Abstract: A comprehensive documentation of a Stars Without Number campaign setting.
Overview

The Golden Triangle

This is a living document compiling the Stars Without Number campaign setting and house rules I am using for my own gaming. Things get changed, added, and removed as I run the campaign. But at anytime this document should represent the current state of the campaign setting. The document is intended to illustrate my design process and offer notes on why I made certain design decisions. Hopefully it will be useful to my future self and others.

It represents the closest approximation to my ideal flavor of science fiction. Something that is of course always a moving target, depending on my personal whims and the whims of the players. But a few things are important to me:

No monoliths. It is factions all the way down. Every empire is made up of many smaller factions, each with their own agendas and interests.

Psychic powers are mystical. They defy all scientific inquirry. They are always viewed through a lens of religion.

A high density of interesting, exotic, and adventurous locations is improbable. But it is fun. The same goes for cultural differences.

No non-human intelligences. No aliens. No general arteficial intelligencesdont need the headache.

Character Options

Unique Backgrounds

Min Daran Clansman

Born to the rugged highlands and deep forests of Mindara, the clansman knows the land as an old friend. Raised among kin and steeped in traditions, every day is a test of endurance and skill. The clan knife is a constant companion, and the insignia a symbol of unyielding loyalty. Survival is a way of life here, and combat, a necessary art.

  • Skills: Combat/Primitive, Combat/Unarmed, Survival, Culture/Mindara
  • Equipment: Clan knife, survival kit, and clan insignia

Serambi Miner

Beneath the surface of Serambi, the miner toils in the chthonic depths, where darkness and danger are constants. Encased in an exosuit and armed with tools of the trade, they carve precious minerals from the rock, their labor sustaining the colony. The harsh, toxic environment molds them into hardy souls, resilient and resourceful.

  • Skills: Exosuit, Vehicle/Any, Steward, Culture/Serambi
  • Equipment: Mining tools, environmental suit, and a cache of valuable minerals

Sulunan Wayfarer

Navigating the vast expanse of the cosmos, the wayfarer from Suluna is both a traveler and a troubadour. Singing ancient songs of the stars, they move through the void with an ease that speaks of long familiarity.

  • Skills: Exosuit, Singing, Culture/Any, Culture/Suluna
  • Equipment: Navcomp, survival kit, obscure star charts

Javon Urbanite

Amid the teeming streets and towering spires of Javon, the urbanite thrives. Skilled in the art of persuasion and the intricacies of bureaucracy, they navigate the city’s labyrinthine structures with aplomb.

  • Skills: Persuade, Bureaucracy, Profession/Any, Culture/Javon
  • Equipment: Fashionable clothes, communicator, holo unit

Lazunan Voidborn

Forged in the zero-g forges of Lazuna, where the deep black is a constant companion, the voidborn is as adept with a wrench as with a welding torch. They build and repair the vessels that traverse the heavens, their hands as skilled as any artisan’s. In the void, they find both home and challenge, crafting the vessels that carry dreams across the stars.

  • Skills: Exosuit, Athletics, Profession/Shipbuilder, Culture/Lazuna
  • Equipment: Exosuit, metatool, and a bundle of spare parts

Celevan Thanatist

From the eerie silence of Celeva’s catacombs emerges the thanatist, a figure of solemn reverence and dark wisdom. Trained in forbidden technologies and ancient rites, they walk a path between life and death.

  • Skills: Tech/Medical, Tech/Maltech, Religion, Culture/Celeva
  • Equipment: Religious symbol, Revenant knife, map of Celevan catacombs

Timaran

In the lush walled gardens of Timara, the gardener tends to life with a careful hand. Each plant is a testament to their skill, each garden, a sanctuary of peace. The vibro-shears and hydroponics are symbols of their craft, nurturing life in the most unlikely of places.

  • Skills: Profession/Gardener, Steward, Perception, Culture/Timara
  • Equipment: Vibro-shears, vacc skin, portable hydroponics

Palvayan Islander

From the azure waters of Palvaya comes the islander, at home both on land and sea. They are masters of survival, navigating the treacherous waves and dense forests with practiced ease. The harpoon and camouflage cloak are their tools, blending seamlessly into the world they inhabit, where nature is both ally and adversary.

