TEXT: Mindjammer - The Roleplaying Game © 2014 Mindjammer Press Ltd. http://mindjammerpress.com/mindjammer. Permission granted to copy for personal use only.
  
  Mindjammer - The Roleplaying Game © 2014 Mindjammer Press Ltd. http://mindjammerpress.com/mindjammer. Permission granted to copy for personal use only.
  
  Mindjammer - The Roleplaying Game © 2014 Mindjammer Press Ltd. http://mindjammerpress.com/mindjammer. Permission granted to copy for personal use only.
  
  Game Name:
  Scope:
  What sort of people are your characters?
  What sort of environment are they in?
  Current Issue:
  Impending Issue:
  Culture:
  Genotype:
  Occupation:
  PHASE ONE - Your Adventure:
  Phase One Aspect:
  PHASE TWO - Crossing Paths:
  Phase Two Aspect:
  PHASE Three - Crossing Paths Again:
  Phase Three Aspect:
  CHOOSE:
  • Tech Index (from culture)
  • Habituated Gravity
  • Starting Equipment (page 28)
  SKILLS & STUNTS:
  • 1 x Great (+4)
  • 2 x Good (+3)
  • 3 x Fair (+2)
  • 4 x Average (+1)
  • 3 stunts for free
  • Buy up to 2 more for 1 refresh each
  • 3 stunts = 5 refresh
  • 4 stunts = 4 refresh
  • 5 stunts = 3 refresh
  EXTRAS BUDGET:
  • 1 aspect
  • 2 stunts
  • 6 skill points
  STRESS:
  • 2 stress boxes for physical, mental, and credit stress.
  Physical Stress:
  • Physique 1-2: +3 pt box
  • Physique 3-4: +4 pt box
  • Physique 5+: +mild consequence
  Mental Stress:
  • Empathy 1-2: +3 pt box
  • Empathy 3-4: +4 pt box
  • Empathy 5+: +mild consequence
  Credit Stress:
  • Resources 1-2: +3 pt box
  • Resources 3-4: +4 pt box
  • Resources 5+: +mild consequence
  High Concept:
  Trouble:
  Name:
  Name:
  Issue / Aspect:
  Name:
  Issue / Aspect:
  Name:
  Issue / Aspect:
  Mindjammer - The Roleplaying Game © 2014 Mindjammer Press Ltd. http://mindjammerpress.com/mindjammer. Permission granted to copy for personal use only.
  CHARACTER CREATION WORKSHEET
  QUESTIONS
  SCOPE
  ISSUES
  PHASE TRIO
  FACES & 
  PLACES
  CHARACTER 
  CONCEPT
  TM
  
  Fate Points:
  Refresh:
  Physical Stress:  1       2      3      4
  Mental Stress:     1       2      3      4
  2 Mild (             )
  2 Mild (             )
  4 Moderate (             )
  6 Severe (             )
  Credit Stress:       1       2      3      4
  2 Mild Cons (             )
  2 
  4 Moderate Cons (             )
  4
  6 Severe Cons (             )
  6
  CREDIT STRESS
  Superb (+5):
  Great (+4):
  Good (+3):
  Fair (+2):
  Average (+1):
  High Concept:
  Trouble:
  Cultural Aspect:
  Game Aspects:
  Other Aspects:
  Name:
  Culture:
  Tech Index:
  Genotype:
  Habituated Gravity:
  Occupation: 
  Actual Age: 
  Apparent Age: 
  ASPECTS
  HALO
  STUNTS
  CONSEQUENCES
  SKILLS
  STATUS
  OTHER EXTRAS
  NOTES
  Mindjammer - The Roleplaying Game © 2014 Mindjammer Press Ltd. http://mindjammerpress.com/mindjammer. Permission granted to copy for personal use only.
  CHARACTER SHEET
  TM
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
  
