow cartoonishly wide, and Languages: You speak one of the many mutually unintel-
you gain a +2 bonus to your next WIL/perceive check ligible mulruk languages (this rule is intended to create
or called shot. hilarity if more than one player ever decides to play a
sapient anuran), Mossish, and some Spin. If you were
born on Kakudun instead of Gigou, you speak Jash, ‘Ethi,
Predatory tongue (standard)
or some other local tongue in place of Mossish.
You can rapidly and precisely extend your tongue: as an
attack, this causes d4 damage and automatically disarms
Kakudun
already “belonged” to two Howlish trading companies,
both heavily militarized (like the Worshipful Company)
and independent from Howloon itself.
But the most important political development here is
the expansion of Thwoolf. The praetors of Thwoolf see
The cacophonous province it as their duty to conquer Kakudun and impose law
where there is now “wildness” or, worse, “false law.” They
The earthlike planet of Kakudun comprises one large, have forced many of their people into military service
relatively densely inhabited continent called Kaku, and are rapidly making headway in conquering the ‘Ethi
another far to the east about which nothing is known, peoples of the “waist” of the continent. Rumor holds that
and a Wetana. The origins of human life on Kakudun the Thwoolfish are buying up the loyalties of the Co.-
are mysterious. Rumors hold that Kakudun was sponsored mulruks, and of criminals of all types. War
populated by the Tephnians (but there is little evidence looms across the continent’s center…
for this—as on Calarash, they visited and left), a lost Meanwhile, the cool northern plains of Kakudun,
tribe of post-collapse Ancients (no evidence at all), the Flane Lands, are home to many strange and deadly
or time travelers from future Terra (not even a theory of phenomena. The humans who eke out a living here—
what would count as evidence). growing short-season wild rice and herding great
No great empire has coordinated political life on auks—obey a stricter social code than those to the south
Kaku, at least so long as anyone currently living can re- (except during festivals, which are many). Above all, the
member. People here move more frequently than on the culture of the Flanes revolves around constant vigilance
other provinces, following climatic shifts and avoiding regarding the Unnamed—a titanic, world-ending being
wars. Diseases often run wild. The variously hot/wet said to live thousands of miles directly east of Lode-
and cool/dry landscapes of Kaku make growing the few watch, the independent largest city of the Flanes. They
protein-dense Kakudunnais grains, which look like wild call this unexplored eastern continent the House of the
rice, arduous and uncertain work. Unnamed. Fear of the Unnamed unites rivals here. The
To Fleeters and non-Kakudunnais provincials, the Flane Republic feuds with old Flanelaw and with the
people of Kaku appear similar enough, one to the next. independent city-states, but all remain wary against
(To quote the famous wetan standup Fizzy Mist Flicker, incursions from the west and—mostly—the awakening
“Apes is apes!”) But to the Kakudunnais themselves, they hunger beyond the eastern ocean…
represent a stunning diversity of ethnoi, many of whom Of the “wild northwest,” the least dangerous kingdom
hold bitter rivalries against one another. is Sabya’s Ax: the loosely defined, ax-shaped “armpit” of
First-time visitors to Kaku are briefed with some ver- Kakudun is named after the noble-hearted, demi-mythic
sion of the following demographic summary by their “Pyrate Queen” Sabya. Legend holds that she convinced
refactors: the people of northwestern Kaku are a varied disparate coastal fort-towns, fish ranches, and trading
lot, lumped together by the Archivists as the Seafolk. posts to band together to repel the depredations of the
Most of their cities are, unsurprisingly, on the sea. The Plutarchs of the fortress–cartelocracy of Ghazioum, the
northeast is the land of the Flanes, who tell tales of a rogue automata of the far north, the raiding fex from
threat from the east yet to come, a great sleeping Old inland, the fathomless ones summoned by whatever
One—the one true “native” of Kakudun—living across cthulhicate reigns out in the deep seas, and especially
the eastern ocean. The middle part of the inhabited con- the searats of Tentlash and Ulux. Sabya’s Ax is currently
tinent is the home of the ‘Ethi and Marangali, who today ruled by an elected Sea Most Kakudunnais have three
are diasporic communities. The central-eastern coast is Commander from Port names—long short long—as
populated by Howlish peoples, including the Thwoolfish Eleskaber. Farther out, in “Shildane Exth Jasabas” or
and the citizen–workers of the Othrax and Aucher Co.s. the large, decadent city “Prithram Yat Jesenderl.” Given
In the South, the Maun and “Twinner” Haxaj dominate. of Graafa lies on an is- the long short long nature of
(Few voidminers remember any of this.) land off the west coast of wetan tri-names, some Archivists
There are many, many political entities on Kakudun, Darksea. Ku-Wetana lies ponder a potential connection
organized in a variety of ways, and these enjoy diverse yet farther to the west between the (human)
relationships with the Co. Two often encountered by and south of the main Kakudunnais languages and
voidminers are the Othrax Joint Stock and Aucher Co.s. continent, but many wetan Rasp languages: are
The (Worshipful) Co. was most annoyed, after discov- wetans now dwell in the the human tongues devolved
ering the useful stiffworks on the rich and peaceful northwest. versions of Rasp!?
city-island of Howloon, to learn that much of Kakudun
Kakudunnais ecology
The flora in many regions of Kaku exhibit such gigan-
tism that they are used, living, as building materials.
The most striking example are
Of course, none of these
the urbpods that make up the city
organisms is a “plant” per se;
of Zankūr, which hang across the
all are plant-like xenoflora,
Great Chasm of the seasonally
evolved and evolving in
flooded Chasmlands: the edifices
extra-terrene conditions.
here are the hollowed-out, glassy-
blue fruit of great citytrees. Many hundreds of meters in
total height, these organisms are twisted by the Zankesh
painstakingly over years so that they bend down and
cross the massive chasm, providing solid “ground” for indoctrinate the desmudu into a culture of martial
roads with their trunks. service to the grand ideal of controlling space travel?
Most of the nonsapient fauna on Kakudun are not Or should the humans of the sky leave the bats well
dangerous. The seas are full of delicious fish, especially enough alone?
sweeteels. The automata of the north, however, are ex- Finally, the Co. brought thousands of mulruks to the
tremely dangerous—and cunning. The raccoon-like wetlands of Kaku to work. Often underpaid, these frog-
sapes called the fexellaj or fex folk are increasingly likely to run away and establish new
Most wetans of Ku-Wetana are
are the true native people of communities. These are open to predation both by the
terrified of fexellaj. The word
Kaku, along with the desmudu Co. and the warlike local powers; they may appeal to
for fex in Ku-rasp literally
(see below). Suspicious of hu- wandering voidminers for aid.
translates to “hateful rat.”
man expansions into the mid-
continent, the fex trade swampfruits and carefully culti-
vated drugbugs for rifles and chocolate.
The Big Drink Wranglers
Of the Wetanas, Ku-Wetana is the least populous
and the least useful to the Co. It is far from Kaku, and On Kakudun, most wetans have tiger-stripe patterns
the nations there do not seem to value Go-Throughing on their backs and antennae that are much longer and
This feature courtesy Fun City!
as much as they do on Calayat. The wetans on Kakudun more expressive than those of other wetans. The wetans
are slightly smaller, redder, and more prawn-like than of Ku-Wetana are typically also pink or red in hue,
those of the other wetan worlds. The wetans here are owing to a diet of brightly colored red algae that they
suspicious of humans due to a past injury about which farm from the seafloor off of the northwestern coast of
the Co. knows little (or so the Directorate maintains). the continent.
The Co. offers standing venture contracts to repair these While the Kakudunnais wetans are not amphibious,
relations. they make up 80% of the continent’s sea farmers and
The bat-like desmudu of T’keth—relatively few in an outsize percentage of its pyrates, according to
number and not yet enmeshed in human politics—pres- Archival surveys. These associations with the sea
ent a case similar to that of the mulruks of Gigou be- have earned them the demonym, translated from
fore the arrival of the Co. Should the Directorate seek to Ku-Rasp, “Big Drink Wranglers.”
Class restrictions:
Species powers:
Bite/rake (standard)
Fly (permanent)
Burn dWIL GRT and roll WIL: from your belly up, you
generate an incredibly loud sound that is both sonic and
ultrasonic. Every hostile target who hears this must roll
WIL and score higher than you or else suffer from the con-
dition terrified. A terrified target suffers disadvantage on
every roll while not actively running away from you.
After one round of being terrified, they can roll WIL
again with no penalty every round to try to recover their
senses.
Species powers:
Aggro/dense (permanent)
ship’s bridge landed in the dark vale between the vast 4 The Ryefarers or Şidraș (“SHEE-drahss”) – Posthu-
highlands of the moldfolk and the grassy plateau where man “grass elves,” various tribes. They make stone
and wood tools, and they steal Tephnian weapons as
Rikist planned his province, called the Rood Karst. The possible from the humans and mulgulm.
engine—and the stiffworks—landed on that plateau.
5 The Sea Peoples or Harșaori (“har-SHA-’or-ee”) –
The bulk of the ship fell into the lands of the moldfolk, Quan, various tribes.
Mūlașalūm (“MOO-lah-sha-LOOM”).
6 The Valley People or Voorbijn – Late Tephnian
The fleeters who survived Ringfall by hacking into the sleepers, awoken by Ringfall. The Fabriekanters
ANSAL•DUUL’s lifeboats proved an enterprising lot. call them “devils.” They are called the kakulj’n
They built a city out of what pieces of the ship that they (“hunters”) by the Nașūd. Kakajal (the valley of
the sleepers) swallowed up the great bridge of
could scavenge, maintaining contact with the Co. thanks the DUUL, including its armory.
The green and happy continents on Qreyjal. They do not speak with one
another because they can communicate through soil-
Co.’s collective memory for years due to a clerical error, one Archivist has
Good news, voidminers: while the very existence of Radanaar faded from the
just rediscovered the planet! For much more on Radanaar, check out the official
“present” (from the Co.’s point of view). (For more, see the
feature on Kavaraat in “Echoes.”)
Class restrictions:
Species powers:
Awkward (permanent)
Inside-Outer (permanent)
Noökinetic (standard)
Ultrasapient (permanent)
Tyharin Jaq seems to know about its sole stiffworks, the “Lake
Cave Oddity” beyond the craggy outskirts of the city.