  • Skills: Survival, Vehicles/Water, Athletics, Culture/Palvaya
  • Equipment: Survival kit, harpoon, and camouflage cloak

Unique Training

Ashtari Cult Seer

Mystics of the Ashtari Cloud, these seers peer into the future through sacred rituals and ancient technology. Guided by visions and the ethereal whispers of the Maelstrom, they walk the path between the known and the unknown, deciphering omens and prophecies.

  • Skills: Religion, Perception, Culture/Ashtari, Tech/Postech, Survival, Science
  • Equipment: Vision-inducing incense, rebreather mask, and a map of the Ashtari Cloud

Maelstrom Corsair

Hardened by the endless void and the thrill of the hunt, Maelstrom Corsairs live for the chase and the plunder. Navigating through treacherous space, they strike fear into the hearts of their enemies, their skills honed by countless raids and battles.

  • Skills: Combat/Gunnery, Pilot, Tech/Astronautics, Athletics, Navigation, Culture/Maelstrom
  • Equipment: Corsair blaster, pilot’s suit, and a treasure map

Golden Triangle Trader

Masters of commerce and negotiation, these traders weave through the intricate web of interstellar markets and politics. With sharp minds and silver tongues, they secure lucrative deals and maintain the lifeblood of the Golden Triangle Trading Company.

  • Skills: Business, Persuade, Culture/GTC, Tech/Postech, Language, Bureaucracy
  • Equipment: Portable trade terminal, set of fine clothes, and a writ of trade

Cobalt Syndicate Cadre

Operatives of the Cobalt Syndicate, these cadres excel in espionage, subterfuge, and covert operations. Skilled in various professions, they move unseen and strike with precision, maintaining the Syndicate’s iron grip on the underworld.

  • Skills: Stealth, Profession/Any, Security, Combat/Unarmed, Culture/Underworld, Leadership
  • Equipment: Cobalt blue insignia, concealed weapon, security kit

Nusantaran Navy Marine

Elite soldiers of the Nusantaran Navy, trained to handle the harshest conditions of space warfare. Their disciplined training and advanced equipment make them formidable opponents in any combat scenario, serving with honor and distinction.

  • Skills: Combat/Projectile, Tactics, Leadership, Exosuit, Pilot, Culture/Nusantara
  • Equipment: Void carbine, tactical vacc suit, and a medal of service

Isotropa Inmate

Hardened by the brutal life within Isotropa Max Secure, these inmates have learned to survive by any means necessary. Their skills are forged in the fires of desperation and necessity, making them cunning and resilient.

  • Skills: Survival, Combat/Unarmed, Athletics, Culture/Prison, Tech/Postech, Persuade
  • Equipment: Improvised weapon, prison jumpsuit, and hidden lockpicks

Timaran Star Harvester

Brave souls who venture into the deadly realms of space to extract rare resources. Equipped with the best technology and survival gear, they harvest the stars blooms, their work fueling the advancements of their societies.

  • Skills: Exosuit, Tech/Maltech, Tech/Pretech, Science, Survival, Culture/Mindara
  • Equipment: Resource extraction tools, heavy-duty exosuit, and protective visor

Tercio Cybernetica Cognoscenti

Technological savants of the Ispanian Federacion, they blend advanced cybernetics with cutting-edge transhumanism. Their expertise in both theory and application makes them invaluable in the fields of research and combat.

  • Skills: Tech/Postech, Tech/Pretech, Culture/Ispanian, Science, Tech/Maltech, Computer
  • Equipment: Exocortex, personal augment, and a data spike

Hieromonk of the Emerald Heart

Exiled heretics who wander the stars as mendicants. Mendicant physicians implant themselves with pretech artifacts, which change them but also let them heal others.

  • Skills: Religion, Tech/Medical, History, Tech/Psitech, Culture/Any, Perception
  • Equipment: Emerald Heart, monastic habit, and map to the Lost Mausoleum of the Archimandrite

Caliphate Janissary

Slave soldiers of the Al-Dahabian Caliphate, Janissaries are bred and trained for excellence in combat. Their loyalty and prowess are unmatched, serving as the iron fist of the Caliphate’s military might. And after a lifetime of service are freed.

  • Skills: Combat/Projectile, Combat/Any, Tactics, Bureaucracy, Athletics, Culture/Caliphate
  • Equipment: Jezail rifle, gene-tailoring, and a ceremonial dagger

Counters Guild Enumerator

Precise and methodical, Enumerators of the Counters Guild manage vast amounts of data and resources. Their meticulous nature ensures the smooth operation of commerce and governance, balancing books and uncovering discrepancies.

