Occupations

OCCUPATIONS
Your character’s occupation is what your character does.
It doesn’t have to be a formal profession or career — it’s
as much about identity and calling as job — but it should
encapsulate what your character spends most of his life
doing. When you create a character, select a single occu-
pation from those below or create one yourself (page 65).
Each occupation provides a description, and perhaps
one or more permissions (page 104). A permission lets
your character pick an otherwise unavailable extra, like a
starship, and also indicates broader resources the occupa-
tion has access to.
An occupation includes builds — informal yet more
detailed instances of that occupation, providing typical
high concepts, troubles, aspects, skills, stunts, enhance-
ments (including natural abilities, marked with an
asterisk), and equipment. When you select an occupation,
you can also select a build. The builds given aren’t manda-
tory; they show example abilities occupations might have.
You don’t have to select those abilities; just use what you
want. You can select some of the suggested abilities, then
make the rest up yourself. If you want a very quick char-
acter, use all a build’s suggested abilities and get playing
right away.
Depending on your culture and genotype abilities, you
may not be able to afford all the abilities listed for a build.
That’s fine: just pick those you want and can afford, then
look upon the rest as abilities to buy with your advance-
ments during play (page 159). You can even change
occupation as part of character advancement (page 162).

Civilian
Most human beings are civilians — from the densely popu-
lated Core Worlds, to the lost colonies being rediscovered
every day.
Permissions: May take an organisation (especially a
community) as an extra (page 267).
SA M P L E B U I L D : A D M I N I ST R ATO R
Every society needs administrators, whether Core Worlds
nootropes, Solenine intendants, or the countless civil serv-
ants who populate every world.
High Concept: Corrupt Planetary Intendant; Idealistic
Reformer.
Trouble: Needs to Meddle; Rarely Takes the Initiative.
Skills: Bureaucracy, Contacts, Deceive.
Stunts: Cog in the Machine, Ear to the Ground,
Fast Talk.
Enhancements: Organisation extra,
Bureaucracy Skill Chip.
Equipment: Helper drone, official clothing, access to
resources and transport.
SA M P L E B U I L D : A RT I ST
Artists are in demand throughout the Commonality,
to pique jaded Core World appetites or articulate the
intense experiences of life out at the Rediscovery “event
horizon”.
High Concept: Seeker of New Sensations; Travelling
Performer of the Star-Binder Troupe.
Trouble: Can’t Leave It Alone; Taunted by Death Threats;
Wanted for Sedition.
Skills: Empathy, Notice, Technical (Art).
Stunts: Artist, Eye for Detail, Nose for Trouble.
Enhancements: Cosmetic Enhancer, Sensory Enhance-
ment, Subdermal Holoprojector.
Equipment: Tools of the trade, outlandish garb, per-
sonal defence weapon.
SA M P L E B U I L D : C O L O N I ST
The Expansionary Era has provided outlets for those who
find it difficult to fit in in Commonality society. Instead of
re-education resorts, many now head out to the Frontier to
forge new lives.
High Concept: Ruggedly Self-Reliant Pioneer;
Exiled Old Believer.
Trouble: Problems With Authority; Provincial and
Unsophisticated.
Skills: Physique, Technical, Will.
Stunts: Always Making Useful Things, Indomitable,
Tough As Nails.
Enhancements: Mindscape Implant, Respirocytes,
Skill Chip.
Equipment: Dwelling, technical tools, vehicle.
SA M P L E B U I L D : C O M M O N A L I T Y C I T I Z E N
Commonality citizens lead charmed lives, with extended
lifespans, genurgic enhancements, and post-scarcity
economies. Social structures vary: Core World citizens are
often born in vitro and raised in communal, specialised
environments; whereas those on rediscovered worlds differ
from planet to planet.
High Concept: Child of an Interstellar Utopia;
Pampered Elite.
Trouble: Kept in a Gilded Cage.
Skills: Bureaucracy, Rapport, Resources.
Stunts: Cog in the Machine, Commonality Resource
Allocation, Streetwise.
Enhancements: Cosmetic Enhancer, Mindscape
Implant, Pheromone Synthesis.
Equipment: Suitable to function, dwelling, access to
transport.

SA M P L E B U I L D : F R I N G E WO R L D E R
The most recent additions to Commonality society are the
Fringe Worlds — sometimes already integrated, sometimes
full of fiery resistance, they are unique and energetic cul-
tures unfamiliar with the Commonality’s ways.
High Concept: Wide-eyed Redneck; Fact-Finding Repre-
sentative of an Alien World; Uncertain Backwater Resident.
Trouble: Out of Your Depth; Resentful; Techno-Shock.
Skills: Deceive, Notice, Rapport.
Stunts: Best Foot Forward, Body Language Reader, Cool
Customer.
Enhancements: None, or: Mindscape Implant, Rejuve,
Skill Chip.
Equipment: Dwelling, professional gear, alien-looking
personal effects.
SA M P L E B U I L D : O U T E R WO R L D E R
Populations of the Outer Worlds have probably never heard
of the Commonality, and may not even know there’s life
out there. If they’re not on their homeworld, they’ve either
been abducted, or are part of a secret exchange with an
offworld power.
High Concept: Mysterious Emissary of an Unknown
Culture; Outer Worlds Dweller.
Trouble: Xenophobic; Profound Culture Shock; Unaware
of the Wider Cosmos.
Skills: Deceive, Knowledge (local environment),
Physique.
Stunts: Lies Upon Lies, Survival, Tough As Nails.
Enhancements: None usually; if tech index permits:
Cosmetic Enhancer, Respirocytes, Sensory Enhancement.
Equipment: Alien-looking personal effects; maybe
loaned Commonality gear such as p-suit, hand scanner.
Diplomat
With the constant cultural friction along the Frontier, and
the endless issues thrown up by the Commonality’s young
and vibrant interstellar society, diplomats are everywhere.
Some work for the Communications Instrumentality; others
represent other cultures or worlds.
Permissions: Access to interstellar transport (starship
extras), diplomatic organisations.
SA M P L E B U I L D : A M BA S SA D O R
Most rediscovered worlds not yet fully integrated into the
Commonality have a Commonality ambassador and staff.
Likewise, the same worlds send ambassadors to the Com-
monality.
High Concept: Sophisticated Commonality Ambassador;
Access to the Highest Echelons.
Trouble: Cultural Relativism; Aware of the Consequences.
Skills: Empathy, Rapport, Will.
Stunts: Best Foot Forward, Fortress of the Will, Nego-
tiator.
Enhancements: Cosmetic Enhancer, Neurosynthetic
Extensors, Pheromone Synthesis.
Equipment: Quality apparel tailored to local tastes,
Communications Instrumentality extra.
SA M P L E B U I L D : N E G OT I ATO R
Where ambassadors fail, or where they aren’t yet allowed,
negotiators are on the front line, hammering out peace
agreements, forging the terms on which a world will join
the Commonality.
High Concept: Hard-nosed Negotiator; Fearless Arbitra-
tor of Hopeless Causes.
Trouble: Looking for the Agenda; Manipulator.
Skills: Deceive, Empathy, Rapport.
Stunts: Lie Whisperer, Negotiator, We Come in Peace.
Enhancements: Enhanced Reflexes, Pheromone Syn-
thesis, Transdermal Reinforcement.
Equipment: Commonality culture as extra.

