TEXT: TRAVELLER
  760 Patrons
  Contacts, Mentors, Benefactors and Financiers
  
  TRAVELLER
  TRAVELLER
  760 Patrons
  Traveller : 760 Patrons©2008 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly 
  forbidden. All signiﬁ cant characters, names, places,items, art and text herein are copyrighted by Mongoose Publishing.
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game 
  License, please go to www.mongoosepublishing.com.
   
  This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of ﬁ ction. Any similarity to actual people, organisations, 
  places or events is purely coincidental.
  Traveller is a trademark of Far Future Enterprises and is used under licence. 
  Printed in the USA.
  CREDITS
  Classic Traveller
  Marc Miller
  Loren Wiseman, John Harshman, Frank Chadwick, Darryl Hany,
  Winston Hamilton, Tony Svajlenka, Scott Renner, Doug Poe,
  David MacDonald, Wayne Roth, Paul R. Banner.
  Mongoose Traveller 
  AUTHOR
  Bryan Steele
  EDITOR
  Charlotte Law
  INTERIOR ILLUSTRATIONS
  German Ponce, Marco Morte, Nathan Furman, Phil Renne, Rich 
  Longmore and Robin Everett McGuirl.
  SPECIAL THANKS
  Marc Miller, Tom O’Neill, Brian Caball, Aidan Rafferty, Robert 
  Eaglestone, Loren Wiseman, James Maliszewski, Donald McKinney, 
  Constantine Thomas, William Hostman, Martin Costa, David Smart
  PLAYTESTERS
  Exploration
  Exploration
  Kris Crofts, Claire Mooney, Denis Ryan, Stephen Harte, Tom O’Neill, Padraig O’Sullivan, 
  James Maher, Geoff Russell, Brian Mulcahy, Rob Feeney, Mike O’Brien, Jp Corkery
   CONTENTS
  INTRODUCTION 
  2
  MILITARY PATRONS 
  4
   
  NAVY PATRONS 
   4
   
  MARINES PATRONS 
  14
   
  ARMY PATRONS 
  24
  SPACER PATRONS 
  34
   
  SCOUT PATRONS  
   
   
                
  34 
   
  MERCHANT PATRONS 
  43
   
  AGENT PATRONS 
   
  52
  UPPER-CLASS PATRONS 
  62
   
  NOBILITY PATRONS 
  62
   
  SCHOLAR PATRONS 
  72
  MIDDLE-CLASS PATRONS 
  82
   
  ENTERTAINMENT PATRONS 
  82
   
  CITIZEN PATRONS  
   
   
   
  91 
  LOWER CLASS PATRONS 
   
   
   
              100
   
  ROGUE PATRONS 
   
   
   
              100
   
  DRIFTER PATRONS 
   
   
   
              109
  MERCENARY PATRONS 
   
   
   
              118
   
  CADRE PATRONS 
   
   
   
              118
   
  COM ANDO PATRONS 
   
   
              126
   
  GUERILLA PATRONS  
   
   
              134
   
  SECURITY PATRONS  
   
   
              142
   
  STRIKER PATRONS 
   
   
   
              150
   
  WARM ONGER PATRONS 
   
   
              158
  WILD CARD PATRONS 
   
   
   
              166
  
  2
  Traveller opens up the galaxy – multiple galaxies – to the readers, 
  players and Referees out there who are looking to explore them. 
  In this vast universe they can ﬁ nd planets, stars, nebulae, aliens 
  and ancient civilisations to ﬁ ll the empty void that is space. It is an 
  enormous stage to set and there is no shortage of uniqueness and 
  oddity that can appear seemingly out of nowhere. Many of these 
  unexpected encounters will come in the form of social interactions; 
  from a brisk handshake given by a colleague to the barrel of a gauss 
  pistol pressed into a character’s ribs.
  Traveller: 760 Patrons arms its readers with a mind-boggling number 
  of potential personalities and archetypes, which Traveller fans can 
  put to good use in their own games. Players can quickly roll a good 
  ally or enemy for their characters, Referees can randomly determine 
  who happens to be waiting in a bar or maybe even come up with a 
  complete adventure using just the interaction threads written in this 
  book. Essentially, this book is a titanic collection of encounters waiting 
  to happen. Many of these encounters will result in work or missions 
  for the characters – although not always in the way they expect.
  Unlike the Patrons found in the Traveller Core Rulebook, these 
  are not adventure hooks set in stone with pre-arranged prices and 
  potentials. In an effort to make this book free-formed and usable 
  several times over, we have ensured that each Patron is described in 
  a generic way with several routes that the interaction could take. We 
  did not want to include ﬁ rm credit amounts or job offer types with 
  the Patrons because of the generic role that this book is supposed 
  to provide. Some games will show that a rescue mission is worth 
  far more than Cr10,000, where others might think that is a fortune 
  for a simple ﬁ nd-and-grab. This way it is between the Referee and 
  his players to determine what each Patron will be about, how much 
  the interaction will cost or pay and the scope of the events involved; 
  with some directional assistance from this book.
  Making use of Traveller: 760 Patrons is remarkably easy. It is designed 
  speciﬁ cally to serve as a source for quick and simple encounters 
  and interactions. The various chapters of this book are separated 
  into different social categories based on very general stereotypes 
  of characters. These social categories help Referees and players 
  decide from which category they should be rolling their patron 
  encounters. A few quick decisions and some random dice rolls will 
  then determine the basic patron they will have a chance to interact 
  with. A Referee can take 15 minutes before a gaming session and roll 
  up a random Patron encounter for each of his players’ characters to 
  possibly interact with and then drop them into the gaming session 
  as the opportunities arise – it is just that easy!
  SOCIAL GROUPINGS
  The chapters in this book are divided into groupings based on the 
  generally perceived social peers within their current career path. 
  This does not mean that a Scout character should never be allowed 
  to roll upon the Drifter patron table or that a mercenary Striker 
  cannot roll an interaction with a patron from the Army selections. 
  The book is designed in a general format to help organise these 
  patron characters and aid users in ﬁ guring out their designated 
  tables in fast ways.
  The social groupings are as follows; containing the patron tables for 
  the listed career path types.
  • 
  Military Patrons – Navy, Marines or Army characters
  • 
  Spacer Patrons – Scout, Merchant or Agent characters
  • 
  Upper-Class Patrons – Nobility or Scholar characters
  • 
  Middle-Class Patrons – Entertainer or Citizen characters
  • 
  Lower-Class Patrons – Rogue or Drifter characters
  • 
  Mercenary Patrons – Cadre, Commando, Guerrilla, Security, 
  Striker or Warmonger characters
  • 
  Wild Card Patrons – Unusual or otherwise unique characters
  Characters will not always ﬁ t into the social grouping that they are 
  supposed to. Not all Agents spend much time in space, some Nobility 
  are bigger scum than most crime lords and there are lots of military 
  characters that deal with the same people that Mercenary types do. It 
  is up to the Referee to decide the best social groupings and sub-tables 
  to use when rolling up a patron encounter in this book.
  ANTAGONISTS OR PROTAGONISTS?
  Each individual section of this book is divided into two types of 
  patron encounters that characters can interact with – antagonists 
  and protagonists. Antagonists are patron encounters that begin with 
  the interaction stacked against the wishes and needs of the character; 
  they are often enemies or obstacles that will have to be overcome. 
  Protagonists are patron encounters that begin with the interaction 
  aimed at helping or working with the character; they are generally 
  allies or outsiders that will act in the beneﬁ t of the character. Whether 
  a patron encounter is rolled as an antagonist or protagonist will set 
  the initial reason and mood for the encounter. It is up to the decisions, 
  skill checks and roleplaying efforts of the characters interacting with it 
  to decide the ﬁ nal outcome of the encounter.
  Whenever rolling a patron encounter in Traveller: 760 Patrons, the 
  Referee should roll a d6. If the result is an Odd number the patron 
  should be rolled using that career path’s Antagonist Patron Table. If 
  INTRODUCTION
  INTRODUCTION
  2
  
  3
  the result is an Even number the patron is instead rolled using the 
  Protagonist Patron Table.
  REQUIRED SKILLS OR EQUIPMENT?
  Although most of the patron encounters created using the rules in 
  this book are generic in nature when compared to the complexity of 
  the Traveller universes, there are a few speciﬁ c requirements that 
  might be necessary for characters to interact with them. For example, 
  an Alternate Pilot antagonist cannot be available unless there is a 
  ship berthed somewhere nearby on which he is crew. Alternatively, 
  a patron encounter with a Hacker will need the character(s) to have 
  the Computers skill to interact with it at all. These requirements are 
  listed under the heading for each individual patron encounter.
  Rolling a Random Patron Encounter
  Most patron encounters rolled using the tables in this book will be 
  based off of a character’s career path or current employment. There 
  might come a reason why a player or Referee will want to generate a 
  completely random patron encounter for his gaming sessions; the 
  following table allows for that.
  Random Patron Encounter
  d66 Result
  d66 Result
  Patron Table Used
  Patron Table Used
  11 – 12
  Navy (page 4)
  13 – 14
  Marines (page 14)
  15 – 16
  Army (page 24)
  21 – 22
  Scout (page 34)
  23 – 24
  Merchants (page 43)
  25 – 26
  Agent (page 52)
  31 – 32
  Nobility (page 62)
  33 – 34
  Scholar (page 72)
  35 – 36
  Entertainer (page 82)
  41 – 42
  Citizen (page 91)
  43 – 44
  Rogue (page 100)
  45 – 46
  Drifter (page 109)
  51 – 52
  Cadre (page 118)
  53 – 54
  Commando (page 126)
  55 – 56
  Guerrilla (page 134)
  61 – 62
  Security (page 142)
  63 – 64
  Striker (page 150)
  65 – 66
  Warmonger (page 158)
  Special1
  Wild Card (page 166)
  1This result occurs 50% (4 – 6 on a d6) of time when doubles are 
  rolled 
  3
  INTRODUCTION
  INTRODUCTION
  
  4
  In Traveller, service in the military is commonplace and far reaching, carving out a spider’s web of social connections, alliances and 
  enmities as far as there has been space travel to. No matter what branch of governed military someone is serving with, they have access to 
  a number of interesting and particular individuals.
  NAVY PATRON ENCOUNTERS
  Characters in the Navy career path are given access to meeting a variety of people from all over the galaxy. Other naval personnel, civilians 
  while on leave and alien species are all common examples of who a Navy character might have reason to interact with. Although following 
  orders and pursuing what their governing agency requires might stiﬂ e their options some, their far-reaching travels more than make up for 
  it in most cases.
  Navy Patrons
  Navy Patrons
  d66 Result
  d66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Efﬁ ciency Overseer
  Flotilla Commander
  12 – 13
  Stowaway
  Tattoo Artiste
  14 – 15
  Gunner
  Planetside Dockmaster
  16 – 21
  Rumourmonger
  Smuggler
  22 – 23
  Ship’s Medic
  Grease Monkey
  24 – 25
  Breaching Marine
  Chief Petty Ofﬁ cer
  26 – 31
  Mess Crewman
  Visiting Scout
  32 – 33
  Alternate Pilot
  Requisition Clerk
  34 – 35
  Staff Ensign
  Rookie Ensign
  36 – 41
  Petty Ofﬁ cer
  PT Staff Member
  42 – 43
  Supply Ofﬁ cer
  Shuttle Pilot
  44 – 45
  Engine Mechanic
  Ship Janitorial Staff
  46 – 51
  Visiting Ofﬁ cer
  Ship Assault Specialist
  52 – 53
  Comms Ofﬁ cer
  Alien Diplomat
  54 – 55
  Gambler
  Primary Pilot
  56 – 61
  Hand-to-Hand Trainer
  Ship’s Captain
  62 – 63
  Lieutenant
  Master Chief
  64
  Pro-Alien Debater 
  Firearms Enthusiast
  65
  Saboteur
  Bridge Operational Ofﬁ cer
  66
  Governmental Agent
  Fleet Admiral
  MILITARY PATRONS
  MILITARY PATRONS
  4
  (11.A) Efficiency Overseer
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  A civilian agent from one of a dozen different allied companies or 
  afﬁ liations has come on board with the ship’s crew to evaluate their 
  efﬁ ciency, aptitude levels and overall competence. He or she is rude, 
  judgmental and seems to dislike the military a great deal. 
  REFEREE’S INFORMATION:
  The overseer is (roll a d6)…
  1 – 2: …a secret agent for an enemy of the military and will do 
  everything he or she can to cut the ship’s budgets in order to 
  weaken it.
  3 – 4: …just a normal efﬁ ciency expert but it is his job to try and ﬁ nd 
  problems with how the ship is run.
  5: …in league with a rival lieutenant looking to get this ship’s captain 
  ﬁ red to take his spot on the bridge.
  6: …a former member of the navy who was kicked out for misconduct 
  and now has a score to settle with this ship’s captain.
  (11.P) Flotilla Commander
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The commanding ofﬁ cer of a local space ﬂ otilla (a small armed 
  starbase) is in the area and is not being subtle about his visit. 
  
  MILITARY PATRONS
  MILITARY PATRONS
  He has an armed guard detail with him but he seems more like a 
  politician than a military commander.
  REFEREE’S INFORMATION:
  The ﬂ otilla commander is (roll a d6)…
  1 – 2: …a former member of the same military that the character 
  belongs to and still has a heartfelt attachment to it.
  3 – 4: …looking to recruit new staff for his ﬂ otilla and pays rather 
  well for ex-military types.
  5 – 6: …in need of freelancers to investigate a problem on his ﬂ otilla 
  that he cannot get directly involved with due to inter-staff 
  politics.
  (12 – 13.A) Stowaway
  Required Skills: Investigate Required Equipment: Ship
  PLAYER’S INFORMATION:
  Someone has tucked themselves away on your ship trying to get a 
  free ride to wherever you are going. Discovering them might be a 
  chore but not knowing who is roaming your vessel and what they 
  are capable of is a danger to everyone on board.
  REFEREE’S INFORMATION:
  The stowaway is (roll a d6)…
  1: …an alien refugee trying to run away from its oppressive home 
  planet; willing to ﬁ ght and kill to do so.
  2 – 4: …a freeloading drifter trying to get from side of the galaxy to 
  the other on free rides.
  5: …a maddened lunatic that does not remember how he got on the 
  ship in the ﬁ rst place.
  6: …a wanted criminal trying to avoid the local operational 
  authorities.
  (12 – 13.P) Tattoo Artiste
  Required Skills: Streetwise 
  Required Equipment: None
  PLAYER’S INFORMATION:
  A local skin artiste, a true master of tattoos and body piercing, has a 
  shop in the local area. He does a lot of work for the various units of 
  ﬁ ghter jocks and marine squads that come to see him and some of 
  his designs are renowned in interstellar magazines.
  REFEREE’S INFORMATION:
  The tattoo artiste is (roll a d6)…
  1 – 2: …looking for a client to serve as the canvas for his new 
  ‘masterpiece’, which will make that person’s skin famous.
  3 – 5: …operating a military personnel discount for a few days, 
  making it a perfect time for the characters to get ‘inked’.
  6: …has a new nano-enhanced ink that actually changes colour with 
  the moods of the person tattooed with it and wants to try it out 
  for free on a few willing clients.
  (14 – 15.A) Gunner
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  One of the ship’s gunnery ofﬁ cers has been showing some signs of 
  stress lately. This should not be a surprise, as anyone in charge of 
  turning a few thousand megawatts of power into lances of coherent 
  fusion designed to vaporise hundreds of lives in milliseconds has a 
  lot on their minds.
  REFEREE’S INFORMATION:
  The gunner is (roll a d6)…
  1 – 2: …about to have a complete breakdown; it would be very 
  bad if this happened with him at the controls of the fusion 
  cannonade. 
  3 – 4: …very distraught about the sheer number of lives his actions 
  have directly taken and wants to commit suicide over the 
  affair.
  5 – 6: …jealous of the characters and the freedom they enjoy while 
  he is cooped up in his ﬁ ring station.
  (14 – 15.P) Planetside Dockmaster
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  In charge of the starship docking facility on the local planet, this 
  friendly-faced bureaucrat makes sure that all of the ships in his care 
  get re-fuelled and re-armed properly before sending them back out 
  into the void. His docks are always open to those who can pay the 
  tab and he never turns away potential clients.
  5
  
  MILITARY PATRONS
  MILITARY PATRONS
  MILITARY PATRONS
  6
  REFEREE’S INFORMATION:
  The planetside dockmaster is (roll a d6)…
  1: …really down on his luck and needs someone to help him around 
  the facility.
  2 – 3: …happy that he has recently conﬁ scated a ship’s yacht and its 
  contents; he is now looking for potential buyers.
  4 – 5: …trying to set up a permanent account with the characters’ 
  employers or government.
  6: …looking to sell shares of his facility to upstanding, military types. 
  They are Cr1,000 each but will assuredly be worth millions over 
  a lifetime.
  (16 – 21.A) Rumourmonger
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person has nothing better to do with his time than talk about 
  what other people are doing. No matter who is doing what, he will ﬁ nd 
  a way to put a bad spin on it and tell absolutely everyone about it. 
  REFEREE’S INFORMATION:
  The rumourmonger is (roll a d6)…
  1 – 2: …fairly focussed on the social lives of the characters and wants 
  to truly make everyone hate them.
  3 – 4: …really well informed about some secrets about the characters 
  that they should not be and is not against spreading them.
  5 – 6: …bitter and has a personal score to settle with one of the 
  characters and has no problem making a few things up along 
  the way.
  (16 – 21.P) Smuggler
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Running goods through blockades, under the noses of the authority 
  and hopefully without paying taxes and tariffs, a smuggler is always 
  a good friend to have. He has access to goods that the characters 
  might not otherwise be able to obtain, especially if they need 
  something illegal.
  REFEREE’S INFORMATION:
  The smuggler is (roll a d6)…
  1: …about to embark on a new run through dangerous space that 
  would cost a fortune if he had to pay fees.
  2 – 3: …trying to ofﬂ oad a shipment of high-tech goods, stolen of 
  course.
  4 – 5: …beleaguered by problems with his smuggling ship and in 
  need of a ride; with his cargo. 
  6: …desperate to be rid of a particular piece of goods because of 
  how much the local authorities are looking for it.
  (22 – 23.A) Ship’s Medic
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  Having to look at every wounded member of the crew, from 
  engineering burns to gauss round lacerations everyday can push a 
  ship’s medic a little too far. He has been doing his job for just a little 
  too long and has become a little cynical because of it.
  REFEREE’S INFORMATION:
  The ship’s medic is (roll a d6)…
  1 – 2: …tired of dealing with wounded soldiers and looks down on 
  anyone that might come to him from martial services.
  3 – 4: …concerned that he might have mixed up a few patients’ 
  medications and wants to cover it up by blaming someone else 
  for his incompetence.
  5 – 6: …ready to snap. He has seen just a little too much bloodshed 
  and lives lost in his medical bay and has begun taking it out on 
  his patients.
  (22 – 23.P) Grease Monkey
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This mechanic works long hours in and under the engines and 
  other external systems of all sorts of vehicles. He knows the ins and 
  outs of nearly any vehicular machine and can make just about any 
  common technology work with a little time and effort.
  
  MILITARY PATRONS
  MILITARY PATRONS
  7
  REFEREE’S INFORMATION:
  The grease monkey is (roll a d6)…
  1 – 2: …looking to make a few credits on the side by using his access 
  to the motor pool for smuggling.
  3 – 4: …tired of living his life elbow-deep in crankshafts and VTOL 
  rotors and is looking to join the ranks of galactic travellers.
  5: …seeking some obscure training in his free time to learn one of 
  the characters’ specialised skills.
  6: …currently keeping a secret about his employer’s cost-cutting and 
  second-hand parts but feels that someone should do something 
  before a vehicle malfunction injures someone.
  (24 – 25.A) Breaching Marine
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Considered some of the toughest, roughest and most cliquish 
  soldiers on board any starship, this hulk of a man lives his life hard, 
  fast and by his own rules. He has to be mean to survive in his job, 
  so it makes sense that he rarely gets along with anyone but other 
  breaching marines. 
  REFEREE’S INFORMATION:
  The breaching marine is (roll a d6)…
  1 – 2: …angry about his performance in his last mission and is 
  looking to take it out on anyone who crosses him.
  3: …really drunk after a successful insertion; this makes him 
  belligerent, loud and pugnacious to the extreme.
  4: …trying to get psyched up for what looks like a very dangerous 
  mission in the morning, which means he cannot be bothered 
  with manners or niceties.
  5 – 6: …blaming anyone and everyone for his squadmate’s recent 
  death; from the bay door operator to the engineering chief and 
  everyone in-between.
  (24 – 25.P) Chief Petty Officer
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  In charge of many minor ship functions and lesser detail crews, 
  the chief petty ofﬁ cer is a lot like the middle management of any 
  company. His real power lies in not being important enough for 
  heaped responsibilities but still can order a select few subordinates 
  around.
  REFEREE’S INFORMATION:
  The chief petty ofﬁ cer is (roll a d6)…
  1 – 3: …willing to give the character a try as his personal assistant 
  for a little while.
  4 – 5: …too buried in paperwork to do his rounds with his men, 
  making it hard for him to do his job without a little help.
  6: …looking to train someone loyal and capable to be his replacement; 
  he is hoping to get a bridge promotion soon.
  (26 – 31.A) Mess Crewman
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  This man bears one of the most thankless and time-consuming jobs 
  on a multi-personnel starship. He works long hours in the kitchens 
  attached to the mess hall and hears hundreds of complaints about 
  his cooking at every meal.
  REFEREE’S INFORMATION:
  The mess crewman is (roll a d6)…
  1 – 2: …going to try a new alien herb in the dinner for the crew, even 
  though he knows it has a roughly 50% allergy rate in humans.
  3 – 4: …disgruntled about a character’s reaction to his new exotic 
  dinner dish; which he thought of as his personal best work.
  5 – 6: …an old naval washout, ending up in the kitchens as a 
  dumping ground as much as a punishment for his lacklustre 
  performances. 
  (26 – 31.P) Visiting Scout
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A member of the local scout faction has stopped by; bringing with 
  him tales of uncharted frontier areas and the mapping he has done 
  to help expand his government’s borders. His job is exciting and 
  dangerous and the enthusiasm he has about it makes it seem like a 
  grandiose endeavour.
  REFEREE’S INFORMATION:
  The visiting scout is (roll a d6)…
  1 – 2: …carrying data recordings of his last trip to an unknown planet 
  that he claims will be ‘bigger than fusion’ when the government 
  colonises it.
  3 – 4: …an old friend of a friend and wants to try catch up with the 
  characters while he is not out on the frontier.
  5: …on assignment and cannot stay too long. He does impart a little 
  knowledge about the area of space he has been in before he 
  goes, however.
  6: …also a spy for his government. He is not just looking through 
  the frontier for dangers but also through the forces sent to 
  travel it.
  (32 – 33.A) Alternate Pilot
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  Every ship keeps a staff of pilots and co-pilots on hand in case of 
  emergency situations or long navigational shifts and this man is 
  the one they call when those stand-ins cannot make it. He always 
  wanted to be a starship pilot but only scraped by in training. This 
  earned him a spot in the alternate lists and a rather large chip on 
  his shoulder.
  
  MILITARY PATRONS
  MILITARY PATRONS
  MILITARY PATRONS
  8
  REFEREE’S INFORMATION:
  The alternate pilot is (roll a d6)…
  1 – 2: …bored of being on the back-up list and is looking for a way to 
  ‘occupy’ the primary pilots.
  3 – 4: …tired of being viewed as a lesser pilot and is thinking about 
  going AWOL.
  5: …addicted to some dangerous performance enhancers.
  6: …blaming some action of the characters for his spot on the 
  alternate roster.
  (32 – 33.P) Requisition Clerk
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The man in charge of sitting behind the commissary desk and doling 
  out what people can and cannot have is always a good person to be 
  on the right side of. He keeps a close eye on what there are extras of 
  and what might be able to walk away cheaper than normal – perhaps 
  even free.
  REFEREE’S INFORMATION:
  The requisition ofﬁ cer is (roll a d6)…
  1 – 2: …worried that his supply of food packets are being contaminated 
  through shoddy storage and wants to sell this batch cheap.
  3 – 4: …not sure if his storeroom is safe enough to prevent late-night 
  burglaries and either wants someone to keep it secure or give 
  him his cut of the proﬁ ts.
  5 – 6: …offering the characters a chance at possibly buying some 
  equipment at wholesale, so long as they do not tell anyone he 
  did it.
  (34 – 35.A) Staff Ensign
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  One of the lower ranking crewmembers of his ship, a staff ensign is 
  responsible for a variety of duties. Without anyone to delegate these 
  jobs to, the ensign normally ends up doing them all himself. Always 
  looking for the best ways to get a promotion, the staff ensign can 
  be very clever.
  REFEREE’S INFORMATION:
  The staff ensign is (roll a d6)…
  1 – 2: …trying to ﬁ nd someone he can dupe into doing some menial 
  task for him.
  3: …in trouble for his underwhelming performance lately and will 
  take it out on anyone who looks like they do a good job in 
  theirs.
  4: …waiting for his chance to create a higher ranked opening in the 
  staff structure for him to hopefully ﬁ ll.
  5 – 6: …exhausted from years of his role in the military and hates that 
  he cannot seem to get a promotion. This makes him dangerous 
  and mentally erratic.
  (34 – 35.P) Rookie Ensign
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  Brand new to the crew of a ship, the rookie ensign is normally 
  looking for a way to ﬁ t in amongst his fellows. They expect to get 
  pushed and ordered around while dealing with the highest amount 
  of work rolling downhill from the upper echelon.
  REFEREE’S INFORMATION:
  The rookie ensign is (roll a d6)…
  1 – 2: …fresh out of the academy and ready to ﬂ y but is still rather 
  naïve.
  3 – 4: …trying to put together a weekends-only card game, just like 
  the ones he played in naval basic training.
  5: …destined for greatness within the ranks but is pretty humble 
  about his talents and skills.
  6: …a friend of one of the characters’ old navy buddies and has a lot 
  of good things to say about them.
  (36 – 41.A) Petty Officer
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  Middle management at its best within the ship’s infrastructure, the 
  petty ofﬁ cer takes the position truly to heart. He dislikes those who 
  have been lucky enough to be promoted above him but he also has 
  no respect for the men still ranked below him. Until he can shed the 
  bureaucratic red tape of his position, he will never be pleasant.
  REFEREE’S INFORMATION:
  The petty ofﬁ cer is (roll a d6)…
  1 – 2: …unfriendly toward the characters due to his perception that 
  they are below or above him in rank.
  3 – 4: …looking for someone to pin a badly planned shipside mission 
  on when it assuredly fails.
  5 – 6: …actually in a lot of debt with some moneylenders, so he is 
  selling the best shifts and duties to his men.
  (36 – 41.P) PT Staff Member
  Required Skills: Athletics 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A physical trainer in the naval gymnasium or ﬁ tness centre, this ﬁ t 
  and attractive member of the PT staff wants nothing else but to 
  work out and stay healthy. Not only is this person a good person to 
  have on your side in a physical conﬂ ict but they are terribly useful 
  when trying to lose those last few pounds!
  REFEREE’S INFORMATION:
  The PT staff member is (roll a d6)…
  1 – 2: …leading a new class that he thinks the characters are perfect 
  for.
  
  MILITARY PATRONS
  MILITARY PATRONS
  9
  3 – 4: …worried about the physical ﬁ tness of one of the characters 
  and wants to put them through a few private classes to work on 
  ‘problem areas’.
  5: …in need of an assistant for his next round of recruits and 
  rookies.
  6: …dealing with a recent injury that prevents him from running his 
  normal sessions.
  6: …spiteful of his desk job and really wishes he could be out in the 
  ﬁ eld where the action is.
  (42 – 43.P) Shuttle Pilot
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A professional courier of passengers and cargo over short distances, 
  a shuttle pilot does not have to worry about ﬁ ghter formations and 
  going on patrols. He simply straps in and jets off, normally from a 
  spaceport to a ship or vice versa. Occasionally he might even need 
  to do ship-to-ship ﬂ ights but not nearly as often.
  REFEREE’S INFORMATION:
  The shuttle pilot is (roll a d6)…
  1 – 2: …willing to take passengers on an otherwise cargo haul for 
  free; if only for the company on the trip.
  3 – 4: …upset about having his regular runs taken over by a freelancer 
  and needs some friendly faces over a pint or two.
  5 – 6: …trying to ﬁ gure out the best way to get his shuttle out of 
  impound after he had a little docking ‘accident’ the night 
  before.
  (44 – 45.A) Engine Mechanic
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Trapped under the greasy engines of a shuttle, ﬁ ghter or troop 
  transport all day long can make anyone irritable and abrasive. This 
  exhausted and overworked technician never seems to clear his work 
  schedules; adding to his temper and unwillingness to help anyone 
  outside of his work day.
  REFEREE’S INFORMATION:
  The engine mechanic is (roll a d6)…
  1 – 2: …wanting to get out of the motor pool and away from work 
  for a while but cannot, making him unpleasant and difﬁ cult to 
  deal with.
  3 – 4: …a compulsive gambler or drug addict and is stealing parts 
  from his jobs to sell anonymously.
  5 – 6: …ready to retire but knows that he cannot yet unless he gets 
  injured while on the job. Picking ﬁ ghts with the characters 
  might just do it for him.
  (44 – 45.P) Ship Janitor
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  Cleaning up after all of a ship’s personnel, you get to know a few 
  things and pick up a few clues about people. This sanitation worker 
  and janitor for the ship has been doing so for many years and knows 
  more about the ship and its crew than most of them do.
  (42 – 43.A) Supply Officer
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The man behind the clipboards and red tape, the supply ofﬁ cer is 
  the one in charge of ordering all of the goods and equipment for his 
  assignments. When there are not enough bullets, the fuel cells are 
  empty and all there is to eat are freeze-packed Salisbury steaks, it is 
  because of his decisions and business choices.
  REFEREE’S INFORMATION:
  The supply ofﬁ cer is (roll a d6)…
  1 – 2: …withholding portions of supply requisitions to be sold to 
  smugglers and black marketers.
  3 – 4: …actually opposed to the navy’s current actions, so he has 
  been shorting orders of things like armour and ammunition to 
  dissuade them from taking hostile actions.
  5: …a very opinionated person about what he thinks people 
  should have access to, so he has been adjusting their orders 
  accordingly.
  