With a high land-to-water ratio planet and few human In the post-imperial phase, the lake is guarded by
habitations, Tyharin is both an almost-empty backwa- swarms of reanimated mutants or cultists, and the mud-
ter—a ruined place—and home to a major frontier city farmers eke out lives in the hinterlands beyond the vast
within the Galactic Empire—a vast web of advanced ruined city region, avoiding nihilistic post-“supervillains”
Ancient human planets and arkships, powered by the who would enslave them as bloodbags, breeders, mush-
science of “nucleics.” feed, or organfarms. Signs crafted of human skeletons
Uricon
The earthlike world of Uricon is difficult to reliably tack
to, and every time you travel there, it seems different… It
is as though Uricon were not a stable place per se (back-
ward or forward in time, even), but an idea about a type
of place, with certain persistent features and even peo-
ple, but many more shifting elements—a kaleidoscope-
world. Few fleeters feel compelled to travel here except
by the sting of a certain melancholy itch, a nostalgia to
relive experiences that they never in fact personally had…
Travelers to Uricon describe it like Terra: a once-lush This setting is an homage to M. John Harrison’s
excellently genre-skewering Viriconium books and
stories (collected in the book Viriconium).
The monuments of Terra from and was then (of course) hubristically oppressed by
humans in the distant past. The unhumans were driven
Slangmoeder into the great western jungles over a thousand years ago
and largely stayed there until a century ago, when a vi-
The enormous richness of Terra Slangmoeder (Snake- sionary leader named Gazaar’ou led a brutal war against
mother) can be daunting to those born effectively the humans and succeeded in rendering the Federation
infinitely far from its waves and clouds, its peaks and of Unhuman Kingdoms the dominant power on Pala.
prairies, its entombed cryptocerid ultra-cities and Now the scientists of the Federation have recovered
floating Tephnian obelisk-manors… As far as the much Tephnian knowledge and built up an impressive
Archivists can determine, Terra is the ur-home of all store of archaetech weaponry—as well as more than a
humanity and quite possibly all sapient life in threespace. few jet-propulsion systems for artificial satellites, and
(This is a matter of heated debate, in some circles.) Terra even (if rumors hold true) a functional prototype stiff-
is unquestionably the home of the last great civilization works…
to unite (most of ) the habitable worlds known to Much has changed since the era of the distant An-
the Co.—the bloody empire of the Late Tephnians. And cients and even that of the Tephnians, whose legacies
Terra is the home of the humans and giant hamster- remain scarcely buried by sand or eroded by waves. In
thyng who founded the Co. itself. the years since these legendary makers walked the earth,
Today—100 million years after 2266 CE (give or take a myriad worlds have been seeded with sapient life, ex-
few thousand years)—Terra is hot, with ice covering only ploited, and abandoned. The very earth of the earth is
a small radius out from the South Pole. There are two no longer whole but a porous mausoleum of wires, bug-
supercontinents. On arid Latura, the original mysteries made crypts, and hollow anti-cities.
of humanity remain buried under sand and steel. But it
is the larger, lusher eastern supercontinent, Pala, that
is the origin and ongoing focus of Co. scheming. A
Home
torrential monsoon drenches much of Pala for months
of the year, while the middle-south of the continent— Regardless of what they say when drunk and boastful,
like most of Latura—receives no precipitation and most Fleeters and provincials alike harbor an ardent
supports little non-microbial life besides that of danger- fascination with Terra. The Archivists strongly suspect
ous, antique solar-powered automata. (Meanwhile, in that they will eventually find conclusive links between
the long, narrow, hilly archipelagoes of the West stand Terra and the stubborn human cohorts on Calayat,
the colossal egg–cities of the mantids. For more on the Darasan, and Kakudun. In fact, they suspect that all of
Eggs, see the feature in “Whispers.”) humanity and posthumanity descends from Terra, as
High above, a half-terraformed Luna is joined in does all of self-aware machine-kind, reptile-kind, and
stable orbit by a smaller, sickle-shaped moon that insect-kind—including even wetanity. The dream of a
stillfleeters call Tsune (and whose inhabitants call single, capital-H “Home” animates not only the culture
Gnarcosa)—ripped off the face of the earth in a cata- of Fleeters but also those of many disparate human-
clysm called the Chasming at the close of the Tephnian inhabited worlds and perhaps many alien ones..
Wars of Succession. The new two-moon gravitational tug
on the oceans has proven disastrous to oceanic travel, as
unpredictable and powerful rogue waves threaten ships.
These lands are inhabited by roughly one billion
sapients—humans, mantids, various posthumans (in- An old sci-fi trope is that one species “uplifts”
cluding the politically ascendant, four-armed unhu- another using some as-yet-impossible-to-imagine suite
mans), and smaller populations of varanids, gekkids, of biotechnologies. (How does consciousness, mind,
really relate to the physical brain? We don’t know!)
and scincids (Tephnian-uplifted reptilians), gmothi If you find uplifting problematic, ignore it! Nothing
(diminutive, nomadic posthumans), ammon (octopus in Stillfleet depends on this trope. We just assume
people), freemasks (translators for aliens), greens that amoral techno-capitalists like the Late Tephnians
probably messed with a lot of brains.
(photosynthetic posthumans), HNNH (clockwork
assassins), horseheaded men (biotechnological golems),
and quan (aquatic posthumans).
Sirens
defeat the Gray Pyramid (or vice versa). The result, in
any event, was to sculpt a very
What are the fungal (?),
deep irregular puck-shaped hole
“tree”-like structures of the
into the heart of Tephnii, blasting
rich and varied nu-forests
some of the wealthiest cities off
of the Chasm feeding on?
How do they grow so quickly
into space, submerging others be-
tween tons of sediment and later
“Habitable” alien worlds
and to such Brobdingnagian
fungal nu-marsh, and leaving a Many quasi-habitable worlds have been visited by but
heights? The Guildmeisters
prize few—KALKATH grandest never brought under the economic or political control
of the Right Pragmatickal
among them—standing on me- of the Co. since its founding, three centuries ago.
Rosarians understand that
sas that tower over the copses of A few old-timers whisper of the days when an
the Directorate has banned
nu-green fungal “trees.” enterprising type could more or less claim a whole world
trafficking in the materials
While the spore-soaked air of as their own—if they could keep the sleepers there
that would answer
the Chasm is poisonous to humans, asleep, and the mi-go unaware (e.g.). Today, at least
these questions, but they
unhumans, wetans, and other bio- eight of these worlds are commonly known, to vary-
absolutely must know…
logical sapients not born out of the ing degrees. Djannaj, for example, is mostly a rumor,
vast region’s traumatic accelerated evolution, the Chasm a means of frightening children into their sleeping-
is home to an entirely new species of posthuman—the hummocks. Luna, on the other hand, has been tra-
photosynthetic “greens” (in Spin) or rÿf (in Rÿf ). As the versed many times but remains physically inhospitable,
newest and most closed-off cohort of sapients on Ter- bereft of sensible trade deals. “Alien planets: those
ra, how will the greens react to the arrival of suited-up Since the information available celestia
l rocks inhab-
voidminers amid their 100-M-tall fruiting-body “trees?” about alien worlds is scant, typical ited
by sapients of
The greens have no concepts of hierarchy, money, or venture contracts to explore them any kin
d who have for
“advanced” technology… And dead KALKATH—once a include some hazard pay for those any rea
son thus far
major hub in the shardcaster network—contains many voidminers who survive (at least resiste
d Co. overtures
working stiffworks, some of which must lead back to +200 gl for the group, per average regard
ing permanent
Spindle. voidminer level). trade contracts and
population exchanges.”
The ruins of Solspace –Official memo of the Subcom-
mittee for Exploration.
Glittering gems, coy—not-forever (but often) distant…
The entirety of Solspace, like so many other collections
of fire, dust, and ice, has been explored, built up, ripped
down, and forgotten multiple times across the æons.
Gnarcosa
The smaller, newer moon of Terra is home to a Snake-
of Nașudrūn or similar greens of the Chasm), and a few How could culture here con-
or cross the wrong laird. The
other sapients and quasisapes. All of these live in fear tinue?
Directorate, putting suspicion
of a nano-biomechanical ultrasapient called “The Wasp,” And yet, it does. Today, hu-
before greed, finally pulled
which dwells far to the west of the humans on an arti- man life in Pazūzūn centers
all contracts to Pazūzūn.
ficial continent peopled (supposedly) by replicants and on Bartizan, the weak southern
terrible killing machines. city-state in the heart of the safest known region (in the
On the great, squarish, human-dominated eastern relatively small part of Pazūzūn known to the Co., that is).
continent of Paysa, most serfs report allegiance to the The city and surrounding Dominion is ruled by a coun-
northeastern sovereign called the Marble Throne; the cil of five mutually suspicious “Barrow Lairds.” These
southwestern polities are independent. Between them, potentates also have loyal representatives in the younger
an ageless, vampyric brigand–lord called the Ecru reigns town of Quoinhoof—three days’ ride east through the
over the mountainous center of the continent. wetlands—and the further town of Mascarōn, against
Or, that was the situation twenty-odd years ago. The the Braided Wall that keeps most of the colossal north-
Co. has no official or unofficial Paysan safehouses. And ern “scorpions” away. Mascarōn is seven days’ ride
no voidminer has gone back yet, mostly because the stiff- north of Bartizan through the plains past the stiffworks
works that lead to Pays are notoriously difficult to open: 5 called the Rod of Ghenîb—relatively safe—or five day’s
times out of 8, they lead to the Heechee Tombs on Terra through the great western woods, past the stiffworks
instead. Why this is, the Archivists can only guess at, but called the Cloud Arcade, which is guarded by the
they suspect—to use a technical term—timefuckery, as Legion Immaterial…
“This dust and mud knows us
in the cases of Kavaraat and Tyharin. The daily life of the Pazūzūni
and tricks us into thinking we
The Co. is interested both in changing this situation farmer is difficult, owing to the
know it. It is not for us. We
and in finding other ways of traveling to Pays, since the cold hard ground and the various
should go home. Were that
one known stiffworks there stands in the weird ruins of xenofauna here. Farmers rely upon
home anywhere—” [Here the
Vultursturm, deep in the swamps of the county called the aid of hardy, 2-M tall riding
journal ends with a long and
Maray. Whoever solves the timefuckery of Pays earns snails brought long ago by the
untidy slash of ink.]
the title of “Timewarden,” a huge bonus, and governor- Carvolians. Elites ride slower, –The conclusion of the last report
ship or its equivalent (or so the Afdeling of the Void fancier breeds of snail brought later. by Red Storage Brewer, witness of
promises). the fifth venture to Pazūzūn.