  • Skills: Business, Bureaucracy, Steward, Computers, Profession/Enumerator, Culture/Javon
  • Equipment: Data pad, encrypted financial software, and a portable printer

Nightspeaker

Mystics with dark proclivities. Trained in the Night Voice they have pitch black eyes with resonating voices. Some say they speak to voices from beyond the stars.

  • Skills: Religion, History, Perception, Culture/Celeva, Stealth, Tech/Psitech
  • Equipment: Mask, resonating voice and pitch black eyes, and an ancient tome

Pendekar

Warriors and leaders, Pendekars uphold the honor and traditions of Mindara. Their skill with the blade is matched only by their wisdom and diplomacy, making them respected figures in both battle and council.

  • Skills: Combat/Kenjutsu, Combat/Any, Leadership, Persuade, Culture/Mindara, Tactics
  • Equipment: Pendekar sword, heirloom armor, and a diplomatic medallion

Palvayan Sword Saint

Guardians of both body and spirit, Sword Saints blend martial prowess with spiritual guidance. Their connection to nature and the divine makes them revered protectors of Palvaya’s traditions and people.

  • Skills: Combat/ZatoichiBlind swordsman is a awesome trope. And with psychic abilities in the setting, you can make them blind sword witches., Religion, Perception, Survival, Herbalism, Culture/Palvaya
  • Equipment: Sanctified sword, herbalism kit, and a prayer wheel

Lazunan Drone Technician

Experts in drone technology, these technicians maintain and deploy advanced robotic systems. Their skills keep the machines of Lazuna running smoothly, whether in exploration, combat, or construction.

  • Skills: Tech/Astrotech, Tech/Postech, Computer, Exosuit, Vehicle/Any, Culture/Lazuna
  • Equipment: Void Hawk drone, Toolkit/Astrotech, and set of blueprints

Great Power Privateer

Licensed pirates and mercenaries, Privateers serve the interests of the great powers with a blend of piracy and patriotism. Their skills in navigation and combat make them formidable forces in both legal and illicit ventures.

  • Skills: Combat/Any, Navigation, Leadership, Pilot, Tactics, Culture/Any
  • Equipment: Boarding saber, naval uniform, and letter of marque
Factions

Acolytes of Brashkadesh

A collective that eschews individuality. Initiates adopt the same garb and the same name, in the pursuit of perfection at any cost.

Goal: Convert an entire factory to their religion.

Ashen Knives

Once lean and battle ready, the Ashen Knives are a decadent Syndicate focused on drugs, gambling, and pleasures of the flesh.

Goal: Control major planetary crime on Javon.

Counters Guild

Officials who maintain the sector currency network and build shadow repositories in any system the Guild has a presence in, storing mysterious items and securing auctions and commerce.

Goal: Disrupt 12 Finger Guilds operations and take over sales operations from them.

Cobalt Syndicate

Organized labor union dabbling in a little crime to fund their demands for a better life. Usually display a blue stripe somewhere on their clothes.

Goal: Unify the labor forces in the outer system.

5th Legion

Mandate descended remnant fleet that represents the law anywhere off-planet.

Goal: Cleanse the Legion of anyone disloyal.

Maelstrom Corsairs

Rowdy space pirates living in the Ashtari Cloud that’s difficult to navigate. Often clash with the 5th Legion.

Goal: Plunder a Synchrotron Core from a Great Power star ship.

Ashtari Cult

A Cult of Precursor worshipers claiming Ur descent. They carry vials of gases from the Ashtari Cloud, which they inhale to connect to their presumed ancestors.

Goal: Align the moons of the Ashtari Cloud.

Isotropa Max Secure

A notorious prison in Procyon, housing the worst offenders. Brokers commutations for those with power and wealth.

Goal: Get more prisoners.

Night Speakers

Mystics with dark proclivities bent on finding a set of dangerous Precursor artifacts.

Goal: Quietly gain the Aleph Key.

Mindaran Clans

A network of fiercely independent warrior families from Mindara, bound by honor and tradition. Each clan is led by a chieftain, and they often engage in territorial disputes and alliances, upholding their ancestral ways amidst the stars.

Goal: Restrict all interstellar trade to a single port of entry.

12 Finger GuildsThese guys are the best. I owe them a full write up.

A powerful cartel of mining oligarchs hailing from Serambi, known for their ruthless control over precious mineral resources. They manipulate markets and governments with bribes and threats, ensuring their monopoly remains unchallenged.