  MILITARY PATRONS
  MILITARY PATRONS
  MILITARY PATRONS
  10
  REFEREE’S INFORMATION:
  The ship janitor is (roll a d6)…
  1: …scared to turn in a large sum of money he found wrapped up in 
  a petty ofﬁ cer’s garbage bin.
  2 – 3: …coming to the characters to help him with a dilemma; 
  he thinks he overheard one of the bridge ofﬁ cers planning 
  something nefarious and does not know what to do.
  4 – 5: …cleaning out the old storerooms and has found a few 
  thousand credits worth of merchandise that cannot possibly 
  still be on the manifest. He is willing to share the proﬁ ts if the 
  characters will sell it for him.
  6: …is a gossip and an eavesdropper; he has some of the best dirt 
  on the most unlikely of people in the ship’s crew.
  (46 – 51.A) Visiting Officer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A naval ofﬁ cer from another ship or mission assignment is visiting 
  the area, making it somewhat difﬁ cult to avoid him and his 
  entourage. Every ship has its own dynamic and this ofﬁ cer thinks 
  that his is far more important to express than anything stemming 
  from where he is visiting.
  REFEREE’S INFORMATION:
  The visiting ofﬁ cer is (roll a d6)…
  1 – 2: …bent on trying to take the resources and some of the personnel 
  from the existing area and is willing to use underhanded tactics 
  to do so.
  3 – 4: …looking for a promotion and is very astute to point out ﬂ aws 
  or faults with anything he sees.
  5: …a complete and total moron; his decisions do not make sense 
  and his orders are rarely good ones.
  6: …under secret orders to somehow gauge the local naval command 
  and perhaps usurp it if the need arises.
  (46 – 51.P) Ship Assault Specialist
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  Having trained and served with the breaching marines, this hardened 
  veteran is as tough as nails and scared of nothing. He is a very good 
  man to have on your side in a ﬁ ght and is respected by even the 
  squads of assault troops that rarely look up to anyone.
  REFEREE’S INFORMATION:
  The ship assault specialist is (roll a d6)…
  1: …tired of teaching the muscle-bound thugs that end up in assault 
  squads and wants to show ‘normal’ people how to deal with 
  ship attacks.
  2 – 4: …feeling as though there are not enough shipside defenders 
  on his vessel and is going to help make it ‘more defendable’ 
  with the help of the characters.
  5: …thinking that his planned assault tactics for an upcoming ship-
  to-ship conﬂ ict is ﬂ awed; he wants a second opinion.
  6: …being deployed with the breaching marines for a very special 
  insertion mission. He was given choices as to who he would 
  like to have with him and he chose the characters.
  (52 – 53.A) Comms Officer
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  Although his station is actually operated by several crew members, 
  the comms ofﬁ cer is the sub-leader of the team responsible for 
  communications between the ship and outside sources. This can 
  give him access to private information and sensitive messages 
  – not to mention a bit of a superiority complex.
  REFEREE’S INFORMATION:
  The comms ofﬁ cer is (roll a d6)…
  1 – 2: …not allowing certain transmissions that he takes to be 
  ‘inappropriate’ to be transmitted from the ship. It is not his 
  place to decide what is acceptable and what is not but he has 
  the power nonetheless.
  3 – 4: …listening in on private communiqués, learning a great deal 
  about the ofﬁ cers of the ship.
  5 – 6: …selling ship secrets to an outside government for a small 
  fortune.
  (52 – 53.P) Alien Diplomat
  Required Skills: Advocate, Diplomat 
  Required Equipment: None
  
  MILITARY PATRONS
  MILITARY PATRONS
  11
  PLAYER’S INFORMATION:
  An ambassador from an alien race has come to interact with the 
  naval force as a sign of respect between the two cultures and 
  governments. He or she truly wants a peaceful visitation but knows 
  that their cultural differences can always pose a problem for some.
  REFEREE’S INFORMATION:
  The alien diplomat is (roll a d6)…
  1 – 2: …here on a peace mission from his people. He is looking to 
  see how the local populace will react to an alien among them.
  3 – 4: …seeking more information about the technologies of the 
  character’s race and is willing to exchange some of his own to 
  interact with it.
  5: …hoping to forge a true friendship between his race and the 
  character’s.
  6: …empowered by his government to create ambassadors out of 
  the people he meets and believes to be worthy to return to his 
  homeworld with him.
  (54 – 55.A) Gambler
  Required Skills: Gambler 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The devotion to gaming – or rather winning and losing – is thick 
  with this person’s activities. He spends most of his days asleep or 
  in preparation for his nightly gambling excursions. He does not 
  consider himself to be an addict unless he loses, at which point he 
  commonly vows to be ‘done with it’.
  REFEREE’S INFORMATION:
  The gambler is (roll a d6)…
  1 – 2: …coasting on a series of big wins and although he is jovial about 
  things he is also condescending and drunkenly belligerent.
  3 – 4: …drowning his sorrows from a bad week of losing bets in a 
  local tavern.
  5: …desperate to make a few credits to pay off his bookies and is 
  willing to do anything to get them.
  6: …supposed to get the characters to join him in a high-stakes 
  game.
  (54 – 55.P) Primary Pilot
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  The crew member responsible for making the ship travel safely, the 
  primary pilot or co-pilot is often one of the most liked people on 
  a starship. Everyone knows that a single mistake at the consoles 
  could mean death and disaster for the entire ship, which is why 
  being able to help the pilot staff whenever possible is considered 
  good luck on any voyage.
  REFEREE’S INFORMATION:
  The primary pilot is (roll a d6)…
  1: …pleased with his role on the ship and is always looking to show 
  off to friends.
  2 – 3: ….putting himself through a great deal of virtual training 
  sessions for an upcoming mission path and needs others to ﬂ y 
  against him in the adversarial VR pods.
  4 – 6: …tired of living in the cockpit and wants to go planetside with 
  the characters for once.
  (56 – 61.A) Hand-to-Hand Trainer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The reason why breaching marines know how to kill a man eight 
  ways with their bare hands and the cause for more bruises and 
  sprains within the crew than the worst amount of enemy contact, 
  the local hand-to-hand trainer is as much a sadist as he is a teacher 
  of how to hurt people.
  REFEREE’S INFORMATION:
  The hand-to-hand trainer is (roll a d6)…
  1 – 2: …upset about the ‘weaklings’ in his recent class and is looking 
  to pick a ﬁ ght to feel better.
  3 – 4: …worried that someone might ﬁ nd out that he has been 
  genetically spliced to be as fast and strong as he is.
  5: …looking for a reason to try out his techniques on the ﬁ rst person 
  that looks at him crosswise. 
  6: …experimenting with drugs and chemical enhancers that have 
  made his emotional state somewhat unstable.
  (56 – 61.P) Ship’s Captain
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  The starship captain of a naval vessel needs to be charismatic, 
  strong-willed and tenacious. This person is an example of all of 
  these qualities added together with a liberal amount of pluck and 
  wit. He knows that he has sometimes hundreds of lives in his hands 
  when he makes his decisions, so he makes sure that they count.
  REFEREE’S INFORMATION:
  The ship’s captain is (roll a d6)…
  1 – 2: …looking to put a few crew members on a fast track to becoming 
  ofﬁ cers because of his expanding staff requirements.
  3 – 4: …afraid that the next mission is going to be a difﬁ cult one 
  and he needs some assurance from his crew that everyone will 
  make it out alright.
  5 – 6: …hosting a private dinner in his quarters for 10 of his friends 
  and cohorts; somehow the characters got invited.
  
  MILITARY PATRONS
  MILITARY PATRONS
  MILITARY PATRONS
  12
  (62 – 63.A) Lieutenant
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  High on the rankings under the captain in the bridge of the ship, 
  the lieutenant is the one man prepared to take the captain’s place 
  should something happen to him physically, politically or career-
  wise. He is devoted to the ship and to the crew but most of all his 
  own promotion likelihood. 
  REFEREE’S INFORMATION:
  The lieutenant is (roll a d6)…
  1 – 2: …eager enough to get his promotion that he is willing to 
  sabotage the captain to get it.
  3 – 4: …convinced that the characters are spying upon him on behalf 
  of the captain.
  5: …putting together a plot that he hopes will make the captain look 
  bad and him look good in the eyes of the naval brass visiting 
  the ship.
  6 …willing to harm or even kill nearly anyone to avoid looking bad in 
  front of the promotion boards.
  (62 – 63.P) Master Chief
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Most of the lower crew members, engineers, technicians and non-
  combatant ofﬁ cers look to the master chief for instruction and 
  orders. He is the lynch pin of the grittier aspects of a naval ship and 
  few men or women on a ship or base can boast to have their ﬁ ngers 
  in so many projects, plans and duties.
  REFEREE’S INFORMATION:
  The master chief is (roll a d6)…
  1 – 2: …looking for an alternate crew to do some work for him since 
  the regular team suddenly fell ill and he has some discretionary 
  funds to make it worth the workers’ while.
  3 – 4: …concerned for the status of one of his teams away and he 
  suspects there has been foul play. One of his friends was on 
  the team.
  5 – 6: …in need of someone to talk to about hiring some civilians 
  to get a job done cheaply but does not have the time to leave 
  his post.
  (64.A) Pro-Alien Debater
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This member of a somewhat neutral alien species is in the area to 
  stir up trouble and cause political unrest. He is very vocal about 
  the superiority of his people, their manifest destiny over the local 
  territory and so on. Whether or not he is dangerous has yet to be 
  seen but he loves to cause a ruckus nonetheless.
  REFEREE’S INFORMATION:
  The pro-alien debater is (roll a d6)…
  1 – 3: …a powerful and empathic speaker that rallies the crowd to 
  his side quickly, even if what he is saying is contrary to their 
  best interests.
  4 – 5: …a very good actor and not really that ﬁ rmly rooted to his 
  views, he is simply trying to get paid off or sufﬁ cient media 
  coverage.
  6: …looking to destabilise the local populace and cause alien 
  uprisings all over the territory.
  (64.P) Firearms Enthusiast
  Required Skills: None 
  Required Equipment: A ﬁ rearm of  
   
   
   
  some kind
  PLAYER’S INFORMATION:
  During basic training there are always a few guys who really get 
  into the care and well-being of their ﬁ rearms and most of them 
  take pristine care of them later in life as well. They are often well-
  practiced and a hell of a good shot, which makes them great allies 
  to have when the ﬂ echettes start ﬂ ying.
  REFEREE’S INFORMATION:
  The ﬁ rearms enthusiast is (roll a d6)…
  1 – 2: …happy to work on anyone’s ﬁ rearm, making it better for just 
  a few credits worth of parts and tools and a few hours of his 
  time.
  3 – 4: …claiming that he is the best shot in the navy and would love 
  to put together some kind of practice range.
  5: …excited about trying out a new alien-technology ﬁ rearm he ‘got 
  off a guy’, making everyone around him very nervous when he 
  says that he has no idea what it might do.
  6: …trying to get the entire crew to upgrade their weapons to newer 
  technology weapons but knows how expensive it would be.
  (65.A) Saboteur
  Required Skills: Investigate  
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  An agent for an enemy government or afﬁ liation that snuck aboard 
  in order to sabotage it, this person is very skilled and could not 
  care any less about the crew of the ship. His plans might have 
  been convoluted or obtuse but his mission was simple – destroy 
  something on the ship.
  REFEREE’S INFORMATION:
  The saboteur is (roll a d6)…
  1 – 2: …a commercial agent trying to force the navy away from buying 
  a particular brand of weapon or component.
  3 – 4: …a ‘one-way’ agent and never planned on making it off the 
  ship alive.
  5: …just a mercenary, has ticket paperwork for his mission and 
  technically has a political sanction to operate without causing 
  ‘undue harm’ in his sabotage.
  
  MILITARY PATRONS
  MILITARY PATRONS
  13
  6: …actually an agent from your own government; he was supposed 
  to make it look like another government did it to start talks 
  toward conﬂ ict and war. 
  (65.P) Bridge Operational Officer
  Required Skills: Admin 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  Thought of as the captain’s assistant, the bridge operational ofﬁ cer 
  or ‘OpsMan’ is the right hand to the captain and lieutenant. He 
  makes sure that orders are relayed and followed through by the 
  various parts of command and he tries to maintain a friendly buffer 
  between the general crew and the bridge staff.
  REFEREE’S INFORMATION:
  The bridge operational ofﬁ cer is (roll a d6)…
  1 – 2: …looking for good avenues of information from the general 
  crew and hopes to use social connections over spying or 
  intimidation in order to keep up morale.
  3 – 4: …concerned that his captain’s health is slipping due to a 
  strange animal bite he received off-ship a few days before.
  5 – 6: …kind of small and non-confrontational but needs someone 
  to go to the assault barracks and get a count of their supplies.
  (66.A) Governmental Agent
  Required Skills: Advocate 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Always seeking ways to cut budgets from the military and give it to 
  the executive branches of the government, this suit-and-tie agent is 
  the combination of a lawyer and a politician. He or she is fearless 
  and merciless, standing in the path of an entire ﬂ eet of ships so long 
  as the shield of bureaucracy stands.
  REFEREE’S INFORMATION:
  The governmental agent is (roll a d6)…
  1 – 2: …looking for any way to incriminate the navy and its ofﬁ cers, 
  making note of everything that happens in his presence.
  3 – 4: …a corrupt and horrible person that is only making life so hard 
  for the naval personnel in order to get offered bribes.
  5: …on the secret payroll of the lieutenant, who needs the captain 
  removed from his position in order to be promoted.
  6: … cold and calculating and will gladly use sex, extortion and 
  blackmail to get their way.
  (66.P) Fleet Admiral
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  In charge of not just one ship but an entire ﬂ eet of vessels, the ﬂ eet 
  admiral is the topmost role the navy can offer someone that wants 
  to remain active in ‘the ﬁ eld’. It is not a position given lightly and one 
  that carries with it a great responsibility and tremendous power.
  REFEREE’S INFORMATION:
  The ﬂ eet admiral is (roll a d6)…
  1 – 2: …aware of several plots on his life due to recent choices in ﬂ eet 
  organisation. He needs new bodyguards and private security 
  that he thinks will not be swayed by disgruntled or displaced 
  captains.
  3 – 4: …preparing a massive naval attack upon a formerly neutral 
  target but he wants trusted agents to reconnaissance the area 
  ﬁ rst. 
  5 – 6: …old and somewhat tired of his role in the navy, many even 
  think he is going senile. He secretly seeks out the advice of 
  outsiders to help him make ﬂ eet plans and preparations.
  
  MILITARY PATRONS
  MILITARY PATRONS
  MILITARY PATRONS
  14
  (11.A) Suspect in Custody
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Having been arrested or captured for any of a variety of different 
  crimes, this person is currently being held pending trial or judgment. 
  He does not want to be incarcerated or worse and will do just about 
  anything to try and get away if at all possible. He will plead, beg, 
  threaten and perhaps even attack if given the opportunity.
  REFEREE’S INFORMATION:
  The suspect in custody is (roll a d6)…
  1 – 2: …a non-violent criminal who had been caught stealing small 
  goods; he is a liar and a cheat but will do just about anything 
  to escape.
  3 – 4: …disturbingly silent about his crimes and no one seems to 
  know exactly what he is capable of.
  5: …actually innocent or so he says and can be very convincing at 
  times.
  6: …an infamous serial killer renowned for his sadistic and sick 
  methods.
  MARINES PATRON ENCOUNTERS
  Characters in the Marines career path are attached to starships and starbases, serving as their soldiers and security. This puts them in 
  contact with a great deal of military personnel but also scores of civilians and potential threats. Naval personnel on the ship, civilians while 
  planetside and ‘potential hostiles’ are all common examples of who a Marine character might have reason to interact with. They are trained 
  to be some of the toughest and least yielding of the military branches but the lives of everyone on board are theoretically in their hands 
  – leaving less time for social graces.
  Marines Patrons
  Marines Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Suspect in Custody
  Chief of Security
  12 – 13
  Striker
  Deployment Pilot
  14 – 15
  Combat Medic
  Salvager
  16 – 21
  Establishment Manager
  Navy Ensign
  22 – 23
  Star Raider
  Force Commander
  24 – 25
  Xenobiologist
  Bay Worker
  26 – 31
  Wounded Crewman
  Brig Jailor
  32 – 33
  Media Leak
  Heavy Platform Gunner
  34 – 35
  MedBay Nurse
  Armoury Technician
  36 – 41
  Brig Escapee
  Rookie Star Marine
  42 – 43
  Naval Security Agent
  Student of Warfare
  44 – 45
  Anti-War Activist
  Squadmate
  46 – 51
  Armoury Mechanic
  Ombudsman 
  52 – 53
  P.O.W.
  Gambling Buddy
  54 – 55
  Combat Evaluation Expert 
  Widow(er)
  56 – 61
  Naval Breaching Troop
  Surveillance Ofﬁ cer
  62 – 63
  Diplomatic Ambassador
  Military Attorney
  64
  Alien Terrorist
  R&D Scientist
  65
  Demoted Sergeant
  Star Marine Veteran
  66
  Traitor
  Brigadier
  (11.P) Chief of Security
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  In charge of keeping the security staff, marines and freelance 
  investigators all in line with the ship’s regular duties, the chief of 
  security has a rather stressful job. He knows that he cannot do his 
  job without his staff and keeping them happy with him ensures that 
  he does not always have to be looking over his shoulder.
  REFEREE’S INFORMATION:
  The chief of security is (roll a d6)…
  1 – 2: …worried that he might have a dirty agent on his payroll and 
  wants help to ﬁ nd him.
  3 – 4: …throwing a retirement party for one of his agents and needs 
  the characters to keep the peace for the few hours that most of 
  security will be indisposed.
  5: …sure that there is a new threat to ship security on board and he 
  wants the characters’ help ﬁ nding it.
  6: …celebrating his 10th anniversary on the security force.
  
  MILITARY PATRONS
  MILITARY PATRONS
  15
  (12 – 13.A) Striker
  Required Skills: None 
  Required Equipment: None
  PLAYER’S INFORMATION:
  This mercenary thinks of himself as a ruthless war machine of 
  training and experience and he is probably right. Guns-for-hire like 
  this are usually very good at their job, which often makes them 
  cocky, arrogant and rude. They do not commonly get along with 
  ‘regular’ military types for just that reason.
  REFEREE’S INFORMATION:
  The striker is (roll a d6)…
  1 – 2: …trying to prove to the local operational authority that he is 
  worth hiring for his combat skills – which means he is going to 
  pick a ﬁ ght.
  3 – 4: …between tickets at the moment and hard up for cash to 
  repair and re-arm his gear.
  5 – 6: …actually on a ticket assignment against the characters’ 
  government or organisation.
  (12 – 13.P) Deployment Pilot
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  The man or woman responsible for bringing squads of marines to 
  where they need to be when called upon, the deployment pilot is a 
  soldier’s guardian angel. Flying a slow and thickly armoured lander 
  through ﬂ ak ﬁ re, anti-ship defences and enemy ﬁ ghter support, just 
  one of this man’s actions could snuff out an entire team’s lives in 
  an instant.
  REFEREE’S INFORMATION:
  The deployment pilot is (roll a d6)…
  1 – 2: …actually very worried about his next drop because of the 
  planetary defences and needs some reassurance of his skills.
  3 – 4: …a real daredevil, always looking to show his friends in the 
  engagement teams that he is just as crazy as they are.
  5: …depressed because of extremely high casualties from a team he 
  brought into the combat zone.
  6: …getting himself ready to ﬂ y the new prototype ship-to-ship 
  assault craft and wants some advice from his friends in the 
  marines about what to do when he is on board the enemy 
  ship.
  (14 – 15.A) Combat Medic
  Required Skills: None 
  Required Equipment: None
  PLAYER’S INFORMATION:
  One of the worst assignments for a medically-trained member of 
  the military is to be attached to a unit of marines or infantry, which 
  is exactly what the combat medic exists to do. He has been numbed 
  to the guts and gore that battleﬁ eld wounds tend to be and it has 
  made him despise anyone who goes out and wields such destructive 
  weaponry against other sentient lifeforms.
  REFEREE’S INFORMATION:
  The combat medic is (roll a d6)…
  1: …one more casualty away from a nervous breakdown, taking it out 
  on the nearest soldier carrying a weapon.
  2 – 3: …bitter and incensed with feelings of distaste for those in the 
  ﬁ eld of ‘taking lives’.
  4 – 5: …experimenting with new and dangerous techniques to help 
  stop major wounds from being too painful but no less fatal.
  6: …an emotional hermit; a totally cold person that seems unable to 
  care about anything at all.
  (14 – 15.P) Salvager
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  Sometimes called ‘junkers’, ‘space janitors’ or ‘scrappers’, a salvager 
  is a member of a professional salvage team that goes out to ﬁ nd 
  derelict crafts and wreckage. Once found, they either tow them in 
  for repairs or cut them up for parts. The navy and other transit-
  based organisations often pay salvagers extra to clear debris from 
  space lanes, feeding them the proper information to do so.
  REFEREE’S INFORMATION:
  The salvager is (roll a d6)…
  1 – 2: …in the middle of preparing what he calls a ‘goldmine of a 
  lead’ on an old banking shuttle lost in this area of space.
  3 – 4: …in need of some muscle to help him relocate a few squatters 
  that took root on his most recent lucrative claim after he got 
  gravity and life-support working for the salvage crew.
  5: …not sure but he thinks he may have found something very 
  important and classiﬁ ed on his last job.
  6: …looking to sell some alien bits and bobs that he picked 
  up, including a few things he knows the characters will be 
  interested in.
  (16 – 21.A) Establishment Manager
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  No matter where marines tend to go to spend their free time – 
  restaurants, bars, stores, hotels and so on – they attract attention. 
  The managers of these establishments tend to hate it when 
  marine-types come to their places of business, as the loud, lewd 
  and frivolous behaviours that come from soldiers on leave is rarely 
  beneﬁ cial to regular business.
  
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  16
  REFEREE’S INFORMATION:
  The establishment manager is (roll a d6)…
  1: …in charge of a local bar and dance club and still has not repaired 
  all of the damage from the last military leave that came through 
  the area.
  2: …the night clerk at a round-the-clock eatery and normally only 
  sees marines after they have been kicked out of somewhere 
  else for being disorderly.
  3: …the woman who runs a professional (and legal) brothel, she 
  likes to see military money but dislikes having to deal with 
  military egos.
  4: …the operations manager at an all-you-can-eat buffet styled 
  restaurant and he despises seeing a squad of marines come 
  through his door with their immense appetites.
  5: …the brother of a woman who was killed by imprecise weapons 
  ﬁ re and now will not let uniformed soldiers into his store.
  6: …so spiteful of not getting into the military and being forced into 
  food service management that he is willing to sabotage the 
  characters’ food with foreign substances.
  REFEREE’S INFORMATION:
  The navy ensign is (roll a d6)…
  1 – 2: …a relative of someone the character knows from basic 
  training, giving them something to talk about over meals in 
  the mess hall.
  3 – 4: …young for his position in the crew and cannot help but come 
  off as a fan of the marine – which could be good for the ego if 
  nothing else.
  5 – 6: …a longstanding member of the crew and carries a great deal 
  of clout with the other navy types.
  (22 – 23.A) Star Raider
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  Also called space pirates, star raiders are criminal pilots and 
  assault experts that steal their living by hijacking other ships. They 
  are not all bloodthirsty and violent but they cannot hope to be 
  successful in their chosen career if they do not carry through with 
  any threats they choose to make. This makes them all dangerous 
  to a certain degree.
  REFEREE’S INFORMATION:
  The star raider is (roll a d6)…
  1 – 2: …working in the area to ﬁ nd out what kind of defences there 
  are for potential targets, which includes the existence of the 
  marines garrisoned to protect the ship.
  3 – 4: …a ruthless and savage killer of civilians and non-combatants, 
  making a name for himself as a murderer and butcher.
  5: …running from his own people, having stolen the activation codes 
  for a dozen mass-effect weapons they recently purchased from 
  terrorists.
  6: …a religious fanatic that believes that space is only for ‘the angels’, 
  so he attacks and destroys any craft that he can.
  (22 – 23.P) Force Commander
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A middle-ranking marine that has seen some combat missions and 
  some legislative duties, a good force commander empathises with 
  other marines. He knows that they want to see action but perhaps 
  not a meat grinder of a war zone. He knows they need R&R from 
  time to time but he would never let them go soft in the meantime.
  REFEREE’S INFORMATION:
  The force commander is (roll a d6)…
  1 – 2: …deciding which one of his marine units he will be sending 
  to a hostile-zone landing party, knowing that the one that he 
  chooses might not make it back alive.
  3 – 4: …willing to promote the character to squad leader for an 
  important secret mission but no one can know about it until 
  after it is completed.
  (16 – 21.P) Navy Ensign
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  The men and women serving on a naval ship are numerous and 
  generally outnumber the marines garrisoned upon them, so most 
  squads stationed on naval assignments make friends amongst the 
  crew quickly. Otherwise they end up spending their time alone and 
  secluded in the marine barracks with only their guns to comfort them.
  
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  17
  5 – 6: …researching good locations for the barrack’s next leave 
  excursion and needs good ideas to put on the list of possibilities 
  for the accountants to look over.
  (24 – 25.A) Xenobiologist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This specialist scientist is an expert on previously unknown lifeforms 
  and planetary genetic evolution but he cannot seem to do his job at 
  peak efﬁ ciency when the marines and ground soldiers keep blasting 
  and killing every foreign lifeform they stumble across!
  REFEREE’S INFORMATION:
  The xenobiologist is (roll a d6)…
  1 – 2: …ready to pay one of the characters a sizeable (and illegal) 
  bribe to dissuade his unit from getting into a ﬁ re ﬁ ght with the 
  locals until after he can get a few samples – even if it will cost 
  marine lives.
  3 – 4: …working on a genetic splice that will allow marines to breathe 
  alternate atmospheres without the need for helmets. It is a 
  painful and unofﬁ cial process that he wants to test regardless 
  of whether the marines want to be a part of it.
  5: …addicted to a certain type of alien drug that he cannot get on the 
  ship, so he must stowaway with a marine landing party.
  6: …always blaming the marines and ﬁ ghter jocks for contaminating 
  his bio-samples before they ever get to him in his shipside 
  laboratory.
  (24 – 25.P) Bay Worker
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  Most members of a ship’s crew are expected to pull their weight 
  when it comes to basic labour and such but a common cargo 
  bay worker sees the lion’s share of it. Hauling crates, equipment, 
  vehicles and the like are an everyday duty for the bay worker and it 
  makes them tough, strong and sometimes ignored by the top brass. 
  It also means that they get to hear and see a lot of things that the 
  upper echelons take for granted.
  REFEREE’S INFORMATION:
  The bay worker is (roll a d6)…
  1: …not a smart man when it comes to book learning but he has 
  good street sense and is pretty sure he saw a few naval ensigns 
  make off with a crate marked ‘medical’ before it went through 
  security.
  2 – 3: …bafﬂ ed by the amount of additional munitions that came 
  in with the last shipment. A little checking shows it to be a 
  misprint on the manifest and he needs some advice on how 
  to get rid of it.
  4 – 5: …an ex-marine who was honourably discharged due to a bad 
  leg wound; he loves to hear what the old squads are up to.
  6: …trying to ﬁ gure out how best to tell someone that he thinks he 
  saw something he should not have while working after hours. 
  It could get a lot of people in trouble and might endanger him 
  as well.
  (26 – 31.A) Wounded Crewman
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  One of the ship’s loyal crew was injured recently and has been 
  removed from the active duty roster. He might be shipped planetside 
  for further evaluations if his condition is worse than the doctor 
  thinks and it has put him in a foul mood, taking his unpleasantness 
  out on others.
  REFEREE’S INFORMATION:
  The wounded crewman is (roll a d6)…
  1 – 2: …bitter that he was hurt outside of a combat situation and 
  hates anyone who can survive the thick of battle unscathed.
  3 – 4: …the unlucky ensign that caught a stray round from one of the 
  characters’ weapons.
  5: …sure that his injury was somehow the direct fault of one of the 
  characters and is planning an elaborate revenge.
  6: …dealing rather poorly with a ugly set of deep scars on his 
  once handsome face and has stopped taking his anti-anxiety 
  medication as well, turning him into an unstable threat to 
  anyone who might be considered ‘attractive’.
  (26 – 31.P) Brig Jailor
  Required Skills: None 
  Required Equipment: Ship/Starbase
  PLAYER’S INFORMATION:
  Not always a military role, the ofﬁ cer in charge of making sure the 
  brig cells on a ship or starbase are ready to house drunks, criminals 
  and the occasional refugee. When the cells are ﬁ lled, it is the jailor’s 
  job to make sure that they stay safe and more importantly – where 
  they are!
  REFEREE’S INFORMATION:
  The brig jailor is (roll a d6)…
  1 – 2: …trying to get his brig ready for a dangerous new guest that 
  his ship is ferrying between prison planets and he is afraid he 
  may not have enough security.
  3 – 4: …throwing a bi-weekly card game in his brig because there are 
  never any criminals to house there and his job has been rather 
  boring lately.
  5 – 6: …concerned that one of his part-time jailors is selling 
  contraband to the inmates and running messages for them, 
  probably for a small proﬁ t. He is not sure if he should put a 
  stop to it or try to make some money on it!
  