Carvolian explorers found two Goldilocks worlds— 1 The Cloud Arcade – Haunted by the Immaterial
Pazūzūn and Grimmle—and Co. explorers, a third—En- Legion.
shaga—which have proven resistant to settlement and 2 The Cancellus – A barrier between many worlds.
even systematic exploration: Enshaga has no human 3 Modillion – A great red city out of time.
population, but is instead home to both “yetis” and ex-
4 The Manufactory – Still crafting diverse horrors.
human “mummies”; Grimmle, meanwhile, has a small
human population in dire need of aid from gigantic xe- 5 The House of Ruby Corpses – Silent as you pass.
Home to a Thing that shall not be awoken.
nocrabs. Pazūzūn, on the other hand, has sustained a
small human presence all the way back to Carvol’s reign. 6 The Syzygy – You have discovered a slippage
between two barrows: roll d6 and consult the list
The Co. rediscovered these agrarian folk, attempted to above until you have two unique results. You have
reconnect their society to those of other worlds, but ul- simultaneously entered both of these barrows. With
timately abandoned this project, deciding that the ben- effort, you can now exit “into” either of them and
tack it to travel beyond. You are also “close” “to” the
efits of voidmining on Pazūzūn were not worth the high Escheresque and can enter it easily. However, two
Mirror Kings are now aware of your presence…
Engines
Hulk class
d6
dungeons. And 2. PCs should not be allowed to pilot 3 Solar system-wide scale – The technological
hulks—except as a reward after concerted effort. capability of state-like entities in “hard” SF à la
the novels of Kim Stanley Robinson, The Expanse,
To make it plausible for the PCs to get up to these sky- Eclipse Phase, or The Dark Forest.
dungeons without their own vessels, spam para-hulks:
4 FTL/galactic-scale – The technological capability
give them space elevators, launchpads with working of state-like entities in classic interstellar SF such
one-off shuttles, and quantum tunnels pre-tacked to the as Star Trek: ships of this class can travel faster than
coordinates of teleporter pads on warships. Give them a light, but they otherwise seem “hard” (ship-like) in
design.
ride from a mi-go who wants them to do it a “favor” (the
kind of favor backed up with a death ray). 5 FTL/fantastic – The technological capability of
state-like entities in far-future SF. These technolo-
Remember: exploring and especially fighting aboard gies verge on magick. Examples include the Death
a hulk—especially-especially one lacking atmo—is Star (arguably—it proved very easy to destroy,
inherently dangerous. GMs, amplify the stakes of hulk- multiple times) or the kinetic bio-fleet of the volcryn
in Nightflyers.
side encounters by poking holes in the voidminers’
suits! (Refer to envirosuit rules in “Screams”) 6 FTL/sublime – Technology that manipulates a
physics unknown to us today: this SF is indistin-
guishable from magick.
Types of hulks
“Hulk” is a purposefully vague term. From the perspective Hulk type
d30
of the Co., ships, stations, large drones, and retrofitted
asteroids can all function as sources of salvage, ad hoc 1 Ark (worldship/mobile world-station) – Class
dwellings, and sites of encounter with xenofauna. One 4–5. A ship as large and environmentally complex
as a planet. This type of wondrous vessel can serve
way to classify hulks, other than by their originating as the setting for an entire campaign. An ark is an
civilization, is by an arbitrary representation of their ultrastructure (see “Ultrastructures”).
overall technological sophistication—their hulk class. 2 Asteroid/comet, retrofitted – Class 2–4, depending
Imagine an arbitrary and even whimsical 1–6 scale. on size and capabilities. Smaller, simpler stations
Non-world-sized ships of class 4 and above tend to have are mines or hard sites; larger such hulks contain
entire cities.
their own Alcubierre drives and/or dimensional vortices.
Thus PC encounters with working ships of class 4 and 3 Casino – Class 3.
above should be Big Damn Plot Moments. 4 “Dead god” (living ship) – Class 6. See “Ark,” but
In game terms, hulk class works like technological even weirder because alive, or once so. Imagine a
great space whale—or a sleeping cthulhicate… This
complexity (see “Wires”). Thus, hulk class influences the is an ultrastructure (see “Ultrastructures”).
GRT costs of the powers astrogate—to run the entire
ship—and jack—to use specific modules. For more on
these powers, see “Wayfarers.”
2 The [NASRDA (Nigerian National Space Research 27 The [Roscosmos secret weapons platform] Ovinnik
and Development Agency)] Asase Ya
28 The [USS (United States Ship)] Pandora
3 The [UNATO (United Neo-Atlantic Treaty
Organization)] Bellipotent 29 The [cruise ship] Panhu
4 The [People’s Liberation Army Special Operation 30 The [Space Ex luxury liner] Phantom
Forces] Black Tortoise
31 The [MRA (Martian Republican Army)] Anti-Pharaoh
5 The [mysterious billionaire’s cloaked vessel]
Carnatic 32 The [AEB (Agência Espacial Brasileira)] Prado
6 The [New Xiamen Defense Force] Chiwen (Son of the 33 The [Chinese asteroid-eating city–ship] Qilin
Dragon) 34 The [JSAF (Japan Special Aerospace Force)] Ryū
7 The [WESS (Wakanda Exploratory Star Ship)] (Dragon)
Compass 35 The [NASA (Native American Space Administration)]
8 The [LDS (Latter-Day Saints)] Covenant Saturn
10 The [NRA (Nederlandse Ruimteautoriteit)] Demeter 37 The [StrexxCorp reconnaissance vessel] Shark
11 The [New Singaporean flagship] Dolphin 38 The [prepper family compound-ship] Siren
12 The [Fuller Institute research-fortress] Dymaxion 39 The [UTF (United Terran Fleet)] Spitfire
13 The [CEF (Conseil espace français)] Erebus 40 The [JAXA (Japan Aerospace Exploration Agency)]
Tengu
14 The [AUS (African Union Starline)] Fuwalda
41 The [AEM (Agencia Espacial Mexicana)] Tezcatlipoca
15 The [RCSO (Republic of California Special Opera-
tions)] Ghost 42 The [Virgin Dimenzion spaceliner] Titan
16 The [HPK (Kurdistani Defense Force)] 43 The [Welsh Air elite liner] Undaunted
Gilgamesh 44 The [Tezla racing vessel] Valiant
17 The [State Oil] Harald 45 The [Red] Wytch
18 The [TSC (Terran Space Command)] Hesperus 46 The [Chinese–North Korean “friendship frigate”]
19 The [Golden] Hind Xiezhi–Haetae
20 The [RSSA (Royal Scottish Space Army)] Indomitable 47 The [Alibaba–Samsung–Tata mega-carrier] Yinglong
(Rain Dragon)
21 The [NNF (Nicaraguan Naval Force)] Jeroboam
48 The [People’s Liberation Army flagship] Zhulong
22 The [UNSA (United Nations Space Army)] Jiang (Torch Dragon)
(Rainbow Worm)
Outsiders
noble Blood Knyghts awaiting commands from the
Duke of the Gray Pyramid of Great Tephnii… COM
d12, MOV d12, REA d8 (but bloodthirsty and unrea-
sonable), WIL d10, CHA d6, HEA 24, GRT 20, DR 8
(cerasteel plate). Powers: chain attack, double tap,
explode, reposition, slay. Blood Knyghts attack with
Power up (free)
Immortal (permanent)
You use tools to recharge a technical object or being.
Choose your representation type. Your body cannot Burn X GRT; a technical entity gains X GRT. This GRT
be killed per se, only disrupted: if you are a hologram, can stack beyond the entity’s normal limit. You can also
someone can stop the ship’s comm from projecting use this power to add charges to energy weapons. The
you by smashing the projector; a simulacrum such as cost to do so depends on their type: burn 2X GRT to
an android can be destroyed; data can be lost simply add X charges to a personal weapon; 3X GRT to add X
by breaking a comm. Your HEA represents your resis- charges to an Ancient or High Tephnian naval weapon;
tance to this disruption. You have a backup of yourself or 5X GRT to add X charges to an alien or Late Tephnian
somewhere logical (a hard drive in the Archive, e.g.) and naval weapon.
can be restored. This restoration, however, must always
be obtained by the other PCs. Languages: You speak whatever language you were
coded in (Chinish, Kurdman, Solresol, Early Tephnian,
High Tephnian, or Late Tephnian, e.g.) as well as
Memorycore (free)
Spin. You can, with sufficient time, interface with any
You have lived for hundreds or perhaps millions of years, comm-stratum machine.
sometimes “on,” sometimes “off.” When any random
question comes up, roll a d20: if you roll an 18 or 19,
you remember a foggy clue; perhaps the relevant file is
corrupted. If you roll a 20, you know the answer.
desired it.