Goal: Militarize their enforcers to control workers and dissuade pirates.

Hylix-Ventross Systems

A major corporate conglomerate specializing in advanced space travel technology and interstellar communications. They are known for their cutting-edge research and development, as well as their aggressive expansion strategies.

Goal: Complete the construction of a new state-of-the-art communications relay station in the Nusantara system to enhance their control over interstellar data flow.

Et in Arcadia Ego

A formidable Dual Monarchy heavy frigate, renowned for its stealth and combat prowess. Little is known about the enigmatic captain, but his tactical brilliance and numerous victories have earned the ship a fearsome reputation.
Goal: Ambush and capture great power rival convoys.

Sun Eaters

A group of renegade space marines excommunicated by the Dual Monarchy, now operating as mercenaries and raiders. They are known for their fanatical loyalty to their cause and their brutal tactics in battle.

Goal: Reclaim their temple fortress from the Golden Triangle Company.

Golden Triangle Company

The Golden Triangle Trading Company is a powerful, chartered company granted a monopoly on all trade within the Golden Triangle by the Al-Dahabian Caliphate. Known for its large, well-armed merchant fleet, the company wields significant economic and political influence throughout the region. They operate Port Nusantara near Suluna and
Qa’adat Serabi, a factory outpost on Serambi.

Goal: Reclaim their temple fortress from the Golden Triangle Company.

Nasakha

The Makers Guild specializes in the creation of short-lived clones for manual labor, heavily regulated by the Caliphate. Only a select few alkhemists are licensed to operate, ensuring strict control over their activities and products.

Goal: Loosen research restrictions.

Beshtala Chanko Society

Satellite pirates and fringe drifters.

Goal: Break Counters Guild encryption.

Circle of Flame

Secret society.

Goal: ???

Fractured Coin

The fractured coin. Nihispanian privateer. Motivated by greed and drugs. Uses a crew of nasakha.

Goal: Gain access to the Celevan Catacombs.

Terminus

???.

Goal: Reactivate the Jump Gate.

Cult of the Emerald Heart

???.

Goal: Reactivate the Jump Gate.

System Changes

Advancement

Something that has always worked for sandbox games is pillar xp. I want to encourage players to interact with the sandbox but not prescribe a specific path. Players should be rewarded

Pillar XP

Fortune, you acquired a small fortune
Discovery, you gained new useful, interesting or valuable information
Influence, you convinced, swayed or influenced an important NPC
Trouble, you escaped deathly trouble
When one of the Pillars occurred during the session, gain 500xp. Gain double the xp, if the pillar occurred multiple times.

Objectives

When you complete an objective, gain 2000-5000 xp.

Examples:

  • Build an alliance with another faction (2000 XP)
  • Acquire a genuine pretech artifact (3000 XP)
  • Destroy a faction (4000 XP)
  • Create a faction (3000 XP)
  • Seize a Great Power prize (5000 XP)
  • Collect the Raiments of Night (4000 XP)
  • Open the Eye (5000 XP)
  • Establish a Colony (3000 XP)

Hit Dice Cap

Inflated HP pools take away tension and quick combat. Allowing players to rely on stats instead of skill and planning.

Starting at 6th level players can instead of gaining an extra HD, choose from 3 options:

Option 1: Gain a Wise Can you tell I like the Burning Wheel?

The character gains a Wise related to their experiences or background. A Wise is treated as a Level 1 Skill, granting +1 to related rolls.

Examples:

  • Warrior: 5th Legion-wise, Dueling Customs-wise, Seven Holy Weapons-wise
  • Expert: Ridiculous Request-wise, Starport Scuttlebutt-wise, Opulent Excess-wise
  • Psychic: Eschatology-wise, Wayline Dynamics-wise, Insanity-wise

Option 2: Gain a Trait

Traits are narrative tools that offer rerolls in specific contexts. A character can invoke their Trait once per session to gain a reroll on a failed Skill Check.

Examples:

  • Unheeded:
    • No one notices this character, or even remembers their name properly. Trait for avoiding attention or notice.
  • I Know This Ship Like My Own Hands:
    • The spacer is a strange bloke, but they definitely know the ship. Trait for rerolling things related to fixing or finding things on the spacer’s ship.
  • Imperious Demeanor:
    • Use this trait to reroll social checks when dealing with anyone of lower station or rank.
  • Incomprehensible Diagnosis:
    • Use this trait when trying to hide the true facts of a medical or technical diagnosis.
  • Wise Aphorisms:
    • Use this for social skills if the player can come up with some appropriately sagacious dialogue to throw into play at the right moment.