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  (32 – 33.A) Media Leak
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A military character’s life is hard enough as it is; performing all of 
  the cold duties and orders they are given without pause. When the 
  ever-watching and ever-judging eye of the media is lurking around, 
  nothing they do seems to be right at all. This person is a reporter or 
  informant for the greater force of the public media and they are not 
  backing down in light of a good story.
  REFEREE’S INFORMATION:
  The media leak is (roll a d6)…
  1 – 2: …truly neutral in his dealings but still prefers looking into 
  potential conspiracies and cover ups for ratings.
  3: …somewhat of a media star and the characters have to keep him 
  safe or else their agency will look very bad in public opinion.
  4 – 5: …a gore hound, constantly looking for the most grisly shots 
  and pictures they can get, putting them directly in the way of 
  missions, investigations and manoeuvres.
  6: …being paid on the side by an anti-governmental organisation 
  and they will edit anything they record to make the military look 
  bad – showing the characters in situations that did not happen 
  as they imply.
  (32 – 33.P) Heavy Platform Gunner
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There are fewer people in the military who love their jobs as much as 
  the platform gunnery teams. One to three men aiming, loading and 
  ﬁ ring heavy anti-personnel weaponry from a semi-mobile station, 
  a platform gunner rarely gets called upon for duty unless extreme 
  violence is necessary.
  REFEREE’S INFORMATION:
  The heavy platform gunner is (roll a d6)…
  1 – 2: …an old basic training buddy of the characters. He went into 
  gunnery when they went into their own specialisations, if any.
  3 – 4: …looking for a stand in on his team for his next mission due 
  to the regular guy getting sick at the last minute.
  5: …heading down to the practice range for his weekly accuracy and 
  rate-of-ﬁ re update.
  6: …holding onto an extra heavy weapons rig that the requisition 
  guys did not want back after the last mission. He might be 
  inclined to sell it to a character pretty cheap if they ask nicely 
  and promise to let him show them how it works.
  (34 – 35.A) MedBay Nurse
  Required Skills: None 
              Required Equipment: MedBay
  PLAYER’S INFORMATION:
  Unlike a combat medic or ship’s doctor, larger vessels and facilities 
  can have entire staffs of medical professionals on hand to deal with 
  casualties and the everyday risks of life in the current age. While 
  the doctors and higher-end staff are well paid, nurses tend to make 
  middle-of-the-road wages for long hours, thankless duties and huge 
  amounts of stress.
  REFEREE’S INFORMATION:
  The MedBay nurse is (roll a d6)…
  1: …on a much-needed break and he will not abide anyone getting in 
  the way of his two hours of respite.
  2 – 3: …studying to become a full-ﬂ edged MedBay doctor. This 
  means sleepless nights of studying and a rather constant 
  irritation in his voice and mannerisms.
  4 – 5: …not what he seems; he enjoys the needles, scalpels and 
  rasps of his profession way too much for anyone to feel safe 
  with him at their bedside.
  6: …wanted for questioning in a potential malpractice situation.
  (34 – 35.P) Armoury Technician
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When the military loans out its supplies from the armoury, it is 
  rarely returned in exactly the same condition. There is often a team 
  of a few skilled individuals whose sole job is to knock the dents out 
  
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  19
  and ﬁ ll the holes in the equipment that can be re-used. They keep 
  the guns and armour working for the soldiers, which makes them 
  prized staff of any military armoury.
  REFEREE’S INFORMATION:
  The armoury technician is (roll a d6)…
  1 – 2: …just getting off from a long shift of ﬁ lling armour damage 
  with poly-poxy and he needs a stiff drink and a long shower to 
  get the chemical smell off of him.
  3 – 4: …delivering a patched suit of battle dress to the marine force 
  commander and could use an extra set of hands to help him.
  5 – 6: …a part-time black marketer of gear that ‘could not be repaired’ 
  and is looking to make a few sales.
  (36 – 41.A) Brig Escapee
  Required Skills: Investigate    Required Equipment: Ship/Starbase
  PLAYER’S INFORMATION:
  It does not happen very often but occasionally someone manages to 
  overpower their guards or hack the locks in the brig, escaping into 
  the rest of the ship or starbase. He will hide as best he can but if he 
  has to ﬁ ght off capture – he will.
  REFEREE’S INFORMATION:
  The brig escapee is (roll a d6)…
  1 – 2: …in a state of detoxiﬁ cation from the illegal substances that 
  got him arrested in the ﬁ rst place.
  3: …a dangerous ex-military guerrilla that will make it very hard to 
  catch him alive.
  4: …a former friend of one of the characters and he will use that to 
  his advantage.
  5: …now wanted for nearly killing two brig jailors.
  6: …a professional killer who needed to get caught by the authorities 
  in order to get closer to his real target.
  (36 – 41.P) Rookie Star Marine
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Although it takes months of being in the service to get accepted into 
  the ranks of the Star Marines, it is a prestigious and monumentally 
  important promotion in any soldier’s career. When they are green 
  they sometimes forget what the uniform carries with it and this 
  rookie still thinks of himself as just another marine – which makes 
  him much easier to approach than a standard Star Marine.
  REFEREE’S INFORMATION:
  The rookie Star Marine is (roll a d6)…
  1 – 2: …a little nervous to go on his ﬁ rst drop in the corps.
  3 – 4: …new to the area and trying to make a few friends outside of 
  his unit but knows that he has to keep his contacts within the 
  military or his squad will think he is ‘soft’.
  5 – 6: …just getting back from his ﬁ rst mission and wants to hit the 
  ofﬁ cers’ bar and tell his old friends what happened.
  (42 – 43.A) Naval Security Agent
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  A cross between military police ofﬁ cer and ship security, naval 
  security agents are investigators and enforcers of military law on 
  board their ships. They are given a remarkable amount of power by 
  the staff of a ship and often that power can go to their head. This 
  means that some naval security agents believe themselves to be the 
  law’s only real voice on their ship, making them somewhat above 
  the law.
  REFEREE’S INFORMATION:
  The naval security agent is (roll a d6)…
  1 – 2: …investigating a string of thefts and vandalisms throughout 
  the ship.
  3 – 4: …convinced that one of the characters is the prime suspect in 
  a major crime that took place and now he is looking into their 
  activities much more closely.
  5 – 6: …as crooked as most of his arrests. He wants bribes and 
  favours or he will drum up charges to arrest the characters.
  (42 – 43.P) Student of Warfare
  Required Skills: Advocate 
   
  Required Equipment: None
   
  PLAYER’S INFORMATION:
  The academy sends students and instructors alike to where they will 
  be plying their skills when they graduate, placing them on military 
  compounds, bases and starships. Although no marine wants a 
  ‘tagalong’ with them around the clock, they know that they could be 
  dealing with the next junior ofﬁ cer or ﬂ ight deck administrator, so 
  they have to try and do their best to teach them what they can.
  REFEREE’S INFORMATION:
  The student of war is (roll a d6)…
  1 – 2: …interested in what the marines do when they are not on 
  active duty.
  3 – 4: …looking for a good reason to join the marine corps over the 
  naval ﬂ ight schools.
  5: …highly skilled on the ﬁ ring range and would like to have the 
  characters give him a few tips from real combat to make him 
  even better.
  6: …the child of a rich industrialist looking for a few good soldiers to 
  test out some new arms and equipment his father’s company 
  is prototyping.
  (44 – 45.A) Anti-War Activist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person is devoted to the demonstration of his dislike for his 
  military’s attitude towards war and conﬂ ict. Whether or not he has 
  
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  20
  any just grounds for his opinions, he is willing to go to great lengths 
  to bring local and media attention to his activities with hopes of 
  making some kind of impact on the government’s war choices.
  REFEREE’S INFORMATION:
  The anti-war activist is (roll a d6)…
  1 – 2: …a complete paciﬁ st and non-combatant but has many tricks 
  up his sleeves to try to stop conﬂ icts.
  3 – 4: …a local media regular, with a large patronage of like-minded 
  believers and allies.
  5 – 6: …willing to perform acts of terrorism to try to open his 
  government’s eyes in an ironic paradox of what he is trying 
  to stop.
  (44 – 45.P) Squadmate
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A member of one of the squads that the characters performed 
  duties with, this person remembers the characters well enough to 
  seek them out and want to spend some time with them. He might 
  be an old friend or that annoying guy that everyone in the unit rolled 
  their eyes at but the connection between he and the characters is 
  unquestionable.
  REFEREE’S INFORMATION:
  The squadmate is (roll a d6)…
  1 – 2: …retired from the service and is glad to see that the characters 
  are still active in some way since he has not been.
  3 – 4: …dying to hear the characters’ stories from what they have 
  been up to since they stopped serving together.
  5: …trying to re-live old times that the characters may or may not 
  even remember from when they served together. Regardless, 
  he is buying the drinks and wants to stay up telling old war 
  tales.
  6: …looking for a good way to get the ‘old unit’ back together, even 
  if it is just for drinks and food.
  (46 – 51.A) Armoury Mechanic
  Required Skills: None 
             Required Equipment: Starbase
  PLAYER’S INFORMATION:
  Like the armoury technician, who ﬁ xes easily-replaced equipment 
  that comes back from a mission, the armoury mechanic is in charge 
  of making sure that military vehicles are in working order when they 
  return from a requisition. Unlike a few thousand credits lost when a 
  gun breaks or a suit of armour is irreparable, this mechanic has to 
  tell his supply ofﬁ cers that he cannot ﬁ x a multi-million credit APC 
  or Gravcopter.
  REFEREE’S INFORMATION:
  The armoury mechanic is (roll a d6)…
  1 – 2: …blaming the characters for a missing shipment of armour 
  plating that he needs to ﬁ nish ﬁ xing a grav-tank he is supposed 
  to have running for next week’s mission.
  3 – 4: …angry about having to scrap a project he was almost done 
  with due to budget cuts, especially when he hears about all of 
  the shiny new equipment the characters are carrying.
  5 – 6: …smuggling dangerous or illegal goods in and out of the base 
  using his vehicle-parts orders.
  (46 – 51.P) Ombudsman
  Required Skills: Advocate 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This professional legal advisor and mediator is often the closest thing 
  that any military personnel ever get to an attorney or courtly judge 
  in their careers. The ombudsman helps get the laws moving and the 
  process of repairing damages and such taken care of. Although it is 
  not the most gratifying job in the world, it is an important one.
  REFEREE’S INFORMATION:
  The ombudsman is (roll a d6)…
  1 – 2: …looking for a skilled and professional witness to interview 
  concerning a special case he is dealing with and one of the 
  characters is known for just the right skill needed.
  3 – 4: …assigned to help one of the characters out of a minor legal 
  problem, which he feels is ‘no big deal’.
  5 – 6: …trying to stay incognito while not dealing with legal matters 
  and is hopeful that the local tavern will be the best place for 
  such an evening.
  
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  21
  (52 – 53.A) P.O.W.
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  After a military function of most varieties there are prisoners of 
  war taken; these prisoners must be ferried from the point of their 
  capture to the government’s desired holding facility. Placed in a brig 
  or private room and placed under lock and key, a P.O.W. is not a 
  common prisoner and should not be handled as one.
  REFEREE’S INFORMATION:
  The P.O.W. is (roll a d6)…
  1 – 2: …creating a makeshift knife in his cell and plans to use it to 
  escape when his door his opened.
  3 – 4: …ready to tell his captors all about his home government’s 
  secrets; it will be all lies of course but he will tell them with a 
  great deal of ﬂ air and theatrics.
  5: …an older soldier with years of experience, making him more 
  dangerous than he seems to be.
  6: …a martyr and purposefully got himself captured in order to get 
  onto the ship and cause some serious damage before dying for 
  his cause.
  (52 – 53.P) Gambling Buddy
  Required Skills: Gambler 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When spending weeks or months on a starship, collecting 
  paycheques you cannot really spend outside of the commissary, 
  gaming for side bets becomes commonplace. Dice, cards and 
  drinking games spring up all over the ship and this guy is one of the 
  reasons why these games are enjoyable.
  REFEREE’S INFORMATION:
  The gambling buddy is (roll a d6)…
  1: …trying to start a new time and place for a higher-stakes game he 
  wants to get going.
  2 – 3: …looking for new players in a regular game he hosts in his 
  quarters.
  4 – 5: …in need of a quick loan for a ‘sure thing’ he has planned for 
  that evening.
  6: …designing a fantastic new card game that honestly has a lot of 
  potential but he needs people to start playing it around the ship 
  for it to get popular.
  (54 – 55.A) Combat Evaluation Expert 
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The supporting government of the military occasionally wants to 
  ensure that its soldiers are doing what they can in combat situations 
  to preserve ammunition, keep collateral damage low and uphold the 
  tenets of the government’s ideals. This classroom-trained ‘expert’ is 
  sent into missions and garrisons with units in order to judge their 
  performances – and perhaps cost them their funding levels.
  REFEREE’S INFORMATION:
  The combat evaluation expert is (roll a d6)…
  1 – 2: …a real cold and calculating judge of behaviour. He says little 
  and writes everything into his hand computer.
  3 – 4: …a bitter cynic who thinks that the military spends too much 
  money on technology when ‘a few more good bodies are all that 
  matter in the trenches’.
  5 – 6: …expecting to be bribed, wooed and cajoled into giving a good 
  report. He is not planning to do so without such measures 
  being taken.
  (54 – 55.P) Widow(er)
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The spouse and family of a fallen comrade or ally is never an easy 
  thing to deal with but most units and agencies within the military 
  do their best to take care of them. Losing a loved one is never easy 
  but knowing that the fallen’s squadmates will always be there like a 
  second family is comforting for many years to come.
  
  MILITARY PATRONS
  MILITARY PATRONS
  MILITARY PATRONS
  22
  REFEREE’S INFORMATION:
  The widow(er) is (roll a d6)…
  1 – 2: …still dealing with the loss of the loved one and desperately 
  needs friends to help them get through it.
  3 – 4: …having a hard time making ends meet, even after the 
  posthumous pension plan of the fallen soldier.
  5: …infatuated with one of the characters, seeing in them much of 
  what they saw in their deceased spouse.
  6: …conﬁ dent that they have come to terms with the loss of their 
  loved one and now dedicates as much time as possible helping 
  the old unit he or she served in.
  (56 – 61.A) Naval Breaching Troop
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  The few naval soldiers on a ship that are trained to perform boarding 
  actions and breaching runs, which are normally left to the marines 
  and hired mercenaries, are judgmental and hard-edged when it 
  comes to the others who do their job. This trooper believes that he 
  and his naval comrades do not need marines and such on board 
  their ships and are not afraid to say so.
  REFEREE’S INFORMATION:
  The naval breaching troop is (roll a d6)…
  1 – 2: …a rookie in his ﬁ eld, making him even more belligerent and 
  rude to the ‘unwanted’ marine troops on board his ship.
  3 – 4: …disconcertingly quiet when around members of other 
  branches of the military, giving him an air of judgmental 
  elitism. 
  5 – 6: …an adrenaline junkie who is always looking for an 
  argument when off-duty and picking on lone marines is his 
  favourite hobby.
  (56 – 61.P) Surveillance Officer
  Required Skills: Admin 
     Required Equipment: Ship/Starbase
  PLAYER’S INFORMATION:
  Normally hidden away in his monitor-laden ofﬁ ce deep within 
  his assignment, this wide-eyed ofﬁ cer is a partner to the chief of 
  security and his agents. He spends his shifts watching over trouble 
  areas through a myriad of security cameras and sensor sweeps and 
  calls in suspicious or criminal behaviours. Few know more about 
  the goings on in the vessel, a fact that can make some surveillance 
  ofﬁ cers seem a little creepy.
  REFEREE’S INFORMATION:
  The surveillance ofﬁ cer is (roll a d6)…
  1 – 2: …taking a short leave of duty over the weekend and needs two 
  or three sets of eyes to do his job while he is gone.
  3 – 4: …going to tell the characters about something naughty that he 
  saw on one of the hidden cameras in the troop barracks.
  5: …worried that he might have seen something he was really not 
  supposed to and cannot tell the captain or commander because 
  they were involved in the situation. He needs advice; quickly 
  before it is too late.
  6: …far too trusting of the characters and tells them all about the 
  blind spots in the surveillance web, especially the ones that are 
  found near important areas.
  (62 – 63.A) Diplomatic Ambassador
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Although it may seem like a great honour to have this diplomatic 
  ambassador from another government, species or culture around, 
  it can also be a huge burden. Having to watch what they say and do 
  around this person can be taxing but important, as any situation 
  could easily lead to a horrible misunderstanding or political 
  nightmare.
  REFEREE’S INFORMATION:
  The diplomatic ambassador is (roll a d6)…
  1 – 2: …a political envoy from a somewhat hostile culture. He is 
  constantly looking for a reason to start arguments and socio-
  political debates.
  3 – 4: …an alien that simply does not understand how much of the 
  local social culture functions, which will lead to any number of 
  odd and interesting situations.
  5 – 6: …well-informed on how the military is supposed to act around 
  civilians and is looking to test the characters as often as he can.
  (62 – 63.P) Military Attorney
  Required Skills: Advocate 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  It is far more common for military units to get embroiled in 
  legal issues than one might think and public servants like this 
  governmentally-sponsored lawyer make these instances low key and 
  easily forgotten. They are the best friend to any soldier or ofﬁ cer in 
  legal trouble and are frequently the target of many raised glasses 
  and toasts in military bars around the galaxy.
  REFEREE’S INFORMATION:
  The military attorney is (roll a d6)…
  1 – 2: …celebrating his most recent case, where he got the acquittal 
  of charges he was looking for.
  3: …studying for his next case, as it explores some obscure facets of 
  the law that he is not currently familiar with.
  4: …doing some research on what his clients do when on missions 
  and their mental states throughout the whole process. He 
  hooks up with the characters to see what it is like to be a marine 
  for a few days.
  5 – 6: …in the middle of a heated case that he thinks the characters 
  could be a big help to somehow; either as witnesses or as a 
  distraction to the opposing counsel.
  
  MILITARY PATRONS
  MILITARY PATRONS
  23
  (64.A) Alien Terrorist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Not all alien races are friendly toward the locals and this devoted 
  terrorist is a good example. Willing to die for his cause if he has to, 
  the alien is trying to make some kind of statement while inﬂ icting 
  damage upon the greater social or political enemy to his people.
  REFEREE’S INFORMATION:
  The alien terrorist is (roll a d6)…
  1 – 2: …nothing short of a religious zealot and willing to martyr 
  himself in order to cause as much damage as possible.
  3 – 4: …just trying to hurt the government’s equipment rather than 
  its people but casualties are sometime unavoidable.
  5: …an expert with high-tech explosives and mass-damage devices, 
  making him very dangerous to civilians as well as military 
  personnel.
  6: …a brainwashed operative that knows nothing but his hatred for 
  enemy governments.
  (64.P) R&D Scientist
  Required Skills: None 
  Required Equipment: High-Tech Gear
  PLAYER’S INFORMATION:
  Sometimes the best place to ﬁ nd out how an item will perform 
  under pressure is to deliver it to the ﬁ eld and let them test it for you. 
  This scientist is on the team of individuals who come up with new 
  and hopefully improved advances in technology, especially the kind 
  used by military types.
  REFEREE’S INFORMATION:
  The R&D scientist is (roll a d6)…
  1 – 2: …bragging about his new advance in modern science and 
  wants to show the characters how exactly his new plaything 
  functions.
  3 – 4: …willing to give one of the characters a chance at ﬁ eld testing 
  the newest design from the R&D labs.
  5: …looking for someone to ‘steal’ his latest creation, which he 
  thought was going to be used for good purposes. When it was 
  revealed to him how it was really going to be used, he had to 
  do something.
  6: …loose-lipped about his inventions and devices, especially when 
  there are drinks involved.
  (65.A) Demoted Sergeant
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Whenever someone in the military gets bumped down the ranks, 
  often due to some kind of infraction or mistake, the chain of 
  command rattles and many people shift upwards. This gruff 
  sergeant was once a much higher ofﬁ cer and got demoted to his 
  current position. This makes him bitter toward his superiors and 
  anyone who has kept their jobs despite similar behaviour.
  REFEREE’S INFORMATION:
  The demoted sergeant is (roll a d6)…
  1 – 2: …looking to settle the score for his demotion, which he blames 
  on the characters for some reason.
  3 – 4: …always hostile and ready for ﬁ sticuffs.
  5 – 6: …depressed and a danger to himself and others because of it.
  (65.P) Star Marine Veteran
  Required Skills: None 
     Required Equipment: Ship/Starbase
  PLAYER’S INFORMATION:
  Having fought and survived in many missions and drops, this 
  veteran member of the Star Marine corps is scarred, hard and 
  always ready to rumble if necessary. He understands the value of 
  good friends and allies and ﬁ ghts hard to keep them.
  REFEREE’S INFORMATION:
  The Star Marine veteran is (roll a d6)…
  1 – 2: …a veteran of a famous war or conﬂ ict but rarely wants to talk 
  about it.
  3 – 4: …about to retire and wants to tell someone his darkest 
  battleﬁ eld secrets.
  5 – 6: …worried that his career has endangered his family and needs 
  someone to check up on them.
  
  MILITARY PATRONS
  MILITARY PATRONS
  MILITARY PATRONS
  24
  (66.A) Traitor
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There is nothing more treacherous than a traitor within a military 
  unit and this immoral soldier is a ﬁ ne example of one. He is careless 
  with his shots, leaves clues for enemies to follow and endangers his 
  whole unit – all for a few thousand extra credits from an outside 
  source.
  REFEREE’S INFORMATION:
  The traitor is (roll a d6)…
  1 – 2: …a close ally to the characters or so they thought before his 
  impending betrayal.
  3 – 4: …about to spring a series of linked events and sabotages that 
  could spell disaster for the local military.
  5 – 6: …worried he is about to be caught in his nefarious practices, 
  making him hasty and sloppy in his actions.
  (66.P) Brigadier
  Required Skills: Admin 
             Required Equipment: Starbase
  PLAYER’S INFORMATION:
  The highest ranking ofﬁ cer in his branch of the marine corps, 
  the Brigadier does not often leave his ofﬁ ces on a military base 
  or command vessel. He is an example of what life in the military 
  can mean for a good soldier and is a well-known face amongst 
  thousands.
  REFEREE’S INFORMATION:
  The brigadier is (roll a d6)…
  1 – 2: …always on the look for new promotions to give in the ﬁ eld. 
  3 – 4: …on a tour of the corps, seeking good examples of his military 
  branch.
  5: …a bit of a drunk but a pleasant one. He visits the local bars and 
  taverns almost constantly.
  6: …seeking a specialist team of his own design for a speciﬁ c and 
  important mission that he cannot trust to normal channels.
  ARMY PATRON ENCOUNTERS
  Characters in the Army career path are parts of planet-based forces that are used in wars, police actions and general peacekeeping in some 
  more militaristic cultures. They have vast potential for interactions that other space-bound military branches do not.
  Army Patrons
  Army Patrons
  D66 Result
  Antagonist Patron
  Protagonist Patron
  11
  Rogue Soldier
  Rookie Private
  12 – 13
  Platoon Screw-Up
  Squad Leader
  14 – 15
  AWOL Recruit
  Military Police Agent
  16 – 21
  Drill Instructor
  Motor Pool Manager
  22 – 23
  Lance Corporal
  Munitions Clerk
  24 – 25
  Base Bully
  Naval Pilot
  26 – 31
  Commercial Agent
  Emotional Interest
  32 – 33
  Civilian Peace Ofﬁ cer
  Bartender
  34 – 35
  Naval Ofﬁ cer
  Turret Gunner
  36 – 41
  Forward Observer
  Arms Dealer
  42 – 43
  Computer Technician
  Artillerist
  44 – 45
  Civilian Contractor
  Armour Driver
  46 – 51
  Soldier-of-Fortune
  Civilian Hunter/Marksman
  52 – 53
  Local Criminal
  Local Governmental Ofﬁ cer
  54 – 55
  Alien Infantryman
  Strato-Pilot
  56 – 61
  Unstable War Veteran
  Army Sniper
  62 – 63
  Militiaman
  HST Training Instructor
  64
  Government Chemist
  Friendly Rival
  65
  Infamous Platoon Leader
  Rear Echelon Ofﬁ cer
  66
  War Criminal
  General
  
  MILITARY PATRONS
  MILITARY PATRONS
  25
  (11.A) Rogue Soldier
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Retired, AWOL or simply working on his own, this former army 
  soldier has turned on his former government and actively takes 
  underhanded and illegal actions against it.
  REFEREE’S INFORMATION:
  The rogue soldier is (roll a d6)…
  1 – 2: …attempting to start up a career as a mercenary but seems to 
  only want to take tickets aimed at his old comrades.
  3 – 4: …angry at his former military leaders for the burn scars he 
  received in basic training.
  5: …a complete and utter sociopath.
  6: …devoted to getting personal satisfaction and revenge on his 
  former drill instructor.
  (11.P) Rookie Private
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Fresh out of basic, this army private is green around the edges 
  and will probably stay so until he sees real conﬂ ict. He knows that 
  nobody survives the armed forces without allies out in the trenches, 
  so he is eager to make some friends. 
  REFEREE’S INFORMATION:
  The rookie private is (roll a d6)…
  1 – 2: …having some difﬁ culty adjusting to base life and needs some 
  help.
  3 – 4: …awestruck by one of the characters and has become a general 
  tagalong in most situations.
  5 – 6: …a glory hound looking to become a hero, attaching himself 
  to as many missions as he can join with.
  (12 – 13.A) Platoon Screw-Up
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There is always one soldier within every platoon that makes things 
  harder for the rest. This smart aleck runt talks back to his superiors, 
  complains openly about political policy and cracks off-colour jokes 
  at the worst possible times. Army life would be a great deal easier if 
  his type did not exist.
  REFEREE’S INFORMATION:
  The platoon screw-up is (roll a d6)…
  1 – 2: …behind on his classroom testing scores by enough that the 
  platoon leader is going to give everyone extra PT.
  3 – 4: …purposefully throwing off the times on marathon marches 
  and exercise sprints, making everyone look bad.
  5 – 6: …trying to teach the new recruits how best to avoid work and 
  duty without getting caught and punished.
  (12 – 13.P) Squad Leader
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This dedicated soldier has been given the duty and honour to lead 
  a squad of his peers into training, missions and other military 
  activities. He is devoted to his men and women and he knows that 
  their lives often hinge on his decisions.
  REFEREE’S INFORMATION:
  The squad leader is (roll a d6)…
  1: …looking for someone outside of his squad to lead a few of his 
  specialists on a short mission.
  2 – 3: …off duty and enjoying the local attractions but tries to remain 
  in uniform to ‘show his colours’.
  4 – 5: …mourning the loss of a few of his soldiers after a rough 
  mission.
  6: …worried that his squad is falling apart under his leadership and 
  needs a boost to his conﬁ dence.
  (14 – 15.A) AWOL Recruit
  Required Skills: Investigate  
  Required Equipment: None
  
  MILITARY PATRONS
  MILITARY PATRONS
  MILITARY PATRONS
  26
  PLAYER’S INFORMATION:
  Sometimes army life is just too much for a new recruit and 
  they runaway from their contracted duties and legally binding 
  responsibilities. This soldier is one of these recruits, hiding from 
  the army and trying to get far, far away from anything that resembles 
  a uniform.
  REFEREE’S INFORMATION:
  The AWOL recruit is (roll a d6)…
  1 – 2: …now wanted by local authorities for stealing transportation 
  to get away from his base.
  3 – 4: …running from his unit because of some horrible thing that 
  was done to him by fellow recruits and is now afraid of anyone 
  wearing a uniform. 
  5 – 6: …prepared to use what little army training he received to 
  remain ‘free’.
  (14 – 15.P) Military Police Agent
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The legal enforcers of the law on army bases and in military 
  territories, the military police are like any other soldier except for 
  their ability to arrest their peers. This particular MP enjoys his job 
  and feels like he is making a difference by putting bad examples of 
  army folks in the stockade.
  REFEREE’S INFORMATION:
  The military police agent is (roll a d6)…
  1 – 2: …looking for witnesses to a crime that had occurred just off-
  base.
  3 – 4: …having a hard time ﬁ nding a particular private for questioning 
  and wants the characters to be on the look out.
  5 – 6: …expecting trouble in a local tavern from a few drunken 
  infantrymen.
  (16 – 21.A) Drill Instructor
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This hard-nosed, merciless teacher of recruits is trained to be 
  as unforgiving and harsh as possible during his students’ basic 
  training, if only to weed out those who should not be soldiers. This 
  tends to make all drill instructors almost universally hated.
  REFEREE’S INFORMATION:
  The drill instructor is (roll a d6)…
  1 – 2: …deserved of his reputation of being a hot-headed jerk on and 
  off the training grounds.
  3 – 4: …blowing off some steam at a local pub but he forgot to leave 
  his attitude at work.
  5 – 6: …trying to get a position in a mission-based squad, even if he 
  has to bully the members to make room for him.
  (16 – 21.P) Motor Pool Manager
  Required Skills: None 
               Required Equipment: Vehicle
  PLAYER’S INFORMATION:
  The scheduler and operator of the local motor pool, the manager 
  can be a good friend to anyone who takes care of his vehicles and 
  stops to ﬁ ll him in on how the action off-base is going. He has 
  access to lots of expensive vehicular equipment, making him a good 
  ofﬁ cer to know.
  REFEREE’S INFORMATION:
  The motor pool manager is (roll a d6)…
  1 – 2: …okay with renting some of the smaller vehicles ‘off the 
  record’.
  3 – 4: …looking for some help locating a stolen bike from the 
  garage.
  5: …trying to ﬁ ll a few extra shifts with freelance hands, if available.
  6: …angry with the base commander and wants to make his personal 
  vehicle ‘disappear’.
  (22 – 23.A) Lance Corporal
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  It is not a rule that all military middle-ranked ofﬁ cers have to be 
  rude and power hungry but this guy sure seems to think so. Having 
  crawled over the demotions of his fellows on his rise to the top, this 
  lance corporal is only looking out for himself.
  REFEREE’S INFORMATION:
  The lance corporal is (roll a d6)…
  1 – 2: …arranging for a high-proﬁ le mission for whom he needs 
  patsies to screw things up so he can sweep in and save the 
  day.
  3 – 4: …completely self-serving and makes no attempt to hide it.
  5 – 6: …acting like he needs the characters’ help with something but 
  he wants them out of his way when the general stops by.
  (22 – 23.P) Munitions Clerk
  Required Skills: None 
   
  Required Equipment: Some 
  ammunition-reliant weapon
  PLAYER’S INFORMATION:
  This specialist employee of the supply centre is any ﬁ rearms 
  enthusiast’s best friend. It is his responsibility to store, count, 
  manage and distribute ammunition on a personal scale. If it is 
  shot from the shoulder, hip or on the ﬂ y without aid from a larger 
  machine – he has what it ﬁ res.
  REFEREE’S INFORMATION:
  The munitions clerk is (roll a d6)…
  1 – 2: …ready to start selling extra ammunition on the side.
  
  MILITARY PATRONS
  MILITARY PATRONS
  27
  3 – 4: …trying to get rid of some experimental rounds that no one 
  seems to want to use because of some potential hazards listed 
  on the crate.
  5 – 6: …always adding extra rounds to everyone’s orders, making 
  him very popular amongst the infantrymen.
  (24 – 25.A) Base Bully
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This large and imposing wall of muscle and bad attitude treats the 
  various areas of the base as his personal playground. He looks down 
  at everyone smaller than him and has no problems using his brawn 
  to make others do his bidding.
  REFEREE’S INFORMATION:
  The base bully is (roll a d6)…
  1 – 2: …actually afraid of real conﬂ ict, so he takes his frustrations out 
  on his fellow soldiers.
  3 – 4: …a clinical sadist and does what he does because he likes to 
  inﬂ ict pain and anguish.
  5: …trying to get thrown out of the army.
  6: …a true criminal; he goes so far as to extort funds and favours 
  from his victims on base.
  (24 – 25.P) Naval Pilot
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  The army relies heavily on naval support to ferry them around the 
  galaxy to their various missions and destinations. Pilots like this 
  man are responsible for picking up the army soldiers, from a few 
  individual squad members to entire platoons and dropping them 
  off again.
  REFEREE’S INFORMATION:
  The naval pilot is (roll a d6)…
  1 – 2: …aware of where the characters are going to be shipped off to 
  next and he is afraid for them.
  3 – 4: …jealous of the basic infantrymen because they get to actually 
  see the enemy.
  5 – 6: …selling extra seats for passengers on his ship; off the record, 
  of course.
   