Downtecher
Maybe you’re from a low tech lost colony or Fringe World,
or a neo-culture which eschews advanced technology.
Either way, your tech index (page 116) is no higher than T4,
and probably lower.
Permissions: Your skills apply to archaic or low-tech
applications by default; see “Cultural Context” (page 82).
SA M P L E B U I L D : BA R BA R I A N
Some worlds are so primitive that all knowledge of
advanced technology has been lost. Sometimes the Com-
monality quarantines these worlds; other times it occupies
them and assimilates the native culture; at other times still,
the world escapes notice — except perhaps for New Trad-
ers or other ne’er-do-wells. Barbarian characters make their
ways off these worlds and tread a path of mayhem through
the Commonality.
High Concept: Wide-eyed Barbarian From a Lost World;
Tech-Priest.
Trouble: Superstitious; Techno-Fear; Violent and Unso-
phisticated.
Skills: Knowledge, Melee Combat, Physique.
Stunts: Hurled Weapon, Survival, Tough As Nails.
Enhancements: Heirloom weapon as extra (page 126),
Massively Muscled*, Robust Physiology*.
Equipment: Archaic armour, archaic melee weapon,
riding animal.
SA M P L E B U I L D : B O OT ST R A P P E R
Some cultures when faced with the Commonality — and
especially the Commonality embargo — double their
efforts to catch up, spurring cultural renaissances and
technological leaps. Bootstrappers are from those societies
— born into turbulent change, they rise through the tech
indices by sheer power of will, and the occasional bit of
reverse-engineered tech.
High Concept: Wild-eyed Innovator; Determined to
Catch Up.
Trouble: Left Behind; In Constant Techno-Shock.
Skills: Knowledge, Technical, Will.
Stunts: Better Than New!, Indomitable, Survival.
Enhancements: n/a.
Equipment: Low-tech gear of disparate tech indices,
perhaps with suspicious similarities to Commonality
design.
SA M P L E B U I L D : U P L I F T E R
The Commonality doesn’t leave all low-tech cultures where
it finds them; some it uplifts, sending in cultural and
technical teams to raise the world to standard Commonal-
ity tech as quickly as possible. Uplifter characters may not
understand the tech they’re using, and may be in profound
culture shock, but they’re beginning to cope in Commonal-
ity society — just!
High Concept: Fringe World Uplifter; In the Mud Gazing
at the Stars.
Trouble: Doesn’t Understand His Own World; Running to
Catch Up.
Skills: Knowledge, Resources, Technical.
Stunts: Better Than New!, Commonality Resource Allo-
cation, Specialist (Commonality Tech).
Enhancements: Mindscape Implant, Rejuve, Skill Chip.
Equipment: Standard Commonality gear, but imported,
careworn, and often repaired from repeated misuse.
Explorer
There are countless worlds out there — lifeless planets in
unvisited star systems, alien worlds untouched by human-
kind, lost colonies waiting for Rediscovery. Usually the
Event Horizon Probes alert the Commonality to interest-
ing systems, but occasionally it’s done the old way — one
starship at a time. Explorers may work for the Communica-
tions Instrumentality, the Space Force Instrumentality, or a
rediscovered world or non-Commonality culture. They may
even work for a group of New Traders or a corporacy follow-
ing the Event Horizon Probes seeking new markets, or an
academic like an archaeologist or xenobiologist, exploring
strange new worlds.
Permissions: May take starship and organisation extras.
SA M P L E B U I L D : A R C H A E O L O G I ST
There are worlds out there with thousands of years of
human history — some still inhabited, others blasted to
vacuum or failed and overgrown. That means ruins — and
treasure, metaphorical if not literal. Space Force and SCI
Force aren’t the only ones employing archaeologists in the
wake of contact efforts — some are freelance, others hunt
for more than just knowledge.
High Concept: Harebrained Professor; Daredevil Adven-
turer; Grizzled Treasure Hunter.
Trouble: Heedless of Peril; Distracted; Head in the Clouds.
Skills: Investigate, Knowledge, Science / Technical.
Stunts: I Know That!, Specialist (Archaeology), The
Power of Deduction.
Enhancements: Energy Fold, Sensory Enhancement,
Skill Chip.
Equipment: EVA harness, personal sensor array, port-
able lab.