Option 3: Raise an Ability Score

Gain +2 to any Ability Score or +1 to two Ability Scores (as per your original idea). Raising an Ability Score from 17 to 18 requires a +2.

Trainer Fee

no Trainer Fee for Level 1 or lower

Combat

Weapon Speed

Weapon size grants a bonus to initiative.

Quick Knives and Pistols +4
Medium Swords, Submachine guns, Automatic Weapons, Grenades +2
Slow Rifles, Two-handed Weapons 0
Heavy Gunnery Weapons -2

Modifiers

Condition Modifier
Half Cover -2
Full Cover -2
Prepared Position +2
High Ground It’s over
Flanking +2

Space Combat Mostly lifted from Mothership RPG

Crisis Table
Ships must roll on the crisis table when:

  • When the roll to hit is 30 or higher.
  • When the roll is a natural 20.
  • The first time the ship takes damage.
  • Whenever the ship loses 25%, 50% and 75% percent of its hull points.
Roll Critical Hit Effect
00-09 Cargo destroyed. d10 units of cargo are destroyed.
10-14 Life support system. Reduce life support modules by 1.
15-19 Massive hull damage. Crew takes body saves or takes 1d10 damage.
20-24 Armor Breach. Ship receives Disadvantage on armor saves until repaired.
25-29 Data storage wiped. All navigation and research data contained on the ship has been destroyed. The crew no longer knows where they are in space.
30-34 Thrusters. Reduce thrusters by 1.
35-39 Random stateroom or other nonessential room destroyed. Body saves for those in the room to escape or be destroyed.
40-44 Random weapon disabled. Weapons can’t function until repaired.
45-49 Spike Drive. Damage the Spike Drive.
50-54 Engines. Damage the Engine.
55-59 System overload. Computer and jump drives cease to work for 1d10 rounds unless repaired. -10% to Combat.
60-64 Artificial gravity. The artificial gravity in the ship ceases to work and everyone/everything starts floating. Body saves or take 1d10 damage from the jolt.
65-69 EMP. All systems shut down for 1 round.
70-74 Crew deck. 1d10 Crew quarters destroyed.
75-79 Hull breach. Ship begins to depressurize (starting in a random room) unless airlocks can be secured. Vacuum suits required for all affected areas, and Body save at Disadvantage to avoid being sucked out of the ship if you are in the vicinity of the breach.
80-84 Navigation controls. Ship can’t change direction without repair checks.
85-89 Internal fire. Starts in a random room, spreads one room per turn. Destroys room in 1d10 turns.
90-94 System reboot. Entire ship ceases to function for 1d10 turns.
95-98 Cockpit or bridge destroyed. Body saves to escape the room before it’s destroyed.
99 Fuel line. Ship destroyed in 1d10 turns.

Stress and Panic Also mostly lifted from Mothership RPG

Stress

How do I gain Stress?
There is also a number of other ways to get stress such as:

  • Critically failing a roll.
  • Failing a saving throw.
  • Failing a save when witnessing psychic phenomena.
  • Facing deathly trouble.
  • Any time you or your ship takes the first hit.
  • Certain creatures or enemies.
  • Getting knocked unconscious.
  • Going 24 hours without rest.

How do I relieve Stress?
Getting rid of Stress is a lot like regular recovery.
A full day of rest recovers 1 Stress. If the character has access to pills, gambling or other vices they reduce 1 Stress additionally.
If the character is being attended by someone with the Religion, Artist or Psychology skill they recover an additional two Stress per skill level of the attendant.
Additionally circumstances that may reduce Stress:

  • Escaping deathly trouble.
  • Docking at a safe harbor.
  • Festivals, rituals, birthdays or celebrations.
  • Earning a deeds point.

What happens when I max out my Stress?
Save against your Stress. If you fail, roll 2d10+Stress on the Panic table.