  (26 – 31.A) Commercial Agent
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There are a lot of goods and resources that a typical army base needs 
  and agents who work for commercial ﬁ rms are who can arrange for 
  it. This man is a large-scale salesman and he wants to sell something 
  from his inventory to just about anyone. He is persistent to a fault, 
  making it difﬁ cult to ever want to be around him.
  REFEREE’S INFORMATION:
  The commercial agent is (roll a d6)…
  1 – 2: …selling camping and survival equipment but he is very careful 
  to make sure that his buyers know there are ‘no refunds, not 
  ever’.
  3 – 4: …also selling goods to a rival government; along with secrets 
  about the army bases he visits in the meantime.
  5 – 6: …unbelievably annoying and always underfoot. 
  (26 – 31.P) Emotional Interest
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This individual has grown quite attached to one of the characters, 
  creating some form of emotional attachment to them. They are 
  likely to go to great lengths to make the character happy, so long as 
  their attachment is requited in some way.
  REFEREE’S INFORMATION:
  The emotional interest is (roll a d6)…
  1 – 2: …a lover of some sorts and has plans in their head to make a 
  more permanent bond when they can.
  3 – 4: …misguided in how they feel for the character but they will do 
  anything for him.
  5: …not looking for a permanent relationship but really enjoys 
  spending time with the character.
  6: …really just a very close friend that will go to lengths to help 
  them.
  
  MILITARY PATRONS
  MILITARY PATRONS
  MILITARY PATRONS
  28
  (32 – 33.A) Civilian Peace Officer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This local policeman or peacekeeping ofﬁ cer is rather resentful of 
  the military’s presence in his local area and enjoys any chance he 
  is given to make a soldier’s life just a little bit harder. Keeping the 
  peace is not always his ﬁ rst priority.
  REFEREE’S INFORMATION:
  The civilian peace ofﬁ cer is (roll a d6)…
  1 – 2: …unscrupulous and willing to take all sorts of bribes and 
  liberties with how the law is supposed to work.
  3 – 4: …ex-military; having been kicked out of the army for 
  dishonourable conduct.
  5 – 6: …harbouring some ill will toward the military due to his 
  brother’s disappearance while on a mission for the army.
  (32 – 33.P) Bartender
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There are few people off-base more important to a group of soldiers 
  than the local bartender. This person is the source of stiff drinks, 
  dirty jokes and all the local gossip for a soldier on leave – exactly 
  what any battle-weary army man needs!
  REFEREE’S INFORMATION:
  The bartender is (roll a d6)…
  1 – 2: …full of local gossip and rumours about some prominent 
  political ﬁ gures.
  3 – 4: …happy to keep the drinks coming for anyone who can tell 
  him a funny story, off-colour joke or just a limerick he will be 
  able to repeat to his clientele.
  5: …a retired infantryman who lost his hand and eye to enemy 
  artillery.
  6: …a cunning businessman who makes friends with the military 
  men in order to get them to come back with their friends.
  (34 – 35.A) Naval Officer
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  When a navy ship comes to an army base or starport in order to pick 
  up passengers to transport, ofﬁ cers like this hard-edged man often 
  mingle with the base population for several hours before lift off. 
  They are not doing so out of camaraderie however, they are often 
  doing so to gauge how big of a problem their ‘cargo’ is going to be 
  during the trip.
  REFEREE’S INFORMATION:
  The naval ofﬁ cer is (roll a d6)…
  1 – 2: …a junior member of the bridge crew but still has the captain’s 
  ear. He dislikes passenger assignments, especially those 
  dealing with ‘ground rats’.
  3 – 4: …not skilled at hiding his distaste and distrust of the army.
  5 – 6: …trying to set up his captain for a large scale failure in order to 
  take his place at the helm and plans on using a few expendable 
  army grunts to do it.
  (34 – 35.P) Turret Gunner
  Required Skills: None 
   
  Required Equipment: Heavy  
   
   
   
   
  weapons platform
  PLAYER’S INFORMATION:
  Protecting the army’s installations and bases from vehicular attack, 
  the turret gunner is a dedicated soldier who is trained in the art of 
  blasting away at his foes with high-calibre or high-yield weaponry 
  attached to mechanised defence turrets.
  REFEREE’S INFORMATION:
  The turret gunner is (roll a d6)…
  1 – 2: …always happy to invite fellow soldiers up into his gunnery 
  turret; maybe even letting them ﬁ re a few rounds into safe 
  targets.
  3 – 4: … suffering from a bad case of the shakes from a near miss 
  that almost took out his turret.
  5 – 6: …worried his role in base defence is going to be made obsolete 
  because of the new automated defences coming online around 
  the army’s other installations.
  (36 – 41.A) Forward Observer
  Required Skills: None 
               Required Equipment: Artillery
  PLAYER’S INFORMATION:
  This ﬂ eet-footed soldier is sent out into a battleﬁ eld, uncharted 
  terrain or wild frontiers with little more than survival gear and a 
  laser-enhanced spotter system. His job is to ‘tag’ objects for artillery 
  or orbital bombardment, which is not an easy or safe thing to do.
  REFEREE’S INFORMATION:
  The forward observer is (roll a d6)…
  1 – 2: …upset with the characters because he was assigned to his 
  position after a mission they went on together but he was the 
  one sent into observation ops.
  3 – 4: …planning to fake his own death and go AWOL next time he 
  has to call in an air strike.
  5: …not a very careful observer and frequently misses tagging his 
  targets by several metres, costing lives and increasing collateral 
  damage.
  6: …a depressed soldier that knows his actions have sent hundreds 
  of enemies and civilians to their deaths.
  
  MILITARY PATRONS
  MILITARY PATRONS
  29
  (36 – 41.P) Arms Dealer
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This inﬂ uential and resourceful person is sometimes the only 
  individual who can manage to get the right tool for the right job in a 
  soldier’s hands in time to use it. Supply ofﬁ cers hate them because 
  they can often get what they cannot – and quicker. Soldiers love 
  them for just that reason.
  REFEREE’S INFORMATION:
  The arms dealer is (roll a d6)…
  1 – 2: …willing to work with the local army to get a shipment of 
  very valuable and higher-tech weaponry from a less reputable 
  source, as long as they are willing to pay for it.
  3 – 4: …looking to ofﬂ oad a few dozen grenades rather cheaply, as 
  he cannot travel by conventional means with them in tow and 
  does not want to ﬁ nd a smuggler for them.
  5: …looking for a group of willing subjects to test a crate of 
  ‘questionable’ weaponry. He will cut them a huge break on 
  the price if they like what they ﬁ nd. That is, if they work at all 
  without killing the characters.
  6: …having a close-out sale due to a legal infraction that has some 
  bounty hunters headed his way – and fast.
  (42 – 43.A) Computer Technician
  Required Skills: None 
           Required Equipment: Computer
  PLAYER’S INFORMATION:
  Considered sometimes to be too smart for his own good, this well-
  educated tradesman specialises in the building, programming and 
  repair of computer systems. In the age where computers operate 
  most of the world’s systems and devices, it makes sense that he 
  might have a bit of a god complex.
  REFEREE’S INFORMATION:
  The computer technician is (roll a d6)…
  1 – 2: …purposefully implanting software that will later allow him to 
  access sensitive material and data remotely.
  3 – 4: …bitter and spiteful of anyone with an above average physique 
  due to his own weak and waiﬁ sh one.
  5 – 6: …searching for a piece of data on the computer he is working 
  on; something that would be worth a lot of money to the right 
  buyer.
  (42 – 43.P) Artillerist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Although jealous of soldiers that get to actually see the enemy as 
  something other than a sensor signature on a screen, this artillery 
  specialist ﬁ lls a role on a heavy support team. From their location in 
  the farthest rear reaches of the battleﬁ eld his team drops payloads 
  on the enemy, an enjoyable task for most soldiers.
  REFEREE’S INFORMATION:
  The artillerist is (roll a d6)…
  1 – 2: …worried that his team’s forward observer is not doing his 
  job well enough and that his team has killed far too many non-
  hostiles because of it.
  3 – 4: …eager to hear about what close engagements with the enemy 
  are like.
  5 – 6: …a boisterous but jovial braggart about the number of 
  conﬁ rmed enemy kills he has compared to any other soldier 
  in the platoon.
  (44 – 45.A) Civilian Contractor
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Army bases cannot hope to build and repair themselves, especially 
  not with the amount of responsibilities and duties that the regular 
  inhabitants already have to deal with. That is why they hire out to 
  civilian organisations to arrange for people like this man to come 
  and do what they cannot or will not.
  REFEREE’S INFORMATION:
  The civilian contractor is (roll a d6)…
  1 – 2: …ex-military and hates having to come back on base to work 
  on the plumbing.
  3 – 4: …not above stealing expensive items while on base, perhaps 
  selling them later.
  5: …disruptive and talkative in areas where the army prefers quiet 
  concentration.
  6: …a supporter of a rival culture, species or government.
  (44 – 45.P) Armour Driver
  Required Skills: None 
               Required Equipment: Vehicle
  PLAYER’S INFORMATION:
  Much like a pilot in space, this person lives behind the drive 
  console of an armoured personnel carrier or attack tank. He enjoys 
  the company he gets from passengers, especially those who will 
  help him protect his vehicle while delivering them to where they 
  need to go.
  REFEREE’S INFORMATION:
  The armour driver is (roll a d6)…
  1 – 2: …looking for a few good souls willing to help him drive his 
  favourite vehicle out to a freelancer who is going to ‘upgrade’ it 
  for him, off the books of course.
  
  MILITARY PATRONS
  MILITARY PATRONS
  MILITARY PATRONS
  30
  3 – 4: …a thrill-seeker and daredevil, which makes rides with him 
  exciting in the very least.
  5 – 6: …afraid he might be losing a prized piece of equipment from 
  the motor pool, so he needs to make his last drive in it a good 
  one.
  (46 – 51.A) Soldier-of-Fortune
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There are fewer people a career military man can meet more 
  frustrating than a hired gun that showboats, ﬂ aunts his skills and 
  sells his services to anyone, anywhere. This boastful and conceited 
  soldier-for-hire is exactly what every sergeant hopes his men will 
  never turn out to be.
  REFEREE’S INFORMATION:
  The soldier-of-fortune is (roll a d6)…
  1 – 2: …a former member of the character’s branch of the military 
  and has made a fortune as a mercenary.
  3 – 4: …very good at his job and has no qualms about letting 
  everyone know all about it in great detail.
  5 – 6: …looking to make a name for himself amongst the character’s 
  branch of the military and will need to show them up in order 
  to do so.
  (46 – 51.P) Civilian Hunter/Marksman
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person is somewhat of a local celebrity for his keen eye and 
  sharp aim, making him one of the most accomplished hunters or 
  target marksmen in the whole area. He has always looked up to the 
  men and women in the army and he attributes his steady shooting 
  to their teachings.
  REFEREE’S INFORMATION:
  The civilian hunter/marksman is (roll a d6)…
  1 – 2: …looking for a few friends to go on a hunting weekend into the 
  wilderness with him.
  3 – 4: …in the market for a new riﬂ e; preferably a military one.
  5: …pretty sure he saw a hostile or worrisome encampment in the 
  wilderness on his last excursion and will lead someone ofﬁ cial 
  back out there to check it out.
  6: …about to be recruited into the army as a specialist sniper.
  (52 – 53.A) Local Criminal
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Any servant of the government is often considered to be ‘the law’ 
  by this person, who has been arrested several times for petty crimes 
  and misdemeanours. He is not a true bother to military types at the 
  moment but he could graduate to serious crimes at any time.
  REFEREE’S INFORMATION:
  The local criminal is (roll a d6)…
  1 – 2: …trying to ﬁ nd a buyer for several crates of stolen merchandise 
  he took from the back of a supply truck.
  3 – 4: …ready to add armed robbery to his list of infractions.
  5 – 6: …really only one accidental death during a mugging from 
  evolving into something much darker than a petty thug.
  (52 – 53.P) Local Governmental Officer
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Most larger governmental ofﬁ ces enjoy having army types around 
  but this low-level and middle-powered local governing agent feels 
  much differently. He believes that he would have been promoted 
  higher on the salary rankings if the area did not have to also pay for 
  army personnel.
  REFEREE’S INFORMATION:
  The local governmental ofﬁ cer is (roll a d6)…
  1 – 2: …working behind the scenes to get the greater government to 
  have the military personnel moved farther away.
  3 – 4: …making public statements about the issues with the local 
  military assets.
  
  MILITARY PATRONS
  MILITARY PATRONS
  31
  5 – 6: …not above hiring mercenaries to do what the army normally 
  does, just to be rid of its constant presence.
  (54 – 55.A) Alien Infantryman
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Hailing from an opposing alien culture, this basic infantryman 
  seems to always be looking at the local military forces with judgment 
  and the weighing of opportunity. So long as the two cultures are not 
  at war he will not do anything but he seems willing and able for that 
  moment at all times.
  REFEREE’S INFORMATION:
  The alien infantryman is (roll a d6)…
  1: …acting openly and alone in order to make secret preparations for 
  the rest of his squad.
  2 – 3: …unable or unwilling to speak the local languages.
  4 – 5: …heavily armed and will not be parted with his weaponry no 
  matter the circumstances.
  6: …uncomfortably honest about what he thinks about everything 
  he sees.
  (54 – 55.P) Strato-Pilot
  Required Skills: None         Required Equipment: Atmospheric ﬂ yer
  PLAYER’S INFORMATION:
  This sky-jock is a friendly face from the hangar bay, hopping in and 
  out of his ﬂ ying craft between missions to chat with the ‘grounded 
  folks’. He knows that very few ever get to see the world like he does 
  and it keeps a perpetual smile on his face.
  REFEREE’S INFORMATION:
  The strato-pilot is (roll a d6)…
  1 – 2: …ﬂ ying a support mission for the characters soon, even if they 
  did not know it.
  3 – 4: …used to having to live his life at Mach 3, including his speech 
  patterns and physical mannerisms. 
  5 – 6: …grounded for a few days and looking for a good time.
  (56 – 61.A) Unstable War Veteran
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Sometimes soldiers simply crack under the pressure and lose control 
  of themselves; this old veteran is a perfect example. Unfortunately 
  for everyone around him he did not lose it completely. Instead he 
  still retains all of his training and capabilities; which are barely held 
  together by paranoia and delusion.
  REFEREE’S INFORMATION:
  The unstable war veteran is (roll a d6)…
  1 – 2: …fully aware that he is losing his mind and wants to go out 
  with a gun in his hand – even if the army does not want it that 
  way!
  3 – 4: …an old demolitionist and has been seen recently bringing 
  odd chemicals and electronic devices to his quarters at all 
  hours of the night.
  5: …a sad representation of what can happen after years of shell-
  shock.
  6: …not ready to retire from the service but the commanding ofﬁ cers 
  feel otherwise.
  (56 – 61.P) Army Sniper
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A devoted riﬂ eman detached morally from his job, this person’s 
  sole purpose in the army is to kill speciﬁ c targets with a single pull 
  of his trigger. He is a good ally to have hidden away on a battleﬁ eld 
  and most army grunts prize their snipers more than just about 
  anything else.
  REFEREE’S INFORMATION:
  The army sniper is (roll a d6)…
  1 – 2: …going to train a select few riﬂ emen in the ﬁ ner points of 
  sharpshooting.
  3 – 4: …modest about his skills and does not often talk about what 
  he does on the ﬁ eld of battle.
  5 – 6: …in need of a team of individuals to make a diversion large 
  enough that he will be able to get into an urban position for a 
  mission he cannot talk about without permission.
  (62 – 63.A) Militiaman 
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This militant member of the local civilian military-esque force feels 
  very strongly that the government has no need for a true army and 
  he is not shy about stating his opinions. He is quick to ridicule real 
  army soldiers for being ‘part of the machine’ and has a great deal of 
  distrust toward the government.
  REFEREE’S INFORMATION:
  The militiaman is (roll a d6)…
  1 – 2: …going to do something drastic and high-proﬁ le to show the 
  fallibility of the proper armed forces. 
  3 – 4: …stockpiling illegal weaponry for his organisation’s stand 
  against outside inﬂ uences.
  5 – 6: …not a bad person but he will do bad things in order to create 
  the right to police himself.
  
  MILITARY PATRONS
  MILITARY PATRONS
  MILITARY PATRONS
  32
  (62 – 63.P) HST Training Instructor
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  An important member of the specialist training team, the Hazardous 
  Situational Terrain (HST) training instructor teaches soldiers how 
  best to navigate and survive in dangerous locations like volcanic ash 
  plains, nuclear fallout and high-pressure atmospheres.
  REFEREE’S INFORMATION:
  The HST training instructor is (roll a d6)…
  1 – 2: …going to run a free class on how to deal with a strange but 
  dangerous natural phenomenon scheduled to strike the area.
  3 – 4: …tired of teaching anti-radiation classes and just wants to 
  enjoy an evening devoid of logic and lessons.
  5: …putting together a team to go into a harsh environment for a 
  research opportunity.
  6: …getting too old to get the environmental data he needs for his 
  classes and will need someone else to get it for him.
  molecules he just does not see people as little much more than 
  strings of proteins and amino acids.
  REFEREE’S INFORMATION:
  The government chemist is (roll a d6)…
  1 – 2: …aware that he is about to get ﬁ red for unauthorised additive 
  testing and wants to get one last test of his new enhancement 
  stims – even if the test subjects refuse.
  3 – 4: …looking for a group of contracted and legal test subjects for 
  a new chemical performance enhancer.
  5 – 6: …a true mad genius; some of his more eccentric inventions 
  bafﬂ e the mind as to why they exist, let alone why they work.
  (64.P) Friendly Rival
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  An old friend from basic training, university or a past career, this 
  person has a large and deep competitive streak. He always wants 
  to do better than his friends, often causing them to strive to farther 
  lengths in order to ‘beat’ him.
  REFEREE’S INFORMATION:
  The friendly rival is (roll a d6)…
  1 – 2: …mostly harmless but does tend to use bragging and ‘one-
  upping’ to get one over on his friends.
  3 – 4: …receiving a prestigious award for some important local 
  service and wants the characters to come and see him accept 
  it.
  5: …tired of being ‘the best’ at an old game and is now trying a new 
  and dangerous sport that he wants the characters to join him 
  in.
  6: …also a gambler and is just as competitive at the game tables as 
  he is in most other things.
  (65.A) Infamous Platoon Leader
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  While a good reputation takes forever to build in the army, it did not 
  take too long for this platoon leader’s bad one to get around. For 
  whatever reason, the soldiers in his platoon despise him and his 
  decisions –seemingly with good reason to do so.
  REFEREE’S INFORMATION:
  The infamous platoon leader is (roll a d6)…
  1 – 2: …responsible for bad coordinates on an ortillery strike that 
  killed half of a friendly unit in his last conﬂ ict.
  3 – 4: …unapologetic for the lives he throws away on the battleﬁ eld; 
  earning him the nickname of ‘The Butcher’.
  5: …afraid of real combat and conﬂ ict, making him far too reluctant 
  to commit forces and he never joins them in battle.
  6: …utterly incompetent and it is a complete mystery as to why and 
  how he still retains command of so many lives.
  (64.A) Government Chemist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This staunch scientist lives most of his life in a sterile laboratory 
  where he designs, creates and tests a variety of powerful chemicals. 
  After years of seeing the world in its composite elements and 
  
  MILITARY PATRONS
  MILITARY PATRONS
  33
  (65.P) Rear Echelon Officer
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This middle-graded ofﬁ cer tends to the needs of the support staff 
  on a battleﬁ eld, making sure that the artillery teams and evacuation 
  vehicles are in working order. Knowing that this diligent soldier is at 
  the force’s back helps many commanding unit leaders push forward 
  toward the enemy.
  REFEREE’S INFORMATION:
  The rear echelon ofﬁ cer is (roll a d6)…
  1 – 2: …a former artillerist himself; he happily helps the artillery 
  support squads personally when he can.
  3 – 4: …a generally nice person that cares for his fellow soldiers and 
  looks to help them with his assets and resources whenever he 
  can.
  5 – 6: …in need of a new personal retinue guard team, as is 
  commanded of him to keep at all times on the battleﬁ eld.
  (66.A) War Criminal
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  War is hell. If in every hell there are those souls condemned to suffer 
  in it, this sick creature is the devil himself. Capable of any number 
  of wicked atrocities in the heat of battle or not, the war criminal is 
  amongst one of the most universally hated and feared beings in the 
  galaxy.
  REFEREE’S INFORMATION:
  The war criminal is (roll a d6)…
  1 – 2: …known to carry a host of genetic and chemical weapons on 
  his person at all times.
  3 – 4: …infamous for his methods of torture and punishment, many 
  of which will even turn the stomach of a mortician.
  5: …wanted in dozens of different systems for his unlawful 
  practices, especially those concerning illegal experimentation 
  on prisoners.
  6: …protected by his government for what he has done in the past, 
  no matter how vile, evil or immoral.
   
  (66.P) General
  Required Skills: Admin          Required Equipment: Starbase or
   
   
   
  Military Compound
  PLAYER’S INFORMATION:
  The chief leader of the army forces, the general is the top rung of the 
  executive brass and where most career soldiers eventually want to 
  be. It takes discipline and politicking for many years but this coveted 
  position has tremendous power and inﬂ uence with his troops.
  REFEREE’S INFORMATION:
  The general is (roll a d6)…
  1 – 2: …on a public relations tour through the ranks of his army, 
  enjoying the company of several units wherever he goes.
  3 – 4: …seeking a team of professionals who can ‘take care of’ a 
  problem that he cannot assign ofﬁ cial troops to.
  5 – 6: …an old codger looking to retire soon but wants to live out 
  his last few months in uniform as well-loved and respected by his 
  troops as possible.
  
  SPACER PATRONS
  SPACER PATRONS
  SPACER PATRONS
  34
  SPACER PATRONS
  SPACER PATRONS
  (11.A) Unknown Alien Hostile
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This unexpected inhabitant of the area is much like any other new 
  sentient lifeform that a scout might ﬁ nd in the galactic frontier – except 
  that this one is very angry toward anyone it does not recognise. 
  REFEREE’S INFORMATION:
  The unknown alien hostile is (roll a d6)…
  1 – 2: …hiding from his own species’ government and will kill to 
  defend his solitude.
  3 – 4: …actually more frightened of the characters than he lets on.
  5 – 6: …the ﬁ rst of many examples of his species that the characters 
  will ﬁ nd – all of them hostile towards them.
  There are many careers in Traveller that are involved with or rely upon the use of space travel and starships but there are a select few who 
  could not exist very well without it. These careers collectively are known as ‘spacer careers’, even if an individual member of it does not ever 
  step onto a spacecraft. Spacers, as they are sometimes nicknamed along with any other spaceborne traveller, can run into a cast of many 
  different and interesting people.
  SCOUT PATRON ENCOUNTERS
  Characters in the Scout career path are likely to be introduced to new and unique individuals across the many planets and frontier lands they 
  are sent to. Far reaching and well-travelled, Scouts see the galaxy in fast and fractious segments, each one ﬁ lled with possibilities.
  Scout Patrons
  d66 Result
  d66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Unknown Alien Hostile
  Mysterious Benefactor
  12 – 13
  Local Constable
  Agricultural Landowner
  14 – 15
  Spy
  Scientist
  16 – 21
  Cyber-Pirate
  Politician
  22 – 23
  Frontiersman
  Star Courier
  24 – 25
  Lost Soul
  Ship Technician
  26 – 31
  Slaver
  Refugee
  32 – 33
  Town Drunk
  Cartographer
  34 – 35
  Research Collector
  Military Squad Leader
  36 – 41
  Savage
  Reasonable Trader
  42 – 43
  Junk Dealer
  Alien Pilgrim
  44 – 45
  Local Guide
  Wayward Traveller
  46 – 51
  Shipjacker
  Returning Scout
  52 – 53
  Freelance Explorer
  Local Noble
  54 – 55
  Governmental Attorney 
  Civilian Watchman
  56 – 61
  Local Celebrity 
  Star Ferry Captain
  62 – 63
  Wannabe Scout
  Senior Scout
  64
  Reclusive Loner
  Advanced Alien
  65
  Territorial Alien
  Populace Leader
  66
  Psionist-in-Exile
  Frontier Commander
  
  SPACER PATRONS
  SPACER PATRONS
  35
  (11.P) Mysterious Benefactor
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person has likely been interested in one of the characters for 
  a very long time; watching and helping from behind the scenes as 
  often as he could. Either because the character has ﬁ nally located 
  him or he has chosen to reveal himself, this enigmatic benefactor 
  has come forward.
  REFEREE’S INFORMATION:
  The mysterious benefactor is (roll a d6)…
  1 – 2: …a previously unknown family member that has access to a 
  great deal of money.
  3 – 4: …a mad genius looking to prove some strange and wondrous 
  theory by helping the characters.
  5: …dying of a rare but non-communicable disease and is trying to 
  do some good before he succumbs to it.
  6: …following the advice of his own mysterious benefactor, creating 
  a chain of strange and inexplicable events.
  (12 – 13.A) Local Constable
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When a scout comes around a new place, the ﬁ rst people that 
  normally cross his path are the local peacekeeping forces. This 
  particular agent of the local law does not like the idea of new galactic 
  presences in his little community and the coming of a scout heralds 
  the arrival of others soon after.
  REFEREE’S INFORMATION:
  The local constable is (roll a d6)…
  1 – 2: …trying to get rid of the scout through a series of minor 
  mishaps and coincidences concurrent with his arrival.
  3 – 4: …a xenophobe and against the idea of galactic exploration.
  5: …willing to manufacture evidence and criminal charges against 
  the characters to be rid of them.
  6: …going to free a dangerous criminal from the local prison with 
  orders to come after the characters.
  (12 – 13.P) Agricultural Landowner
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person is just a local farmer or plantation owner that has likely 
  never seen the other parts of his own planet, let alone other parts 
  of the galaxy.
  REFEREE’S INFORMATION:
  The agricultural landowner is (roll a d6)…
  1 – 2: …willing to rent out some land or living space to the characters, 
  giving them a safe place to stay for relatively cheap.
  3 – 4: …actually a retired military veteran who is looking for a 
  peaceful retirement.
  5 – 6: …eager to hear about the galaxy because he has never seen 
  much of it at all.
  (14 – 15.A) Spy
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Scouts gain access to a great deal of sensitive information and 
  classiﬁ ed data in their travels, making them primary targets to 
  manipulative and underhanded agents such as this person. He 
  will lie, cheat, steal and perhaps even kill to get the information he 
  needs for his employers.
  REFEREE’S INFORMATION:
  The spy is (roll a d6)…
  1 – 2: …not actually on assignment but is always on the search for 
  good and useful information.
  3 – 4: …a double-agent from the character’s own government or 
  organisation.
  5 – 6: …acquiring sensitive information about one of the characters 
  for a private source that might surprise the character.
  (14 – 15.P) Scientist
  Required Skills: Science (any) 
  Required Equipment: None
  PLAYER’S INFORMATION:
  This expert in his ﬁ eld spent many long years at university and in 
  other training classes to get his employment as a leading scientist. 
  He knows one of the characters through common scientiﬁ c 
  channels, and thinks they might be able to help him.
  REFEREE’S INFORMATION:
  The scientist is (roll a d6)…
  1 – 2: …looking for a knowledgeable person to bounce a few high-
  theory ideas off of.
  3 – 4: …in need of someone to sign off on his newest project 
  hypothesis, even if that person only has a rudimentary learning 
  of the material.
  5: …celebrating a major breakthrough and is looking for some old 
  friends to enjoy a night on the town.
  6: …about to ﬁ nish a sensitive project that could revolutionise the 
  characters’ lives.
  (16 – 21.A) Cyber-Pirate
  Required Skills: None         Required Equipment: Combat Implants
  PLAYER’S INFORMATION:
  A galactic vulture that picks the metal from the bones of any victims 
  he ﬁ nds, the cyber-pirate is a hunter of bionic implants. He has little 
  in the way of tact but he knows his way around a ﬁ re ﬁ ght and knows 
  the real value of a corpse laden with high-tech bits and pieces.
  
  SPACER PATRONS
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  36
  REFEREE’S INFORMATION:
  The cyber-pirate is (roll a d6)…
  1: …on the trail of an illegal cyber-doc travelling with a load of parts 
  for the taking. He needs the characters to help him ﬁ nd where 
  the doc went.
  2 – 3: …more than willing to kill to get the implants out of someone’s 
  body.
  4 – 5: …trying to use any gossip and information the characters 
  might have to seek out places where implant-laden bodies 
  could be left behind.
  6: …nothing more than an opportunistic grave robber.
  3 – 4: …worried that his community is becoming stagnant and hopes 
  the characters are a sign of new blood and money investing in 
  it.
  5 – 6: …eager to have the characters help him with something his 
  community is not skilled or equipped to handle.
  (22 – 23.A) Frontiersman
  Required Skills: Survival 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is just one of many settlers and explorers outside of the scouting 
  organisations that move along the edge of the galactic frontier. 
  They try to make the most out of what they ﬁ nd in the wilderness; 
  sometimes making them resent the much better equipped scouts.
  REFEREE’S INFORMATION:
  The frontiersman is (roll a d6)…
  1 – 2: …running dangerously short of supplies.
  3 – 4: …out on the fringe to get away from prying eyes and 
  governmental agents, making him suspicious of the arrival of 
  the characters.
  5 – 6: …actually stranded on the planet due to a ship malfunction 
  and would love to steal a new way off his ‘prison’.
  (22 – 23.P) Star Courier
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Subsects within the scouts, star couriers are messengers on a 
  galactic scale. This individual is used to only seeing people for a few 
  hours at a time when he delivers his assignments, so spending time 
  with anyone is often pretty prized.
  REFEREE’S INFORMATION:
  The star courier is (roll a d6)…
  1 – 2: …in the middle of an important delivery but he needs some 
  assistance getting through hostile territory to drop it off.
  3 – 4: …between missions and enjoying a few days rest and 
  relaxation.
  5 – 6: …actually bearing a message or delivery for one of the 
  characters.
  (24 – 25.A) Lost Soul
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The galaxy is a very big place and sometimes a ship takes off 20 
  minutes faster than it was supposed to, misses its rendezvous or 
  a passenger sleeps in too late. Whatever the case, people get left 
  behind; just like this poor and angry person.
  (16 – 21.P) Politician
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Whenever a scout or group of travellers reaches a new or growing 
  community, the local politicians make the most out of it. This local 
  leader sees the coming of outsiders as a boon to the community 
  and will seek to make them spread the word about his town.
  REFEREE’S INFORMATION:
  The politician is (roll a d6)…
  1 – 2: …about to come up for re-election and would love an 
  endorsement from the characters and their employers.
  