  Fate Points:
  Refresh:
  Physical Stress:  1       2      3      4
  Systems Stress: 1       2      3      4
  Mental Stress:     1       2      3      4
  2 Mild (             )
  2 Mild (             )
  4 Moderate (             )
  6 Severe (             )
  Credit Stress:       1       2      3      4
  2 Mild Cons (             )
  2 
  4 Moderate Cons (             )
  4
  6 Severe Cons (             )
  6
  CREDIT STRESS
  CONSTRUCT SHEET
  Superb (+5):
  Great (+4):
  Good (+3):
  Fair (+2):
  Average (+1):
  High Concept:
  Trouble:
  Cultural Aspect:
  Game Aspects:
  Other Aspects:
  Name:
  Culture:
  Tech Index:
  Scale:
  Type:
  Habituated Gravity:
  Occupation: 
  Actual Age: 
  Apparent Age: 
  ASPECTS
  HALO
  STUNTS
  CONSEQUENCES
  SKILLS
  STATUS
  SCHEMATIC
  EXTRAS
  Mindjammer - The Roleplaying Game © 2014 Mindjammer Press Ltd. http://mindjammerpress.com/mindjammer. Permission granted to copy for personal use only.
  TM
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
  
  Fate Points:
  Refresh:
  Physical Stress:  1       2      3      4
  Mental Stress:     1       2      3      4
  2 Mild (             )
  2 Mild (             )
  4 Moderate (             )
  6 Severe (             )
  Superb (+5):
  Great (+4):
  Good (+3):
  Fair (+2):
  Average (+1):
  Dominant Meme:
  Trouble:
  Other Memes:
  Situation Aspects:
  Name:
  Homeworld:
  Tech Index:
  Type: 
  Scale: 
  Reach: 
  MEMES
  STUNTS
  CONSEQUENCES
  SKILLS
  STATUS
  CAPABILITIES
  NOTES
  Mindjammer - The Roleplaying Game © 2014 Mindjammer Press Ltd. http://mindjammerpress.com/mindjammer. Permission granted to copy for personal use only.
  CULTURE SHEET
  TM
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
  
  Fate Points:
  Refresh:
  Physical Stress:  1       2      3      4
  Mental Stress:     1       2      3      4
  2 Mild (             )
  2 Mild (             )
  4 Moderate (             )
  6 Severe (             )
  Credit Stress:       1       2      3      4
  2 Mild Cons (             )
  2 
  4 Moderate Cons (             )
  4
  6 Severe Cons (             )
  6
  CREDIT STRESS
  Superb (+5):
  Great (+4):
  Good (+3):
  Fair (+2):
  Average (+1):
  High Concept:
  Trouble:
  Other Aspects:
  Name:
  Culture:
  Tech Index:
  Headquarters:
  Nearest Presence:
  Type: 
  Scale: 
  Reach: 
  ASPECTS
  HALO
  STUNTS
  CONSEQUENCES
  SKILLS
  STATUS
  OTHER EXTRAS
  NOTES
  Mindjammer - The Roleplaying Game © 2014 Mindjammer Press Ltd. http://mindjammerpress.com/mindjammer. Permission granted to copy for personal use only.
  ORGANISATION SHEET
  TM
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
  
  Mindjammer - The Roleplaying Game © 2014 Mindjammer Press Ltd. http://mindjammerpress.com/mindjammer. Permission granted to copy for personal use only.
  