Husk gnomes
The so-called husk gnomes are small, cyborgic posthu-
mans of unknown origin. At least one group of them
has claimed that they are a race of chrono-rebels who
escaped the dread rule of the Snakemen: they traveled
back not to prevent the rise of that hellish regime—but Husk gnomes do not always to construct stiffworks,
to use its technologies to instantiate it even earlier, un- other than grand jumpgates between their systems,
der their control. Today, they are universally feared by which are unstable and sometimes go nova, especially
fleeters, as they (purportedly) “mine” entire worlds to when improperly opened. Many husk-gnome ships rely
ruin. At least, unlike the void elves, they seem purely on impulse drives that convert any matter to energy.
venal and uninterested in torture as an art form…
The husk gnomes strip each of their planets down to
component ore, magma, heat energy, water, and so on,
Mi-go
surrounding each with a Dyson sphere and creating No dangerous aliens are quite as common in Solspace
in place of its core an artificial sun. Planets’ satellites and on the provinces as the crab-shaped fungi called
are also treated in this manner, and Lagrange points the mi-go (the word is singular and plural). Heartless,
between them are filled with stations made from the brilliant, and curious, the mi-go can be reasoned with—
products of the nearby planet-mining. Husk-gnome but they can also lie and hold grudges. Mi-go are tele-
“worlds” are thus linked complexes of hollow earths, pathic. They do not have names. Many seem to spend
arkships, space elevators, gates, stations, and debris fields. their time researching basic scientific questions and
Many husk gnomes see the universe as a single building (or, more accurately, growing) novel gadgets.
impossibly vast ultrastructure waiting to be engineered. They sometimes seem to prefer Goldilocks worlds to
Their aesthetics tend to the frozen hell that is their own homeworld, but they are
Husk gnomes (matter thieves),
run toward a bricolage- not political beings and have no interest in conquering
void elves (for whom emotions are
heavy rococo. Their tools planets—though they are not above capturing small
coin), and mi-go (hunters of facts)
include gravity weapons groups of experimental subjects.
have an intense, asymmetric
aboard specialized vam Mi-go are economic creatures, ultimately, and work
rivalry, with the husk gnomes being
pyre ketches (small war- in small corporate–familial teams to trade with other
the least common in Solspace.
ships), planet miners and sapients, including the dreadful husk gnomes, void
pickships (larger and smaller workships), and drillking- elves, and yaaj. Typically, the mi-go trade technology in
doms (arkships). Their music, dreadful change. For exchange for basic resources, since Yuggoth has few
the husk gnomes, gender, too, is an art and a matter of and many of Terra’s have been ruined. Never, however,
(genetic) salvage. Other species’ genomes, however, do they trade their ships—such as broodships (proto-
are considered gauche: if you want another body, the arks/data centers), brainships (small bio-AI command
husk-gnome logic goes, just wipe its mind and steal it. frigates), and orchidships (destroyers).
(“Time Knyghts”)
voidminers, nyleshonoids. They seem eager to talk to only part of its strategy for changing the future. That
to us to be the aliens?
humans and similar sapients, but they hold their own part concerns helping humanity lift itself up and popu-
motivations close. Nyleshonoids famously make little late space. The other part concerns secretly learning
verbal sense, despite exhibiting high intelligence. They about threats to humanity and destroying them without
can translate all languages and use personal stiffworks divulging their nature to those not initiated in the Ordo.
to travel space, but they can’t explain what it is they The following are a few of the strange futurehumans
want or what their homeworld is like. Nyleshonoid whom you may encounter on any given hulk or dead
dialogue can best be described as a puzzle, one that is province.
perhaps unsolvable.
Remirror (standard)
Phase (free)
Read non-Solarian mind (free)
Burn d20 −dMOV +X GRT, where X is greater than
0, and choose one of the effects below. Whenever you Choose X intelligent targets, burn 2X GRT, where X is
phase, you suddenly appear very weird to everyone greater than 0, and roll CHA; each target rolls WIL/resist
around you. other −X. If you succeed, you can read the target’s mind
for a number of rounds equal to your level. Communi-
҂ Blink – You move 10X M in the direction of your cating with it costs you 12 −dCHA (your CHA) GRT per
choice. If you choose to move into a living being, message transmitted or received.
you destroy it but suffer 5X HEA physical and 2X
GRT mental damage in the process. You also end up Languages: You speak the languages of whatever species
covered in gross bits. you mimic.
Plot hook
The small, ever-smiling posthumans who dwell in the Your brain is plugged into a quantum network that
deepest-explored reaches of space—called the “void significantly enhances your mentation—although
elves” in whispers on-Spin—are perhaps the greatest en- you are now cut off from the best bits, of course. Still,
emies of the Co., if not the greatest existential threats you know a lot that the other PCs will never “get” about
to humanity and wetanity. Theoretically, however, there “art.” You gain a permanent bonus of +2 REA.
may be a “good” (i.e., not mass-murdering-for-fun) void
elf out there, somewhere… If so, they would be an out-
Hunted (permanent)
cast, no longer able to access the dark-shining armories
of their murderous kin back on the Wytch-Planet, Tnín. Regardless of whatever else is going on, once per
Who knows. It’s a big universe. Many things are possible. venture, every venture, void elves attack your party:
In the way that Drizzt
they try to kill your friends in front of you before slowly
was a “good” drow. torturing you to death.
Miniature (permanent)
Untrustable (permanent)
Voidborn (item)
Voidmad (permanent)
Your maximum WIL die is d6, and you start play with
one random mental syndrome (make up something fun
to roleplay). Whenever you drop to 0 HEA or 0 GRT, you
gain a random phobia or philia.
Ultra
informatically à la either the planet Cybertron or the
planet-eating ultra-being Unicron of Transformers fame.
This wrinkle raises new questions: does the structure
structures
know that the PCs exist? Are they mere germs to the vast
machine? Can they communicate meaningfully with
it? What does it want? Perhaps it is senile, pregnant, or
dying? In any event, the only thing more dangerous than
a dead ultrastructure—a magnet for pyrates and the
300
Ventures in higher “Who” “lives” “there?”
dimensions Many sapient inhabitants of the Escheresque so far
defy the most rigorous of Archival researches. These
The Escheresque is much “larger” than our familiar beings are not simply aliens—different “players” of the
cosmos/threespace, because it already contains our same “game” of physics—but truly cosmic monsters.
cosmos. It has/is more space than our cosmos. And They possess many senses that we do not, and their
because its native physics are so different from and motivations nearly always remain inscrutable. The one
The umgebung, or ultimate physical reality, is the Escheresque.
more expansive than our own (version/corner of the) exception are the bands of robots called duul-duul that
Threespace is only our limited experience of it—our umwelt.
universe’s, the Escheresque is also a place of greater may have originated elsewhere.
possibility than threespace: it is home to more advanced
alien species (some of them being, perhaps, cohorts of
Random attributes of Escheresque fauna
posthumans who have escaped “up” in dimension), and d12
it is concomitantly more dangerous.
To humans, wetans, and similar meso-intelligent 1 Does not walk or crawl, but slides.
sapes, the Escheresque appears to be a dense web of 2 Constantly appears to be moving backward, even
neutral material somewhere in consistency between when technically standing still.
spidersilk and saltwater taffy. It is mostly gray and 3 Glows from its speech/feeding orifice(s) when it
somewhat soft to the touch, although “further” reaches speaks/eats.
of the Escheresque become hard or springy, sporting 4 Occasionally disgorges 7d6 headless tentacled
a wide range of colorful patterns. This is the mind’s jelly-crabs out of its sides.
attempt to deal with the sudden unveiling of new spatial 5 Writes smoky glyphs in the air instead of making
dimensions contained in the dark fluid that permeates sounds (and is generally silent).
and gives mass and shape to space. 6 Shivers constantly, making a faint glass-on-glass
The body, meanwhile, simultaneously struggles with jingling sound.
the novelty of these dimensions even as it continues to 7 Cracks, melts, and otherwise deforms the weblike
feel itself as a familiar, three-spatial apparatus. The same fabric of the Escheresque as it moves.
paradoxical rush of novelty and ordinariness applies, 8 Stinks unimaginably because it has many digestive
in fact, to every threespace entity entering the Escher- tracts coiled within a small body.
esque. Thus, the so-called Lunchbox Principle: entering 9 Brings its own, Jovian physics with it: 530° Celsius,
the Escheresque, sapients bring “their own physics” with causing burn 4 to anyone within 5 M.
them—because they haven’t gone somewhere “new” per 10 Absorbs electromagnetic radiation including light
se, but have instead traveled “up” (in a previously unseen, and walkie signals.
unseeable direction), right where they already were. 11 Constantly sloughs off red petal-like scales, creating
This means that the Escheresque is physically safe to a trail; the scales exponentially grow in size when
enter. But the further you go “into” it, the more likely touched.
you are to wander into the colorful halls of the XDs 12 Is a distant relative of one of the PCs’ kin: this
or other higher-dimensional beings, or even into regions person tacked out 22 years ago and was presumed
dead; they instead were trapped in the Escher-
of the Escheresque that are too “far” from your three- esque but somehow managed to survive, find other
space locus. sapients, and found a civilization; æons passed
That is, you can accidentally “exit” the Escheresque here; their descendants eventually evolved into an
almost unrecognizable form; back on-Spin, the Groot
and enter the void at any point (whenever you roll 1 on Tachquake subsided…
a quick d6 encounter check, for
If you are drowning: set your
example). In this case, you’ll
MOV die to its maximum
have to backtrack until you
value to visualize a count-
“find” a habitable physics. Until
down. Every round, move the
you do, you’ll be drowning and
die down one number. When
suffering from burn 1.
you get to 1, you pass out. The
next round, you die.
You, the GM, can reserve the right to occasionally Species powers:
enforce a different, more colorful physics. In a strict,
“hard” sci-fi game, don’t use the Escheresque at all.
Environmental resistance (permanent)
Treat higher dimensions as confusing and deadly. Cixin
Liu offers a good description of “realistic” higher spatial You don’t have to breathe air, and you can withstand the
dimensions in those chapters of Death’s End that deal radiation and wild temperature and pressure swings of
with the Terran ship Blue Space and its exploration of a the vacuum. You cannot survive strong acid, lava, astral
pocket of four-dimensional space. hydrogen plasma, etc., any more than any other species.
In many Stillfleet games—so squishy with “the
science” that they often resemble grimdark science–
Multiple (permanent)
fantasy—we use the Escheresque to set up the
occasional truly weird, shocking moment. In games with You have 6d30 bodies, only one of which you control at
a stronger fantasy component, use the Escheresque in a time. Note this number on your character sheet. When
order to introduce new “planes” and Weird worlds with you die, mark this number down by one. You are now
true magick. another duul-duul. Your name is Duul-Duul. Your other
Another way to use the Escheresque is as a dream bodies do not have to travel with you, but if they do not,
realm—a realm called into being by unconscious then you may become “stranded” away from the other
mentation, à la the movies Paprika (2006), Inception PCs upon death. When you have 17 or fewer bodies
(2010), e.g. While some games focus entirely on dream remaining, you gain one random mental syndrome.
worlds—two excellent examples being Deep Morphean When you have 5 or fewer bodies remaining, you gain
Transmissions and Dreampunk—Stillfleet does not, as another random mental syndrome. When you have no
written. That said, you can use the ideas presented more bodies, you are dead.
here to explore the life-shaking, ‘pataphysical, self-sum-
moned antagonists of sleep by making them concrete,
Pacifistic (permanent)
and by setting their natural habitats within reach.
Your COM is d4.