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  37
  REFEREE’S INFORMATION:
  The lost soul is (roll a d6)…
  1 – 2: …a bit crazed from living alone for too long and might think of 
  the characters as enemies.
  3 – 4: …desperate to get a ride off of the existing planet and will 
  become a nuisance because of it.
  5 – 6: …a dark and depressing person who thinks that the universe 
  has damned him and anyone he talks to.
  (24 – 25.P) Ship Technician
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  This mechanical technician is one of the best friends a scout can 
  hope to have, as that he keeps a starship running with liberal use of 
  tools, obscene language and a bit of luck. He is a skilled mechanic 
  and an enjoyable travelling companion.
  REFEREE’S INFORMATION:
  The ship technician is (roll a d6)…
  1 – 2: …always looking forward to the next time he gets to get into a 
  ship’s engine room.
  3 – 4: …old and ready to retire but loves his job too much to do so.
  5 – 6: …between ship assignments and is looking for a new ship to 
  work upon.
  (26 – 31.A) Slaver
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This cunning and dastardly trader of living souls makes his living 
  capturing, buying and selling unfortunate sentient lifeforms to 
  those unscrupulous enough to deal with them. He sees most other 
  people as potential goods and little else. 
  REFEREE’S INFORMATION:
  The slaver is (roll a d6)…
  1 – 2: …chasing down a ‘shipment’ of slaves that he lost in the 
  vicinity.
  3 – 4: …a truly evil person that wants to sell the characters to an 
  interstellar gladiatorial circuit.
  5: …on the run from local authorities.
  6: …part of a much bigger criminal organisation that employs 
  dozens of slavers like him.
  (26 – 31.P) Refugee
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person had the unfortunate circumstance of getting heaved 
  up and out from his home due to a major conﬂ ict or war and now 
  relies on the aid given to him by others for his sheer survival in 
  this harsh galaxy.
  REFEREE’S INFORMATION:
  The refugee is (roll a d6)…
  1 – 2: …simply glad to be alive and will do anything for those he 
  believes are saving him.
  3 – 4: …someone important to his government; making him powerful 
  but dangerously targeted.
  5 – 6: …useful on many levels, especially with the skills he has had 
  to learn in order to survive.
  (32 – 33.A) Town Drunk
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A scout sometimes comes into a town and immediately sets to 
  making himself comfortable, which places this belligerent drunkard 
  directly in their path.
  REFEREE’S INFORMATION:
  The town drunk is (roll a d6)…
  1 – 2: …a retired soldier, making him exceptionally prideful and 
  violent when he is drinking.
  3 – 4: …an old man who thinks his age will keep him from harm 
  when he begins to talk inconsiderately of bar patrons.
  5: …a gambler and a cheat but only gets worse when he has been 
  drinking.
  6: …a young hothead who is always looking for a ﬁ ght.
  
  SPACER PATRONS
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  38
  (32 – 33.P) Cartographer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A friend to the scouts, this map specialist makes his living drawing 
  up routes and terrain guides for all sorts of employers. His skill and 
  expertise have been the difference between staying safe and getting 
  lost many, many times.
  REFEREE’S INFORMATION:
  The cartographer is (roll a d6)…
  1 – 2: …looking to sell a copy of his new mapping book, which will 
  show the dangers of the uncharted frontier in the area.
  3 – 4: …an old acquaintance of one of the characters and wants 
  them to join him on his next mapping excursion.
  5 – 6: …trying to convince someone that he has mapped a route to 
  a derelict star cruiser in neutral space.
  (34 – 35.A) Research Collector
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Venturing into space in search of samples speciﬁ c to his employer’s 
  needs, this acquisition specialist is little more than a personal 
  assistant to whatever project he happens to be on. If his employers 
  need soil samples, atmosphere scans or even lifeform cultures, he 
  is the one sent to fetch them.
  REFEREE’S INFORMATION:
  The research collector is (roll a d6)…
  1 – 2: …trying to get the characters to do his work for him because 
  the sample he needs is in a hazardous area.
  3 – 4: …participating in what he was told was a classiﬁ ed research 
  project and must keep his sample-taking secret by all costs.
  5 – 6: …currently carrying highly illegal samples that he must not be 
  caught in possession of.
  (34 – 35.P) Military Squad Leader
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The scouts often work in tandem with the navy and other armed 
  forces, especially when they ﬁ nd a piece of galactic frontier that 
  needs ‘paciﬁ cation’ before colonisation can occur. This seasoned 
  soldier relies on the information from allied scouts to make the 
  safest manoeuvres he can.
  REFEREE’S INFORMATION:
  The military squad leader is (roll a d6)…
  1 – 2: …a caring and careful leader who looks out for his men ﬁ rst 
  and foremost.
  3 – 4: …looking for someone to personally perform some 
  reconnaissance for his unit.
  5: …returning from a hazardous mission that he could have really 
  used a scouting report for.
  6: …about to venture into an area that one of the characters is very 
  familiar with.
  (36 – 41.A) Savage
  Required Skills: Survival 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Deep in the wilderness there are some people and cultures that 
  are simply not civilised by current standards. This person is a feral 
  example of this sort of culture and could be very dangerous in the 
  right situation.
  REFEREE’S INFORMATION:
  The savage is (roll a d6)…
  1 – 2: …actually a member of a ﬂ esh-eating cannibal culture native 
  to the area.
  3: …from an advanced civilisation that has chosen to live like savages 
  in lieu of the ‘corruption’ that technology brings.
  4: …a religious zealot from a local cult of xenophobes.
  5 – 6: …frightened by loud noises or bright ﬂ ashes of light.
  (36 – 41.P) Reasonable Trader
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Scouts come into contact with many other spacers in their line of 
  work and this typical trader knows how to best make money from 
  interacting with them. He offers fair deals, honest bargains and no 
  nonsense; his steady sales reﬂ ect this.
  REFEREE’S INFORMATION:
  The reasonable trader is (roll a d6)…
  1 – 2: …offering special two-for-one sales on most of his common 
  equipment.
  3 – 4: …not often an arms dealer but has a shipment of civilian-
  grade sidearms he would like to unload.
  5 – 6: …looking for a good escort to his next merchants’ symposium. 
  He will pay in wages or credit towards purchases at the 
  symposium – which is sure to have a little bit of everything for 
  sale or trade.
  
  SPACER PATRONS
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  39
  traveller. He feels that no one knows his turf better than him and not 
  hiring him to explore it would be a huge mistake.
  REFEREE’S INFORMATION:
  The local guide is (roll a d6)…
  1 – 2: …running a failing safari business because of new technologies 
  and sees the characters as a further threat.
  3 – 4: …running an ongoing scam where he leads people into the 
  wilderness and makes them disappear.
  5 – 6: …willing to use his knowledge of the local area to harass the 
  characters until they leave.
  (44 – 45.P) Wayward Traveller
  Required Skills: Investigate  
    Required Equipment: Ship
  PLAYER’S INFORMATION:
  This worried and confused individual is one of tens of thousands 
  of galactic travellers that get themselves turned around, lost and 
  otherwise misplaced from the parts of space that they recognise.
  REFEREE’S INFORMATION:
  The wayward traveller is (roll a d6)…
  1 – 2: …thankful that the characters might be able to help him get 
  back to ‘civilised’ space.
  3 – 4: …quite wealthy and willing to pay handsomely for a ride.
  5: …someone important where he comes from, making a reward for 
  his return quite likely.
  6: …a child left behind accidentally.
  (46 – 51.A) Shipjacker
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  Pirates often attack vessels for loot and raiders for cargo but this 
  criminal targets his strikes at populated ships for nothing short of 
  the vessel itself. What he does with the crew, cargo and passengers 
  varies on the circumstance.
  REFEREE’S INFORMATION:
  The shipjacker is (roll a d6)…
  1 – 2: …actually a sort of paciﬁ st that does not like to hurt people, 
  just steal their ships.
  3 – 4: …in debt to a bigger criminal organisation, making his thefts 
  actually the work of a larger threat.
  5 – 6: …callous and cold, caring nothing at all for other peoples’ 
  lives.
  (42 – 43.A) Junk Dealer
  Required Skills: None 
           Required Equipment: Computer
  PLAYER’S INFORMATION:
  Plying the space lanes looking for derelicts and heaps of scrap to 
  claim legally or illegally; this underhanded salvage expert hates 
  seeing ‘meddling scouts’ poking their noses into his corner of the 
  galaxy. They only seem to make his job more difﬁ cult, so he will do 
  the same to them.
  REFEREE’S INFORMATION:
  The junker is (roll a d6)…
  1 – 2: …willing to turn to piracy for a few extra credits.
  3 – 4: …an infamous shipjacking thief who steals and scraps ships 
  in vacancy docks.
  5: …putting together a black market ﬂ eet of repaired warships to sell 
  to the highest bidder but he does not want any governments 
  to know.
  6: …afraid that one of the characters will try to steal his most recent 
  claim, which is still ﬂ oating in space.
  (42 – 43.P) Alien Pilgrim
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Most galactic cultures have scouts of some variety but some are 
  employed by religious or spiritual organisations seeking new reaches 
  for their faith. This staunch believer is one of these pilgrims from an 
  alien culture; he is far from home and thriving in his piety. 
  REFEREE’S INFORMATION:
  The alien pilgrim is (roll a d6)…
  1 – 2: …looking for the holy lands as written in his people’s ancient 
  texts.
  3 – 4: …part of a religion that cherishes hospitality, peace and 
  generosity.
  5 – 6: …separated from the rest of his pilgrimage and needs help 
  returning to the ship convoy. 
  (44 – 45.A) Local Guide
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There is little more that will upset this local wilderness expert than 
  the presence of a ‘know-it-all’ scout or some self-righteous galactic 
  
  SPACER PATRONS
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  40
  (46 – 51.P) Returning Scout
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Scouts often take the same space routes to and from areas of 
  the galactic frontier that they are assigned to, meaning that they 
  sometimes cross paths as one is heading back from the edge of 
  known space. This person is one of those potential crossings.
  REFEREE’S INFORMATION:
  The returning scout is (roll a d6)…
  1 – 2: …happy to know that he is going the right way back to civilised 
  space.
  3 – 4: …aware of information about the place that the characters 
  are headed to, which could potentially be important to their 
  survival.
  5: …in need of some minor medial assistance that he will gladly pay 
  for.
  6: …just glad to be back amongst other galactic travellers.
  (52 – 53.A) Freelance Explorer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Most scouts work for a government or large organisation, exploring 
  the galaxy for a steady paycheque. This person is a freelancer who 
  works on private contracts; almost assuredly for larger wages. He 
  dislikes having to compete with scouts and it shows.
  REFEREE’S INFORMATION:
  The freelance explorer is (roll a d6)…
  1 – 2: …trying desperately to get a job to get his ship out of an 
  impound and thinks the characters will ruin his chances.
  3 – 4: …actually very skilled, making him more frustrated when he 
  loses out to a lower-paid scout.
  5: …responsible for several misleading or incorrect maps of the 
  area.
  6: …a con artiste that ‘explores’ for a few days and brings back 
  nothing of value to his employers.
  (52 – 53.P) Local Noble
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  In the frontier there are many communities and such that rarely 
  get to see outsiders, let alone galactic scouts. This wealthy and 
  powerful noble sees such a visit as a chance to interact with the 
  galaxy at large.
  REFEREE’S INFORMATION:
  The local noble is (roll a d6)…
  1 – 2: …looking to buy a starship and hire a crew so he can leave his 
  current world and see different ones.
  3 – 4: …interested in knowing all about what it is like to be in space 
  for so long.
  5 – 6: …a collector of extra-planetary artefacts and will buy all sorts 
  of odd items from the characters. 
  (54 – 55.A) Governmental Attorney
  Required Skills: Advocate 
    
  Required Equipment: None
  PLAYER’S INFORMATION:
  Few types of people in the galaxy are more universally loathed than 
  lawyers but this particular one takes it a step further. He specialises 
  in dealing with the problems and cases that his government assigns 
  to him – turning him into a weapon of laws and liabilities aimed by 
  the hands of the ruling parties.
  REFEREE’S INFORMATION:
  The governmental attorney is (roll a d6)…
  1 – 2: …bearing a ﬁ scal judgment against one of the characters for 
  some obscure ﬁ ne they seem to have missed.
  3 – 4: …in charge of making sure that governmental criminals do not 
  actually see prison sentences.
  5 – 6: …looking for unscrupulous witnesses to lie against an 
  innocent suspect because his government needs a patsy in a 
  conspiratorial cover up.
  
  SPACER PATRONS
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  41
  (54 – 55.P) Civilian Watchman
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Knowing that there are professional explorers and frontiersmen 
  around can sometimes help this local peacekeeper monitor what 
  is happening around his jurisdiction. A few extra eyes never hurt 
  anyone in his profession.
  REFEREE’S INFORMATION:
  The civilian watchman is (roll a d6)…
  1 – 2: …hoping someone will help him catch a ring of criminals 
  hiding in the local wilderness.
  3 – 4: …old and inﬁ rm, which has contributed to the area’s decline 
  in proper policing.
  5 – 6: …looking for a few deputies for a couple days; just until he 
  solves the case that he is currently working on.
  (56 – 61.A) Local Celebrity
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person is someone special in the local media circuit, with a 
  famous face and name. When something occurs in the area that 
  steals some of the spotlight, such as the characters’ arrival, his ego 
  can be bruised and his temper ﬂ ared.
  REFEREE’S INFORMATION:
  The local celebrity is (roll a d6)…
  1 – 2: …dealing with a recent scandal and plans to use the characters 
  to help him regain his status.
  3 – 4: …going to use his inﬂ uence to force the characters to move 
  on.
  5: …assured that the media wants to see him working with the 
  characters.
  6: …an addict to a controlled substance that he needs someone 
  ‘not-famous’ to obtain for him.
  (56 – 61.P) Star Ferry Captain
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  This starship pilot and commander makes his living by ferrying 
  passengers from planet to planet. He has no issues with ferrying 
  scouts and enjoys having access to the kind of information they can 
  bring to his ﬂ ight team.
  REFEREE’S INFORMATION:
  The star ferry captain is (roll a d6)…
  1 – 2: …heading in the right direction for the characters’ current 
  path.
  3 – 4: …willing to negotiate services for passage.
  5 – 6: …interested in knowing about where the characters have 
  travelled from because he just so happens to be headed that 
  way next.
  (62 – 63.A) Wannabe Scout
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Not all applicants are allowed to search the frontier as a proper scout; 
  sometimes they drop out or are never accepted into the academy. 
  This person is one of these dropouts but still likes to pretend that 
  he is an active and successful scout.
  REFEREE’S INFORMATION:
  The wannabe scout is (roll a d6)…
  1 – 2: …a bad liar, especially about all of the places he has never 
  been and likely never will.
  3 – 4: …feeling that his tall tales about being a scout will be seen 
  through because of the characters’ presence.
  5 – 6: …going to try and hitch a ride, wanted or not, with the 
  characters when they leave the area.
  (62 – 63.P) Senior Scout
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This seasoned and skilled scout is a good reminder of what exactly 
  a future in the scouts means to a successful member. He is a bit 
  grizzled and rough around the edges but he has survived against 
  sometimes ruthless odds.
  REFEREE’S INFORMATION:
  The senior scout is (roll a d6)…
  1 – 2: …familiar with the area the characters are soon to be travelling 
  into.
  3 – 4: …retiring from the service and has a few interesting and useful 
  trinkets that he is willing to part with.
  5: …a weathered and stoic veteran with a great deal of things to 
  teach to new scouts.
  6: …looking for a quick ride back to his home planet.
  (64.A) Reclusive Loner
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Some people just do not want to be found and this person is one 
  of them. He lives all alone for a reason and the sudden appearance 
  of intrusive explorers or wayward wanderers will not do anything for 
  his attitude.
  
  SPACER PATRONS
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  42
  REFEREE’S INFORMATION:
  The reclusive loner is (roll a d6)…
  1 – 2: …a criminal that ran away from the authorities years ago but 
  may still be worried by the idea of being discovered.
  3 – 4: …a complete xenophobe.
  5 – 6: …out on the fringe through self-imposed exile due to the 
  horrible disease he carries within his blood.
  (65.A) Territorial Alien
  Required Skills: Survival 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  This alien has its home territory marked out for all others to see 
  – all others of his own species, that is. When outsiders cross the 
  boundaries to his land (or sea) things can become difﬁ cult rather 
  quickly. He is not without the ability to negotiate; he just rarely feels 
  it is necessary when territory is questioned.
  REFEREE’S INFORMATION:
  The territorial alien is (roll a d6)…
  1 – 2: …a brutally efﬁ cient ﬁ ghter who will use violence to keep his 
  boundaries safe from trespassers.
  3 – 5: …quite capable of dissuading invaders of his privacy with 
  traps, threats and trickery.
  6: …a predatory soul who sees trespassers as food sources.
  (65.P) Populace Leader
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There is always a form of open leader to the populations of the 
  galaxy. Whether it is a religious spokesman or a veteran warrior that 
  guides the people through action, the populace will be led by some 
  strong-willed soul.
  REFEREE’S INFORMATION:
  The populace leader is (roll a d6)…
  1 – 2: …in need of non-governmental professionals to help protect 
  his locals from an outside threat.
  3 – 4: …trying to organise a celebration for a local holiday.
  5 – 6: …interested in the characters’ teaching his people some skills 
  and talents, which they have learned from their travels.
  (66.A) Psionist-in-Exile
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  The ability to read thoughts or affect the world around him with 
  his mind did not help this psionist; instead it turned him into a 
  pariah and got him labelled as a freak. He was sent to the middle of 
  nowhere and told never to return.
  REFEREE’S INFORMATION:
  The psionist-in-exile is (roll a d6)…
  1 – 2: …dangerously unstable in both power and mentality.
  3 – 4: …a government experiment that they dumped off in the 
  frontier to cover up what they had created.
  5: …threatened by anyone that discovers his location, as he is sure 
  that his former people are after him.
  6: …interested in knowing more about the characters but is not 
  willing to actually ask – verbally.
  (64.P) Advanced Alien
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This example of a heightened alien species is interested in the 
  comings and goings of other races. Although truly advanced in the 
  manner of technology and physiology, it still wants to learn about 
  the galaxy from reliable sources, like professional scouts.
  REFEREE’S INFORMATION:
  The advanced alien is (roll a d6)…
  1 – 2: …nervous in general due to only recently left his own species’ 
  homeworld for the ﬁ rst time.
  3 – 4: …a peace-loving creature that will use his powerful technologies 
  to protect the characters when he is present.
  5 – 6: …a diplomatic envoy that desperately wants to make friends 
  with the characters’ government.
  
  SPACER PATRONS
  SPACER PATRONS
  43
  (66.P) Frontier Commander
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The leader of the scout program along the edges of known space, 
  this skilled and knowledgeable old scout has seen much of the edge 
  and beyond. He chooses what gets to be the end of the map and 
  any explorer in the scouts knows what he claims to be out there 
  really is.
  REFEREE’S INFORMATION:
  The frontier commander is (roll a d6)…
  1 – 2: …putting together a very special mission team to go to a 
  dangerous area of frontier space.
  3 – 4: …wanting to join a team on a mission.
  5: …campaigning for a fellow senior scout to be promoted to 
  commander but needs signatures and testimonies as to the 
  senior scout’s abilities.
  6: …holding a gathering of explorers to discuss a potentially 
  enormous change to the galactic map.
  MERCHANTS PATRON ENCOUNTERS
  Characters in the Merchants career path are the lifeblood of galactic commerce. They travel on massive corporate barges, cargo haulers or 
  even private passenger liners to seek out the opportunities that their job brings. Just as any salesman will say that there is something out 
  there for everyone; there is a someone waiting out there to buy everything.
  Merchants Patrons
  Merchants Patrons
  d66 Result
  d66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Petty Thief
  Investor
  12 – 13
  Loan Shark
  Consumer
  14 – 15
  Disgruntled Customer
  Hired Bodyguard
  16 – 21
  Competitor
  Merchant Marine Commando
  22 – 23
  Trader Pilot
  Escort Pilot
  24 – 25
  Ex-Customer
  Commercial Informant
  26 – 31
  Free Trader
  Kiosk Manager
  32 – 33
  Corporate Litigator
  Amiable Broker
  34 – 35
  Distribution Agent
  Advertising Agent
  36 – 41
  Competing Trade Captain
  Loyal Customer
  42 – 43
  Pirate Crewman
  Antiquity Peddler
  44 – 45
  Dishonest Associate
  Ship Salesman
  46 – 51
  Haggler
  Stolen Goods Trafﬁ cker
  52 – 53
  Buyout Ofﬁ cer
  Merchant Captain
  54 – 55
  Safety Technician
  Market Manager
  56 – 61
  Shop Owner
  Underworlder
  62 – 63
  Replica Peddler
  Acquisition Specialist
  64
  Raider Commander
  Alien Businessman
  65
  Con Artiste
  Technology Distributor
  66
  Taxation Ofﬁ cer
  Mercantile Commodore
  (11.A) Petty Thief
  Required Skills: Investigate   Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  This lesser miscreant does not necessarily need to steal to survive 
  but he does so to pick up minor items that he cannot otherwise 
  afford – or simply does not want to spend his credits on. He is a 
  thorn in the side of most merchants and shopkeepers but nothing 
  worth shedding blood over.
  REFEREE’S INFORMATION:
  The petty thief is (roll a d6)…
  1: …part of a group of petty thieves and pickpockets.
  2 – 3: …trying to get caught stealing and arrested so he can get into 
  the local prison facility as part of a larger criminal activity.
  4 – 6: …just a common street gang member looking to grab what 
  he cannot afford.
  
  SPACER PATRONS
  SPACER PATRONS
  SPACER PATRONS
  44
  (11.P) Investor
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Every merchant hopes he will ﬁ nd someone to ﬁ nance his endeavours 
  but they are seldom lucky enough to meet one. This person is a 
  wealthy or connected individual seeking a good dealer of goods or 
  services in which he can hope to see a good return for his potential 
  investments.
  REFEREE’S INFORMATION:
  The investor is (roll a d6)…
  1 – 2: …a very afﬂ uent businessman looking for an interesting new 
  avenue for his invested earnings.
  3 – 4: …curious as to what the characters do and perhaps will ﬁ nance 
  them if he likes what he hears.
  5: …a former customer of the characters and thinks they could be 
  much more with a few extra thousand credits to get started.
  6: …a corporate headhunter with a job offer ready to put on the 
  table.
  (12 – 13.A) Loan Shark
  Required Skills: None 
      
    Required Equipment: Debt
  PLAYER’S INFORMATION:
  Always willing to help out someone in a monetary bind in return 
  for terrible interest rates, unfair payback schedules and threats of 
  bodily harm, this criminal ﬁ nancier looks for those with monetary 
  troubles. He hopefully persuades them to borrow funds from him 
  and then places them in a vicelike grip of terror until they wipe the 
  astronomical slate clean.
  REFEREE’S INFORMATION:
  The loan shark is (roll a d6)…
  1 – 2: …the hub of a local criminal organisation.
  3 – 4: …underhanded and despicable to the point of threatening 
  family and friends for even the smallest of debts.
  5 – 6: …offering the characters a chance to exchange a single 
  important ‘favour’ for their debts being paid.
  (12 – 13.P) Consumer
  Required Skills: None 
    Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  The basic building block of galactic commerce, this person is the 
  common consumer of goods and services in the galaxy. He pays 
  credits for items, uses them and then seeks to gain more credits to 
  purchase more goods and so on.
  REFEREE’S INFORMATION:
  The consumer is (roll a d6)…
  1: …looking for something speciﬁ c that the characters do not have 
  at the moment but is willing to pay half of the fee up front for 
  it anyway.
  2 – 5: …just looking at the moment but could be persuaded into a 
  sale.
  6: …a wealthy collector of something that the characters actually 
  possess for sale.
  (14 – 15.A) Disgruntled Customer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is a former customer of one of the characters who feels he 
  was somehow mislead, taken advantage of or any of a dozen other 
  reasons, which he sees as justiﬁ cation for his unpleasant behaviour. 
  Whatever the case, he feels it is totally justiﬁ able of him to be rude 
  and mean to the merchant.
  REFEREE’S INFORMATION:
  The disgruntled customer is (roll a d6)…
  1 – 2: …willing to try to sabotage the business of the merchant.
  3 – 4: …looking for something more than his money back, even if it 
  means a shouting match in the middle of a marketplace.
  5 – 6: …ready to actually go to violent measures to make his point 
  about the particular transaction that he is so concerned with.
  (14 – 15.P) Hired Bodyguard
  Required Skills: None 
   
  Required Equipment: None
  
  SPACER PATRONS
  SPACER PATRONS
  45
  PLAYER’S INFORMATION:
  Trained to watch over clients and keep them from common harm, 
  this attentive and muscular ally-for-hire is not willing to take a shot 
  for his ward while unarmoured but he will gladly exchange shots 
  with an enemy nonetheless.
  REFEREE’S INFORMATION:
  The hired bodyguard is (roll a d6)…
  1 – 2: …an ex-soldier that really knows his way around a ﬁ re ﬁ ght or 
  barehanded brawl.
  3 – 4: …just looking to make some extra credits and really does not 
  want to have to do much for it.
  5: …a little paranoid when it comes to the security of new locations, 
  making him good for spotting ambushes – even if they are not 
  really there.
  6: …a friend as well as a protector and will go to greater lengths to 
  protect his ward.
  (16 – 21.A) Competitor
  Required Skills: None 
    Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  The commercial world of the galaxy can be compared to a race with 
  ten million different racing teams, each with ten billion runners 
  wearing their colours. This crafty competing merchant just happens 
  to be running in the same neck of the race as one of the characters.
  REFEREE’S INFORMATION:
  The competitor is (roll a d6)…
  1 – 2: …dealing in the exact same goods as one of the characters but 
  for a lower price.
  3 – 4: …willing to break commercial laws and cut taxation corners 
  to steal sales.
  5 – 6: …trying to push the merchant character out of the local market 
  completely.
  (16 – 21.P) Merchant Marine Commando
  Required Skills: None 
   
     Required Equipment: Ship
  PLAYER’S INFORMATION:
  This soldier is assigned to the garrison on board of a merchant 
  trader vessel and he takes his job very seriously. Raiders, pirates and 
  thieves are abounding in the galaxy at large and without the good 
  merchant marines commerce would be drastically more difﬁ cult.
  REFEREE’S INFORMATION:
  The merchant marine commando is (roll a d6)…
  1 – 2: …ex-military but still wants to be ‘active’.
  3 – 4: …vested in the proﬁ ts of the trader ship due to his ship 
  shares.
  5 – 6: …a recognised hero on the ship, having been responsible for 
  protecting the merchants dozens of times.
  (22 – 23.A) Trader Pilot
  Required Skills: None 
   
     Required Equipment: Ship
  PLAYER’S INFORMATION:
  Some pilots get to ﬂ y huge war cruisers and star galleons; others 
  become ﬁ ghter jocks that soar in packs through battles. This pilot 
  did not get a chance to do such things. Instead he is assigned to a 
  free trader, far away from the action, with the manoeuvrability of a 
  drunken mammoth at his controls.
  REFEREE’S INFORMATION:
  The trader pilot is (roll a d6)…
  1 – 2: …a bitter and cynical person who truly hates his job and shares 
  that feeling often and loudly.
  3 – 4: …willing to do foolish things in order to hopefully get ﬁ red so 
  he can seek a better contract.
  5 – 6: …a former ﬁ ghter jock that was injured in combat, which put 
  him in his current role after the surgeries.
  (22 – 23.P) Escort Pilot
  Required Skills: None 
   
     Required Equipment: Ship
  PLAYER’S INFORMATION:
  Making some credits from the cockpit of his cruiser, this skilled 
  pilot hires himself out to free traders and commercial convoys to 
  serve as an armed escort vessel. He might be cocky and perhaps 
  expensive but he has several pirate kills painted on the side of his 
  cruiser to show for it.
  REFEREE’S INFORMATION:
  The escort pilot is (roll a d6)…
  1 – 2: …an old friend of the trade ship’s captain.
  3 – 4: …a veteran escort; he knows the best routes as well as the best 
  tactics to get safely from one place to another.
  5 – 6: …willing to trade shares in the proﬁ t for his services instead 
  of payment up front.
  (24 – 25.A) Ex-Customer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This individual once bought something from one of the characters, 
  for good or for ill. It is a strange coincidence that they have crossed 
  paths again.
  REFEREE’S INFORMATION:
  The ex-customer is (roll a d6)…
  1: …still in possession of the purchased item and wants a refund for 
  faulty merchandise.
  2 – 4: …eager to complain about the purchased item.
  5: …going to explain how he paid too much and found the item 
  much cheaper elsewhere.
  
  SPACER PATRONS
  SPACER PATRONS
  46
  6: …looking for a hard-to-ﬁ nd replacement part for the purchased 
  item and will get upset if the character cannot come up with it 
  immediately.
  (24 – 25.P) Commercial Informant
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There is a lot of classiﬁ ed information and sensitive data that exists 
  within the world of galactic commerce and corporations have spies 
  just like governments. This educated and well-informed commercial 
  specialist has some of this useful information and is ready to sell it.
  REFEREE’S INFORMATION:
  The commercial informant is (roll a d6)…
  1 – 2: …carrying the future sales inventory of the characters’ chief 
  rival competitor. 
  3 – 4: …looking to sell the location of a brand new galactic marketplace 
  ﬂ otilla that is not scheduled to open for six months – perfect 
  timing to get in on the ground ﬂ oor.
  5 – 6: …willing to go on retainer with the right merchant who wants 
  a steady spy on his competition.
  (26 – 31.A) Free Trader
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This class of merchant plies his trade in the greater galaxy, the same 
  as so many millions of others like him. He travels in a starship from 
  sale to sale, occasionally buying up enough goods to ofﬂ oad over 
  his next stops.
  REFEREE’S INFORMATION:
  The free trader is (roll a d6)…
  1 – 2: …an underhanded businessman who will use lies and blackmail 
  to try to keep his percentage of the local market.
  3 – 5: …not willing to give up his share of the local commercial proﬁ ts 
  but will not likely go to illegal or dangerous lengths to do so.
  6: …ready to hire vandals, muggers and other street criminals in an 
  attempt to scare the characters away.
  (26 – 31.P) Kiosk Manager
  Required Skills: Persuade 
    Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  In charge of the operation and supply for a sales kiosk, possibly on 
  a marketplace ﬂ otilla or planetside commercial centre, this shrewd 
  person can be a source of proﬁ ts for a persuasive merchant.
  REFEREE’S INFORMATION:
  The kiosk manager is (roll a d6)…
  1 – 2: …in search for the ‘perfect item’ to base his next big sale 
  around.
  3 – 4: …looking for exactly what the characters have to offer but 
  perhaps at a slight discount for the volume he wants to 
  purchase.
  5 – 6: …ready to negotiate a constant supply contract with a 
  merchant character.
  (32 – 33.A) Corporate Litigator
  Required Skills: Advocate 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This merciless lawyer works for one of the power conglomerates that 
  exist throughout known space. It is his job to travel the galaxy with 
  a ﬁ stful of corporate summons and legal dockets, ﬁ nding targets for 
  his company to throw into expensive legal battles that will hopefully 
  eliminate them from the galactic marketplace.
  REFEREE’S INFORMATION:
  The corporate litigator is (roll a d6)…
  1 – 2: …trying to serve a litigation summons to a friend of one of the 
  characters, possibly using them to unearth the target.
  3 – 4: …on a fact-ﬁ nding mission about a local merchant’s 
  commercial strengths and business practices.
  5: …serving dozens of minor legal actions against the minor shops 
  and kiosks in the area with the hopes of pushing them out and 
  opening a corporate megaplex.
  6: …targeting one of the characters for a lawsuit.
  