  Reference Sheets
  The Ladder (page 12)
  +8
  Legendary
  +7
  Epic
  +6
  Fantastic
  +5
  Superb
  +4
  Great
  +3
  Good
  +2
  Fair
  +1
  Average
  +0
  Mediocre
  -1
  Poor
  -2
  Terrible
  Part of the Time Ladder (page 171)
  Half a second
  A Second
  A Few Seconds
  Several Seconds
  Half a Minute
  A Minute
  A Few Minutes
  Several Minutes
  Half an Hour
  An Hour
  A Few Hours
  Several Hours
  Half a Day
  A Day
  A Few Days
  Several Days (A Week)
  Half a Month (A Few or Several Weeks) 
  A Month
  A Few Months
  Several Months
  Half a Year
  A Year
  Skill Rolls (page 142)
  Roll four Fate dice and add to skill rating. Compare to opposition. 
  For each step on the ladder greater than the opposition, you earn 
  a shift.
  Extra Effort (page 142): Voluntarily check a physical, mental, 
  or credit stress box for a bonus on an appropriate roll equal to that 
  box’s stress value.
  Opposition Types (page 143)
  Active: Another character rolls against you.
  Passive: A static rating on the ladder.
  Teamwork (page 159)
  •	 Combining Skills: Every participant with at least Average (+1) 
  in a skill gives a +1 bonus to the character with the highest skill 
  rating in that skill.
  •	 Stacking Advantages: One character acts, and the rest take 
  create an advantage actions and pass the free invoke to the 
  acting character.
  •	 You get a teamwork bonus from one of your own extra’s skills if 
  you have an appropriate stunt
  The Four Actions (page 144)
  o Overcome: Get past an obstacle.
  c Create an Advantage: Invoke an aspect for free.
  a Attack: Harm another character.
  d Defend: Prevent attacks or advantages on you.
  The Four Outcomes (page 143)
  •	 Fail: Fail your action or succeed at a serious cost.
  •	 Tie (0 shifts): Succeed at a minor cost.
  •	 Succeed (1-2 shifts): Succeed with no cost.
  •	 Succeed With Style (3+ shifts): Succeed with an additional 
  benefit.
  Movement (page 157)
  •	 You may move a single zone and take any other action.
  •	 You may use your entire action to move a number of zones 
  equal to your Athletics or Manoeuvre skill.
  Aspect Types (page 67)
  Game Aspects: Permanent, made during game creation.
  Character Aspects: Includes genotype and cultural aspects, 
  permanent, made during character creation.
  Situation Aspects: Last for a scene, until overcome, or until 
  irrelevant.
  Boosts: Last until invoked once.
  Consequences: Last until recovered.
  Flaws: Permanent, a weakness which others usually (but not 
  always) invoke against you.
  Weapon Aspects (page 126)
  Situation aspects you gain access to by possessing a weapon.
  Burst Fire: Fire burst of 3+ shots against a single target; do more 
  damage, increase chance of hitting, or provide suppressing fire.
  Full Auto: Divide your attack value among multiple targets in a 
  single zone.
  Heavy Weapon: Powerful but requires special training.
  Recoilless: For use in low- and zero-G conditions.
  MINDJAMMER 
  REFERENCE SHEETS
  
  Reference Sheets
  Weapon & Ammunition Types  
  (page 129)
  Armour-Piercing Ammo: Reduces armour ratings by -2; invoke 
  against Heavily Armoured vehicles.
  Blasters: Automatically create Burning or On Fire advantages as 
  well as damage.
  Dum-Dum Ammo: -1 Ranged Combat; you may require a target 
  to take consequence instead of stress.
  Grenades and Explosives: Throw into your own or adjacent 
  zone; area effect on one or more zones; Limited Supply and Easy 
  Target aspects.
  High-Explosive Ammo: Use against targets 1 scale larger with 
  only -2 damage reduction instead of -4.