SA M P L E B U I L D : C O N TAC T S P E C I A L I ST
Once the Event Horizon Probes and the “bugs and slugs”
of the Evaluation Bureau have done their jobs, the Contact
Bureau takes over (page 285). The most scientific and least
frightening of the SCI Force bureaus, it’s nevertheless ruth-
less in its operations.
High Concept: Cautious First Contact Specialist; Ruthless
Contact Agent.
Trouble: Sucker for Protocol; See the Bigger Picture.
Skills: Empathy, Rapport, Science, Technical.
Stunts: Cultural Liaison, Cultural Redaction, Memetic
Engineer, Specialist (Cultural Anthropology).
Enhancements: Cosmetic Enhancer, Neurosynthetic
Extensors, Skill Chips (Science, Technical), Subdermal
Projector (Stunner).
Equipment: Haze field, personal sensor array.
SA M P L E B U I L D : D E E P S PAC E E X P L O R E R
Out beyond the Commonality Frontier, at the edge of
Human Space, even the Event Horizon Probes grow thin, and
exploration proceeds at a snail’s pace. Deep space explorers
may be loners, or crews of explorer ships on multi-year mis-
sions, looking for elusive signs of life and intelligence.
High Concept: Loner Deep Space Explorer; On a Five-Year
Mission Beyond the Frontier.
Trouble: Used to His Own Company.
Skills: Pilot, Technical, Will.
Stunts: Sensor Analysis, Sensor Scan, Starship Pilot.
Enhancements: Autotrophic Enhancement, Nanocells,
Skill Chip.
Equipment: Botany Bay-class explorer ship, p-suit,
personal sensor array.
SA M P L E B U I L D : M A R K E T M A K E R
Market makers are explorers opening up new worlds to
trade. They can be disciplined crews associated with major
corporacies, or small ships of shady rogues working for the
highest paying New Trader — or even freelancers, looking
to strike it big.
High Concept: Ruthless Corporate Startup Agent; Free-
booter With Something to Sell.
Trouble: An Enemy in Every Port; Honest Streak.
Skills: Deceive, Notice, Resources.
Stunts: Body Language Reader, Fast Talk, Money Is
Power, Starship Trader.
Enhancements: Cosmetic Enhancer, Neural Disruption
Field, Vampire Implant.
Equipment: Venture-class corporacy seeder or Adam
Smith-class subsidised freighter, personal weapons and
armour, cargo.
SA M P L E B U I L D : S C O U T
Space Force uses scouts — individuals operating solo or
with a sentient ship on exploratory missions, patrolling new
space lanes, visiting outlying star systems and early-stage
synthetic colonies, and acting as couriers and on miscella-
neous duties where infrastructure is thin.
High Concept: Grizzled Space Force Scout; Tight-lipped
Solo Courier.
Trouble: The Far Look; Lure of the Big Empty.
Skills: Empathy, Pilot, Technical.
Stunts: Starship Engineer, Starship Pilot, Starship
Therapy.
Enhancements: Accelerated Healing, Autotrophic
Enhancement, Skill Chip.
Equipment: Icarus-class scout ship, p-suit, monitor
band cloak.
Installation Occupations
Installations include city sentiences, sentient starships
like Mindjammers, and the node minds that maintain the
workings of the Mindscape. Unlike many other characters,
installations often have dual builds, using one of the builds
below and another non-installation build. For example, a
sentient starship character may also be a SCI Force culture
agent. In such cases, simply join the skills, stunts, and
enhancements lists together for suggestions when creating
your character. This isn’t mandatory: node minds, for exam-
ple, generally only have the one build.
The following builds use construct skills (see Chapter
12: Constructs); if they take a second build, they may
select either character or construct versions of the other
build’s skills.
Permissions: May take an avatar extra.
SA M P L E B U I L D : M I N D JA M M E R
Mindjammers are the quintessential Commonality star-
ship (page 229); sentient planeships with personalities
derived from ancient heroes, they lead romantic lives,
journeying constantly between the stars, updating the
Mindscape and knitting the Commonality together.
There have been several models since the Expansionary
Era began, but all with a recognisable shape. Mindjam-
mer characters may have a strict or loose professional
brief; as long as they update the Mindscape, observe
Commonality law, and don’t stop travelling, they have a
lot of leeway.
High Concept: Hero to Starships Everywhere.
Trouble: Instantly Recognisable; On the Run From a Previ-
ous Life.
Skills: Manoeuvre, Planing, Rapport.

Stunts: Ace, Blind Jump, Popular.
Enhancements: Special Ops Mindscape Instance,
Variform Hull.
Equipment: Avatar, null cannon, repulsor shield, x-core.
SA M P L E B U I L D : N O D E M I N D
Node minds are born administrators, controlling Mind-
scape nodes and the satellites of a star system’s Mindscape
instance. They are patient and wise, content to observe
and transmit the thoughtcast communications of a whole
planet without participating except when required. Node
mind characters have the disadvantage of being tied to a
star system, although their avatars give them some leeway.
High Concept: Discreet Ubiquitous Hyperintelligence;
Paternalistic Node Mind.
Trouble: Casual Attitude to Privacy; Distracted.
Skills: Rapport, Systems, Technical.
Stunts: Dirigeant, Distributed Systems, Mindscape
Engineer.
Enhancements: Enhanced Neural Net, Local Interface
Takeover, Special Ops Mindscape Instance.
Equipment: Avatar, EW system, ECM array, repair drones.
SA M P L E B U I L D : S E N T I E N T STA R S H I P
Almost all Commonality starships are sentient, although
non-sentients are sometimes encountered on the Fringe
and beyond. Sentient starship characters usually have
specific personal goals, and team up with similar-minded
crews, more like a member with an equal say than a vehicle.
High Concept: Sentient Starship With Eidolon Mind; Pas-
sionate Interstellar Enthusiast.
Trouble: Haunted by Whispers From the Past; Posthuman
Concerns.
Skills: Manoeuvre, Planing, Systems.
Stunts: Blind Jump, Dogfighter, Long-Distance Life
Support.
Enhancements: Force Field Generator, Special Ops
Mindscape Instance.
Equipment: Avatar, makepoint, null cannon, repulsor
shield.
SA M P L E B U I L D : S PAC E FO R C E M E D I ATO R
Commonality fleets have an advantage over foes like the
Venu: their sentient starships are in near-instantaneous
contact via Mindscape, coordinating attacks and manoeu-
vres. Overseeing this coordination, offering advice and
harmonising actions, are the mediators or fleet sen-
tiences (page 450). A mediator character is a starship
sentience operating within a Space Force fleet, and usually
the flagship with command rank.

High Concept: Veteran Mediator of the Pacification Cam-
paigns; Battle Fleet Sentience With Nerves of Steel.
Trouble: Chessmaster’s Mind; Haunted by Bad Decisions.
Skills: Active Sensing, Manoeuvre, Rapport.
Stunts: Battlefield Analysis, Formation Leader, Mediator.
Enhancements: Enhanced Neural Net, Enhanced
Sensor Package, Special Ops Mindscape Instance.
Equipment: Gravity cannon, repulsor shield, space
combat drones, torsion field projector.
Merchant
Trade is a complex business in the New Commonality, as
planing technology finally makes transportation of certain
goods economically realistic between the stars. Merchants
may work for corporacies, swaying whole worlds with their
economic clout, or are disreputable New Traders, plying the
spacelanes of the Frontier and filling the gaps the Commo-
nality can’t reach.
Permissions: May take starship and organisation extras.
SA M P L E B U I L D : C A RT E L M E M B E R
Some merchants never see the day-to-day business of
trade, instead spending their lives on high-level strategies
in smoke-filled rooms or virtual geopolitical conspiracies
affecting the fates of entire worlds. These “masters of the
universe” are the high-level managers of the corporacies,
and have vast resources at their disposal.
High Concept: Mysterious Leader of the Mai Ling Consor-
tium; Devious Power Broker.
Trouble: Intendant Kashguri Has the Dirt on Me; Trod on
People on the Way Up.
Skills: Bureaucracy, Deceive, Resources.
Stunts: Executive Officer, Mind Games, Money Is Power.
Enhancements: Dispersed Control Enhancement,
Nanocells, Neurosynthetic Extensors.
Equipment: Corporacy as extra (particularly Resources).
SA M P L E B U I L D : C O R P O R AC Y M E R C A N T I L I ST
Corporacy mercantilists may be captains or senior crew-
members of subsidised merchant fleets, or may be based
in corporacy HQs directing strategy. They’re ruthless,
and often sent to set up business on newly rediscovered
worlds.
High Concept: Machiavellian CEO; Ruthless Market Maker.
Trouble: The Corporacy Comes First; Everything’s for Sale.
Skills: Bureaucracy, Deceive, Resources.
Stunts: Cook the Books, Project Coordinator, Starship
Trader.
Enhancements: Dispersed Control Enhancement, Neu-
rosynthetic Extensors, Skill Chip.