  SPACER PATRONS
  SPACER PATRONS
  47
  (32 – 33.P) Amiable Broker
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A merchant’s life revolves around his ability to make money in his 
  dealings and this ﬁ nancially savvy price and proﬁ t negotiator can be 
  a big help with that. He enjoys the successes in his work enough to 
  want to work hard but he also enjoys his cut off the top as well.
  REFEREE’S INFORMATION:
  The amiable broker is (roll a d6)…
  1 – 2: …in possession of a good lead on a deal with nearly 100% 
  returns as far as proﬁ ts go but it could be risky.
  3 – 4: …willing to work without taking a cut so long as the characters 
  help him out of a particular jam.
  5 – 6: …not very conﬁ dent in his own skills but tends to get the job 
  done well enough.
  (34 – 35.A) Distribution Agent
  Required Skills: None 
   Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  The men and women that work for the various mercantile 
  distribution companies are in charge of making sure that purchased 
  goods reach the merchants for sale. This particular agent feels like 
  his job as a middle-man is useless and mind-numbing, so he spices 
  it up whenever he can.
  REFEREE’S INFORMATION:
  The distribution agent is (roll a d6)…
  1 – 2: …trying to make some extra credits by charging ‘handling fees’ 
  on his transactions.
  3 – 4: …peddling substandard goods for elevated prices.
  5 – 6: …part of a larger conspiracy to inﬂ ate the prices of a speciﬁ c 
  type of goods.
  (34 – 35.P) Advertising Agent
  Required Skills: None 
    Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  This professional advertising marketer makes it his job to take a 
  product, place or person and make them as attractive as possible to 
  the collective public. A good advertising agent can make anything 
  look much-needed, even in the worst of circumstances.
  REFEREE’S INFORMATION:
  The advertising agent is (roll a d6)…
  1–2: …trying to ﬁ ll an unexpected empty slot in his main 
  publication.
  3 – 4: …a big fan of one of the character’s chief exports or goods and 
  wants to work with them to sell it.
  5 – 6: …willing to try a new and bold outlook on the campaign for 
  one of the character’s sale items.
  (36 – 41.A) Competing Trade Captain
  Required Skills: None 
   
    Required Equipment: Ship
  PLAYER’S INFORMATION:
  This trade cutter captain is nothing more than a stiff competitor of 
  the merchant character. He wants his share of the market in this 
  corner of the galaxy; which means he must take it from the other 
  merchants that are active here.
  REFEREE’S INFORMATION:
  The competing trade captain is (roll a d6)…
  1: …an unscrupulous man willing to use violence and coercion to 
  steer other merchants away.
  2 – 4: …nothing more than a little friendly competition for local 
  proﬁ ts.
  5: …a dealer of hard to ﬁ nd and hard to acquire goods.
  6: …trying to set up a permanent market ﬂ otilla in the area.
  (36 – 41.P) Loyal Customer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person has purchased something from the characters in the 
  past and will gladly do so again in the future.
  REFEREE’S INFORMATION:
  The loyal customer is (roll a d6)…
  1 – 2: …searching for a speciﬁ c item that he will pay half-again for.
  3 – 4: …willing to be used as free advertising by spreading good 
  rumours.
  5 – 6: …responsible for a huge upswing in local sales due to word-
  of-mouth recommendations.
  (42 – 43.A) Pirate Crewman
  Required Skills: Investigate  
    Required Equipment: Ship
  PLAYER’S INFORMATION:
  This scruffy-looking spacer is a member of a local band of space 
  pirates. He and his brethren live by the coming and going of the 
  loot they manage to take from unwary vessels but he knows how 
  important anonymity is when not shipside.
  REFEREE’S INFORMATION:
  The pirate crewman is (roll a d6)…
  1 – 2: …eager to tell his captain about the characters and their booty 
  potential.
  3 – 4: …slightly drunken and ready to boast about his dreaded ship 
  between picking ﬁ stﬁ ghts.
  5 – 6: …setting a trap or ambush for the characters, who have been 
  targeted by the pirate crew.
  
  SPACER PATRONS
  SPACER PATRONS
  48
  (42 – 43.P) Antiquity Peddler
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Calm and knowledgeable about ancient things, this individual 
  makes his living ﬁ nding, buying and then selling galactic antiquity. 
  Ancient artefacts, long extinct fossils and unreadable texts from 
  dead civilisations are all part of his catalogue.
  REFEREE’S INFORMATION:
  The antiquity peddler is (roll a d6)…
  1 – 2: …looking for a merchant to partner up with for sales of his 
  goods.
  3 – 4: …currently in possession of several interesting pieces of art 
  and ancient artefacts.
  5: …trying to decipher some ancient script on one of his ﬁ nds, a 
  sealed and locked box the size of a human heart.
  6: …holding onto an ancient but powerful piece of weapon technology 
  – but he does not know what it does or how it works.
  SPACER PATRONS
  SPACER PATRONS
  (44 – 45.A) Dishonest Associate
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Merchant characters deal with lots of different people who do lots 
  of different jobs throughout their line of work but this speciﬁ c one 
  is looking to make extra money on the side by being deceptive and 
  dishonest.
  REFEREE’S INFORMATION:
  The dishonest associate is (roll a d6)…
  1 – 2: …stealing a single piece of any quantity he handles, later 
  selling them on the black market.
  3 – 4: …lying to cover up sloppy work and a bad work ethic.
  5: …recording important or sensitive information to sell to his 
  employer’s competition.
  6: …preparing to take a great deal of goods in a big theft.
  (44 – 45.P) Ship Salesman
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This charismatic and charming salesman is involved with the high-
  credit deals concerning the buying and selling of starships. He 
  understands the power of ship shares and the average purchaser’s 
  belief in what they mean toward ship ownership.
  REFEREE’S INFORMATION:
  The ship salesman is (roll a d6)…
  1 – 2: …willing to sell ship shares on a ‘buy two, get one free’ basis.
  3 – 4: …sitting on an impounded escort cutter that he can get rid of 
  cheaply in forty-eight hours.
  5 – 6: …not selling to the characters but rather hoping to use them 
  to get him back to the shipyard he works from.
  (46 – 51.A) Haggler
  Required Skills: Persuade 
   Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  It is the seller’s job in any transaction to get the most out of a 
  buyer and the buyer must try to pay the least possible sum for the 
  goods that he wants. This clever consumer is a master at the art of 
  commercial haggling, even when it is not necessary.
  REFEREE’S INFORMATION:
  The haggler is (roll a d6)…
  1 – 2: …going to argue any price quoted to him for several minutes, 
  even if it is more than fair.
  3 – 4: …a liar and a con man, trying to use the haggling process as a 
  way to confuse the seller long enough to steal something.
  5 – 6: …not going to back down about a price reduction, even if the 
  merchant denies him profusely.
  
  SPACER PATRONS
  SPACER PATRONS
  49
  (46 – 51.P) Stolen Goods Trafficker
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Not all goods for sale are acquired through corporate distribution 
  agents and this suave and headstrong businessman thrives from 
  his off-the-record transactions. He is a part-time smuggler and 
  part-time fence that always seems to have the best deals on his 
  merchandise – if the merchant does not mind stolen goods.
  REFEREE’S INFORMATION:
  The stolen goods trafﬁ cker is (roll a d6)…
  1 – 2: …good at getting his hands on military goods but charges 
  extortionate prices for them.
  3 – 4: …out of anything worthwhile at the moment but needs a few 
  extra hands to help him get some more.
  5 – 6: …selling a large crate of something that one of the characters 
  wants or needs but is charging twice the normal value for it.
  (52 – 53.A) Buyout Officer
  Required Skills: None 
    Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  The enemy of most small businessmen, this inﬂ uential agent of a 
  large corporation is sent out to make buyout offers. Armed with 
  only a cheque and an inking stylus he has sent tens of thousands 
  to the unemployment ofﬁ ce and made millions for his already 
  wealthy employers.
  REFEREE’S INFORMATION:
  The buyout ofﬁ cer is (roll a d6)…
  1 – 2: …prepared to make a low offer for the mercantile license of 
  one of the characters.
  3 – 4: …here to complete the payment to buy a local small 
  business.
  5: …looking for new business ventures to alert his employer about.
  6: …not working for anyone but is actually trying to buy off a business 
  with a fraudulent account.
  (52 – 53.P) Merchant Captain
  Required Skills: None 
   
    Required Equipment: Ship
  PLAYER’S INFORMATION:
  In the chaotic world of interstellar commerce there are many dangers 
  and most merchants discover that there is strength in numbers. 
  This captain feels the same way and would like to keep his ship 
  close to the characters because of it.
  REFEREE’S INFORMATION:
  The merchant captain is (roll a d6)…
  1 – 2: …suffering from a lack of able-bodied crewmen and would like 
  some help for the next leg of his trip.
  3 – 4: …willing to share his escort with the characters’ ship.
  5 – 6: …looking for a team that he can trust to get him to a rather 
  large commercial trade in hostile territory.
  (54 – 55.A) Safety Technician
  Required Skills: None 
     Required Equipment: Ship/Starbase
  PLAYER’S INFORMATION:
  This mechanic/electrician is somewhat of a stickler for the little 
  things, which makes him perfect for his job. It is his responsibility 
  to go onto spacecraft and into public areas and determine what is 
  considered ‘safe’.
  REFEREE’S INFORMATION:
  The safety technician is (roll a d6)…
  1 – 2: …upset that he could not make it into the naval academy and 
  plans to take it out on every ship he can.
  3 – 4: …very picky about what he marks things off for, costing the 
  characters a large amount of money to bring their ship back to 
  regulation.
  5 – 6: …willing and expecting to take several bribes to pass the 
  characters’ things through inspection.
  (54 – 55.P) Market Manager
  Required Skills: None 
   Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  This commercial market operator makes all of the decisions 
  concerning a small marketplace on a planet or commercial ﬂ otilla. 
  He decides who gets to sell what and for how much of the proﬁ ts. 
  He is a very good friend to have in the industry.
  REFEREE’S INFORMATION:
  The market manager is (roll a d6)…
  1 – 2: …looking for someone to ﬁ ll an empty kiosk spot in his 
  market.
  3 – 4: …tired of dealing with hoodlums and thieves in the marketplace 
  and will pay to have them removed from the area.
  5 – 6: …worried about a few of his shop owners who have not 
  reported for duty in several days. 
  (56 – 61.A) Shop Owner
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  While not directly in control of the day to day activities in his store, 
  this commercial owner sees the bottom line of the accounting books 
  and therefore feels he has a great say in how the business should 
  be run and why.
  REFEREE’S INFORMATION:
  The shop owner is (roll a d6)…
  1 – 2: …utterly detached from how the retail industry works, making 
  him frustrated when things do not turn out the way that he 
  wants them to.
  3 – 4: …a complete bigot against a speciﬁ c race or species.
  5: …trying to ﬁ nd a way to buy goods cheaper in order to increase 
  his proﬁ t margins.
  6: …obsessed with the idea of ‘getting one over’ on his suppliers.
  
  SPACER PATRONS
  SPACER PATRONS
  SPACER PATRONS
  50
  (56 – 61.P) Underworlder
  Required Skills: Streetwise 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  As a member of the criminal underground, this morally ambivalent 
  individual is well-protected and very dangerous on his own. He is 
  powerful however and can normally open doors and ﬁ nd people that 
  a common merchant cannot.
  REFEREE’S INFORMATION:
  The underworlder is (roll a d6)…
  1 – 2: …looking to ofﬂ oad some dangerous and illegal gear to anyone 
  that can meet his somewhat low pricing.
  3 – 4: …about to meet with one of the most powerful people in the 
  entire sector and will take the characters along if they promise 
  not to make trouble.
  5 – 6: …going to tell his friends about the merchant character’s 
  ‘specials’, drumming up a lot of criminal business for him.
  REFEREE’S INFORMATION:
  The replica peddler is (roll a d6)…
  1 – 2: …passing off bad fakes as genuine alien technology.
  3 – 4: …travelling along the same routes as the characters, forcing 
  them to deal with his replicas everywhere they go.
  5: …selling non-combat worthy weaponry to civilians for self-
  defence.
  6: …claiming that he is part of the mercantile retinue of the character, 
  blaming him for any problems with the merchandise.
  (62 – 63.P) Acquisition Specialist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When someone needs something speciﬁ c, no matter how far or how 
  big it might be, this skilled investigator will ﬁ nd and acquire it. He 
  specialises in getting what cannot be found, especially when time is 
  of the essence.
  REFEREE’S INFORMATION:
  The acquisition specialist is (roll a d6)…
  1 – 2: …in possession of a rare piece of equipment that his employer 
  no longer wants, so he must ﬁ nd a buyer for it.
  3 – 4: …about to go out on a mission to pick up some alien devices 
  and asks if the characters want him to grab them any while he 
  is out.
  5 – 6: …between contracts at the moment.
  (64.A) Raider Commander
  Required Skills: None 
   
    Required Equipment: Ship
  PLAYER’S INFORMATION:
  Leader of a group of criminal rogues, bandits and space pirates, this 
  scoundrel is powerful and wealthy in his unique way. He controls a 
  small force of assault craft and enough men to ﬁ ll them adequately. 
  While he may not be interested in every small target that enters his 
  territory, few trade captains want to risk the chance.
  REFEREE’S INFORMATION:
  The raider commander is (roll a d6)…
  1 – 2: …on the prowl for a new set of prime targets to ﬁ ll his hold 
  with loot and his pockets with credits.
  3 – 4: …interested in something that one of the characters has on 
  their person.
  5 – 6: …an ex-navy ﬂ eet commander, making him a deadly starship 
  opponent.
  (64.P) Alien Businessman
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The galactic market is home to hundreds of different races all 
  dealing with one another in a variety of ways, making the occasional 
  (62 – 63.A) Replica Peddler 
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This dishonest charlatan creates and sells cheaply made replicas of 
  expensive objects. Most commonly dealing in art or other items with 
  high values difﬁ cult to prove at the time of sale, this bad example of 
  a merchant can ruin the general public’s opinion of all traders.
  
  SPACER PATRONS
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  51
  meeting with an alien rather common. This individual alien is part 
  of his people’s commercial assets and he has come to make deals 
  with their galactic neighbours.
  REFEREE’S INFORMATION:
  The alien businessman is (roll a d6)…
  1 – 2: …relatively new to the idea of inter-species marketing and 
  needs some help learning about the local peoples.
  3 – 4: …peddling very hard-to-ﬁ nd wares that are common to his 
  homeworld.
  5: …well-versed in 100 different foreign languages thanks to his 
  corporate training.
  6: …actually a military spy plotting courses for a future invasion.
  up with him far away with their money. Most con artistes target only 
  the afﬂ uent for ﬂ eecing but some will look to anyone with a credit to 
  steal as their marks.
  Referee’s Information:
  The con artiste is (roll a d6)…
  1 – 2: …pulling a very old scam that the characters might see through 
  before it is too late.
  3 – 4: …looking for a patsy in his newest plot, for which he decides 
  the most gullible character is perfect for. 
  5 – 6: …escaping from the local authorities and will lie, cheat and 
  ﬁ ght to get away from them.
  (65.P) Technology Distributor
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  One of the best allies to a worthwhile merchant, the technology 
  distributor ensures that the newest and the greatest of technological 
  marvels in the galaxy are available for study and sale whenever 
  appropriate.
  REFEREE’S INFORMATION:
  The technology distributor is (roll a d6)…
  1 – 2: …going to pick up a new advance in power couplings and 
  wants some extra hands to carry the heavy crates.
  3 – 4: …looking for a buyer for some high-tech weaponry that he has 
  been stuck with.
  5: …on a research mission that will require him to interview all of the 
  characters, regarding their familiarity with current technology.
  6: …working privately for an electronics company, making sure that 
  all of his associates are carrying his company’s equipment.
  (66.A) Taxation Officer
  Required Skills: Advocate 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This poor governmental ofﬁ cial is easily one of the most hated 
  individuals in the mercantile world. It is his job to ensure that all 
  legal ﬁ nes, tariffs and taxes are collected and accounted for. Without 
  people like him, the government would not get its due from its 
  population.
  REFEREE’S INFORMATION:
  The taxation ofﬁ cer is (roll a d6)…
  1: …looking for one of the characters to pay some back fees that he 
  had accrued several months before.
  2 – 3: …carrying a great deal of cash on his person at the moment 
  from collections.
  4 – 5: …on a routine collection run throughout the area.
  6: …a dirty and dishonest agent that steals from the collections 
  every chance he gets.
  (65.A) Con Artiste
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Crafty, cunning and devious; this man makes his living creating 
  elaborate schemes and plots around unfortunate others that end 
  
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  52
  (66.P) Mercantile Commodore
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The managing inﬂ uence in a mercantile ﬂ eet or marketplace ﬂ otilla, 
  the commodore makes sure that all of his traders and ferry captains 
  work in shifts complementary to one another rather than in direct 
  conﬂ ict all of the time. He knows that a little competition is good for 
  the economy but he does not support all-out merchant wars.
  REFEREE’S INFORMATION:
  The mercantile commodore is (roll a d6)…
  1 – 2: …throwing a huge festival in his ﬂ otilla headquarters for any of 
  his commercial allies.
  3 – 4: …sure that one of the local merchant captains are going to try 
  to have him assassinated, so he needs help that he can trust, to 
  thwart this attack before it happens.
  5 – 6: …trying to stimulate the local economy by enforcing a mandatory 
  20% price cut on all sales that are made planetside.
  AGENT PATRON ENCOUNTERS
  Characters in the Agent career path are the underhanded and often unseen manipulators of larger forces and organisations. Although an 
  Agent can be sent from one end of the galaxy to the other on missions for his boss, which no one can ever know about, he will cross paths 
  with a myriad of different souls – each one he might have to tell a different lie to in order to stay undetected.
  Agent Patrons
  Agent Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Street Thug
  Snitch
  12 – 13
  Criminal Suspect
  Taxi Service Driver
  14 – 15
  Private Investigator
  Witnessing Bystander
  16 – 21
  Civil Servant
  Homeless
  22 – 23
  Traitorous Employee
  Exotic Dancer
  24 – 25
  Night Watchman
  Building Superintendent
  26 – 31
  Gang Leader
  Street Dealer
  32 – 33
  News Reporter
  Travel Agent
  34 – 35
  Surveillance Guard
  Veteran Policeman
  36 – 41
  Religious Figure
  Cleaner
  42 – 43
  Utility Technician
  Detective of Investigation
  44 – 45
  Ship Patroller
  Loyalist Pilot
  46 – 51
  Alien Counter-agent
  Image Specialist
  52 – 53
  Intelligence Ofﬁ cer
  Pyrotechnics Specialist
  54 – 55
  Hitman
  Allied Field Agent
  56 – 61
  Undercover Agent
  Agency Advisor
  62 – 63
  Former Ally
  Former Enemy
  64
  Enemy Agent
  Government Black Operator
  65
  Loose End
  Commissioner
  66
  Psionist Agent
  Agency Director
  (11.A) Street Thug
  Required Skills: Persuade 
       Required Equipment: Any Weapon
  PLAYER’S INFORMATION:
  Agents will sometimes have need to look to the dregs of a community 
  in order to get their job done, which could put them in contact with 
  this sort of commonplace scum. He will do whatever it takes to get 
  ahead in the cutthroat world of street life.
  REFEREE’S INFORMATION:
  The street thug is (roll a d6)…
  1 – 2: …targeting one of the characters for a mugging as soon as he 
  can get him alone.
  3 – 4: …an enforcer for a larger gang of several dozen members.
  5: …starving from a lack of funds and will do anything for food or 
  credits.
  6: …a dangerous and unstable drug addict.
  (11.P) Snitch
  Required Skills: Investigate    
  Required Equipment: None
   
  PLAYER’S INFORMATION:
  Nothing ever happens without somebody seeing or hearing about 
  it in this galaxy and this loose-lipped informant seems to know 
  
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  53
  something about everyone. For a few credits or a favour he will spill 
  what he knows, making him useful to a certain degree.
  REFEREE’S INFORMATION:
  The snitch is (roll a d6)…
  1 – 2: …ready to talk about a major crime that happened in the 
  area.
  3 – 4: …sure he has exactly what the characters need to solve their 
  current dilemma.
  5 – 6: …willing to go where the characters need him to in order to get 
  the information they need – for a price.
  (12 – 13.A) Criminal Suspect
  Required Skills: Investigate  
   Required Equipment: None
  PLAYER’S INFORMATION:
  Someone accused of a crime they may or may not have committed, 
  this person is now targeted by the local operational authorities. 
  Depending on what the crime might be and what the authorities 
  are known for doing to suspects, he may not want to be caught no 
  matter whether he is guilty or not.
  REFEREE’S INFORMATION:
  The criminal suspect is (roll a d6)…
  1: …innocent of a minor crime or legal infraction.
  2: …guilty of a minor crime or legal infraction.
  3: …guilty of a minor crime or legal infraction and will ﬁ ght to avoid 
  capture.
  4: …innocent of a major crime or legal infraction.
  5: …guilty of a major crime or legal infraction.
  6: …guilty of a major crime or legal infraction and will ﬁ ght to avoid 
  capture.
  (12 – 13.P) Taxi Service Driver
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Skilled agents learn quickly that one of their best assets is the mass 
  transit system in an urban area. People like this taxi driver not only 
  see too many people each day to remember the agent’s face but 
  they know the fastest routes through their city.
  REFEREE’S INFORMATION:
  The taxi service driver is (roll a d6)…
  1 – 2: …happy to ‘forget’ the characters after he has driven them 
  around town…for a sizeable gratuity.
  3 – 4: …a practiced urban driver capable of losing tails, ignoring 
  trafﬁ c and driving defensively in a ﬁ re ﬁ ght!
  5: …an alien who could not care less about what his passengers say 
  or do.
  6: …willing to stay on retainer for an entire day or evening if he is 
  paid enough.
  (14 – 15.A) Private Investigator
  Required Skills: Investigate, Stealth 
  Required Equipment: None
  PLAYER’S INFORMATION:
  Someone has hired this investigator through private civilian channels 
  to keep an eye on the characters, something that he is speciﬁ cally 
  good at. He is cunning and uses many forms of monitoring to keep 
  an eye on what his quarry is doing, making it difﬁ cult for an agent to 
  do his job sometimes.
  REFEREE’S INFORMATION:
  The private investigator is (roll a d6)…
  1 – 2: …tracking one of the characters because of being hired by a 
  disgruntled friend or lover.
  3 – 4: …willing to doctor photos and videos to make the characters 
  look worse than they are.
  5 – 6: …only in it for the money; he will abandon the case if violence 
  is a possibility.
  (14 – 15.P) Witnessing Bystander
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Nothing ever happens in the universe exactly as the people involved 
  would like it to have, especially when they want things to take place 
  unseen and in private. There always seems to be someone that 
  catches part of the action, just like this guy. He saw something 
  important, something worth buying or killing over.
  
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  54
  REFEREE’S INFORMATION:
  The witnessing bystander is (roll a d6)…
  1 – 2: …sure he knows the face of a murderer that is still on the 
  loose and he wants to go to the authorities but not without 
  protection.
  3 – 4: …the only witness to an enemy’s illegal activities.
  5 – 6: …lucky enough to have seen exactly what happened in a recent 
  mystery, shedding some light on the situation.
  (16 – 21.A) Civil Servant
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Agents often have to operate in secrecy but they also sometimes 
  have to work within the system; this means having to deal with civil 
  servants. This governmentally employed wage-slave works long 
  hours for mediocre pay but has an elderly pension and a yearly 
  vacation spiff to look forward to.
  REFEREE’S INFORMATION:
  The civil servant is (roll a d6)…
  1 – 2: …a desk jockey that would do anything to get involved in 
  someone else’s excitement, even if it means butting in when 
  not wanted.
  3 – 4: …related to someone higher ranked in his ofﬁ ce; someone 
  who might be interested to know when a new face is snooping 
  around.
  5: …waiting for the perfect time to leap into action and become a 
  local hero; which may mean coming after one of the shadier-
  looking characters.
  6: …so embittered by his monotonous life that he is one bad remark 
  away from pulling the carbine from his desk and just ﬁ ring 
  randomly…
  (16 – 21.P) Homeless
  Required Skills: None    Required Equipment: Food, Drink or Drugs
  PLAYER’S INFORMATION:
  This poor unfortunate person has lived on the streets under a roof 
  of scavenged plastic and cardboard for long enough that he knows 
  no fear of dying. For a bite to eat, a sip to drink or his next ﬁ x, he will 
  tell his benefactors everything he knows.
  REFEREE’S INFORMATION:
  The homeless is (roll a d6)…
  1 – 2: …completely knowledgeable about the entire abandoned 
  sewer system running under the area; he uses it to get around 
  unseen.
  3 – 4: …looking to settle some scores with some local punks that 
  think it is funny to beat up on him and his friends.
  5 – 6: …willing to serve as a distraction in some way, so long as he 
  does not get hurt in the process.
  (22 – 23.A) Traitorous Employee
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Corporate life is not always what it is cracked up to be but this 
  unethical worker ﬁ gured out a way to make it worthwhile ﬁ nancially 
  – sell corporate secrets to the competition. For a few thousand 
  credits he will tell a rival everything they need to know about new 
  projects, shipments or even other employees.
  REFEREE’S INFORMATION:
  The traitorous employee is (roll a d6)…
  1 – 2: …not willing to hurt anybody but he does not mind setting 
  someone up to be hurt by someone else.
  3 – 4: …only in it for the money, plain and simple.
  5 – 6: …ready to cause the total downfall of his corporation through 
  a complex scheme drawn up for him by an enemy agent.
  (22 – 23.P) Exotic Dancer
  Required Skills: Persuade 
                Required Equipment: Credits
  PLAYER’S INFORMATION:
  Sometimes viewed negatively by the nobility or upper class, the 
  ‘talent’ at local dance clubs and adult entertainment parlours can 
  be amazingly convincing and well-informed about their clientele. 
  They can seemingly get just about anything out of their marks if the 
  price is right.
  REFEREE’S INFORMATION:
  The exotic dancer is (roll a d6)…
  1 – 2: …actually an undercover police agent trying to bust a 
  prostitution ring, so helping the characters might be in line 
  with what is already going on.
  3 – 4: …willing to do what it takes for the right price, no matter about 
  the morals that might be bent or broken in the meantime.
  5 – 6: …afraid of what the boss might do if he ﬁ nds out about a side 
  contract but will go ahead with it anyway.
  (24 – 25.A) Night Watchman
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Most agents work in the shadows and while hidden, making the 
  dark of night their best ally in most situations. If that is the case, 
  the night watchman is their worst enemy. This poorly paid ‘rent-a-
  guard’ does not want to have to draw his civilian-grade ﬁ rearm or 
  stunstick against an intruder but he will.
  REFEREE’S INFORMATION:
  The night watchman is (roll a d6)…
  1 – 2: …old and out of shape; he is more likely to call in a disturbance 
  after it has taken place just to avoid having to give chase or put 
  up a ﬁ ght.
  
  SPACER PATRONS
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  55
  3 – 4: …ﬁ lling this shift as a favour and normally works the day shift. 
  This means he is not used to the hours and could fall asleep 
  at any time.
  5: …glad to have his job and is very careful and dedicated to it as a 
  result.
  6: …an ex-military commando who left the service when his wife had 
  their kid. He will not be a pushover in a confrontation.
  (24 – 25.P) Building Superintendent
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This mechanic-meets-janitor runs the services and utilities of a 
  speciﬁ c building, as well as keeping up the maintenance, in exchange 
  for a free room and an average paycheque. If anyone wants to get 
  around inside his building, he is the best one to show them how.
  REFEREE’S INFORMATION:
  The building superintendent is (roll a d6)…
  1 – 2: …not going to let any of his building’s tenants get hurt but he 
  will help the characters get around within the building if they 
  promise not to.
  3 – 4: …very tired of being looked down upon by the other people 
  in his building.
  5 – 6: …already keeping unauthorised surveillance over parts of his 
  building; it entertains him to candidly watch the tenants and 
  visitors come and go.
  (26 – 31.A) Gang Leader
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The man in charge of one of the local street gangs, this tough-skinned 
  monster of a man has no scruples and even less care for the average 
  person within his community. When agents work missions in the city 
  streets, they sometimes have to deal with scum like this guy.
  REFEREE’S INFORMATION:
  The gang leader is (roll a d6)…
  1 – 2: …a sadistic leader of a brutal band of murderous rufﬁ ans.
  3 – 4: …feeling threatened by the presence of the characters.
  5 – 6: …already working for an enemy of the characters’.
  (26 – 31.P) Street Dealer
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Although their job is to peddle illegal substances to anyone who can 
  pay, street dealers like this person are a good source of information 
  and sometimes tools for blackmail. If he is getting his credits, he 
  will gladly give somebody a good story or a kilo of hydroxirush.
  REFEREE’S INFORMATION:
  The street dealer is (roll a d6)…
  1 – 2: …low on customers, making him willing to work with the 
  characters on the cheap.
  3 – 4: …an expert on high-proﬁ le deals.
  5: …only going to work with someone who is willing to ‘do a few’ 
  with him.
  6: …a bigger criminal than just a drug dealer and could be useful in 
  many ways because of his connections.
  (32 – 33.A) News Reporter
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Agents do their job best when they are anonymous and the presence 
  of a news reporter like this one in the same area as where they are 
  active can be problematic to say the least. This professional snoop 
  is nosy, crafty and willing to go to some length for their story.
  REFEREE’S INFORMATION:
  The news reporter is (roll a d6)…
  1 – 2: …aware of the characters’ current mission and wants to know 
  more.
  3 – 4: …paid by the local government to keep tabs on all ‘odd’ 
  behaviour.
  5 – 6: …a scandal hound; enough so that he might make one of his 
  own.
  