Commissurize (standard)
“Helpful” (free)
Sensitive (permanent)
You sport a number of useful, Swiss-army-knife-style 1 Most of the Late Tephnians did not flame out in the
widgets and dongles: you gain advantage on all tech- Wars of Succession and ensuing climatic disasters,
related rolls. as commonly believed, but peacefully migrated into
the Escheresque.
Languages: You can decipher any one language upon 2 The Escheresque is threespace, but at a later point
in time when subatomic machines have “filled in”
making a REA check. You can attempt once per day the void with potential matter that responds to sapi-
to decipher a given language. If you fail, you will have ence and can change the laws of physics, caulking up
to communicate by expressive hopping and gesturing any given space with more fractal infra-space. XDs
and other higher-dimensional species are merely our
for now. descendants, many billions of years from now.
The functions
where to eat in the Canteen tonight), and sheer nonsense
(starts off with giggles all around but soon devolves into
a distracted, fractured table).
of the
The section “What to prepare,” below, focuses on
how to prepare—and not overly prepare—a venture in
Stillfleet. But three easy guidelines to remember will
grimventure
help keep your plots tending toward the epic. Keep the
stakes high by adhering to these principles:
manager
҂ All sapient groups (companies, queendoms, starships,
worlds) are inherently political – Any time a few people
get together (whether they are human, wetan, and/
or members of other species), power dynamics come
into play, and micro-cultures evolve. You don’t have to
Catalyze a fun plot run Stillfleet as the Cold War in deep space, e.g., but
you should periodically remind players of who is in
Etc. The point is, politely ask questions and get answers.
Note, good GMs whom we know practice an “all sins
forgiven” policy by which anyone can bail and even veto
a game session for any reason, no harm done.
With bigger and more temporally disparate groups,
we also recommend considering a “West Marches”
approach, as much as possible: the GM sets up the game
sessions around their schedule and only cancels if no
one can join. Otherwise, the plot moves forward. This
style of play puts the onus on the GM to try to run
sessions that have fairly discrete narrative beats, and
that end up with the characters back on Spindle or some
other relatively neutral location.
Multi-GM games
Verry
Nullo’s Ax
The
Slyde
The city of
LLAMAGINo
Largest city of Vennar, on the supercontinent
of Pala, on Terra. Comprising 10 boroughs,
7 of which are Late Tephnian “needles,” and
known stiffworks.
Memolo
☉ = stiffworks The Red Labyrinth The Incarnadine
Gate
Silk Town
҂ During combat, make each round unique: try to think they insisted on finding a local smuggler and paying him
of one thing, larger or small, that has changed due to to hide them within an ordinary caravan.
the previous round. The group’s slow planning and movement became
҂ Speed way up if a fight seems to be dragging: have somewhat of a joke, but it also lent a pall of vivid para-
the combatants pull grenades, run away, call for a noia to the whole plot: they did know about another
truce, etc. team of mysterious voidminers in the area, after all (even
҂ Actually try to kill voidminers—but allow them to get if the GM had been clear that they were headed to the
away if they want. We like the rules of Hollowpoint: same northern city). Two sessions were devoted to the
the GM can reduce a character to zero health, but only interplay between GM-suggested outs and player-led ac-
a player can choose for their character to die. tion (mostly logistical—many customs officers had to be
bribed). Fun was had!
Suggest outs
When the players seem confused, frustrated, lost, or
Reward the voidminers
bored, feel free to suggest an option. This is especially Get the players excited! Give their characters oddments,
useful if their collective hopelessness turns to boredom. occasional archaetech, pets, allies—what have you.
(Remember, even smart players who enjoy the plot This move can be used for a variety of plot purposes:
elements you throw at them can’t read your mind and for example, telling the voidminers that they discover
are likely busy, IRL: they will mostly forget your artfully a working hovertank sounds like a major reward—but
imagined subtleties of story.) when a rival warmachine comes looking for it, the
At the same time, keep in mind that suggestions are stakes are raised. And will they report each new techno-
just that. If the players reeeally seem to be having fun treasure to the Co., or lie by omission, creating fuel for
building a narrative house between a rock and hard later political conflicts?
place, let them. (But continue to suggest new directions.)
One real example from play: the players became fixated
on traveling from a provincial stiffworks north across
Check in with the players
several hundred km of hot savanna and hilly forest with And of course one useful GM move is to simply lead
the utmost care. They were absolutely convinced that the group out of the moment, out of the story, and ask
they’d be jumped by veteran assassins on the road, and how it’s going. Does anyone need a quick break? Does
they took great pains to hide. a recent moment of between-player tension need to be
In reality, the GM had not planned any events until talked through, or is everybody good?
they reached their destination, a large city to the north.
The GM dropped frequent hints that they could cut
scene, roll for random encounters, and move on, but
preparing
terial from game books, other books, your older notes,
the internet, etc. You can fill a “junk” or “scrap” file full
of text, ignore what you like, take notes in it, build it into
mean?
a more presentable form, and/or never look at it again.
The same goes for “moodboard” folders full of images
that inspire you, that depict specific game elements, or
that are meant to be diegetic (existing in the world of the
game). We find a lot of images online and save them for
Jot down ideas—lightly reference. In other folders, we have our own sketches,
and in still others, maps.
wants it. Warden is suspicious of Co.’s involvement but needs help to stamp out
E.g.: “Brain leeches. Wingèd Anti-Mother Cult. The swamp has coal-like ore; Archive
Look up facts Only a few classes, but many advanced powers to choose
from. Tons of gear and other tech to use as written or use
Many of the best ideas for strange sci-fi elements come as a template for your own ideas—or ignore.
from real-world facts: the common names of flowers, This is all to say: the game is easy to mechanicalize but
terms in theoretical physics, unbuilt super-weapons or allows for a lot of fine-tuning, if/when you need it. You
built but soon ruined giant buildings, historical figures, can lean on the crunch and make copious notes about
architectural terms, lists of odd words, and so on. When- statistics, or you can focus on the game as rules-light:
ever a fact strikes you as sufficiently strange, add it to there are only five scores to roll and one pool to burn
your brainstorm file!
Ask the group whom the PCs will only interact with by talking. In the
first case, you will need at least some statistics—scores,
Before running a game, ask around: what kinds of pool, attacks (at least one), and powers (if any). You can
stories do the players like? What plot elements, weird use the encounters in the last section of this chapter
vistas, and futuristic technologies are they interested as guides. In the second case, you will only need some
in? You are not obliged to prepare for everything they details to make each NPC memorable.
mention, but at least you’ll know.
What to
prepare?
Lists
To the game designers, the primary unit of GMing
Stillfleet is the list: lists of beats in a venture (the job,
the twist, front one, front two, random encounters,
possible endings—each can be a short list!), encounters
(see the example table below), names (for NPCs and
locations), NPCs, levels and rooms in a hulk, buildings in
a city (useful, notable, key to the plot), xenofauna, pyrate
cartels, specific provincial legions, technologies, foods,
healing herbs, whatever! Usefully, combining multiple
linked lists together produces a generator, or way of
using random dice rolls to flesh out a topic.
Note, this book, like all Stillfleet products, features
The app STRINGS comprises several generators
that we use in running our games. Check it out!
Maps
The secondary unit of GMing Stillfleet is the map:
whether rapidly hand-drawn or painstakingly imagined
using digital brushes, maps of hulks, buildings, cities,
regions, worlds, and even organizations can serve as
central framing elements. You can, for example, paste a
map into a virtual whiteboard program such as Miro or
Jamboard and then surround it with notations—such as
lists! In this way, lists and maps together sketch out a sort
of story space for your group to explore.
2. Try strange things (tics, names, goals) up front; 2 Rarlando the Obstinate, provincial pediatric leech—
backpedal to the useful, plot-wise (drop tic, switch the only physician on this backwater planet.
to nickname, subsume the NPC’s goal into the PC’s 3 Completely Meat Weaver, wetan refactor and
goal), as the session wears on. spyhunter.
3. Don’t be afraid to kill your darlings and/or mothball 4 Choramunc of Anch-Petit, stoned provincial poet
boring allies as needed. and expert on something relevant to the PCs.
Encounters attacks, gear, and any quick facts that will matter (e.g.,
they know the PCs; they are moral but are also starving
A game element that can take time to prep is the encoun- or fleeing a bigger threat).
ter. Again, we can think of them as having two levels of Quick stat blocks can include less information but
depth: 1) a quick, phrase-long summary of scores, and 2) will generally still include scores, pool, attacks, and
a full “pink box” encounter as presented in the later sec- powers. Just remember: all numbers ultimately serve
tion “Fangs.” But the most critical element to prepare is the collective story (the numbers only exist to make the
simply a rollable list of encounters. Here is one example. story more exciting), not the other way round!
6 Lucky break – You find just the thing you need (food
if starving, helpful strangers if lost, etc.) Or you find a
random useful archaetech item.
GMs, make your players roll for random encounters. You just
look at the results and interpret them. In general, on random
rolls, low is bad; high is good. A roll of 1 is unbelievably
bad; the maximum die value is pretty damn lucky.
session(s)
make-up, and the philosophical goals of the group: are
the players interested in subverting the Co. from the
jump? Becoming rich? Acting as heroes? Depending
on how the conversation among the players is going,
prompt them with these sorts of questions.
Bringing it all together for Offer a job and set the tone
a first game When you’re ready to begin, offer the voidminers a job.
Moving beyond an overview of what GMing is, this See “Screams” for more on how refactorial venture con-
section asks: how to prep games in general, and what tracts work. In terms of GMing this scene, feel free to
specific elements to consider prepping? This section take your time or move at a quick clip. Either way, this
focuses on initial games and is most useful to first-time initial interaction between the voidminers and the Co.
GMs. should set the tone for the game to come—mysterious,
political, silly, a bit of a mix?
Stages of a first game session, with Beyond the job offer—signing an electroplate scroll,
rough estimates of the minimum times keying a passcode into an authorized port, whatever—
the rest of Spindle can help set the tone and provide
(given a 2–3-hour block) frameworks for the characters to chat with each other.