  Null Weapons: Recoilless aspect.
  Sonic Weapon: As stun weapons; limited range; use wide beam 
  as multiple target attack.
  Stun Weapons: Use Ranged Combat to cause mental damage; 
  Recoilless; requires Standard atmospheric pressure or higher.
  Tracer Ammo: Automatically creates Tracer Targeting-type 
  advantages.
  Scale (page 174)
  You usually act at your current scale. 
  Scale
  Rating Example
  Quantum
  -3
  Elementary particles, Planck-scale 
  entities.
  Micro
  -2
  Nanocells.
  Small
  -1
  Small animals.
  Medium
  +0
  Human beings, most animals.
  Large
  +1
  Vehicles, starfighters, very large 
  animals.
  Huge
  +2
  Most starships, gigantic animals, small 
  armies, small settlements.
  Enormous
  +3
  Very large starships, capital ships, 
  small cities, large armies.
  Regional
  +4
  Metropolises, space stations, asteroids, 
  small nations.
  Continental
  +5
  Nations, orbital habs, large asteroids, 
  small corporacy or instrumentality.
  Planetary
  +6
  Planets, plateworlds, a large 
  instrumentality.
  Interplanetary
  +7
  Solar systems, large corporacies, a 
  cluster.
  Interstellar
  +8
  Sectors, interstellar civilisations.
  Galactic
  +9
  The Commonality, major interstellar 
  civilisations.
  •	 When interacting with a larger scale entity, you gain a +2 
  bonus to affect your target per scale larger, and incur a -4 pen-
  alty to any shifts which result.
  •	 When interacting with a smaller scale entity, you incur a -2 
  penalty to affect your target per scale smaller, and gain a +4 
  bonus to any shifts which result.
  Invoking Aspects (page 71)
  Spend a fate point or free invoke, to do one of:
  •	 +2 to your skill roll.
  •	 Reroll all your dice.
  •	 Teamwork: +2 to another character’s roll vs relevant passive 
  opposition.
  •	 Obstacle: +2 to the passive opposition.
  Free invokes stack with a paid one and each other.
  Compelling Aspects (page 73)
  Decision-based: You have _____ aspect in _____ situation, so 
  it makes sense that you’d decide to _____. This goes wrong when 
  _____ happens.
  Event-based: You’re in _____ situation and have _____ aspect, 
  so it makes sense that, unfortunately, _____ would happen to you. 
  Damn your luck.
  Earn Fate Points (page 76)
  Earn fate points when you:
  •	 Accept a compel.
  •	 Have your aspects invoked against you.
  •	 Concede a conflict.
  Challenges (page 147)
  •	 Each obstacle or goal that requires a different skill gets an 
  overcome roll.
  •	 Interpret failure, costs, and success of each roll together to 
  determine the final outcome.
  Contests (page 148)
  •	 Contesting characters roll appropriate skills.
  •	 If you get the highest result, you score a victory.
  •	 If you succeed with style and no one else does, you score two 
  victories.
  •	 If there’s a tie for the highest result, no one scores a victory, and 
  an unexpected twist occurs.
  •	 First participant to score three victories wins the contest.
  Conflicts (page 150)
  •	 Set the scene and define aspects and zones.
  •	 Determine turn or initiative order:
  Character 
  Type
  Conflict 
  Type
  Skill Determining Initiative Order
  Character
  Physical
  Notice, Athletics, Physique
  Mental
  Empathy, Rapport, Will
  Credit
  Bureaucracy, Contacts, Resources
  Construct
  Physical
  Active or Passive Sensing, 
  Manoeuvre, Hull Strength
  Systems
  Systems, Active or Passive Sensing, 
  Technical
  Credit
  Bureaucracy, Contacts, Resources
  Organisation
  Physical
  Notice, Manoeuvre, Structure
  Mental
  Empathy, Rapport, Will
  Credit
  Bureaucracy, Contacts, Resources
  