  SPACER PATRONS
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  56
  (32 – 33.P) Travel Agent
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This busy professional is in charge of arranging transports, ﬂ ights 
  and convoys for his clients. It is his signature that sends people 
  halfway across the galaxy and he can do so openly or ‘off the books’ 
  for the right favours in return.
  REFEREE’S INFORMATION:
  The travel agent is (roll a d6)…
  1 – 2: …willing to over or under book a ﬂ ight to accommodate a 
  high-paying ally.
  3 – 4: …just ﬁ nishing arranging a private transport for an important 
  client.
  5 – 6: …very well informed about the comings and goings of many 
  important individuals throughout the sector.
  (34 – 35.A) Surveillance Guard
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Another perceptive employee of a local establishment or compound, 
  this security guard sits in front of a group of monitors and relays all 
  day long waiting for a chance to see something interesting.
  REFEREE’S INFORMATION:
  The surveillance guard is (roll a d6)…
  1 – 2: …an informant for one of the character’s enemies or rivals.
  3 – 4: …an ex-soldier who joined the local security force after his 
  tour of duty.
  5 – 6: …looking for a good source of income to enable him to get out 
  of the business; blackmail is often a good one.
  (34 – 35.P) Veteran Policeman
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Having served many years on the force, this seasoned police ofﬁ cer 
  knows more about the local area than just about anyone. Criminals, 
  public ﬁ gures and common street folk are all associates of his and 
  befriending him means having access to them.
  REFEREE’S INFORMATION:
  The veteran policeman is (roll a d6)…
  1 – 2: …friendly and jovial, always looking for someone to talk to 
  about his day.
  3 – 4: …trustworthy and always tries to do what he feels is the right 
  thing.
  5: …willing to adjust evidence and crime scenes to make sure that 
  real criminals do not get off the hook.
  6: …going to retire soon but does not want to keep all of the secrets 
  he has accumulated over the last 40 years to himself.
  (36 – 41.A) Religious Figure
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  In an agent’s line of work he will often need to do some underhanded 
  or morally questionable things and doing so can have repercussions. 
  This local religious icon – a priest, monk or such – will never condone 
  such immoral practices and will denounce them openly.
  REFEREE’S INFORMATION:
  The religious ﬁ gure is (roll a d6)…
  1 – 2: …a true local icon of his faith and of the populace; they will 
  follow his words to any ends.
  3 – 4: …horribly corrupt and only wants to retain his power over the 
  people.
  5 – 6: …actually looking to improve the world he lives in through the 
  elimination of immoral behaviour.
  (36 – 41.P) Cleaner
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This cold and somewhat detached man is the solution to a bad 
  situation gone violent. He exists solely to ‘clean up’ after conﬂ icts 
  or encounters where no one can know what really happened. If that 
  means making witnesses disappear, burning evidence or simply 
  erasing DNA residue from a hit, he will do it without so much as a 
  ‘please’ required or a ‘thank you’ offered.
  REFEREE’S INFORMATION:
  The cleaner is (roll a d6)…
  1 – 2: …a freelance professional that works for several different 
  organisations.
  3 – 4: …part of a team that can be hired to look after the characters’ 
  best interests.
  5 – 6: …a one-time deal; after this time the characters have to clean 
  up after themselves.
  (42 – 43.A) Utility Technician
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Crawling around in a building’s utility service ducts and passages 
  can put this skilled technician into places that even the craftiest 
  agent might not look when he has to pursue his stealthy interests. A 
  mission could be quickly ruined if he happens to see something he 
  is not supposed to from behind the right grate or access panel.
  REFEREE’S INFORMATION:
  The utility technician is (roll a d6)…
  1 – 2: …working the wrong place at the wring time and he will see 
  something the characters do not want him to.
  
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  57
  3 – 4: …sure he has proof of some underhanded activities and wants 
  to be paid off not to go public.
  5 – 6: …a lazy worker that spends hours on end doing nothing in the 
  utility panels except eavesdropping on phone calls and reading 
  intercepted communications.
  (42 – 43.P) Detective of Investigation
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When trying to ﬁ gure out what really happened, sometimes going 
  to the local experts within the operational authorities is a good idea. 
  This decorated detective is in charge of most local investigations, so 
  he is likely to know something about most local goings on.
  REFEREE’S INFORMATION:
  The detective of investigation is (roll a d6)…
  1 – 2: …not above taking small bribes to give the characters important 
  information about ongoing investigations.
  3 – 4: …investigating an enemy of the characters.
  5: …known for his straight-as-an-arrow attitude.
  6: …obsessed with capturing a speciﬁ c criminal at large and will do 
  anything for someone who could help him bring the criminal 
  to justice.
  (44 – 45.A) Ship Patroller
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  This basic ship crewman has been assigned a routine patrol of his 
  ship, making him little more than a gloriﬁ ed security guard.
  REFEREE’S INFORMATION:
  The ship patroller is (roll a d6)…
  1 – 2: …active in the military and on his ﬁ rst real tour, making him a 
  hotshot looking to make a name for himself.
  3 – 4: …delinquent in his duties most of the time.
  5 – 6: …particularly perceptive and quick to catch on when the 
  situation seems awry.
  (44 – 45.P) Loyalist Pilot
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  Dedicated to the safe and skilled piloting of his governmentally-
  controlled spacecraft, this pilot feels that he owes a lot to his 
  corporate or military organisation. He will not back down if it 
  means endangering his route and especially if it means failing in 
  his mission.
  REFEREE’S INFORMATION:
  The loyalist pilot is (roll a d6)…
  1 – 2: …ex-navy and very good at his job.
  3 – 4: …pleasantly interested in whatever brought the characters 
  onto his ship.
  5 – 6: …aware of the characters’ mission and would like to help in 
  any way that he can.
  (46 – 51.A) Alien Counter-agent
  Required Skills: Language 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This dedicated and cunning alien is a member of an opposing 
  government or organisation, trained as an agent aimed directly at 
  stopping other agents. His skills and abilities are focussed on stopping 
  people like the characters from acting against his employers.
  REFEREE’S INFORMATION:
  The alien counter-agent is (roll a d6)…
  1 – 2: …willing to kill or be killed to stop any actions against his 
  employers.
  3 – 4: …a freelancer on a contract; making him perhaps open to 
  negotiations.
  5 – 6: …actually just a decoy situation sent by his employer to 
  distract the characters.
  
  SPACER PATRONS
  SPACER PATRONS
  58
  (46 – 51.P) Image Specialist
  Required Skills: None          Required Equipment: Recorded Images
  PLAYER’S INFORMATION:
  No one knows the ins and outs of image processing, doctoring 
  and fabrication better than this talented man. He knows the best 
  ways to fake a photograph or manipulate existing surveillance 
  tapes and the best ways to recognise when someone else has done 
  something similar.
  REFEREE’S INFORMATION:
  The image specialist is (roll a d6)…
  1 – 2: …a true artiste and master of his craft.
  3 – 4: …expensive and carries a bit of a god complex when it comes 
  to his work.
  5: …willing to look at something the characters have for him but will 
  need to get paid to work upon it.
  6: …quirky and obsessed with pictures of a speciﬁ c person, culture 
  or species.
  (52 – 53.A) Intelligence Officer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  No agent likes to have this government ofﬁ cer on his tail, as it is this 
  person’s job to discover the stealthy and uncover the hidden. When 
  an intelligence agency ﬁ gures out the characters are involved, they 
  will need to be much more careful.
  REFEREE’S INFORMATION:
  The intelligence ofﬁ cer is (roll a d6)…
  1 – 2: …very good at ﬁ nding out what nobody else seems to be able 
  to.
  3 – 4: …employed by enemies of the characters.
  5 – 6: …empowered by his organisation with the ability to kill 
  enemies of the government without permission.
  (52 – 53.P) Pyrotechnics Specialist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A master of all things that explode, burn, ﬂ ash or concuss chemically, 
  this boisterous specialist is trained and licensed in the use of ﬁ re and 
  explosives. From the smallest ﬁ rework or ﬂ are to the atmosphere-
  burning hall charges used by space pirates, he knows how to make 
  and use them all.
  REFEREE’S INFORMATION:
  The pyrotechnics specialist is (roll a d6)…
  1 – 2: …a true pyromaniac and will burn or blow up anything that the 
  characters ask him to… just for fun.
  3 – 4: …used by most local civilian organisations for ﬁ rework shows 
  and the like.
  5 – 6: …willing to build explosive devices for the characters but does 
  not want to know what they are actually for in case it comes 
  back to him.
  (54 – 55.A) Hitman
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This cold-blooded killer is a private assassin that does not work 
  on mercenary tickets but rather takes freelance contracts only. 
  He is deadly and professional and could be a great danger to 
  the characters.
  REFEREE’S INFORMATION:
  The hitman is (roll a d6)…
  1 – 2: …targeting a friend of one of the characters.
  3 – 4: …on contract with a criminal organisation that the characters 
  tangled with in the past.
  5: …not currently on assignment but does not like the characters for 
  his own reasons.
  6: …targeting one of the characters on contract from one of that 
  character’s enemies.
  (54 – 55.P) Allied Field Agent
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This agent is a member of the same organisation as one of the 
  characters or they work for the same employer. He happens to be in 
  the area and recognises the characters as allies.
  REFEREE’S INFORMATION:
  The allied ﬁ eld agent is (roll a d6)…
  1 – 2: …on his own mission that the characters might be able to help 
  him ﬁ nish, leaving him free to help them with theirs in turn.
  3 – 4: …seeking the characters to deliver them an important 
  message.
  5 – 6: …not currently on assignment at all; he might be persuaded to 
  help the characters with theirs if need be.
  
  SPACER PATRONS
  SPACER PATRONS
  59
  (56 – 61.A) Undercover Agent
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Working for another organisation secretly, this agent is posing as 
  something else entirely in order to achieve his goals and ﬁ nish his 
  mission. There is no limit to what he will do to keep his cover from 
  being blown – including killing the characters.
  REFEREE’S INFORMATION:
  The undercover agent is (roll a d6)…
  1 – 2: …working for an enemy agency and is targeting the characters 
  for his maliciousness.
  3 – 4: …paranoid that one of the characters recognises him for what 
  he really is.
  5: …setting up a massive move against the local government.
  6: …posing as a local criminal to get close to other criminals, making 
  it easy for him to do illegal things while undercover.
  (56 – 61.P) Agency Advisor
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This specialist counsellor works for the same company or 
  organisation as the characters and is paid to help employees 
  understand the facets of a particular subject or area of expertise. He 
  is not an agent exactly but most agents would be glad to have his 
  advice when it comes to his proﬁ ciency.
  REFEREE’S INFORMATION:
  The agency advisor is (roll a d6)…
  1 – 2: …an advisor on combat tactics and techniques that will be 
  especially needed in the near future.
  3 – 4: …a scientist that will teach the characters how to use a speciﬁ c 
  piece of technology integral to their next mission.
  5 – 6: …an emotional advisor sent to help the characters with any 
  mental or social damage they might be suffering from.
  (62 – 63.A) Former Ally
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This was once a close friend or ally within the organisation but now 
  he has turned his colours around and the characters cannot help but 
  deal with him as any other enemy. He knows a lot about the characters 
  from their time as friends, making him terribly dangerous.
  REFEREE’S INFORMATION:
  The former ally is (roll a d6)…
  1 – 2: …focussed on the destruction of one particular character who 
  he blames for some kind of negative current situation.
  3 – 4: …possibly not to blame for his turning against the characters; 
  perhaps he could be convinced that they could be friends 
  again.
  5 – 6: …nearly a perfect skill match for the character he has turned 
  upon.
  (62 – 63.P) Former Enemy
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This new ally of the organisation was once a bitter enemy employed 
  by opposing forces. Something happened to shatter his old 
  allegiances and now he works with the people he formerly called 
  ‘foes’. He is very knowledgeable about his old employers, making 
  him a useful tool to exploit against them.
  
  SPACER PATRONS
  SPACER PATRONS
  60
  SPACER PATRONS
  SPACER PATRONS
  REFEREE’S INFORMATION:
  The former enemy is (roll a d6)…
  1 – 2: …looking to ﬁ nd true friends amongst his new allies.
  3 – 4: …willing to take violent action against his old allies, especially 
  if the characters will help him get back at the individual he 
  blames for turning him against his ex-employers.
  5 – 6: …not completely trustworthy but seems to be truthful about 
  his changing sides.
  (64.A) Enemy Agent
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  An agent employed by enemies of the characters, this man is on 
  a mission set against them. He will do whatever is in his ability to 
  complete his mission and he will do so as quietly and efﬁ ciently as 
  he can manage.
  REFEREE’S INFORMATION:
  The enemy agent is (roll a d6)…
  1 – 2: …a member of an opposing legal enforcement agency.
  3 – 4: …an intelligence ofﬁ cer trying to get blackmail-worthy secrets 
  on the characters.
  5 – 6: …working for a corporation as a freelance operative seeking to 
  inﬂ ict some commercial damage to their competition.
  (64.P) Government Black Operator
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There are certain missions that are too secret, too immoral or simply 
  too important to be found on any records or any ofﬁ cial listings. 
  These ‘black operations’ are governmentally sanctioned in private 
  and will never grace a docket or auto-biography when it is all over. 
  This enigmatic man in a crisp, clean suit is who arranges for these 
  operations to take place.
  REFEREE’S INFORMATION:
  The government black operator is (roll a d6)…
  1: …warning the characters about a black operation in their area that 
  could endanger them.
  2 – 5: …looking for a decoy team to make some ‘noise’ while his 
  unmentioned black operation takes place elsewhere in the local 
  area.
  6: …seeking the characters to go on an unofﬁ cial and secretive black 
  operation on his behalf.
  (65.A) Loose End
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Even the best agents sometimes leave ‘loose ends’ behind after a 
  mission that require tying up later. This person was unfortunately 
  one of these niggling memories that the characters will have to take 
  care of for their mission to be a true success.
  REFEREE’S INFORMATION:
  The loose end is (roll a d6)…
  1 – 2: …an unknown witness to the characters’ less savoury 
  activities.
  3 – 4: …ﬂ eeing across the galaxy from the characters and will likely 
  never be found again.
  5 – 6: …already going to the authorities and a network of friends 
  about the reason that the characters need to deal with him, 
  making a chain of more loose ends.
  (65.P) Commissioner
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The highest ofﬁ ce to be held in local law enforcement, most agents 
  pay allegiance to this busy but practical man. He keeps track of all 
  the legal actions and governmental procedures that his men get 
  involved with but he tries to stay out of situations larger than he 
  can handle.
  REFEREE’S INFORMATION:
  The commissioner is (roll a d6)…
  1 – 2: …a friend to the characters and will offer them assistance from 
  his department whenever he can.
  3 – 4: …secretly an active agent for the same organisation as the 
  characters.
  5 – 6: …looking to hire the characters for a mission ‘off the books’ 
  to help even some scores out on the streets where his 
  peacekeeping ofﬁ cers are suffering the most.
  (66.A) Psionist Agent
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  There is little more dangerous in this galaxy that an agent with 
  natural (or bio-enhanced) psionic talents. With the added abilities 
  that such an anomaly offers them, their foes rarely know what is 
  going on until it is far too late.
  
  SPACER PATRONS
  SPACER PATRONS
  61
  REFEREE’S INFORMATION:
  The psionist agent is (roll a d6)…
  1 – 2: …looking to settle some unknown score with one of the 
  characters for something he may not even know happened 
  between them.
  3 – 4: …researching one of the characters for his agency’s ﬁ les.
  5: …not especially subtle when confronting the characters.
  6: …mentally unstable due to his ‘talent’.
  (66.P) Agency Director
  Required Skills: Admin 
         Required Equipment: Starbase or
    
   
   
         Government Compound
  PLAYER’S INFORMATION:
  Chief of all things that take place within his agency, this ofﬁ cial head 
  of the ofﬁ ce is as much a governmental ﬁ gure as he is an agent 
  within his own organisation. It his job to make sure that all of his 
  agents are safely hidden away from their enemies if need be and to 
  make sure that the organisation keeps them all with missions they 
  are suitable for.
  REFEREE’S INFORMATION:
  The agency director is (roll a d6)…
  1 – 2: …going to hand out a special mission to the ﬁ rst agent who 
  shows true promise to him.
  3 – 4: …looking for one of the characters to give them a commendation 
  and a lead on a promotion.
  5 – 6: …worried that one of his direct subordinates is a mole within 
  the agency; he wants the characters to try and discover him and deal 
  with it accordingly.
  
  UPPER-CLASS PATRONS
  UPPER-CLASS PATRONS
  UPPER-CLASS PATRONS
  62
  UPPER-CLASS PATRONS
  UPPER-CLASS PATRONS
  Just as it tends to be in real world civilisations, social structures in Traveller are dynamic and interestingly important to how the culture 
  interacts. This chapter focuses upon the types of lifestyles that were given good opportunities, excellent access to resources and an 
  otherwise higher quality of living. The people born to the upper class do not commonly have to deal with the same conﬂ icts as common 
  folk but they have their own brand of allegiances and nemeses. 
  NOBILITY PATRON ENCOUNTERS
  Characters in the Nobility career path are raised with money, resources, contacts and attentions that most others never have access to. They 
  are powerful members of their society and frequently found in the local limelight, even if they do not deserve it. This brings a multitude of 
  unique persons in contact with them throughout their lives.
  Nobility Patrons
  Nobility Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Hedonist
  Success Story
  12 – 13
  Freeloader
  Artiste
  14 – 15
  Blue-Collar Worker
  Debtor
  16 – 21
  Manor Servant
  Friend-of-the-Family
  22 – 23
  Jealous Lover
  Personal Trainer
  24 – 25
  Failed Businessman
  Galactic Traveller
  26 – 31
  Family Gossip
  Butler/Maid
  32 – 33
  Nosy Neighbour
  Chauffeur
  34 – 35
  Competing Relative
  Adventurous Cousin
  36 – 41
  Social Casualty
  Socialite
  42 – 43
  Paparazzi
  Assigned Guard
  44 – 45
  Fair-weather Friend
  Alien Noble
  46 – 51
  Family Accountant
  Party Animal
  52 – 53
  Royal Attaché
  Free Soul
  54 – 55
  Dietician
  Escapist
  56 – 61
  Black Sheep
  Administrative Custodian
  62 – 63
  Neglected Ally
  Bad Inﬂ uence
  64
  Vendetta
  Estate Attorney
  65
  Blackmail Artiste
  Familial Ambassador
  66
  Forsworn Rival
  Governmental Minister
  (11.A) Hedonist 
  Required Skills: Carouse 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This fellow noble has truly given himself over to some strange and 
  interesting ways to enjoy himself. Drugs, alien cultural practices and 
  other pleasurable things take up all his time now and most of his 
  money as well.
  REFEREE’S INFORMATION:
  The hedonist is (roll a d6)…
  1 – 2: …scandalously in love with an alien enemy of his family.
  3 – 4: …addicted to a powerful new synthetic drug; he will die without 
  it and cannot acquire it himself anymore.
  5 – 6: …trying to get the characters involved in his most recent 
  endeavours, something that will not likely end well for any 
  parties.
  
  UPPER-CLASS PATRONS
  UPPER-CLASS PATRONS
  63
  (11.P) Success Story
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  It is rare when a noble was not handed his title and inheritance; 
  rather he was a self-made upper class through years of hard work 
  and determination. This practical and stalwart individual is amongst 
  those ‘from the ground up’ successes.
  REFEREE’S INFORMATION:
  The success story is (roll a d6)…
  1: …a lottery winner who got very lucky and is now rubbing elbows 
  with the rich and powerful.
  2 – 3: …an industrialist that managed to make his company (or 
  companies) into what it has become from almost nothing.
  4 – 5: …the inventor of a new weapon technology that has made him 
  quite popular in military circles.
  6: …an unlikely inheritor that managed to do something amazing 
  with a comparatively meagre estate inheritance.
  (12 – 13.A) Freeloader
  Required Skills: None 
           Required Equipment: Residence
  PLAYER’S INFORMATION:
  Everyone knows someone that lives solely on the good will and 
  donations of others but it seems that the wealthy know more 
  than their share. This person exists solely to sponge off of others, 
  especially those who will not stop giving help.
  REFEREE’S INFORMATION:
  The freeloader is (roll a d6)…
  1 – 2: …in the area looking for a free meal, as always.
  3 – 4: …interested in taking advantage of more than just the 
  characters’ hospitality.
  5 – 6: …also a petty thief as well as an asset-parasite; nothing is safe 
  when he is around.
  (12 – 13.P) Artiste
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This eccentric person is a student and practitioner of the ﬁ ne arts. 
  He may be a singer, a painter, an actor or some other form of artiste. 
  He is an example of what the ﬁ ner things in life can bring along with 
  some free time and some imagination. 
  REFEREE’S INFORMATION:
  The artiste is (roll a d6)…
  1 – 2: …trying to arrange for a public show or appearance and would 
  like the characters’ help to make it safe.
  3 – 4: …looking for the perfect focus of his new piece or project.
  5 – 6: …suffering from a horrible block to his creativity; maybe if he 
  tags along with the characters for a while he will see something 
  that will spark it back to life.
  (14 – 15.A) Blue-Collar Worker
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Those who have to work hard for their living sometimes forget that 
  not all wealthy people are spoiled rich kids that did not earn their 
  place in the upper class. This individual does not only look down 
  upon nobility, he downright hates the fact they exist in his area.
  REFEREE’S INFORMATION:
  The blue-collar worker is (roll a d6)…
  1 – 2: …drunk after his shift is over and looking to take out his 
  troubles on a few ‘rich kids’.
  3 – 4: …in the wake of receiving a notice of bad payments on his 
  debts, putting him in a particularly bad mood.
  5 – 6: …looking for a good way to make easy credits and he feels the 
  characters are the best source for them.
  (14 – 15.P) Debtor
  Required Skills: None 
                Required Equipment: Credits
  PLAYER’S INFORMATION:
  There is no one more easily inﬂ uenced by the wealthy as someone 
  who is in dire need of funds. This particular person is in need of 
  enough money that he makes the perfect candidate for a makeshift 
  or happenstance ally – if someone has the credits.
  
  UPPER-CLASS PATRONS
  UPPER-CLASS PATRONS
  UPPER-CLASS PATRONS
  64
  REFEREE’S INFORMATION:
  The debtor is (roll a d6)…
  1 – 2: …desperate to pay off a loan shark. 
  3 – 4: …in debt to the company that owns the ship he recently 
  wrecked against an asteroid.
  5: …not comfortable telling anyone who he owns the money to but 
  he will work hard to pay it off anyway.
  6: …an old friend that has landed on hard times.
  (16 – 21.A) Manor Servant
  Required Skills: None   Required Equipment: Permanent Residence
  PLAYER’S INFORMATION:
  This poorly paid and often ignored employee of a household manor 
  is rarely regarded as anything more than mobile furniture within the 
  home but he sees a great deal more than anyone would like to think. 
  From their places in the garden, the kitchen or just cleaning ﬂ oors 
  they gather staggering amounts of information on their employers.
  REFEREE’S INFORMATION:
  The manor servant is (roll a d6)…
  1 – 2: …looking for a good way to settle a score with his employer.
  3 – 4: …going to plant some items on the characters that he stole 
  from his workplace.
  5 – 6: …a servant to one of the character’s rivals and is looking for a 
  pay raise through setting them up.
  (16 – 21.P) Friend-of-the-Family
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Noble family lines normally go back many years and cross several 
  times with one another, sometimes creating feuds and other 
  times forging long lasting friendships. This person is one of these 
  close friends of one of the character’s family, making them allies 
  through kinship.
  REFEREE’S INFORMATION:
  The friend-of-the-family is (roll a d6)…
  1 – 2: …on the search for a member of his family and thinks the 
  connection with one of the characters will be enough to get 
  them to help him.
  3 – 4: …in trouble with a few of the locals and would like the 
  characters’ help in dealing with them.
  5 – 6: …carrying a very special message for one of the characters 
  sent from a distant member of his family. The friend-of-the-
  family was headed this way and chose to do the character’s 
  family a favour by delivering it.
  (22 – 23.A) Jealous Lover
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There are few people in the galaxy as frustrating and difﬁ cult to 
  deal with as someone who feels romantically slighted. This person 
  is carrying some serious jealousy toward one of the characters; 
  justiﬁ ed or not.
  REFEREE’S INFORMATION:
  The jealous lover is (roll a d6)…
  1 – 2: …a completely deranged lunatic; the characters have no idea 
  who he or she is.
  3 – 4: …bitter over some money he or she believes is owed to her 
  from the past relationship.
  5: …looking for a public way to shame or disgrace one of the 
  characters.
  6: …dedicated to getting the character back no matter what is going 
  on at the time.
  (22 – 23.P) Personal Trainer
  Required Skills: Athletics 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Many noble families hire or keep trainers like this one on retainer. He 
  is a good resource for members of the family to have around to keep 
  them physically ﬁ t and perhaps even trained at some martial skills.
  REFEREE’S INFORMATION:
  The personal trainer is (roll a d6)…
  1 – 2: …also a hand-to-hand instructor at the local kaijitsu school.
  
  UPPER-CLASS PATRONS
  UPPER-CLASS PATRONS
  65
  3 – 4: …tough on his students but only so far as he thinks they can 
  actually handle.
  5 – 6: …a longstanding friend of one of the characters and will help 
  them in any way he can.
  (24 – 25.A) Failed Businessman
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When ﬁ nances fail and businesses are forced to close their doors it 
  leaves plenty of skilled professionals out of work. This poor former 
  executive of a failed company is depressed and somewhat desperate; 
  a bad combination in any ﬁ eld.
  REFEREE’S INFORMATION:
  The failed businessman is (roll a d6)…
  1 – 2: …on the verge of a public suicide denouncing the reason his 
  company failed.
  3 – 4: …blaming the actions of the characters for his current 
  unemployment.
  5 – 6: …working for a local criminal to make ends meet after his 
  company dissolved.
  (24 – 25.P) Galactic Traveller
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Although the money of nobility allows them to frequently see the 
  galaxy from within the safety of a passenger liner or from behind 
  safari viewports, they rarely get a chance to get out and really 
  experience it. This person has gone out into space, seen a great 
  many things and has returned to talk about it.
  REFEREE’S INFORMATION:
  The galactic traveller is (roll a d6)…
  1 – 2: …looking for a new crew to follow him into the galactic 
  frontier.
  3 – 4: …seeking ﬁ nancial support or backing for his next journey.
  5 – 6: …full of fantastic and particularly unbelievable stories from 
  where he claims he has been.
  (26 – 31.A) Family Gossip
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Every family has at least one of these types in it; who simply cannot 
  stop talking about fellow family members behind their back.
  REFEREE’S INFORMATION:
  The family gossip is (roll a d6)…
  1 – 2: …exaggerating dramatically about something one of the 
  characters has done.
  3 – 4: …jealous of one of the characters, making them the primary 
  target for his lies.
  5 – 6: …leaking important family secrets to the press for money.
  (26 – 31.P) Butler/Maid
  Required Skills: None   Required Equipment: Permanent Residence
  PLAYER’S INFORMATION:
  This most esteemed of house servants can be the best friend and 
  conﬁ dante of any noble, especially considering the sheer amount of 
  time that they spend together in the noble’s younger years.
  REFEREE’S INFORMATION:
  The butler/maid is (roll a d6)…
  1 – 3: …aware of nearly all of the household matters at any given 
  time.
  4: …hiding several of the characters’ secrets from the owner of the 
  estate.
  5: …remarkably wealthy but hides it in order to live a simple life.
  6: …willing to take the blame for something the characters had 
  actually done, thereby ﬁ lling the stereotypical ‘the butler did it’ 
  motif.
  
  UPPER-CLASS PATRONS
  UPPER-CLASS PATRONS
  66
  (32 – 33.A) Nosy Neighbour
  Required Skills: Stealth Required Equipment: Permanent Residence
  PLAYER’S INFORMATION:
  Always peeking over the fence or through the window at the 
  character’s home, this person is somewhat obsessed with what other 
  people are doing. He cannot help but pay far too close attention to 
  the things that his neighbours does.
  REFEREE’S INFORMATION:
  The nosy neighbour is (roll a d6)…
  1 – 3: …mostly harmless, just annoying.
  4 – 5: …willing to call the local authorities about nearly anything that 
  he feels is ‘suspicious’.
  6: …actually an informant for the media.
  (32 – 33.P) Chauffeur
  Required Skills: None 
  Required Equipment: Civilian Vehicle
  PLAYER’S INFORMATION:
  This professional vehicular driver makes his living ferrying people 
  around from place to place. He sees and hears a great deal, even 
  though he is not supposed to pay any attention to his clients in 
  such a way.
  REFEREE’S INFORMATION:
  The chauffeur is (roll a d6)…
  1 – 2: …on retainer with one of the characters’ families, giving them 
  access to his services.
  3 – 4: …willing to take bribes in exchange for what he has heard in 
  his back seats.
  5 – 6: …aware of every side road and alley in his local community.
  (34 – 35.A) Competing Relative
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  In some noble families it is customary for close cousins or even 
  siblings to try and out-do one another for an unequal share of the 
  love and adoration of the older family members. This relative of one 
  of the characters has this quality in abundance.
  REFEREE’S INFORMATION:
  The competing relative is (roll a d6)…
  1 – 2: …focussed on competing in games and sports but tries to 
  make it seem like it means more metaphorically.
  3 – 4: …willing to turn his competition to violence when he loses.
  5 – 6: …not focussed on winning as much as he is on making sure 
  that the character loses.
  (34 – 35.P) Adventurous Cousin
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This somewhat distant relative of one of the characters is often the 
  talk of the family and a constant source of new stories and tales 
  thanks to his adventures throughout the galaxy.
  REFEREE’S INFORMATION:
  The adventurous cousin is (roll a d6)…
  1 – 2: …a true and honest thrill-seeker that does whatever he feels 
  like.
  3 – 4: …happy to bring the characters along on his next big 
  adventure.
  5 – 6: …suffering from a minor injury that he received on his last 
  adventure, so he may need help with the next one.
  (36 – 41.A) Social Casualty
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Amidst the harsh social politics between noble families and the 
  upper-class populace, there is a war being waged. Although it is a 
  war of words, glances and scandals, it still has its dead and wounded 
  that it causes. This unfortunate former socialite is one of them.
  