Intro scenes:
1. Player introductions and safety
conversation – 10 minutes ҂ Eating/drinking a snack or meal in the Canteen before
2. Character design and introductions, if necessary tacking out
(i.e., if not using random or pre-generated ҂ Buying gear in the Canteen or Grindeesal Alley
characters) – 15–30 minutes ҂ Visiting the Archive to search for basic (or obscure)
3. The job – 30 minutes information about the target rock or hulk
4. Prep on-Spin, if any – 10 minutes ҂ Meeting up with kin: encourage each player to briefly
5. Tacking out – 5 minutes introduce one kin at this point, if they want
6. Vivid weirdness in at least one location – 30 minutes
Guide character design some alien ship or earthlike world that is no longer
familiar—lay on the description thickly. Give them
During the first session, or during a special pre-game strange details to explore, clues about the plot, and/or
“session zero,” the players should create characters, activities to engage in—if they want. Any given
asking questions of you as well as each other. This player may want to jump ahead with the plot. But, in
process takes very little time if you generate a character our experience, many players of sci-fi TTRPGs want
randomly or modify a pre-generated character. to spend time exploring new worlds, technoruins,
Most players, however, will want to create a voidminer and so on. Make time for these explorations, and think
from scratch. This can take time if they are new to the about ways to bring them to life: rewards (random
game and/or don’t want to read dozens of pages. You oddments), threats (random encounters), and clues
should help direct them through the process, which is (tie-ins to the larger plot, which may seem random at
pretty simple: choose a class, choose a species, assign the time).
scores, buy gear, and note important personal facts such
as name, pronouns, presentation, relationship with other
characters, etc.
End on a cliffhanger!—
or when you have to
A great way to end a game that will continue is a
classic cliffhanger: the voidminers find the home of the
provincial scientist they’re meant to escort to Spindle for
a conference… but everyone inside is missing—or dead.
The voidminers defeat, escape from, or placate the
mi-go, but the effort exerted in doing so
attracts the attention of a long-slumbering
warmachine…
Cliffhangers work well to help the players
remember the action. They should prompt
some after-game chat about what the group wants to do
next. We encourage this kind of “table talk,” since it helps
fill in logical gaps: the characters would take the plot very
seriously, even if the players spend a lot of time goofing
around or are partially distracted.
Of course, sometimes it’s just not feasible to end on a
cliffhanger: perhaps the players are enjoying a long side-
chat, and you run out of time; or someone remembers a
previous engagement and has to say goodbye early. This
is fine, too! No game is perfectly neat, narratively. As long
as everyone has fun, you’re “doing it right.”
encounters
1 Far xanjin (ultra-advanced cyborg-like alien)
MOV d30 GRT 60 Far xanjin are a type of gear (a heavily armed FTL corvette). They
can probably afford to outfit the PCs with any number of wildly
REA d30 DR 8 powerful artifacts—but why would they?
(speed-of-light-slowing STORY NOTES
WIL d20 blackout plate)
Far xanjin appear less as “uplifted Ancient humans in cybernetic
CHA d10 bodies” than as “dæmons” in the old sense. Supposedly, inside
its ship, a far xanjin resembles a web of dark, wire-like and
bone-like supports and pulsing bioelectric fibers. Mostly, it
HABITS
will be seen as a house-sized silvery disc that moves at the
• Hunting down a heechee foldengine (ignoring the PCs, focused speed of light. When it pauses, it is so beautiful, it brings tears
on this MacGuffin) to your eyes. But then it opens like a flower, revealing a hideous
• Practicing oral history (abducting locals in order to read their swirl of wires dancing within a vertiginous volume of space…
thoughts) A far xanjin will randomly attack or ignore the voidminers
• Showing you a hologram of a violet tornado-being (an alien depending on what they are doing and how technologically
called a malaqi—its rival) advanced they appear. Far xanjin are not Old Ones, but they
are almost as impossible to “defeat.” (Even meaningfully
DOGMA
engaging with them in combat, without your own FTL ship,
Cosmic hermeneutic explorationism should be nigh-impossible: they can simply tack themselves
(a mystery to you)
somewhere else.)
VITALS
DOGMA
Anti-carnal necropolitics
ATTACKS
• Assault rifles, 2d8 damage, 3 attacks per round
• One reaver has a shoulder-mounted mini-railgun,
3d12 damage plus bleed 3
POWERS
• Disarm, explode, maximize, reposition, slay
GEAR
Only their guns, bands of ammo, and bodies. Each reaver is
worth d100 gl in parts on-Spin. Each functional gun is worth
three times as much.
STORY NOTES
Gleaming matte hardbodies scramble over the wreckage
GEELISH WARBEASTS
of the Palastra VII, their eerie sensor-pits lasering outward
to target your compressed atmo cartridges… The techno- VITALS
mummified geels exist only to kill biological sapients and COM d20 / MOV d10 / REA d4 / WIL d8 / CHA d4
“liberate” other technical devices. They cannot manufacture HEA 20 / GRT 12 / DR 2 (obsidian cerasteel bodies)
ships or ‘works, and no known geel can tack or create new
ATTACKS
cohorts. But these reavers can pilot the ships upon which
they find themselves awoken—still programmed to kill after Each round, a warbeast can attack with its bite and either its
millennia of decay and electronic nightmares. tailswipe or claws:
• Bite, d20 damage
VARIANTS • Claws, 2d4+2 damage plus bleed 1
Some war bands, and all frigate crews, keep packs of d8−1 • Tailswipe, d8 damage plus stun 2
trained geelish warbeasts. These neon-eyed robotic hellhounds
POWERS
leap into battle upon command, slavering sparks. Warbeasts
possess no gear, but their parts are worth 3d100 gl to an Archi- • Transcendental flashbang (standard) – Instead of attacking,
vist. They cannot be tamed by the razi power tame, but they can a warbeast can burn 4 GRT to release a strangely hypnotic
be reprogrammed using jack. (They are complexity 4 code ar- burst of smoke, noise, and radiation that automatically stuns
chaetech items and thus cost 12 GRT to temporarily reprogram.) d4 sapient targets within 5 M for 1 round
VITALS
COM d8 HEA 16
MOV d8 GRT 18
REA d10 DR 4
(biological cerasteel vest, greaves,
WIL d10 and gauntlets)
CHA d8
HABITS
• Holding an almost silent tall-tale-telling battle
• Swabbing the photoscissor registry truss (repairing the
comms)
• Divvying up “sunlight chits” after successfully taking
down a Co. installation
DOGMA
ATTACKS
• Chromatophore rifles, d8 +d6 +d4 damage
• Living chainswords (one fourth of the pyrates wield these),
d20+d6 damage
POWERS
• Astrogate, backstab, disarm, explode, jack, slay, steal, tack
GEAR
Besides their ship and weapons (which require knowledge of
advanced bio- or bug-stratum archaetech to use), the pyrates
have a few random captives—probably duul-duul. Their gear is
worth 400 gl per gulm but smells powerfully off, like ammonia.
The living weapons are dangerous to use for non-fungi, requiring
REA and perhaps CHA checks at first. (You have to make friends
with the fungal dynamos and chasses, avoiding accidental self-
inoculation.)
STORY NOTES
These lichenoids live aboard a retrofitted mi-go exploration
vessel. Unlike their kin, the mulg, many gulm are unemotional
and calculating. Unlike the mi-go, many gulm are venal and
petty. They will not make a deal with you unless you prove
terrifying to them, in which case they will attempt to double-
cross you later. These gulm are probably not after you specifi-
cally, but some bigger proverbial fish.
Injury results
• On a result of 6 – You find yourself unscathed. Resentment
blooms, and you suffer disadvantage on all CHA checks to
convince your colleagues to do anything.
• On a result of 4–5 – Your envirosuit loses d10 hours of
atmo from a puncture. Standard suits have 12 hours. This
puts a clock on your activities, as there is atmo in some
sub-sectors, but not all.
• On a result of 3 – You lose d6 HEA and d6 GRT.
• On a result of 2 – You lose 2d4 HEA and d8 hours
of atmo.
• On a result of 1 – You lose 2d8+1 HEA and
d10 hours of atmo. But you also pull 1 husk
gnome archaetech item off of a dead guard
(in addition to the translator-collar).
HEADCOUNT ATTACKS
6d3 Flip a coin:
• Heads – This cohort is armed with cryorifles, 4d4 damage
VITALS
plus hypometabolizing: when a target is reduced to 0 HEA with
COM d10 HEA 20 a blast from a cryorifle, they go into torpor indefinitely without
dying; no check to resist
MOV d10 GRT 24 • Tails – This cohort is armed with psychovoric rifles, 6d4 GRT
damage plus tranquilizing: targets reduced to 0 GRT stop
REA d12 DR 3 fighting and become open to any suggestion
(bend hauberk) POWERS
WIL d12+1
• Astrogate, backstab, disarm, explode, jack, slay, steal, tack
CHA d6 GEAR
POWERS
HEADCOUNT
• Assess, bioengineer, disarm, double tap, explode, heal,
2d4
jack, maximize, reconnoiter, reposition
VITALS
GEAR
COM d12 HEA 22 Complicated scientific equipment worth 600 gl to an Archivist;
useful exploratory gear worth 300 gl; curio from a Terran hulk
MOV d10 GRT 20 worth 2d100 gl to a collector. Bio-martinets sell for 175 gl each.
VITALS
DOGMA
Will to power
ATTACKS
• The Shadow of Vigor will never physically attack anyone.
Why would it need to? It will watch you eviscerate each other
POWERS
• Every Mask in Yellow hell science power (see “Echoes”)
GEAR
Gray robes, a simple shakuhachi (bamboo flute), a 1980s travel
board game, random coins from various dead worlds.
STORY NOTES
The Shadow of Vigor appears as a totally dark silhouette of a
hairless, sexless, ageless human, roughly 1.6-M tall, with a
deep, pleasant, unplaceable voice. It speaks every language and
is much more intelligent than you. The Shadow of Vigor wants
to reason with you, to help you out, to make a deal, to provide
you with some useful key or powerful archaetech in exchange
for a simple favor… that will lead to the destruction of a densely
inhabited world. The Shadow of Vigor can be disrupted by Weird
powers, bug-stratum weapons, and Escheresque entities, but it
cannot be truly destroyed, as it is one lesser aspect of Nyarloth,
whose avatars can only be banished to higher and higher dimen-
sions. #cthulhicate
VARIANTS
Each nyarlathon is a unique “major dæmon” that can (negative-
ly) dramatically affect entire planets. Here are two examples:
• The Saffron Anax – The only entity who is both well known
to the Co. and thought to be a nyarlathon is the ruler of the
binary planets named after him. Exactly what the Saffron
Anax “is,” is a matter of Archival debate. The Anax appears
to be an elegant human wearing indescribably ornate
robes, but he leaves a trail of Anaxes behind him, fading
into unseen physical dimensions.