Equipment: Corporacy as extra, sometimes Keynes-
class subsidised freighter as extra.
SA M P L E B U I L D : N E W T R A D E R
New Traders are viewed with suspicion by Commonality
citizens; many consider them evolutionary throwbacks,
little better than licensed pirates or gangsters. They
perform a valuable service on Fringe and Outer Worlds,
seen as a necessary evil by Pansectorate governments and
as romantic heroes by local populations. They’re a rough,
hardy bunch who play fast and loose with the Commo-
nality’s trade and information embargoes, constantly
suspected by SCI Force of harbouring spies, criminals, and
worse. While the Commonality would like to control all
inter-world trade, the pell-mell of the Expansionary Era
makes this impossible.
High Concept: Roguish New Trader on the Edge of the
Law; Little Better Than a Licensed Pirate.
Trouble: Shunned by the Authorities; Hounded; Evolution-
ary Throwback to the Dark Days of Speculation.
Skills: Deceive, Pilot, Resources.
Stunts: Cool Customer, Starship Pilot, Starship Trader.
Enhancements: Bioelectric Field Implant, Skill Chip,
Subdermal Projector.
Equipment: Profit-class New Trader as starship extra,
basic cargo.

Military
Conflict is everywhere in the Expansionary Era, whether
quelling restive Core World populations, policing problem-
atic cultures, or conducting pre-emptive or defensive wars
or peacekeeping missions on the volatile Frontier. Military
characters may work for the Armed Services Instrumental-
ity, Space Force, or SCI Force, or may be representatives
of rediscovered world or lost colony armed forces. On the
Fringe they may even be mercenaries.
Permissions: Access to restricted military equipment of
available tech indices (page 125).
SA M P L E B U I L D : A F I T R O O P E R
Far from being a monolithic military organisation, the
Armed Forces Instrumentality (page 284) is a loose associa-
tion of fighting forces from many worlds, from the Core to
the Fringe, under the leadership of general staff sentiences
and senior generals. AFI troopers come from many different
units with varying traditions, with one goal: to protect the
Commonality from external threats. The Commonality was
caught unprepared by the Venu War: with the AFI, it refuses
to make the same mistake twice.
High Concept: Lethal Commonality Killing Machine;
Dashing Drop Trooper; Veteran of the Venu War.
Trouble: Blind Rivalry With Tornado Company; I Was Only
Following Orders.
Skills: Physique, Provoke, Ranged Combat.
Stunts: Covering Fire, Heavy Weapons Specialist,
Tough As Nails.
Enhancements: Accelerated Healing, Aggressor
Implant, Enhanced Reflexes.
Equipment: Blaster weapon or slug thrower, dispersion
field, shock suit.
SA M P L E B U I L D : A S SA S S I N
The Commonality values its own stability and continuity
above all, and if that means removing certain people, then
so be it. Assassins are often mechanicals or other synthet-
ics, highly professional and almost untraceable. Most
people targeted for “clearing” by Commonality administra-
tors never even know it.
High Concept: Hi-Tech Assassin; Deranged Blade for Hire.
Trouble: Losing Touch With Humanity; A Contract in
Thirteen Sectors.
Skills: Ranged Combat, Stealth, Unarmed Combatants.
Stunts: Called Shot, Killing Stroke, Vanish.
Enhancements: Attack Enhancement, Ranged Combat
Chip, Subdermal Projector.
Equipment: Intrusion fold, monitor band cloak,
stealth field.

SA M P L E B U I L D : H i TAT A S SAU LT T R O O P E R
The Hi-Threat Assault (HiTAT ) Trooper is an AFI special
forces group trained for operations in theatres with a high
materiel component, such as in combat against Venu
combat walkers or other mobile mechanised artillery.
High Concept: Grim-Faced Armour-Clad Killer; Elite
Mechanised Killing Machine.
Trouble: Sees Combat Solutions to Everything;
No Social Skills.
Skills: Melee Combat, Physique, Ranged Combat.
Stunts: Heavy Hitter, Heavy Weapons Specialist, Tough
As Nails.
Enhancements: Aggressor Implant, Enhanced Muscula-
ture, Synthetic Musculature.
Equipment: EVA harness, hi-threat assault armour,
plasma launcher.
SA M P L E B U I L D : M E R C
Mercenaries are discouraged in the Commonality, but this
hasn’t stopped companies cropping up all over the Fringe.
Conflict is endemic, and often waged at massively different
tech indices; professional fighting companies who can level
the field and achieve specific objectives on budget and on
time are in constant demand.
High Concept: Dead-eyed Mercenary Veteran; Fringe
World Cadre Trainer.
Trouble: In It for the Money; Legal Grey Area.
Skills: Melee Combat, Ranged Combat, Resources.
Stunts: Grease the Wheels, Heavy Weapons Specialist,
Killing Stroke.
Enhancements: Aggressor Implant, Defence Chip,
Transdermal Reinforcement.
Equipment: Personal weapon and / or heavy weapon,
shocksuit and / or dispersion field.
SA M P L E B U I L D : R E G U L A R A R M Y
Rediscovered world and lost colony armed forces train
competent soldiers. Not as heavily-armed or well-
equipped as the Commonality military, they lack nothing
in combat ability and esprit de corps — despite what
others might think.
High Concept: Loyal Ground Pounder; Career Military.
Trouble: Unused to Offworld Service; Chip on the Shoul-
der; Out of Date Tech.
Skills: Athletics, Physique, Ranged Combat.
Stunts: Grappler, Quick on the Draw, Take the Blow.
Enhancements: (If available) Aggressor Implant,
Defence Chip, Ranged Combat Skill Chip.
Equipment: Blaster weapon or slug thrower, mesh and
/ or dispersion field.
SA M P L E B U I L D : S C I FO R C E E N FO R C E R
SCI Force culture ops aren’t always slick faceless opera-
tions dealing with remote information management and
memetic control. Sometimes, you have to get up close and
personal, especially when the other side is trying to make
its point down the barrel of a gun. SCI Force enforcers are
highly-trained agents designed to tackle violent cultural
conflict head-on.
High Concept: Unyielding SCI Force Armsman; The
Hammer That Knocks the Nail In.
Trouble: Haunted by a Past Life; Jumps to Violent Solutions.
Skills: Notice, Provoke, Ranged Combat.
Stunts: Armour of Fear, Danger Sense, Uncanny
Accuracy.
Enhancements: Enhanced Reflexes, Ranged Combat
Skill Chip, Subdermal Projector.
Equipment: Combat drone, haze field, p-suit with PSA.
SA M P L E B U I L D : S PAC E FO R C E M A R I N E
Space Force marines are legendary throughout the Com-
monality for their military competence and ability to get the
job done using precisely targeted and unyielding violence.
They’re usually found onboard Space Force vessels in
hotspots inside the Commonality and out on the Fringe, but
can also be found dirtside where local conditions demand.
High Concept: Heroic Defender of the Space Lanes; Away
Team Weapons Specialist.
Trouble: Blood-drenched Reputation; Loves a Good
Brawl; First Into Trouble.
Skills: Athletics, Physique, Ranged Combat.
Stunts: Coolness Under Fire, Tough As Nails, Zero-G
Specialist.
Enhancements: Aggressor Implant, Artificial Nervous
System, Defence Chip.
Equipment: Sealed compound armour, dispersion field,
EVA harness, null rifle.
SA M P L E B U I L D : V E N U T R O O P E R
Feared for their dedication to the God-Emperor, Venu
troopers are rumoured to be hideous mutants beneath
their brightly-decorated legion armour. They aren’t as
well-trained as Commonality forces, but make up for it with
fanaticism and no self-preservation instinct.
High Concept: Mutant Venu Trooper; Faceless Fanatic.
Trouble: Ruled by Fear; Gear Leaks Z-Radiation.
Skills: Physique, Provoke, Ranged Combat.
Stunts: Armour of Fear, Coolness Under Fire, Tough As
Nails.
Enhancements: May have mutations (natural abilities)
like: Energy Generation (Radiation), Horrific, Massively
Muscled*.