  Reference Sheets
  •	 Start the first exchange:
   ·
  On your turn, take an action (usually an attack) and resolve it.
   ·
  On other people’s turns, defend or respond to their actions 
  as necessary.
   ·
  Once everyone has taken a turn, begin a new exchange.
  •	 Conflict ends when everyone on one side has conceded or been 
  taken out.
  Conceding: You may give up before the next roll; you lose, but 
  avoid the worst, and earn 1 fate point +1 fate point per conse-
  quence sustained in conflict.
  Creating Advantages in Conflicts: Temporary Blinding, Cover-
  ing Fire, Disarming, Positioning, Winded, Dirty Tricks, Taking Cover, 
  Altering the Environment.
  Area Effects: Roll dice once; every target in the area must 
  defend against that result.
  Multiple Target Attacks: Roll dice once; divide the result 
  among the targets as you want; each target defends against the 
  result assigned to it.
  Construct Conflicts (page 216)
  •	 Detection roll; Passive Sensing vs Stealth, or Active Sensing 
  with a +2 bonus but you’re automatically detected. Acting while 
  undetected incurs -2 penalty on your next Stealth roll.
  •	 Success means detecting construct has detected target at a 
  range equal to the shifts in zones.
  •	 Evasion: Manoeuvre or Stealth vs Manoeuvre or Active / Passive 
  Sensing.
  Organisation Conflicts (page 276)
  •	 Detection rolls for organisations use Notice vs Stealth.
  Being Hit By An Attack (page 152)
  Fill in one stress box greater than or equal to the shift value of the 
  attack; take one or more consequences; or fill in one stress box 
  and take consequences. If you can’t do any of these things, you’re 
  taken out.
  Consequences (page 153)
  Mild: Reduce the shift value of attack by -2.
  Moderate: Reduce shift value by -4.
  Severe: Reduce shift value by -6.
  Extreme: Reduce by -8, and permanent character aspect.
  Character 
  Type
  Consequence 
  Type
  Examples
  Character
  Mild
  Black Eye, Bruised Hand, Winded, 
  Flustered, Cranky, Temporarily 
  Blinded, Empty Pockets, No Credit 
  Till Tomorrow.
  Moderate
  Deep Cut, First Degree Burn, 
  Exhausted, Drunk, Terrified, Out 
  of Credit, Cash Flow Crunch
  Severe
  Second Degree Burn, Compound 
  Fracture, Guts Hanging Out, 
  Crippling Shame, Trauma-
  Induced Phobia, Asset Seizure, 
  Blacklisted.
  Character 
  Type
  Consequence 
  Type
  Examples
  Construct
  Mild
  Wildly Sparking Console, 
  Confused Sensors, Thrown Off 
  Aim, Stalled, Overheating.
  Moderate
  Shield Power Drained, Sensor 
  Overload, Tank Track Control 
  System Disabled, Power Conduit 
  Severed, Venting Into Space.
  Severe
  Raging Fire on Deck Three, 
  Cargo Hold Taking on 
  Water, Structural Integrity 
  Compromised, ZIP Core Going 
  Critical, Planing Engines Offline, 
  Weapon Systems Disabled, 
  Shields Down, Axle Broken.
  Organisation
  Mild
  Inefficiencies Exposed, 
  Outmanoeuvred, Mutters of 
  Disbelief.
  Moderate
  Structural Inadequacies, 
  Reporting Chain Destroyed, 
  Active Discontent.
  Severe
  Management Collapse, Driven 
  From the Field, Revolution!
  Culture
  Mild
  Scandal, Cultural Neurosis, 
  Fixation and Obsession.
  Moderate
  Shutdown and Strikes, Culture 
  Quake, Lost Our Way.
  Severe
  Cultural Revolution, Anarchy and 
  Collapse, Extremist Coup.
  Consequences and Stress Recovery 
  (page 154)
  Mild: Overcome Fair (+2), one whole scene.
  Moderate: Overcome Great (+4), one whole session.
  Severe: Overcome Fantastic (+6), one whole scenario.
  Character 
  Type
  Damage 
  Type
  Skill Used
  Stunts / Extras
  Character
  Physical
  Technical
  Meditech; (Construct) 
  Auto-Doc
  Mental
  Empathy
  Psychology, 
  Redaction
  Credit
  Resources
  Bail Out, Cargo 
  Trading
  Construct
  Physical
  Technical
  Auto-Repair System, 
  Repair Drones, Repair 
  Yard; (Character) 
  Starship Engineer
  Systems
  Technical
  As Construct Physical
  Mental
  Empathy
  Starship Therapist; 
  (Character) Starship 
  Therapy
  