• The Silk King – Another (probable) nyarlathon known to
the Archive is an entity from Terra… 200 million years after
the present of Stillfleet. The Silk King may be at war with
Ordo Pallida. Preventing the birth of the Silk King may be
the primary goal of the mongrels sent back in time by the
final Archivists, long after the death of the last human.
GEAR
HABITS
A crusader’s weapon will sell for 500+6d100 gl; their armor,
• Chanting the Solar Inquisition’s hymn to necessary violence 500+2d100 gl.
(it translates to “LET’S GO!”)
• Playing a game involving metal miniatures (aliens vs. marines), STORY NOTES
dice, and a manual of confusing rules “The Guardians of the Solar Monument” (or something to that
• Drinking future-grog (the urine of a motile orchid that will effect) don’t seem too impressed by your tales of this so-called
evolve in 175 million years) “Spindle” place. They are rather serious chaps… Regardless of
where you encounter them, these crusaders are hunting some
particular alien, human “traitor,” or artifact. You can help them
or not, but not doing so will lead to a fight.
HEADCOUNT ATTACKS
2d4+1 • Gun (a wheellock “puffer”), 2d10 damage; can be fired every
other round
VITALS
• Sword or fist, d12 damage
COM d12 HEA 22 POWERS
GEAR
REA d6 DR 1
2d20 gl.
(provincial livery)
WIL d8 STORY NOTES
CHA d6 Enforcers use call shot to double their damage and disarm
opponents. If presented with an overwhelming threat, a patrol
of enforcers will seek to make it back to their barracks and
HABITS
alert dozens or even hundreds of other toughs.
• Harassing some kids
• Arguing over an order of overcooked meat-loops
• Playing dice
CHA d8
HABITS
• Giggling while gazing into a mirror that shows his future forms
• Struggling to escape the prison of his pha’al (harddrive, which
looks like a small, grotesque statue)
• Chasing after/lashing at 3d30 lemur-like organisms
DOGMA
Meme cult of Phaalzsas,
the Divine Parasite (d4+1)
ATTACKS
• Nanite lash, 6d4 damage plus drain: each hit drains 2d4 GRT
from you to Xarxhaqa
POWERS
• Assess, chain attack, detect, explode, slay
• d12 random nanofluidics powers, e.g.: bloodplate, bubble,
cackle, devour, hulk, limb, scout
• 2d4 random hell science powers, e.g.: become world, defy
entropy, extract, link thoughts, open more eyes
GEAR
The nanite lash can only be used by someone infused with
nanites (the Blood). The Treadmill can be used by anyone but
causes its user to develop one mental syndrome immediately
and slowly turn into a Snakeman (over roughly one Terrasol
standard year).
STORY NOTES
Xarxhaqa, Vanquisher of Hope and Builder of the Houses of
Marrow, appears to be a 2.5-M tall naked human with pale
yellow and deep crimson skin finely covered in scales and an
astoundingly large, upright, red sex organ. He is always smiling,
revealing a 30-cm long forked tongue. The atmo around him
flickers, as he is actually a nanite reassemblage of himself
based on his memories from the future; in your time, he has
not been born and devastated nations; 300 million years in the
future, he is dead; in front of you, he is a time-traveling ghost of
himself, sowing discord and literal, ontic confusion wherever he
treads. He rides a Qosmic Treadmill powered by human fear and
sadness (a mobile, easy-to-retack, one-person stiffworks), and
he wields a nanite lash. Xarxhaqa’s mission is inscrutable but
intersects yours in some way.
(blob-kaiju, doing something utterly bizarre) • “Bite,” d30 damage plus burn 3; its bodily core can “bite” 1
target per round within 5 M
HEADCOUNT • Tentacles, d20 damage; it can make as many tentacle-attacks
per round as there are targets within 10 M
1
POWERS
VITALS
• 2d4 random hell science powers, e.g.: call swarm, incept,
COM d20 HEA 66 move mountains, pierce the veil, puppet
GEAR
MOV d20 GRT 66
None, at least in any sense that you understand.
REA d20 DR 6
STORY NOTES
(mirror-matter “antiphysics”)
WIL d20 A house-sized, nameless, unspeakable mass of tentacles and
mouths, appearing and disappearing in vivid colors that cannot
CHA NA be seen in threespace. starspawn typically appear alone in
(it cannot “associate” with you) technical ruins of interest. They are highly intelligent but cannot
be reasoned with (perhaps with the rarest of exceptions?). They
HABITS serve an inscrutable role in the cosmic order of the Old Ones.
Among lesser beings, they interact by consuming sapient minds.
• Dreaming of your demise
#cthulhicate
• Dreaming of your demise
• Dreaming of your demise VARIANTS
Embryonic starspawn look like asteroids. They have a mere
DOGMA
DR 3 (instead of 6) and only d2+1 hell science powers (instead
Unthinkable urge to expand of 2d4).
through stolen sapience
The only options you have upon encountering one are to run away,
fight to the death, or use one of the hell science powers from the
path called the Sky That Crawls, some of which specifically allow
you to communicate with or banish Old Ones and their servitors.
VITALS
DOGMA
Gazaar’ouism
(Marxism–Leninism–Maoism, sort of)
ATTACKS
• Pistol, 2d6 damage
• Well-made dagger, 2d4 damage
POWERS
• Assess, backstab, con, detect, disarm, double tap, murder,
read, smooth over, slay, steal, vanish
GEAR
The spy’s envirosuit is worth 90 gl; her pistol, 75 gl;
her dagger, 4 gl.
STORY NOTES
A steel-blue, four-armed, bald posthuman—larger than a human
and wearing the costume of a soldier—waves to you, smiling
warmly. This spy is tasked with learning about the Co. (and other
factions in the void) and reporting back to Heresiarchs of the
Federation. She will try to ally herself with your group, pump you
for facts—lying the whole time about her own background—and
then rob you and disappear. The one problem with her plan is
her reliance on a banshee to tack back to the (perhaps not even
properly anchored) fold-room at Division X headquarters outside
Banakarum… Likely, she will have to partner with you in order to
survive this venture and return to Terra at all.
VARIANTS
The Federation of Unhuman Kingdoms is vast and its reach
ever-expanding. Typical Federation soldiers have the statistics
of 1st-level Co. stillrijders, minus the exosuit powers. A very
small number of Federation scientists have the equivalent sta-
tistics of Co. banshees. High-level elite officers are correspond-
ingly more powerful, and some even possess the hell science.
VITALS
CHA d8
HABITS
• Filming 4d4 human and wetan living qhess pieces as they
engage in a battle royale
• Appearing before a group of quasisapients in messianic garb,
pointing at a shining monolith
• Remote-controlling a saw-drone that is removing the head of
someone you know
DOGMA
Post-post-post-post-post-postmodernism
(selfish aesthetics-worship) (d4+1)
ATTACKS
• High-frequency sword, 2d6 damage plus nauseating: a struck
target must pass a WIL/resist world check or experience
severe disorientation and suffer a −1 to hit; this penalty is
cumulative
• Lightning pistol, 3d6 damage plus EMP: stun 2 against
informatic beings
• Lightning rifle, 6d6 damage plus EMP: stun 2 against
informatic beings
• Singularity rifle, instant death on hit
POWERS
• Astrogate, backstab, command, con, disarm, explode, jack,
murder, slay, steal, tack
• d12 random hell science powers (roll for the group and
distribute; not all void elves are wytches), e.g.: catch snake,
counter, link thoughts, reanimate, trade eyes, warp space
GEAR
Exalted quicksuits sell for 8000 gl. High-frequency swords sell
for 666 gl; lightning pistols, 1500+([d4−1] × 300) gl; lightning
rifles, 3000+([d3−1] × 666) gl; singularity rifles, 8000+([d4−1] ×
1000) gl. Singularity rifles are illegal to bring to Spindle; they
are meant to be reported to Acquisitions and then dealt with
according to specific Co. directives (deposited in the armory
of a provincial blacksite).
STORY NOTES
These delicate-looking, half-sized humans in light-absorbing
baroque armor are chain-smoking bidis and laughing in their
song-like tongue at their own “ironic” observations. Strange
ray-weapons are holstered at their hips. Void elves have exqui-
sitely evil plans and do not care about you. If they see you,
they will attempt to bring you back to their galleryship. They will
flee if sufficiently threatened or obviously outgunned—but they
will be back… Rarely, void elves’ motivations dovetail with those
of other sapients.
HEADCOUNT ATTACKS
1 Choose 3 each round:
• Drones, stored in the chest: COM 2d8, MOV d20, HEA 12, DR
VITALS
0; once unleashed, drones independently attack, inflicting 4d8
COM 2d20 HEA 70 damage per hit
• Laser cannon, 2d100 damage
MOV d30 GRT 40 • Nanolash, 3d30 damage plus stun 3
POWERS
REA d20 DR 6
• Astrogate, detect, foam, interface, jack, peer in, tack
(redsteel)
WIL d20 • Flight (free)
• Telepathy (free)
CHA d8 GEAR
None, other than its own body, which would be beyond priceless
HABITS
on-Spin.
• Interrogating d6 terrified mulg about the location of the Duke
of the Red Pyramid STORY NOTES
• Sucking atmo from the nearest celestial body, metabolizing it RABISU—a house-sized tiger of living bloody-gray oil—digs into
into enerjawn your brain for clues to the strategies of enemies long dead. It
• Commanding your comms and walkies to betray you and come fearlessly speaks in all relevant languages, in ALL CAPS, and it
work for the Glaucous Lozenge tolerates no dissent.
Xaalii
GEAR
None.
(higher-dimensional “frog-dæmon”)
STORY NOTES
HEADCOUNT This extradimensional terror has an anuran body, shadowy blue
1 (lone adult hunter) or 2d2 (brood assembly) glasslike skin, and hard black claws and fangs, with no face
otherwise. An adult xaalii will always attack you. It is not great at
VITALS conversation unless you can somehow establish a wacky version
of empathy. (Perhaps you, too, enjoy killing and eating literally
COM d20 HEA 20 everything you encounter?) It is basically a giant mouth in the
MOV d12 GRT 30 shape of a frog-shadow, and it wants to eat you. Note, while xaalii
are extradimensional, their quasi-skin seems to threespacers to
REA d4 DR 3 resemble the sticky webbing of the Escheresque itself and can
(sticky quasi-skin) be disrupted by ordinary physical attacks. (Perhaps “dead” xaalii
d6 (perceiving)/
WIL merely return to the “soil” of their higher-than-three physical
d12 (resisting) dimensions.)