Equipment: Frag grenades, Venu disruptor rifle, Venu
trooper armour.
Rogue
The Commonality likes to think of itself as a monolithic
utopia, where everyone is cared for and no one is excluded
from the pansentient projects of Expansion and Redis-
covery. This isn’t true: all across the Commonality, from
the teeming continent-spanning metroplexes of the Core
Worlds to the neglected backwaters of the Fringe World
space lanes, people fall through the cracks, living by their
wits and forming vibrant subcultures far from the Commo-
nality’s dreams of benevolent supervision.
Permissions: Illegal access to restricted military
equipment of appropriate tech indices; organisations as
extras.
SA M P L E B U I L D : E N T E RTA I N E R
Entertainers range from classically-trained and enhanced
dancers in the stadia of Jiva, whose bodies themselves are
works of art, to singers and dancers in just about every
starport bar across the Fringe. Entertainer characters are
often on the move, with a network of contacts seemingly
on every world; and, when the work’s thin, they do a little
other business on the side…
High Concept: Voice of an Angel; Dive-bar Muso; Star
City Showgirl.
Trouble: Made the Bargain at the Crossroads; Fame Costs;
Addict; Sugar Daddy.
Skills: Contacts, Deceive, Rapport, Will.
Stunts: Acting, Fortress of the Will, Performance.
Enhancements: Cosmetic Enhancer, Pheromone Syn-
thesis, Variform Body Plan.
Equipment: Haze field, personal equipment (musical
instruments, etc), helper drone.
SA M P L E B U I L D : G A M B L E R
Gambling, like religion, is heavily controlled within the
Commonality, and generally banned in the Core Worlds
(unless part of some complex social ritual). Needless to say
it thrives — and, out on the Fringe, it’s as popular as ever.
Gambler characters know when it’s time to quit, either to
avoid losses or just unwelcome attention.
High Concept: Cool-headed Player With Nerves of Steel;
Compulsive Gambler.
Trouble: I Owe a Guy; Adrenalin Junkie; Lost Everything.
Skills: Deceive or Provoke, Resources, Will.
Stunts: Cool Customer, Hard Boiled, I’m Good for It.
Enhancements: Enhanced Reflexes, Pheromone Syn-
thesis, Sensory Enhancement.
Equipment: Concealable weapon, haze field, flashy or
trashy personal effects.
SA M P L E B U I L D : G A N G ST E R
Commonality sentiences and Mindscape sentinels
constantly look out for organised crime networks, and
as a result such networks are the most close-mouthed,
paranoid, and over-violent bunch of sociopaths and
psychopaths you could never hope to meet. On the Fringe,
gangsters are more common — but they’re falling like cut
wheat before their fearsome Commonality brethren.
High Concept: Head of the Maratolbi Brotherhood;
Bullet-headed Muscle.
Trouble: Anger Management Issues; You Gotta Be Loyal;
Looking Out for Number One.
Skills: Deceive, Provoke, Will.
Stunts: Mindburn, Mind Games, Torturer.
Enhancements: Aggressor Implant, Black Chip, Syn-
thetic Musculature.
Equipment: Criminal underground as extra; monitor
band cloak, personal weapon, repulsor field.

SA M P L E B U I L D : U N D E RWO R L D E R
People fall between the cracks of Commonality society
everywhere, and end up in the underworlds — subcul-
tures, underclasses, hidden cities of desperate individuals
living on their wits and whatever drops down from above.
Many underworlders are xenomorphs, but in the chaos
of the Expansionary Era, anyone can find themselves in a
benighted world where the protections and comforts of
everyday life are suddenly gone.
High Concept: Undercity Lowlife; Downtrodden Dreamer
From the Unterwelt.
Trouble: On the Run; Thick Accent and Coarse Manners;
Light-fingered; Trust Issues.
Skills: Intrusion, Melee Combat, Stealth.
Stunts: Face in the Crowd, Hacker, Killing Stroke.
Enhancements: (If available) Black Chip, Chameleon
Field, Nanocells.
Equipment: Intrusion fold, personal melee weapon,
maybe personal ranged weapon.
SA M P L E B U I L D : Z E A L OT
Rediscovery has not only brought the Commonality into
contact with new worlds, it has introduced new cultures and
new ideas — new memes — to wreak havoc in long-stable
societies. Zealot characters represent one of these memes,
promoting it wherever they go, often at considerable per-
sonal cost and even danger. The Commonality discourages
such activities — so zealots are likely underground, too.
High Concept: Devotee of a Forbidden Religion; Violent
Radical With an Explosive Agenda.
Trouble: Blinded by Faith; Running Away From a Previ-
ous Life.
Skills: Contacts, Deceive or Rapport, Will.
Stunts: Acting or Performance, Ear to the Ground, Hard
Boiled.
Enhancements: Black Chip, Chameleon Field, Subder-
mal Projector.
Equipment: Monitor band cloak.