  Reference Sheets
  Character 
  Type
  Damage 
  Type
  Skill Used
  Stunts / Extras
  Organisation
  Physical
  Resources
  Aid Package; 
  (Character) Money Is 
  Power
  Mental
  Empathy
  Arbitration and 
  Reconciliation; 
  (Character) Cultural 
  Redaction
  Credit
  Contacts
  Stakeholder 
  Intervention
  Advancements (page 159)
  Minor Milestone: Switch a skill or stunt; or rename an aspect; 
  or buy a stunt.
  Significant Milestone: As minor milestone, plus: gain 1 skill 
  point; and rename a severe consequence; and buy a new extras 
  aspect.
  Major Milestone: As significant milestone, plus: rename an 
  extreme consequence; and gain 1 refresh; and rename your high 
  concept.
  Gravity (page 176)
  Muscle Power: For lifting and moving things, and jumping, 
  modify opposition by current gravity rating, and your own roll by 
  your habituated gravity.
  Agility: Incur penalty to Athletics, Melee Combat, and Unarmed 
  Combat rolls equal to absolute difference between local gravity 
  and your habituated gravity. Excludes jumping.
  Smashing Damage: Apply your habituated gravity as modifier 
  to physical stress smashing damage.
  Tech Index (page 116)
  •	 Tech index rating modifies opposition in Science or Technical 
  skill roll.
  •	 Opposition is increased by every tech index you are below tech 
  index of problem, and decreased by every tech index you are 
  above.
  •	 If relying on unfamiliar local tech, incur penalty equal to 
  difference between your own tech index and tech index of 
  environment. 
  Mindscape Actions (page 187)
  Sensorview: Use Mindscape to perceive things with Investigate 
  and Notice.
  Exomemory: Make Knowledge, Science, or Technical rolls to 
  recall other people’s uploaded memories.
  Hack Someone’s Halo: Use Hacker (Intrusion) or Mindscape 
  Engineer (Technical) to forcibly read contents of someone’s halo. 
  Also disrupt and steal halo abilities.
  Thoughtcast: Communicate via Mindscape using “techno-
  telepathy”.
  Mindjammer Paradigms (page 113)
  •	 Ubiquitous Intelligence — but No Computers
  •	 Advanced Minds
  •	 Infinite Storage Capacity
  •	 Discretionary Interfaces
  •	 Ubiquitous Perception
  •	 Variform Design
  •	 Fields
  •	 Abundant Power
  •	 No Faster-than-light Communication
  •	 Ubiquitous Anti-grav
  •	 Extreme Miniaturisation
  •	 No Mindscape Consciousness
  •	 No Persistence of Identity
  •	 No Matter Transport — but Matter Creation
  Planing Jumps (page 224)
  •	 Roll your starship’s Planing skill vs passive opposition equal to 
  distance, plus scale of your starship.
  •	 Organic 2-pilots may take create an advantage actions using 
  Starship Pilot against same opposition to provide stacked 
  teamwork bonuses.
  •	 Success: Successfully make the jump.
  •	 Success With Style: Emerge and gain a boost.
  Jump Distance (LY)
  Description
  Time Required
  Difficulty*
  Microjump (< 1 LY)
  Within current star system only; see “Activating Planing Engines in 
  Dangerous Environments” (page 228)
  Several hours
  Terrible (-2)
  1-3LY
  Just about make it to the nearest star system
  A day
  Poor (-1)
  4-10LY
  Any neighbouring star system
  A few days
  Mediocre (+0)
  11-20LY
  Two or three star systems away
  Several days
  Average (+1)
  21-30LY
  Several star systems away
  A week or more
  Fair (+2)
  31-40LY
  Anywhere within the current octant
  Half a month
  Good (+3)
  41-50LY
  Just about make it to the nearest octant
  A few weeks
  Great (+4)
  51-60LY
  Any neighbouring octant
  A few weeks
  Superb (+5)
  61-70LY
  Just about make it to the nearest subsector
  Several weeks
  Fantastic (+6)
  71-80LY
  Any neighbouring subsector
  A month
  Epic (+7)
  81-90LY
  Two or three subsectors away
  A month or more
  Legendary (+7)
  