CHA d4 VARIANTS
Xaalii eventually “mother” themselves into a number of
HABITS “elvers” (see below), each of which grows into a full adult
• Phasing through your campsite, limbs flashing in all directions and mothers itself someday. A xaalii adult that is currently
in a search for live prey mothering is exceptionally dangerous. It appears to be six
• Phasing into your meeting, blue-black tongue (?) spiraling xaalii stuck together, each of which can attack each round,
toward the smallest party member although it can only make one 5-M movement otherwise.
• Phasing on top of one of you, stubby tail wagging and Mothering xaalii share the same scores as non-mothering xaalii
unraveling into smoky infinity but have HEA 40 and DR 6 (skin that is higher-dimensionally
foaming due to pregnancy hormones). Mothering xaalii have
DOGMA the power to spawn elvers (free): the xaalii must burn 10 GRT
Insatiable hunger and make a WIL check (rolling d12); if successful, it spawns d6
elvers; these emerge and can enter combat in 1 round.
ATTACKS Before they grow into dæmon-frogs, xaalii appear to be almost
• Claws/bite, d20 damage plus Escheresque: harms higher- cute smoky fish-things with no arms but lots of hyper-sharp
dimensional beings teeth. Xaalii elvers automatically attempt to eat all threespace
biological entities whom they sense, and they have acute
POWERS (extradimensional) senses of olfaction.
• Create or alter Escheresque event (standard) – Burn 12 GRT
XAALII ELVERS
to cause such an event or cause the voidminers to reroll the
nature of one; the event persists for 4d12 minutes VITALS
• Dimension-walk (standard) – Burn 6 GRT to claw a gate COM d8 / MOV d12+1 / REA d2
between the Escheresque and threespace; the gate remains WIL d10 (perceiving)/d4 (resisting) / CHA 1
open for 2d3 rounds HEA 10 / GRT 10 / DR 1 (sticky quasi-skin)
• Share with shadows (free) – Burn 10 GRT and make a WIL
ATTACKS
check, rolling d12, to summon d6 xaalii from the Escheresque;
they arrive in d3 rounds; they are angry if the summoner is not • Bite, 3d4 damage plus bleed 1, natively extradimensional
in combat against an edible foe
and mother
A xenoglade can attack with both its bite and claws every round:
• Bite, 2d12 damage
• Claws, d8 damage
(sapient bioweapons)
POWERS
HEADCOUNT • Backstab, slay, vanish
Countless/1 • Acidic blood (passive) – Every melee attack against a xeno
causes the attacker 2d4 damage plus burn 2
VITALS • Melting spit (standard) – A xeno can burn 6 GRT to destroy an
attacker’s weapon (not simply knock it away)
COM d12 HEA 32
GEAR
MOV d10 GRT 16 Xenoglades have no gear, and their corpses are both dangerous
and worthless. Theoretically, however, you could very carefully
REA d4 DR 3 drain the acidic blood from a skull, bleach it to preserve it (oth-
(exoskeleton plus acidic blood, erwise, the chitin degrades into a noxious purple-gray mold),
WIL d12 see below) and sell it to a curio collector on-Spin for at least 4d30 gl.
VITALS
DOGMA
Self-improvement
ATTACKS
• Battleclaw implant, d20+d10 damage plus bleed 2
• Shoulder-mounted paramagnetic de-flesher ray, 8d4 −dWIL
damage (target’s will); permanently scars biological targets:
on a hit, the target must make a WIL check, or their CHA
permanently lowers by one die type, to a minimum of d4
• Numerous large hook-shaped knives, 2d4 damage, can be
thrown
POWERS
• Assess, astrogate, backstab, disarm, double tap, explode,
jack, perfect shot, slay, steal, tack, track
• Necrotic fog armor (reaction) – In addition to providing DR, a
yaaj’s armor deals an automatic d10 damage per melee attack
made against its wearer until it has absorbed 15 HEA, at which
point it is depleted and ceases to provide DR or deal damage;
it recharges over the next d10 hours
GEAR
On the hunt, yaaj carry few objects besides weapons and a small
amount of foul alien jerky (though they don’t actually need to
eat). The strong-force scopes and utterly alien comms that they
carry count as oddments worth 4d100 gl in toto, sold as-is. With
laborious effort, it’s possible that a grindeesaler can restore
one of the comms to working condition (+3 to all tech rolls;
each use carries a 1 in 8 chance of pinging a yaaj mothership).
Necrotic fog armor cannot be resold and deals d10 damage plus
burn 2 if physically manipulated. A battleclaw implant is worth
1200+4d100 gl to an Archival specialist interested in alien
cybernetics. De-flesher rays are worth 5000+([d12] × 125) gl to
the right Spinside fence or provincial mafioso but are illegal to
possess wherever the Co. operates.
STORY NOTES
Yaaj only hunt “worthy” opponents: the unworthy they ignore
or, if any conflict arises, slay. All PCs of 6th level or higher are
considered worthy… GMs: be cruel! Use the power slay!
343
Ylythnari autark
(squid-tyrant, creating something
unbelievably advanced by human standards)
HEADCOUNT
1
VITALS
CHA d10
HABITS
• Stitching distant regions of the Escheresque together (which
will create a black hole, in threespace)
• Lecturing an auditorium of unknown extradimensional sapes,
all rapt (dead!?)
• Putting more teeth into the face of a ship-sized eel-like “pet”
DOGMA
Pure evil (as far as any threespacer
can reckon)
ATTACKS
• d10 tentacular slaps per round, each hit drains 4d8 pool
from the target into the autark (the target chooses what mix
of HEA and GRT is drained)
• The autark can use one hell science power per round in
addition to attacking physically
POWERS
• 4d4 non-random hell science powers including peer in, e.g.:
barter, bend space, benumb, detune, glisten, hover, jinx,
peer in, trade eyes
GEAR
Mind-hurting, difficult to even perceive instruments of virtually
unlimited value to the Archive.
STORY NOTES
Yllthysshdr Ix Drlthsshd, one of the Thousand Consequences,
appears to you as a 2-M tall, roughly humanoid, squid-like alien
with many tentacular and arthro-cyborg limbs in addition to
three human-esque ones. It moves in impossible ways, since
it occupies a higher dimensionality than you. Yllthysshdr is in
the middle of some technical task that you can never fathom.
This task involves many dissected sapient bodies, brains in jars,
bizarre but vaguely bug-like equipment, and a full set of bivector
(and other, N-vector) scalpels. Brain-spoilers are extremely in-
telligent and can theoretically be reasoned with, but they will al-
most always get what they want. It is best to run away from this
being or use one of the Weird powers from the Sky That Crawls
path to banish it. If you simply run away and let this being finish
its task, millions will perish, somewhere. #cthulhicate
VARIANTS
A given ylythnari is likely to have in its employ at least one
starspawn or one zhoggoth—which, on its own, is very bad.
Some ylythnari have successfully corrupted local nations
of XDs to serve in their campaigns of terror and domination.
VITALS
DOGMA
Cthulhicate programming
ATTACKS
• Smash, d30 damage plus stun 3: when a target is hit, roll a
Drowning
d6; if the result is a 1, 2, or 3, then the target is stunned for 3
rounds (note, pir class powers can cure stun)
If a PC who respires or transpires (breathes) loses
POWERS
access to air, tell them this: set your MOV die to its
• Foam train – Opponents stunned by the zhoggoth are run over
and automatically suffocated: they begin drowning and are
maximum value to visualize a countdown: every round,
trapped; they must be pulled out by massive force or saved starting with the next round, move the die down one
by Weird means; drowning characters must be saved within a number. When you get to 1, you pass out. The next
number of rounds equal to their max MOV score, or they die
round, you die. While you are drowning, you can’t act
STORY NOTES except to try to remove this condition. (You are no longer
The zhoggoth is a train-sized plastic mass of oily dark blood- merely swimming.) When the countdown gets to 6, you
bubbles, moving with hateful speed and impossible momentum.
It is quasisapient but completely asocial, so it cannot be suffer a −1 penalty to all non-random rolls. When it gets
reasoned with. Unlike other cthulhicate entities—because they to 4, you must make a WIL/resist world check to take
are biological “constructs”—zhoggoths cannot be banished any action at all.
using the hell science, only battled or fled from.
Colophon
The Stillfleet Core Rulebook was written in Boston, Atlanta, and New York City using Evernote,
Apple Notes, and (primarily) Google Docs. It was laid out in Los Angeles and New York City using the
Adobe Creative Cloud. The text appears in Warnock Pro; headers in IBM Plex Sans; and titles in Citizen
Bold. Special featured text is set in IBM Plex Mono and American Typewriter. The first edition of the
book was printed by Regent Publishing Services Ltd. in Hong Kong on 128 GSM Gold East matt art
paper.
We have strived for maximalist but highly legible art, graphic design, and writing styles, and for a style
of game design that simultaneously maximizes both intuitive, rules-light gameplay and the variety of
forms of fun that players and grimventure managers can enjoy.
To the workers, all they produce.
COM
C O M B AT
҆ attack
҆ grapple
a-2. rank (title)
҆ drive/pilot
MOVEMENT
b. class(es) level(s)
MOV
҆ dodge
҆ initiate
҆ run
҆ sneak
҆ heal
c. species ҆ know
REA
REASON
҆ make/repair
҆ use tech
҆ use Weird
power
d-1. life history (additional details on reverse)
WIL
҆ empathize
WILL
҆ perceive
҆ resist
CHA
҆ control
CHARM
҆ negotiate
҆ seduce
advantage:
disadvantage:
j. pool
d-3. kin (family, mentors, patrons)
total current*
HEA
H E A LT H
d-4. teloi (motivations) [maxCOM +maxMOV]
total current*
GRT
GRIT
k. damage reduction
armor
FORM WCOSF-VMAPP-QSR2B-V0001
d-6. languages
n. gear
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