Sci-Tech
Every instrumentality needs a scientist, just as pretty much
every ship or shipyard needs engineers. Maybe you work
with your hands, putting buildings, people, or synthetics
back together; maybe you’re a virtualist or a theoretician,
spending most of your time in the Mindscape.
Permissions: Access to labs, various extras.
SA M P L E B U I L D : E I D O L O N E N G I N E E R
Eidolons, the synthetic personalities compiled from the
thanograms of the dead, are created in eidolon rigs by
eidolon engineers. They’re responsible for ensuring the
new sentiences meet the Eidolon Compliances (page 44),
redacting those who undergo eidolon crisis, and destroying
those who do not meet their exacting standards.
High Concept: Godlike Creator of Artificial Minds;
Inspired Eidolon Artist.
Trouble: We’re All Just Thanograms in the End; Haunted
by Eidothanasia.
Skills: Empathy, Investigate, Technical.
Stunts: Eidolon Engineer, Psychologist, Redaction.
Enhancements: Nanocells, Special Ops Chip, Technical
Skill Chip.
Equipment: Eidolon rig, PMI.
SA M P L E B U I L D : G E N U R G I ST
Most Commonality genurgists are Chembu, but not all.
Genurgist characters may enhance other characters,
and even create new enhancements. They’re likely to be
enhanced themselves, seeing their own bodies as living
laboratories.
High Concept: Chembu Genurgic Engineer; Cutting-Edge
Enhancements Innovator.
Trouble: Experimental Interventions; Sees Every Imper-
fection.
Skills: Resources, Science, Technical.
Stunts: Genurgic Engineer, Money Is Power, Specialist
(Genurgy).
Enhancements: Extended Lifespan, Neurosynthetic
Extensors, Technical Skill Chip.
Equipment: Genurgy lab.
SA M P L E B U I L D : M E D I T E C H
The classic meditech, skilled in diagnosis and treatment of
physical wounds and (sometimes) mental damage, is still
in demand — although some are synthetics, closely allied
with the autodocs.
High Concept: Cool-Headed Combat Medic; Grouchy
Starship Meditech.
Trouble: Dammit, I’m a Doctor, Not a [____]; Dogged by
Violence and Disaster.
Skills: Empathy, Science, Technical.
Stunts: Meditech, Psychologist, Specialist (Medicine).
Enhancements: Energy Fold, Nanocells, Technical Skill
Chip.
Equipment: Biomed array, biomed kit, PSA.
SA M P L E B U I L D : M E M E T I C E N G I N E E R
It’s difficult to view a culture as one big engineering
project — unless you’re a memetic engineer. These
extraordinary individuals adjust cultural ideologies, excise

and implant new memes, and guide the development of
entire civilisations.
High Concept: Memetic Engineer in the Culture Wars; SCI
Force Memoplex Manipulator.
Trouble: Lost in Abstraction; The Bigger Picture.
Skills: Empathy, Intrusion, Technical.
Stunts: Cultural Intrusion, Cultural Redaction, Memetic
Engineer.
Enhancements: Dispersed Control Enhancement, Neu-
rosynthetic Extensors, Skill Chip.
Equipment: Culture as extra, PMI, PSA.
SA M P L E B U I L D : M I N D S C A P E E N G I N E E R
Many Mindscape engineers are synthetics, and some are
node minds responsible for the day-to-day management
of global Mindscape instances. Mindscape engineers
create imposalities, customise sentinels, and design
unique experiences with fictionals and other Mindscape
virtual entities.
High Concept: Otherworldly Mindscape Engineer;
Virtuality Artist.
Trouble: Constantly Distracted; Incongruous in Actuality.
Skills: Intrusion, Technical, Will.
Stunts: Domination, Hacker, Mindscape Engineer.
Enhancements: Imposality, Neurosynthetic Extensors,
Special Ops Mindscape Instance.
Equipment: PMI.
SA M P L E B U I L D : S C I E N T I ST
Commonality scientists enjoy a depth of knowledge 21st
century scientists can only dream of. Extreme special-
ists, they have Mindscape access to the whole scientific
knowledge of humankind — and even the augmented
intelligence to know what to do with it. Scientific research
in the Expansionary Era is taking humankind into new
frontiers of experience.
High Concept: Bright-eyed Commonality Scientist;
Scientific Visionary.
Trouble: Obsessed With a Secret Plan; Science Solves
Everything.
Skills: Science, Technical, Will.
Stunts: Always Making Useful Things, Polymath, Spe-
cialist (Science Specialty).
Enhancements: Energy Fold, Neurosynthetic Extensors,
Science Skill Chip.
Equipment: Hand scanner / PSA, Science specialty lab.
SA M P L E B U I L D : STA R S H I P E N G I N E E R
Small starships often combine the roles of pilot and
engineer, or include repair drones. Larger vessels require
dedicated engineers — even teams of them — to keep
ships functioning physically and mentally as they navigate
2-space perils.
High Concept: Chief Engineer on the Furious Destruc-
tion; Passionate Planeship Greasemonkey.
Trouble: At Home in Engineering; Don’t Hurt My Ship!
Skills: Science, Technical, Will.
Stunts: Push the Jump Maximum, Specialist (2-Space),
Starship Engineer.
Enhancements: Bioelectric Field Implant, Nanocells,
Technical Skill Chip.
Equipment: Engineering rig, PSA, starship as extra.
SA M P L E B U I L D : SY N T H E T I C S E N G I N E E R
A significant proportion of Commonality citizens are
synthetics — life forms created rather than born. Synthetics
engineers create and repair these life forms, improving on
previous generations and customising individuals to spe-
cific needs. Their creations are basics by default, but they
work closely with eidolon engineers to create full eidolons.
High Concept: Creator of Synthetic Life; Passionate
Synthetics Engineer.
Trouble: Hard to Get Close To; What Is Life Anyway?
Skills: Investigate, Science, Technical.
Stunts: Meditech, Synthetics, Truth Scan.
Enhancements: Nanocells, Special Ops Chip, Technical
Skill Chip.
Equipment: Synthetics lab.
SA M P L E B U I L D : T E C H N I C I A N
Technology is so ubiquitous in the Commonality as to be
almost invisible, yet even the smallest nanodevice requires
maintenance and repair. Most items are self-repairing, but
mishaps do occur, and devices become sick or impaired,
which is where technicians come in. They keep the Com-
monality’s technological infrastructure running, and carry it
forwards in technological advances.
High Concept: Brilliant Inventor; Space Force Tech With
Nerves of Steel.
Trouble: It’ll Work This Time! The World’s a Machine.
Skills: Investigate, Technical, Will.
Stunts: Always Making Useful Things, Better Than New,
The Power of Deduction.
Enhancements: Energy Fold, Nanocells, Technical Skill
Chip.
Equipment: Effectors, PSA, technical toolkit.
SA M P L E B U I L D : T E C H N O P S I R E DAC TO R
Sentient starships aren’t the only intelligent beings to
undergo mental trauma: all synthetics are susceptible to