  Reference Sheets
  •	 Tie: Make the jump at minor cost (chronodisplacement, over-
  haul, mild mental consequence to sentience).
  •	 Failure: Either don’t make the jump, and your immediate 
  environment incurs consequence equal in severity to failure; or 
  make the jump at serious cost (misjump, damage, etc).
  Horizontal Separation in Light Years (LY)
  LY
  10
  20
  30
  40
  50
  60
  70
  80
  90
  100
  Vertical Separation in Light Years (LY)
  10
  14
  22
  32
  41
  51
  61
  71
  81
  91
  100
  20
  22
  28
  36
  45
  54
  63
  73
  82
  92
  102
  30
  32
  36
  42
  50
  58
  67
  76
  85
  95
  104
  40
  41
  45
  50
  57
  64
  72
  81
  89
  98
  108
  50
  51
  54
  58
  64
  71
  78
  86
  94
  103
  112
  60
  61
  63
  67
  72
  78
  85
  92
  100
  108
  117
  70
  71
  73
  76
  81
  86
  92
  99
  106
  114
  122
  80
  81
  82
  85
  89
  94
  100
  106
  113
  120
  128
  90
  91
  92
  95
  98
  103
  108
  114
  120
  127
  135
  100 100
  102
  104
  108
  112
  117
  122
  128
  135
  141
  Exploration Missions (page 313)
  Preliminary System Scan: Passive Sensing roll, reveals system 
  high concept.
  Preliminary System Analysis: Passive Sensing roll, with each 
  shift providing stellar body, number of planets, planetary types; or 
  a challenge.
  Detailed System Analysis: Passive Sensing roll identifies one 
  system parameter, aspect, or hazard per shift.
  Hazard Identification Survey: Passive Sensing roll identifies 
  hazard; success with style identifies hazard and one parameter, or 
  multiple parameters; success at a cost means you’re affected.
  Preliminary Planetary Scan: Passive Sensing for worlds with-
  out Mindscape.
  Planetary Analysis: Passive Sensing roll reveals one parameter; 
  success with style reveals two.
  Stage Two Planetary Registration:
  •	 Cartographic Survey: Passive Sensing roll.
  •	 Terrain Survey: Passive Sensing roll to identify terrain types.
  •	 Biosphere Identification Analysis: As below.
  Civilisation Analysis: Investigate roll; Passive Sensing and 
  cultural analysis rolls create advantages (page 345).
  Biosphere Identification Analysis: Science roll vs passive 
  opposition (page 388) to reveal biosphere concept.
  CULTURAL OPERATIONS (page 306)
  Preliminary Cultural Analysis: Empathy, Investigate roll, etc, 
  revealing dominant meme and civilisation type.
  Threat Analysis: Create an advantage roll using appropriate 
  skills.
  Detailed Cultural Analysis: Against Deceive, Stealth, etc; assess 
  stunts, skill tiers, aspects, etc. 
  Identify Emerging Toxic Memes: Notice, Empathy, Investigate, 
  to identify relevant memes.
  Planetary Event Tables (page 319)
  4dF
  No 
  Biosphere
  No Biosphere, 
  Inhabited
  Biosphere
  Biosphere, 
  Inhabited
  -4
  System 
  Event
  System  
  Event
  System 
  Event
  System 
  Event
  -3
  Planet 
  Event
  Planet  
  Event
  Planet 
  Event
  Planet 
  Event
  -2
  Planet 
  Event
  Terrain  
  Event
  Biosphere 
  Event
  Terrain 
  Event
  -1
  Terrain 
  Event
  Civilisation 
  Event
  Terrain 
  Event
  Civilisation 
  Event
  +0
  Terrain 
  Event
  Civilisation 
  Event
  Biosphere 
  Event
  Biosphere 
  Event
  +1
  Terrain 
  Event
  Civilisation 
  Event
  Terrain 
  Event
  Civilisation 
  Event
  +2
  Planet 
  Event
  Terrain  
  Event
  Biosphere 
  Event
  Terrain 
  Event
  +3
  Planet 
  Event
  Planet  
  Event
  Planet 
  Event
  Planet 
  Event
  +4
  System 
  Event
  System  
  Event
  System 
  Event
  System 
  Event
  Star System Event Tables (page 358)
  Score
  Inhabited System
  Uninhabited System
  -4
  System Hazard
  System Hazard
  -3
  Civilisation Event
  System Hazard
  -2
  System Event
  Planet Event
  -1
  Starship Encounter*
  System Event
  +0
  Starship Encounter*
  System Event
  +1
  Starship Encounter*
  System Event
  +2
  Planet Event
  Planet Event
  +3
  Civilisation Event
  System Hazard
  +4
  System Hazard
  Extraordinary Event*
  *see page 371.
  Interstellar Trade (page 442)
  Finding a Cargo: Contacts vs reverse of Trade Index.
  Buy a Cargo: Contest of Your Resources vs Cargo Value and 
  World’s Trade Index vs Cargo Value
  Avoid Red Tape When Selling a Cargo: Bureaucracy vs World’s 
  Control Index
  Sell a Cargo: Rapport + Cargo Value vs World’s Trade Index
  Find Passengers: Rapport + modifiers vs Ship’s Scale + modifiers
  Make the Passage: Systems + steward modifier vs Passenger 
  Complement
  Make a Stasis Berth Passage: Systems + Technical advantage 
  vs Fair (+2) opposition
  
  OUTER (x10)
  EXTREME OUTER 
  (x40)
  PLANETARY TYPE
  NAME
  ASPECTS
  MINDSCAPE:
  STARPORT:
  CIVILISATION:
  POPULATION:
  OUTER (x5)
  OUTER (x1.5)
  HABITABLE ZONE OUTER 
  (x1.5)
  HABITABLE ZONE (x1.0)
  HABITABLE ZONE INNER 
  (x0.7)
  INNER (x0.4)
  EXTREME INNER ORBIT 
  (x0.1)
  PRIMARY
  STELLAR BODY TYPE
  NAME
  H-ZONE ORBITAL DISTANCE
  SKY COLOUR
  TRADE ASPECTS
  CONTROL INDEX
  TRADE INDEX
  ASPECTS
  4dF
  -4
  -3
  -2
  -1
  0
  +1
  +2
  +3
  +4
  SYSTEM EVENTS
  SYSTEM 
  NAME:
  SYSTEM SCHEMATIC
  DESIGNATION:
  Mindjammer - The Roleplaying Game © 2014 Mindjammer Press Ltd. http://mindjammerpress.com/mindjammer. Permission granted to copy for personal use only.
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Mindjammer - Fate/Mindjammer - Sheets & Forms.pdf