2-3 Laser Focus: Advantage on all rolls for the next 1d10 hours
4-5 Major Adrenaline Rush: Advantage on all rolls for the next 3d10 mins
6-7 Minor Adrenaline Rush: Advantage on all rolls for the next 1d10 mins
8-9 Anxious: Gain 1 Stress
10-11 Nervous Twitch: Gain 2 stress. The nearest crew member also gains 1 stress.
12-13 Cowardice: Gain 1 Stress. For the next 1d10 hours you must make a Fear Save to engage in combat or else flee
14-15 Hallucinations: For the next 2d10 hours you have trouble distinguishing reality and fantasy.
16-17 Crippling Fear: Gain a new permanent phobia. Whenever you encounter this phobia make a Fear Save at Disadvantage or gain 1d10 Stress.
18-19 Overwhelmed: Gain 1d10 Stress
20-21 Rattled: Let out a blood-curdling scream. Disadvantage on all rolls for 2d10 minutes
22 Paranoid: For the next 1d10 days whenever a character joins your group (even if they only left for a short period of time), make a Fear Save or gain 1 Stress
23 Death Drive: For the next Xd10 days whenever you encounter a stranger or known enemy you must make a Sanity Save or else immediately attack them
24 Catatonic: Become unresponsive and unmoving for Xd10 minutes
25 Broken: For the next Xd10 days make a Panic Check whenever a nearby crew member fails a Save.
26 Psychotic: Immediately attack the closest crew member until you do at least 2d10 Damage. If there is no crew member nearby you attack the environment.
27 Compounding Problems: Roll twice on this table.
28 Descent Into Madness: Gain 2 new phobias. Your stress cannot be relieved below 5. Gain a new permanent phobia. Whenever you encounter this phobia make a Fear Save at Disadvantage or gain 1d10 Stress
29 Psychological Collapse: You become permanently insane.
30 Heart Attack: Instant Death

Healing and Recovery

A character recovers one HP per full day of rest.
If the character has access to a med kit, they recover one additional HP.
If the character is being attended by a physician with a med kit they recover an additional two HP per Tech/Medical of the physician.

Hireling and Retainers

Advancement

Retainers gain half of the XP gained during the session, if they have been participating in the events.

Starter Ships

Golden Triangle Ships

The Red Horizon
Class: Modified Free Merchant
Background Acquisition: Salvaged from the remains of a Maelstrom Corsair raid. The players, through clever negotiation and some under-the-table dealings with the Cobalt Syndicate, managed to secure this ship from a salvage yard on Lazuna. The ship has been repaired and slightly upgraded but still bears the scars of past battles.

The Venture’s Gambit
Class: Retrofit Mining Ship
Background Acquisition: Acquired through a partnership with the 12 Finger Guilds, who needed reliable operatives to secure and transport rare minerals from Serambi. In return, the players received a decommissioned mining vessel, retrofitted for space travel and light combat.

The Nusantaran Wind
Class: Courier
Background Acquisition: This ship was a gift from a sympathetic faction within the Nusantaran Navy, appreciative of the crew’s past assistance in handling pirate threats. It was transferred discreetly to avoid political backlash.

Privateer Ships

The Machina Virtus
Class: Sentinel Corvette
The players acquired “Federation’s Blade” through a clandestine deal with the Ispanian Federacion’s Tercio Cybernetica. They were instrumental in retrieving a lost experimental technology, and in return, they received the Corvette. The catch is that the ship has an embedded AI with loyalty protocols to the Ispanian Federacion, monitoring the players’ actions. They must occasionally undertake missions for the Tercio Cybernetica and ensure that the AI remains intact and unaltered, or face the risk of the AI taking control of the ship to return to its creators.

The Lionheart’s Fury:
Class: Torpedo Corvette
“Lionheart’s Fury” was acquired from the Anglois Dual Monarchy as a prize ship after the players aided in repelling an attack on a critical outpost. The catch is that the ship is still flagged as property of the Dual Monarchy, and the players must pay a hefty tithe from their earnings back to the monarchy as a form of “lease” for the vessel. Moreover, the players are expected to prioritize missions that align with the monarchy’s interests and may be called upon to serve directly under its banner during times of conflict.

The Caliphal Spear
Class: Armed Freighter
The players obtained The Caliphal Spear through a lucrative contract with the Golden Triangle Trading Company. The company required skilled privateers to safeguard their assets and offered the corvette as part of the deal. However, the catch is that the ship technically remains the property of the Golden Triangle Trading Company, bound by stringent Sharia Law. This means the players must adhere to strict operational guidelines and report regularly to the company’s overseers. Additionally, any profit made using the ship must be shared with the company, and they must avoid any actions that would contravene Sharia Law.