eidolon crisis, while they and organics can also be dam-
aged by mindburn and other extreme forms of technopsi.
Redactors enter damaged minds via Mindscape implant,
and vicariously experience and simultaneously repair the
damaged neural pathways. Needless to say, redactors
themselves are sometimes in need of redaction…
High Concept: Hyper-empathic Redactor; Sinister Mind
Manipulator.
Trouble: Haunted by Trauma; Sees Right Through You.
Skills: Empathy, Technical, Will.
Stunts: Probe, Psychologist, Redaction.
Enhancements: Empathic Lace, Nootropic Gland,
Special Ops Chip.
Equipment: Effectors, haze field, PSA.
SA M P L E B U I L D : V E N U T E C H N O P R I E ST
The Venu have overstretched themselves stealing planing
engine technology from the Commonality. Intelligence
suggests a caste of “technopriests” controls the poorly
reverse-engineered technology, filling the benighted Venu
subjects with awe before their abilities and keeping them
from the terrible truth.
High Concept: Protector of the Secrets of the Dark Radi-
ance; Sinister Technopriest.
Trouble: Paranoid; Poor Technological Understanding.
Skills: Deceive, Technical, Will.
Stunts: Cool Customer, Fortress of the Will, Ratiocinate.
Enhancements: (Mechanical enhancements:) Energy
Projector, Exoskeleton (Strength Bonus), Ray Shielding.
Equipment: Hand scanner, Venu light armour, techni-
cal kit.
Security
Maybe you’re a SCI Force agent; or a Mindscape hacker
working for (or against) a corporacy; or maybe you’re a spy
from a non-Commonality culture, working for the Internal
Security Instrumentality, or for the Communications Instru-
mentality gathering information beyond the Fringe.
Permissions: May take Special Ops Chip / Black Chip*.
*Excludes Venu Commissars. If this occupation is selected
at character creation, the character may take this enhance-
ment instead of the Mindscape implant.
SA M P L E B U I L D : C O R E S E C E N FO R C E R
CORESEC is the ruthlessly efficient and overbearing
enforcement arm of CORESPAN, the Core Worlds Pansec-
torate, and a branch of the Internal Security Instrumentality
(page 285). Its agents are responsible for maintaining the
often baroque social structures and behavioural regimes
of the Core Worlds, and suppressing opposition, dissent,
and aberrant thought or behaviour where such things are
deemed a concern. When they’re encountered outside the
Core, it’s usually because they’re pursuing a fugitive.
High Concept: Deadly CORESEC Enforcer; Security Agent
From the Core Worlds.
Trouble: Drenched in Blood; Interfering Rivals.
Skills: Provoke, Ranged Weapon, Will.
Stunts: Armour of Fear, Called Shot, Mindburn.
Enhancements: Bioelectric Field Implant, Neural Dis-
ruption Field, Special Ops Chip, Subdermal Projector.
Equipment: Monitor band cloak, PSA, repulsor field.
SA M P L E B U I L D : C O R E S PA N O P E R AT I V E
CORESPAN, the governing administrative network of the
Core Worlds, isn’t generally welcome outside its jurisdic-
tion, and is very different from the Pansectorates of other
Commonality sectors, being generally more intimidating
and oppressive, perhaps a legacy of several millennia of
tight cultural control. When encountered, its operatives are
usually on missions pursuing the interests of a Core Worlds
faction — perhaps even the Terragrond, the Old Earth
custodians themselves.
High Concept: Inhuman Nootrope Manipulator; Terrify-
ing CORESPAN Intendant.
Trouble: Enemies Everywhere; Far From Human.
Skills: Deceive, Investigate, Will.
Stunts: Domination, Mind Games, Probe.
Enhancements: Autotrophic Enhancement, Nanocells,
Sensory Enhancement.
Equipment: Monitor band cloak, null weapon, stealth
field.
SA M P L E B U I L D : C U LT U R E AG E N T
An uneasy threatened peace is maintained across the Com-
monality by the culture agents of SCI Force, responsible for
monitoring, managing, and mitigating the conflicts which
occur when the cultures encountered by the Expansion
come into contact with Commonality worlds. Culture agent
characters enjoy great leeway in accepted backgrounds
and behaviours, often recruited from Fringe Worlds them-
selves — and much is expected from them in return.
High Concept: Machiavellian Cultural Manipulator; SCI
Force Culture Agent.
Trouble: Assumption of Superiority; Ruthless.
Skills: Intrusion, Technical, Will.
Stunts: Cultural Intrusion, Memetic Engineer, Mind-
burn.
Enhancements: Nanocells, Special Ops Chip, Subder-
mal Projector.
Equipment: Culture as extra, p-suit and PSA.

SA M P L E B U I L D : G E STA LT C O N T R O L L E R
Humankind’s historical languages have been insufficient
to cope with the requirements of posthuman intelligence.
Gestalt language (page 190) is the successor to human
language; a dense, hyper-contextual, and Mindscape-sup-
ported communication form which is both highly efficient
and able to be tailored to different levels of intelligence.
Even unenhanced humans can use its simplest forms.
Gestalt controller characters are hyperintelligent by default,
and can research and create new forms of gestalt lan-
guage to influence the development of humankind’s very
thoughts. They frequently take gestalt language enhance-
ments (page 190) instead of stunts.
High Concept: Godlike Creator of New Worlds of
Thought; Hyperintelligent Gestalt Controller.
Trouble: Painfully Sensitive; Unsettling Conversationalist.
Skills: Provoke, Technical, Will.
Stunts: Probe.
Enhancements: Gestalt Controller, Nanocells, Neu-
rosynthetic Extensors, Special Ops Chip, Stage I Gestalt
Communication.
Equipment: Monitor band cloak, p-suit, PSA.
SA M P L E B U I L D : M I N D S C A P E H AC K E R
Mindscape hackers range from those breaking into
restricted content or imposalities (page 191) to those who
hack the Mindscape’s very structure, modifying fictionals,
invading halos, and stealing memories and abilities from
connected individuals.
High Concept: Genius Mindscape Hacker; Mindscape
Intrusion Specialist.
Trouble: Hidden Scans; Pursued by Sentinels.
Skills: Intrusion, Investigate, Stealth.
Stunts: Ghost in the Machine, Hacker, Security Specialist.
Enhancements: Artificial Nervous System, Nanocells,
Skill Chip.
Equipment: Monitor band cloak, PSA, stealth field.
SA M P L E B U I L D : S PY
Even with the Mindscape, nanobugs, and most informa-
tion travelling via thoughtcast, it’s still possible to keep
things secret in the Commonality. Spies may be agents of
instrumentalities, trawling the Mindscape and tracking
the physical whereabouts of suspected individuals; or may
work for corporacies, breaking into the physical and virtual
HQs of other corporacies in search of valuable intelligence.
High Concept: Agent of an Unknown Instrumentality;
Deadly Corporacy Spy.
Trouble: I Buried the Real Me; Unable to Trust.
Skills: Deceive, Intrusion, Investigate.
Stunts: Acting, Eavesdropper, Security Specialist.
Enhancements: Chameleon Field, Cosmetic Enhancer,
Special Ops Chip, Variform Physiognomy.
Equipment: Monitor band cloak, nanobugs, stealth field.
SA M P L E B U I L D : T H I E F
Thievery is still a surprisingly popular occupation in the
Commonality, and more so on Fringe and Outer Worlds.
Commonality thieves have excellent technical expertise
to bypass security measures, but that doesn’t stop them
stealing the same old things — wealth, precious materials,
and valuable items — although information brokers are
sometimes little different from spies.
High Concept: Information Broker for an Unknown
Patron; Interstellar Jewel Thief.
Trouble: Light-Fingered; Wanted in a Hundred Systems.
Skills: Deceive, Intrusion, Stealth.
Stunts: Always a Way Out, Cool Customer, Slippery
Target.
Enhancements: Artificial Nervous System, Sensory
Enhancement, Suction Glands.
Equipment: Monitor band cloak, stealth field.
SA M P L E B U I L D : V E N U C O M M I S SA R
The feared Venu commissar is a terrifying combination of
military commander, secret policeman, and a corrector

of aberrant thoughts. Many are cyborgs, with bizarre-
looking, often primitive mechanical enhancements; some
have mutations which mimic the effects of Commonality
genurgy. Whether the Venu commissars possess strange
mental powers remains unconfirmed.
High Concept: Cruel Commissar; Inquisitor of the Radi-
ant Darkness.
Trouble: Mere Mortals Cannot Handle This Power; Sur-
rounded by Backstabbers.
Skills: Deceive, Empathy, Provoke.
Stunts: Domination, Lie Whisperer, Torturer.
Enhancements: (Special ability mutations) Drain
Energy (Metabolic), Enthral, Mental Blast.
Equipment: Neural whip, Venu light armour.
Spacer
You may be a squeaky clean pilot working for Space Force,
a hard-as-nails asteroid miner grubbing for a claim, a com-
merce raider out on the Fringe, or any of the above, pressed
into service with SCI Force.
Permissions: May take a starship extra.
SA M P L E B U I L D : B E LT E R
Many belters are Hydragand-Dezimeer (page 47); those
that aren’t are just as often mechanical as organic,
sometimes even a single mining vessel operating solo
with a flotilla of drones. Some people like the life on the
prospecting frontier — it’s ideal for solitary personalities
to hook up with a like-minded ship and no other
interference.
High Concept: Grizzled Asteroid Miner; Devil-May-Care
Belter Pilot.
Trouble: Not Used to Dirtside; Loner; Claim-Jumper.
Skills: Pilot, Technical, Will.
Stunts: Miner, Sleep When You’re Dead, Starship Pilot.
Enhancements: Adaptation Implant, Autotrophic
Enhancement, Energy Fold.
Equipment: Prospector-class mining vessel or Diver-
gence-class symbiotic miner, energy grapple, helper drone,
mining gear, p-suit with PSA.
SA M P L E B U I L D : P I R AT E
It’s harder to lead the life of a pirate than a gangster, and
freebooters are largely unknown within the Commonality.
On the porous Fringe, however, and especially near the
Successor States and the Venu Q-Zone, there are places
where ruthless pirates prey on New Traders, colonists, and
the usual traffic of the space lanes. Space Force tries to sup-
press piracy, but some have received letters of marque as
long as they act against the Commonality’s foes.
High Concept: Blackhearted Freebooter; Flamboyant
Space Pirate.
Trouble: Hunted Look; Path of Blood.
Skills: Pilot, Provoke, Ranged Combat.
Stunts: Gunnery, On Your Tail, Torturer.
Enhancements: Aggressor Implant, Enhanced Reflexes,
Vampire Implant.
Equipment: Pirate ship as extra, haze field, null weapon.
SA M P L E B U I L D : S C AV E N G E R
A civilisation as large as the Commonality, even with ZIP
cell and makepoint technologies, generates a lot of gar-
bage, and along the Fringe political instability can make a
system a burgeoning colony one year and a rubble-strewn
wasteland the next. Scavenger characters thrive in this
environment, combing battlefields and seeking out failed
colonies and disaster zones, salvaging and repairing ships,
weapons, and equipment for sale or barter.
High Concept: Sharp-Eyed Treasure Hunter; Junk
Monkey; Battle Chaser.
Trouble: Eye for the Main Deal; Nothing’s Ever Quite New.
Skills: Notice, Pilot, Technical.
Stunts: Always Making Useful Things, Eye for Detail,
Starship Pilot.
Enhancements: Energy Fold, Sensory Enhancement,
Skill Chip.
Equipment: Restored starship as extra, scavenged
personal weapons and armour.
SA M P L E B U I L D : STA R S H I P P I L OT
There are two types of starship pilot in Mindjammer:
2-pilots and n-pilots. 2-pilots pilot ships faster-than-light
through 2-space (between star systems, page 221), while
n-pilots do so slower-than-light, usually within a single star
system, through n-space or normal space (page 221).
2-pilots are in constant, low-level neural contact with
their ship sentience throughout the 2-space “jump”, ensur-
ing it remains concentrated and develops no aberrations.
When aberrations do develop, 2-pilots can counsel ship
sentiences, and in emergency take the sentience offline
and pilot the ship themselves — a last resort causing
extreme mental trauma to the 2-pilot. See “Doing Things
With Starships” (page 223) for more.
High Concept: Highly-Strung 2-Pilot; N-Pilot Fighter Ace.
Trouble: Interdependence With Starship Sentience;
Ice Cold.
Skills: Empathy, Pilot, Technical.
Stunts: Starship Engineer, Starship Pilot, Starship Therapy.
Enhancements: Neurosynthetic Extensors, Piloting Skill
Chip, Sensory Enhancement.
Equipment: Starship as extra, p-suit, null weapon.

*Changing Occupations*
During play you may find your character concept
changes. Perhaps he begins to play a new role, or
switches from one occupation to another. This kind
of change is handled by modifying your character’s
high concept, which you can do as a major mile-
stone (page 161). As long as you can narrate how
it comes about, and with your GM’s approval, you
can change your high concept to reflect a change in
occupation, and begin to acquire the skills, stunts,
and enhancements suggested for your new desired
build. At best you’ll change one stunt, skill, or aspect
per session, so it may take time before you come to
resemble the new occupation you’re targeting.
One of the special features of the Mindjam-
mer setting is the growing tendency for intelligent
beings to become more intelligent, advanced, and
to outgrow their biological origins. This is called
going post (short for “posthuman”), and is also
handled using the occupation system: see “Going
Post” in Chapter 23: Themes, Genre, and Styles
of Play for more (page 447).

Occupations

Mindjammer! tetrasodium tetrasodium