The Harmony’s Edge

Class: Small Carrier
The players obtained The Harmony’s Edge through an arrangement with a powerful Cathayan mercenary company, the 14 Red Dogs. The company needed a reliable crew to operate the small carrier, which serves as both a transport and support vessel for their mercenary operations. However, this ties the players directly to the fortunes of the mercenaries.

Psychic Powers

Psychic Phenomena

Night Voice

Level 1: Whisper of Shadows

Duration: 1 minute
Description: The psychic targets one creature within sight, planting an intrusive, otherworldly whisper in their mind and making them known to the Night. Those known to the Night are affected easier by other powers of the Night Voice, usually disadvantage on Saving Throws. The creature can make a Mental Effects save each round to shake off the debilitating effects. If the target fails their save, the Nightspeaker learns a fleeting fragment of their surface thoughts or memories.
Mechanics: -1 on Skill Checks and -4 on attack rolls. Mark of the Night.
Upcast: Add target an additional person per level.

Level 2: Void Resonance

Duration: Concentration, up to 1 minute
Description: The psychic can manipulate gravitational forces in a 5-meter radius area, doubling or halving the local gravity. Those marked by Night are affected twice as strongly and sense the tendrils of Night pulling on them.
Mechanics: Common sense.
Upcast: Multiply the radius by levels upcast.

Level 3: Veil of Midnight

Duration: Concentration, up to 1 minute
Description: The psychic creates a zone of complete silence, darkness and nullification of the Way within a 10-meter radius. All sound and light is absorbed, and psychic abilities cannot be used. Those marked by Night can now hear the whispers of the Night, even without Way ability.
Mechanics: All sound and light within the area is nullified. Way powers cannot be activated or used within the area.
Upcast: Multiply the radius by levels upcast.

Level 4: Night Cloak

Duration: Concentration, 10 minutes
Description: The psychic can envelop themselves or an ally marked by Night in a cloak of darkness that absorbs light and sound, making the subject invisible and silent.
Mechanics: The subject becomes invisible and gains a +4 bonus to Stealth checks. Any attacks made while cloaked have advantage. The cloak lasts for up to 10 minutes or until the subject attacks or takes damage.
Upcast: Add one cloaked person per upcast.

Level 5: Hollow Chorus

Duration: Concentration, up to 1 minute
Description: The psychic speaks to the Void and can momentarily increase gravitational forces on targets within a 10 meter sphere, causing intense pressure and damage. Targeting up to the Nightspeakers level of enemies. Those marked by Night take double the damage.
Mechanics: Target must make a Physical saving throw or take d6 damage and be stunned for 1 round. On a successful save, the target takes half damage and is not stunned.
Upcast: Add 10 meters to the sphere per level.

Level 6: Communion

Duration: Concentration, for 10 minutes
Description: The Night Speaker engages in direct Communion with the Night, summoning an intangible presence that listens and responds. The surrounding darkness deepens and whispers echo from unseen depths. This presence can convey knowledge, reveal truths, or act as a subtle manipulator of reality.
Mechanics: After the 10 minutes of communion the Night Speaker is granted a Boon in exchange for Stress. The strength of the boon determines the Stress.

Examples:

  • “Who killed the merchant?” “A blade unsanctified by day, wielded by one who sees only shadows.” (3 Stress)
  • A shadowy servant emerges to perform a simple task, such as retrieving an object or barring a door for 1 turn (2 Stress)
  • Create a permanent Mark of Night (4 Stress)
  • The Night reaches through the veil to momentarily halt the advance of an enemy group (7 Stress)

Upcast: Instead of Upcasting, Communion’s effects and costs can be offset by expanding the ritual of communion in length or offerings. For example communing during times of astrological importance or at convergences of planets.

Level 7: Lament of the Eternal Night

Duration: 1 minute
Description: The Night Speaker removes their mask, their face creating a rift to the void that swallows light, sound, and hope. All within the rift experience a harrowing vision of their soul’s judgment.
Mechanics: Create a 20-meter radius rift centered on the Nightspeaker for 1 minute: All creatures within the rift must succeed on a Mental save each round or:

  • Become frightened (1st failure)
  • Be paralyzed (2nd failure)
  • Collapse unconscious with psychic trauma (3rd failure)

The Nightspeaker and chosen allies marked by Night are unaffected and can move freely.