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  67
  REFEREE’S INFORMATION:
  The social casualty is (roll a d6)…
  1 – 2: …devastated by the events that removed them from the social 
  circle and wants to do anything to get back in it.
  3 – 4: …the patsy for a series of social attacks that were deliberate 
  and merciless.
  5 – 6: …so distraught over the ordeal that suicide is being 
  contemplated.
  (36 – 41.P) Socialite
  Required Skills: Carouse 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This handsome or pretty young thing lives for the rush of an entrance 
  to a cocktail party or the sound of tinkling crystal glasses being 
  knocked together at the opening of a new club. If it is going to be high 
  brow, high priced and highly effete, the socialite will be there.
  REFEREE’S INFORMATION:
  The socialite is (roll a d6)…
  1 – 2: …in need of an escort to the next big event on their schedule.
  3 – 4: …aware of a speciﬁ cally important person attending an event 
  that he has tickets to.
  5: …extremely wealthy and loves to spend it on close friends.
  6: …always connected and invited to the highest ranking social 
  functions in the area.
  (42 – 43.A) Paparazzi
  Required Skills: None 
   
  Required Equipment: Ship
  PLAYER’S INFORMATION:
  This camera-happy media hound is one of the most feared and 
  hated parts of celebrity life. He stalks famous people at all hours 
  of the day, camera in hand, with the hopes of getting some kind of 
  candid shot that he can then sell to the tabloids.
  REFEREE’S INFORMATION:
  The paparazzi is (roll a d6)…
  1 – 2: …not picky about his scandalous pictures; they do not have to 
  be of celebrities for him to make money from blackmailing.
  3 – 4: …focussed upon a single celebrity in the area; so much so that 
  he has become violently obsessed.
  5 – 6: …willing to sell photos to anyone, not just the press.
  (42 – 43.P) Assigned Guard
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Assigned from a family’s personal guardsmen pool, this loyal protector 
  will stand by his ward for long hours and public appearances. It is 
  his responsibility to make sure the family member stays safe; having 
  probably been working for the family for many years.
  REFEREE’S INFORMATION:
  The assigned guard is (roll a d6)…
  1 – 2: …the son of a guard that served with the family and retains a 
  high sense of duty and loyalty.
  3 – 4: …in for the money but he understands his duty and plans to 
  fulﬁ l it.
  5 – 6: …well-armed for a civilian, as that he has several smuggler 
  friends.
  (44 – 45.A) Fair-weather Friend
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person seems to only ever come around when things are going 
  well for the characters. When times get rough again and the characters 
  actually need a friend around, he is nowhere to be found.
  REFEREE’S INFORMATION:
  The fair-weather friend is (roll a d6)…
  1 – 2: …not being malicious; he just has no concept of true 
  friendship.
  3 – 4: …plotting to take something important from the characters 
  during his short and erratic visit.
  5 – 6: …playing several groups of his ‘friends’ off against each other 
  in some sick game that he is secretly enjoying.
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  68
  (44 – 45.P) Alien Noble
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  An important member of an alien race, this individual is actually 
  the equivalent of a noble in their society. He might need some 
  help adjusting to the local culture and society; something that a 
  clever person would want to undertake if they want an ‘in’ with the 
  alien nobility.
  REFEREE’S INFORMATION:
  The alien noble is (roll a d6)…
  1 – 2: …on a mission of peaceful social interaction.
  3 – 4: …looking forward to making some local friends and bringing 
  them back to his homeworld in an exchange of hospitality.
  5: …having serious trouble with the local language and requires a 
  translator.
  6: …actually royalty where he comes from but the translation to 
  ‘nobility’ has downplayed his importance.
  (46 – 51.A) Family Accountant
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Driven by money in his personal and professional life, this number-
  crunching conniver is one of the chief accountants in charge of a 
  noble family estate. He does what he does to ensure he makes the 
  most out of every deal but can be persuaded to help certain family 
  members more than others.
  REFEREE’S INFORMATION:
  The family accountant is (roll a d6)…
  1 – 2: …stealing from the family through a 
  series of smaller accounts that no one 
  knows about.
  3 – 4: …accepting bribes from the younger 
  family members to ensure they have 
  swollen bank accounts. 
  5 – 6: …romantically involved with a member 
  of the family, padding her account for 
  their supposed escape.
  (46 – 51.P) Party Animal
  Required Skills: Carouse 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This noble-born socialite gave up the cocktail 
  parties for the thrill of excessive drinking, the 
  opera events for the hum of music that is far 
  too loud and turned in his black tie for a local 
  sports jersey. He is the life of a party and he 
  tries to get to all that he can before real life 
  steps on his plans.
  REFEREE’S INFORMATION:
  The party animal is (roll a d6)…
  1 – 2: …throwing a big bash at his parents’ estate and the characters 
  are invited.
  3 – 4: …good for knowing who is with whom and why, at any social 
  gathering.
  5 – 6: …in need of a large amount of controlled substances but 
  cannot leave his own party, so he will pay double for the 
  characters to go and get it.
  (52 – 53.A) Royal Attaché
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Not only is this a member of a noble family but this watchful and 
  manipulative advisor is the direct assistant to a member of the royal 
  family. There is little that goes on with his corner of the area without 
  his seeing the orders for it.
  REFEREE’S INFORMATION:
  The royal attaché is (roll a d6)…
  1 – 2: …plotting the fall of his royal employers.
  3 – 4: …gathering all of the trinkets and personal effects that the 
  royals leave lying around and is planning to sell them.
  5 – 6: …an elitist snob that looks down on anyone else that he 
  crosses paths with.
  (52 – 53.P) Free Soul
  Required Skills: None 
   
  Required Equipment: None
  
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  69
  PLAYER’S INFORMATION:
  This unfettered member of the noble family is the personiﬁ cation of 
  freedom. He does what he wants, when he wants and with whom he 
  wants – all he had to do was cut him off from the rest of the family’s 
  assets to get there.
  REFEREE’S INFORMATION:
  The free soul is (roll a d6)…
  1 – 2: …going to take off on a galactic journey in a few days and 
  offers to bring the characters along.
  3 – 4: …stopping by the area to see a sick family member, if they will 
  have him for a few hours.
  5 – 6: …in the possession of several star maps and route charts from 
  his travels.
  (54 – 55.A) Dietician
  Required Skills: None 
           Required Equipment: Residence
  PLAYER’S INFORMATION:
  One of the leading medical professionals taking care of the eating 
  habits and restrictions for a noble family’s estate, the staff dietician 
  has a surprising amount of power within the household because of it.
  REFEREE’S INFORMATION:
  The dietician is (roll a d6)…
  1 – 2: …slowly poisoning one of the nobles in order to get a 
  piece of the inheritance.
  3 – 4: …actually a fake; he failed culinary school and had his 
  dietary license forged for him.
  5 – 6: …very sensitive about the reactions to his food suggestions; 
  enough that he could become violent when engaged about it 
  later.
  (54 – 55.P) Escapist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This friend or member of the family has a very simple way of 
  avoided trouble when it threatens him and his loved ones – he 
  ﬂ ees. Moving from one place to the next to avoid whatever trouble 
  is happening to him at the time, he has seen more of the galaxy 
  than one might think.
  REFEREE’S INFORMATION:
  The escapist is (roll a d6)…
  1 – 2: …lucky enough to know a smuggler that ferries people as well 
  as goods without asking too many questions.
  3 – 4: …moving back to the area after being gone for several years, 
  as the trouble he was in ﬁ nally moved along.
  5: …getting ready to run away to a new location; unless the characters 
  quickly help him out of his local bind.
  6: …ﬁ nally thinking about permanently settling down but needs 
  someone to go get the last of his possessions from his last 
  home before he can.
  (56 – 61.A) Black Sheep
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  No matter what this dilettante does it is not going to look good 
  upon his family and friends. It seems this person has never 
  been able to do what society and his family needed of him; on 
  purpose or not.
  REFEREE’S INFORMATION:
  The black sheep is (roll a d6)…
  1 – 2: …in the middle of some big media scandal that seems to 
  entangle everyone nearby it in negative press.
  3 – 4: …only an outcast in his family because of circumstance but it 
  has made him a hateful person.
  5 – 6: …purposefully standing against everything his family says 
  is right for him; he has some kind of score to settle with his 
  parents.
  (56 – 61.P) Administrative Custodian
  Required Skills: Admin 
           Required Equipment: Residence
  PLAYER’S INFORMATION:
  This hired ofﬁ cial is given the sole and important duty of running 
  the basic details of how a residential estate functions. Making sure 
  that bills and taxes are sent to the accountant, security is covered by 
  guardsmen and so forth.
  
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  REFEREE’S INFORMATION:
  The administrative custodian is (roll a d6)…
  1 – 2: …looking to pay someone a small wage to run his orders 
  around while the electronic communications system is being 
  repaired.
  3 – 4: …swamped with additional duties and needs an assistant or 
  two until he gets caught up.
  5: …an old friend of one of the characters willing to help them out 
  with estate assets.
  6: …hiring a new series of staff members for the household because 
  of a mass walk-out that has just occurred.
  (62 – 63.A) Neglected Ally 
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Once a minor ally to the characters, this perhaps forgotten old face 
  has since become neglected and taken for granted. Someone can 
  only be ignored for so long and now he looks to remind them exactly 
  what they missed out on.
  REFEREE’S INFORMATION:
  The neglected ally is (roll a d6)…
  1 – 2: …going to use all of his talents to hinder the characters.
  3 – 4: …planning on just being around all the time to make the 
  characters paranoid until they remember who he is.
  5 – 6: …accusing the character that has forgotten him of being an 
  enemy.
  (62 – 63.P) Bad Influence
  Required Skills: Streetwise 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This charming and convincing person is every noble parent’s 
  nightmare. Born to a middle or lower class family, he has lived 
  an eventful life that he has a talent of making seem glamorous or 
  exciting. A few stories later and he will have the most sheltered of 
  beings standing in the muck right next to him.
  REFEREE’S INFORMATION:
  The bad inﬂ uence is (roll a d6)…
  1 – 2: …headed to a dangerous but exciting part of town for a night 
  of drinking and debauchery.
  3 – 4: …a skilled liar; skilled enough to get he and anyone with him 
  into nearly any private club.
  5: …in possession of some designer drugs that he wants to try but 
  needs some sober friends around to make sure it all goes down 
  safely.
  6: …aware of a secret pit ﬁ ghting ring somewhere in town that allows 
  amateur volunteers.
  (64.A) Vendetta
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Someone from this person’s family at some point in history was 
  dishonoured by someone in one of the character’s family. This 
  dishonour was enough to force a feud of sorts, a vendetta, between 
  the two families. 
  REFEREE’S INFORMATION:
  The vendetta is (roll a d6)…
  1 – 2: …still researching what happened but believes he will have to 
  kill the character when he ﬁ nds the truth of it.
  3 – 4: …looking to settle the score as to what happened but not 
  through bloodshed – through ﬁ nancial slaughter.
  5 – 6: …old-minded and traditional concerning matters of the family; 
  he will request duels and contests over random violence.
  (64.P) Estate Attorney
  Required Skills: Advocate 
            Required Equipment: An Estate
  PLAYER’S INFORMATION:
  This legal watchdog is actually on the side of the noble family or at 
  least the part of it that keeps him well paid and on retainer. He looks 
  after the wills, lawsuits and minor disputes that the family needs 
  advice or regulated counsel with. 
  REFEREE’S INFORMATION:
  The estate attorney is (roll a d6)…
  1 – 2: …loyal to the family and has been so for over 20 years.
  3 – 4: …worried that someone tampered with the last will of the 
  most inﬂ uential member of the family and he wants to know 
  who it was.
  5 – 6: …looking for someone outside of the family to help him with 
  a rather personal matter, so as to not bring shame upon his 
  employers.
  (65.A) Blackmail Artiste
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  There is nothing more fearsome to a popular noble as legitimate 
  blackmail and this devious sleuth has somehow managed to make 
  an art out of it. He gets the information he needs, the pictures or 
  documents to prove it and then gets the money from the target – if 
  it is even money he is looking for.
  REFEREE’S INFORMATION:
  The blackmail artiste is (roll a d6)…
  1 – 2: …running an investigation scam on a popular actress in the 
  area.
  
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  71
  3 – 4: …targeting one of the characters for extortion due to some 
  incriminating photos he has several copies of.
  5: …in between prime targets and decides to follow the characters 
  around to see what happens.
  6: …in possession of some very incriminating video footage of one 
  of the characters’ good allies.
  REFEREE’S INFORMATION:
  The familial ambassador is (roll a d6)…
  1 – 2: …going to make a public appearance in an area where he does 
  not trust his normal security detail; he wants the characters to 
  protect him.
  3 – 4: …about to make a very important announcement to the local 
  government and needs friends in the audience to keep things 
  calm.
  5 – 6: …travelling to an alien homeworld for an anti-piracy summit; 
  requiring a trusted crew to get him there safely.
  (66.A) Forsworn Rival
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is nothing short of a bitter enemy that has vowed to bring about 
  the complete and utter destruction of one of the characters. He will 
  stop at nothing until his vow is fulﬁ lled.
  REFEREE’S INFORMATION:
  The forsworn rival is (roll a d6)…
  1 – 3: …looking for revenge on account of a dead sibling or other 
  close loved one.
  4 – 5: …willing to settle for the target of his hatred to be horribly and 
  publicly humiliated.
  6: …ready to make the target, their friends and families suffer for 
  his vindication.
  (66.P) Governmental Minister
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  In charge of an entire ministry within the local government, this 
  inﬂ uential person pulls all of the strings in one branch of the local 
  authority. A few calls and favours can mean that this person is 
  having lunch with a galactic leader; being friends with him could 
  earn someone a seat at that table, too.
  REFEREE’S INFORMATION:
  The governmental minister is (roll a d6)…
  1 – 2: …about to meet with an important alien diplomat and needs 
  friends on his end of the negotiation table.
  3 – 4: …making a speech to a military assembly; he wants some 
  rough-looking folk by his side or at least some people that look 
  like they have seen more combat than he has.
  5 – 6: …in the area on a much needed vacation from politics. He 
  just wants a week or so of having fun and enjoying the lack of 
  stress.
  (65.P) Familial Ambassador
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Most nobles automatically become movers and shakers in 
  politics but this one soared to the top. After struggling with 
  the cutthroat world of diplomats and counsellors to important 
  ﬁ gures, he has reached the point where the family can be proud 
  to call him ‘ambassador’.
  
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  72
  SCHOLAR PATRON ENCOUNTERS
  Characters in the Scholar career path are trained in the hard sciences, facts and theorems of the galaxy. They might hail from different 
  universities or schools but they all spent long years with their noses in books and their minds open to learning. Even though much of their 
  time was spent studying, it does not mean they could not have met interesting people along the way. 
  Scholar Patrons
  Scholar Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  University Secretary
  Colleague
  12 – 13
  University Bully
  Galactic Researcher
  14 – 15
  Unstable Patient
  Lab Assistant
  16 – 21
  Ignoramus
  Government Aide
  22 – 23
  Project Overseer
  Patent Clerk
  24 – 25
  Intern
  Document Manager
  26 – 31
  Expedition Labourer
  Alien Benefactor
  32 – 33
  Experiment
  Expedition Pilot
  34 – 35
  Field Specialist
  Favoured Professor
  36 – 41
  Dean of Students
  Bionicist
  42 – 43
  Counter-theorist
  Medical Student
  44 – 45
  Lab Researcher
  Samples Clerk
  46 – 51
  Storage Security
  School Buddy
  52 – 53
  Metascientist
  Cyber-Doc
  54 – 55
  Xenotech Supremacist 
  Weapon Researcher
  56 – 61
  Back-Alley Butcher
  Chief of Medicine
  62 – 63
  Research Thief
  Psionic Theorist
  64
  Technophobe
  Grant Ofﬁ cer
  65
  Disproving Colleague
  Government Project Leader 
  66
  Religious Fanatic
  Head of Field
  (11.A) University Secretary
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This gloriﬁ ed personal assistant exists it seems to make the lives of 
  anyone who comes or leaves the university he works for a nightmare 
  of paperwork, hassles and mediocre public relations.
  REFEREE’S INFORMATION:
  The university secretary is (roll a d6)…
  1 – 2: …a dropout and resents all scholastic types.
  3 – 4: …going to make any transactions with his ofﬁ ce unbelievably 
  difﬁ cult for ‘spacer folk’.
  5 – 6: …siphoning funds from his ofﬁ ce to a personal account.
  
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  73
  (11.P) Colleague
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Few people understand the life of a trained academic except other 
  academics. This studious friend of one of the characters is employed 
  in the same ﬁ eld and enjoys many of the same things.
  REFEREE’S INFORMATION:
  The colleague is (roll a d6)…
  1 – 2: …back from an academic sabbatical and wants to tell the 
  characters all about it.
  3 – 4: …being recognised for his work in the character’s ﬁ eld.
  5: …in need of funds for their project but will assuredly pay it back 
  quickly.
  6: …looking for some action and excitement.
  (12 – 13.A) University Bully
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  They come in many forms but the people like this small-minded but 
  thick-limbed bully enjoy nothing more than making those weaker 
  than they are cower with fear.
  REFEREE’S INFORMATION:
  The university bully is (roll a d6)…
  1 – 2: …always looking for someone to intimidate but will back down 
  from a superior opponent.
  3 – 4: …a member of a local gang of upstarts trying to make a name 
  for themselves.
  5 – 6: …looking to make a few extra credits shaking down his fellow 
  students,
  (12 – 13.P) Galactic Researcher
  Required Skills: Science 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Searching the galaxy for the pieces of the puzzles set in front 
  of them by their administration, people like this professional 
  researcher are specialised travellers seeking knowledge rather 
  than fame or fortune.
  REFEREE’S INFORMATION:
  The galactic researcher is (roll a d6)…
  1 – 2: …going to need some escorts on his next research journey, 
  which he will pay for if need be.
  3 – 4: …between missions and interested in what the characters 
  have been up to.
  5 – 6: …underhanded and a rather scoundrel-like scholar in how he 
  acquires his research.
  (14 – 15.A) Unstable Patient
  Required Skills: Persuade or Medic 
  Required Equipment: 
   
   
   
   
  Medical Facility
  PLAYER’S INFORMATION:
  This half-healed medical patient has recently been under the 
  care of a doctor and is on the mend. The process is taking too 
  long and is too frustrating for him though and it has caused a 
  mental breakdown.
  REFEREE’S INFORMATION:
  The unstable patient is (roll a d6)…
  1 – 2: …in need of better pain medication to help him sleep, which 
  he will be trying to steal if he cannot obtain it from the staff.
  3 – 4: …trying to escape the medical facility grounds.
  5: …actually the subject of psychiatric therapy as well as physical 
  healing.
  6: …heavily augmented with combat implants.
  (14 – 15.P) Lab Assistant
  Required Skills: None 
         Required Equipment: Lab Facility
  PLAYER’S INFORMATION:
  Any doctor or technician will tell those who ask them how important 
  a good assistant can be. This person is learning how to be a better 
  lab technician the best way that there is, through experience.
  REFEREE’S INFORMATION:
  The lab assistant is (roll a d6)…
  1 – 2: …actually very skilled in his ﬁ eld; perhaps even more so than 
  their supervisor.
  3 – 4: …willing to do whatever it takes to get better at his role.
  5 – 6: …too loyal to her lab and is willing to lie and cheat for the lab 
  to succeed in its tasks.
  (16 – 21.A) Ignoramus
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Simply put, this person simply does not understand what is going 
  on in the realms of science.
  REFEREE’S INFORMATION:
  The ignoramus is (roll a d6)…
  1 – 2: …willing to go to blows over his lack of knowledge; it is just 
  too frustrating for him.
  3 – 4: …a pest when he does not understand something; which is 
  most of the time.
  
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  74
  5: …not going to ever quite ‘get it’ and will just get in the way of 
  those who do.
  6: …not stupid at all. He simply does not want to understand the 
  science behind things.
  REFEREE’S INFORMATION:
  The project overseer is (roll a d6)…
  1 – 2: …not going to give an inch when it comes to his opinions.
  3 – 4: …actually unskilled in the project’s ﬁ eld and was sent to 
  oversee the project as a clerical error.
  5 – 6: …willing to report even the tiniest of errors to the project’s 
  investors.
  (22 – 23.P) Patent Clerk
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  In the scientiﬁ c world of invention, no one has more power than 
  the patent clerk. This low-paid paper pusher is the individual reason 
  why one project’s results can go on to become the biggest thing in 
  the galaxy and others will fade into obscurity.
  REFEREE’S INFORMATION:
  The patent clerk is (roll a d6)…
  1 – 2: …willing to accept friendly bribes.
  3 – 4: …looking to help out a friend by pushing his ideas through the 
  patent process faster.
  5 – 6: …loose-lipped about the nature of projects that are through the 
  initial patenting process, making for good trade information.
  (24 – 25.A) Intern
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  In the cutthroat world of job-hunting, this post-graduate student 
  has fought long and hard for his internship. There is little he will not 
  do to turn it into a real job.
  REFEREE’S INFORMATION:
  The intern is (roll a d6)…
  1 – 2: …valedictorian of his class and is not hesitant to explain why 
  that is important.
  3 – 4: …ruthless to his fellow interns and colleagues.
  5: …not against using blackmail and threats to get one up on his 
  competition.
  6: …willing to kill for a job opportunity.
  (24 – 25.P) Document Manager
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This clerical aide is surprisingly one of the most treasured people 
  in the research storage department. If it is a data ﬁ le, docket, fax or 
  communiqué it is up to this ofﬁ ce administrator to organise, ﬁ nd 
  or lose it.
  (16 – 21.P) Government Aide
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This appointed service person has been at least adequately trained in 
  a particular scientiﬁ c ﬁ eld and has been assigned by the government 
  to aid a speciﬁ c project in that ﬁ eld.
  REFEREE’S INFORMATION:
  The government aide is (roll a d6)…
  1 – 2: …willing to play the assistant to one of the characters.
  3 – 4: …ﬁ lled with good ideas about the project but requires others 
  to help implement them.
  5 – 6: …actually on a governmental recruiting mission and wants 
  one of the characters for his team.
  (22 – 23.A) Project Overseer
  Required Skills: Science 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When an outside client or agency sends this person to an ongoing 
  scientiﬁ c project they mean for him to manage and judge every piece 
  of it along the way. He is not there to help; merely to ‘supervise’.
  
  UPPER-CLASS PATRONS
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  75
  REFEREE’S INFORMATION:
  The document manager is (roll a d6)…
  1 – 2: …capable of ‘misplacing’ an important ﬁ le for their friends.
  3 – 4: …well-informed on the ﬁ les in his storage facility from long 
  hours and bored reading.
  5 – 6: …off duty for the evening but still has a ﬁ le in his possession 
  – the one that could help the characters with their mission.
  (26 – 31.A) Expedition Labourer
  Required Skills: None 
   
     Required Equipment: Ship
  PLAYER’S INFORMATION:
  Stereotypically the scientiﬁ c minds that go on long expeditions are 
  too occupied or less physically inclined to do much in the way of the 
  heavy lifting and grunt work. People like this muscled labourer make 
  up for this lacking. 
  REFEREE’S INFORMATION:
  The expedition labourer is (roll a d6)…
  1 – 2: …intimidating and rude to the scientists he is working with 
  or for.
  3 – 4: …a dullard that would rather punch or stab at anything he 
  does not understand.
  5 – 6: …currently bribed by a competing expedition to make his 
  current employment a failure.
  (26 – 31.P) Alien Benefactor
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This interested alien wants to help a scientiﬁ c project in whatever ways 
  he can; whether through funding, additional theorists and workers or 
  perhaps a direct hands-on approach of help if he is capable.
  REFEREE’S INFORMATION:
  The alien benefactor is (roll a d6)…
  1 – 2: …extremely well-connected in the military as well as his 
  government.
  3 – 4: …independently wealthy, has access to a private scientiﬁ c 
  landing yacht and wants the characters to perform a project 
  for him.
  5: …being ordered to offer help from an even higher power in his 
  culture.
  6: …an utter mystery and will not explain why he is helping until after 
  the project is ﬁ nished.
  (32 – 33.A) Experiment
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Worked on by scientists and medical specialists in some way, this 
  adjusted individual has a serious degree of dislike for the scholarly 
  ﬁ elds of study because of what was done to him.
  REFEREE’S INFORMATION:
  The experiment is (roll a d6)…
  1 – 2: …genetically augmented to be preternatural and unfortunately 
  physically hideous.
  3 – 4: …an unwilling test subject for a chemical stimulant that has 
  shortened his lifespan by 75%.
  5 – 6: …looking for revenge for the processes that he was subjected 
  to, willing or not.
  (32 – 33.P) Expedition Pilot
  Required Skills: None 
   
     Required Equipment: Ship
  PLAYER’S INFORMATION:
  This landing shuttle pilot is used to the demanding locations that he 
  is required to set his yacht down on and he has no problems trying 
  to set down anywhere as long as the pay is good enough.
  REFEREE’S INFORMATION:
  The expedition pilot is (roll a d6)…
  1 – 2: …a scientist in training and is always looking for hints and tips 
  during an expedition.
  3 – 4: …willing to help out as extra manpower while landed; it gets 
  boring inside the yacht for long hours.
  5 – 6: …ex-navy and very skilled behind the yoke of the ship and 
  behind the trigger of a gun.
  
  UPPER-CLASS PATRONS
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  76
  (34 – 35.A) Field Specialist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Truthfully believing that he knows the most there is to know in 
  his chosen ﬁ eld, this scientiﬁ c specialist refuses to believe anyone 
  else’s theories or trust anyone else’s studies – if it is not his work, 
  he simply disregards it.
  REFEREE’S INFORMATION:
  The ﬁ eld specialist is (roll a d6)…
  1 – 2: …a pompous, self-aggrandising and self-righteous scientist 
  that is more trouble than he is worth.
  3 – 4: …actually not as good as he thinks he is.
  5: …trying to usurp control of the scientiﬁ c project by any means 
  necessary.
  6: …not really ready to work with the current project but will try 
  anyway.
  (34 – 35.P) Favoured Professor
  Required Skills: Science 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is one of the most memorable people from a character’s days 
  at the university or academy and is always happy to hear from old 
  students of theirs that have made something of themselves.
  REFEREE’S INFORMATION:
  The favoured professor is (roll a d6)…
  1 – 2: …retired from the school but still practices and experiments 
  in his own time.
  3 – 4: …still teaching; he is also looking for ex-students to come and 
  speak to his classes.
  5 – 6: …looking for someone to test his classroom theories out in 
  the real worlds of the galaxy.
  (36 – 41.A) Dean of Students
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  In charge of the student bodies of his academy or university, the 
  dean of students does not often have much time to spare for 
  random meetings or alumni coming to visit.
  REFEREE’S INFORMATION:
  The dean of students is (roll a d6)…
  1 – 2: …on a fund drive for tuition costs and will not take ‘no’ for an 
  answer.
  3 – 4: …in need of a good patsy for some missing personnel ﬁ les.
  5 – 6: …so busy with scholastic dealings that he cannot be ‘bothered’ 
  with non-university meetings.
  (36 – 41.P) Bionicist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The study of true bionics – the step beyond basic cybernetic implants 
  – is a dangerous and cutting edge ﬁ eld. This scientist is specialised 
  in the theories and invention processes of hopefully making bionic 
  augmentation possible.
  REFEREE’S INFORMATION:
  The bionicist is (roll a d6)…
  1 – 2: …tight-lipped on his current projects but is interested in any 
  existing implants the characters might have.
  3 – 4: …ready to discuss what he is working on with close friends; 
  it is classiﬁ ed as military intelligence information but he knows 
  the characters can be trusted.
  5: …testing the characters to see if they might have some ideas for 
  new bionic augmentations to invent.
  6: …looking for someone to volunteer to test out his new bionic 
  augmentation.
  
  UPPER-CLASS PATRONS
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  77
  (42 – 43.A) Counter-theorist
  Required Skills: Science 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This dour and cynical scientist seems to only enjoy the discussion of 
  scientiﬁ c avenues when he can play the devil’s advocate. No matter 
  what is considered the current theory, he has something to say in 
  order to dispel it.
  REFEREE’S INFORMATION:
  The counter-theorist is (roll a d6)…
  1 – 2: …a darkly humoured man that is the equivalent of a 
  conversational sadist.
  3 – 4: …not currently employed on a project; which is why he 
  disagrees with everyone all of the time.
  5 – 6: …just trying to make himself look better by foiling everyone 
  else’s theories.
  (42 – 43.P) Medical Student
  Required Skills: Medic  
   
    Required Equipment: None
  PLAYER’S INFORMATION:
  Eager to ﬁ nd a job at a good medical facility, this student of the 
  medical arts is very capable and learned in how to heal people using 
  the modern sciences. He cannot administer aid ofﬁ cially but is still 
  tremendously useful to have around in case of emergency.
  REFEREE’S INFORMATION:
  The medical student is (roll a d6)…
  1 – 2: …about to graduate into their medical residency and will soon 
  need a ride to wherever that may be.
  3 – 4: …always willing to give a hand with minor injuries and niggling 
  illnesses.
  5 – 6: …looking for a freelance position with a ship’s crew when he 
  graduates.
  (44 – 45.A) Lab Researcher
  Required Skills: None 
          Required Equipment: Lab Facility
  PLAYER’S INFORMATION:
  Stuck in a lab when his colleagues are out on scientiﬁ c expeditions, 
  this jealous scientist is forced to work in an enclosed environment 
  for long hours and few freedoms. He would give just about anything 
  to get out into the ﬁ eld where ‘the action’ is.
  REFEREE’S INFORMATION:
  The lab researcher is (roll a d6)…
  1 – 2: …manipulating one ﬁ eld researcher’s data to be faulty, trying 
  to get them ﬁ red so he can replace them.
  3 – 4: …at the end of his patience from ﬁ ve consecutive double-
  shifts in the lab.
  5 – 6: …going to do something drastic for some time off from the 
  lab, up to an including causing a laboratory ‘accident’ to shut 
  the doors for a week or so.
  (44 – 45.P) Samples Clerk
  Required Skills: Persuade 
   
             Required Equipment:
    
   
   
   
             Scientiﬁ c Sample(s)
  PLAYER’S INFORMATION:
  The careful storing and organising of the biological and elemental 
  samples taken by research gatherers falls on this vigilant ofﬁ ce clerk 
  to maintain. It is his responsibility to keep scientiﬁ c samples from 
  getting mixed up or contaminated, thereby safekeeping the entire 
  scientiﬁ c project.
  REFEREE’S INFORMATION:
  The samples clerk is (roll a d6)…
  1 – 2: …truthful and honest in his job and will not be subject to 
  bribery.
  3 – 4: …aware of certain other clerks that make sloppy mistakes in 
  cataloguing; he would chastise them for such shoddy work – if 
  he could catch them in the act.
  5: …going on a trip to deliver some samples to a ﬁ eld facility and 
  needs a good escort to protect them.
  6: …willing to discuss the sorts of things that his facility is storing 
  with his friends, giving them foreknowledge as to what is being 
  studied.
  (46 – 51.A) Storage Security
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This hired security agent took his job at the scientiﬁ c storage facility 
  in order to enjoy an uneventful shift, which might enable him to catch 
  some extra sleep when no one is looking but he never realised how 
  many checks and re-checks his employers would require of him!
  REFEREE’S INFORMATION:
  The storage security is (roll a d6)…
  1 – 2: …lazy and careless, making the facility easy to break into and 
  possibly rob.
  3 – 4: …only going to keep the job for a few more days.
  5 – 6: …stealing a few things at the end of each shift to sell on the 
  black market.
  (46 – 51.P) School Buddy
  Required Skills: Carouse 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  It could be months or even years since anyone has seen this familiar 
  face but he was one of the character’s best friends back in school. 
  
  UPPER-CLASS PATRONS
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  78
  REFEREE’S INFORMATION:
  The school buddy is (roll a d6)…
  1 – 2: …in a little bit of trouble and needs a hand getting off planet.
  3: …always willing to help his old friends if he can.
  4: …an expert in his ﬁ eld; which could help with the characters’ 
  current mission.
  5: …looking for a few friendly faces to pal around with for a few days 
  until his transport leaves.
  6: …on an important journey for a common ally.
  (52 – 53.A) Metascientist
  Required Skills: Science 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The study of so-called ‘metascience’ is far-fetched, highly theoretical 
  and a few logical leaps away from saying that magic is real and gods 
  are just new elements in their periodic table. This staunch believer 
  in metascience is all for its study, ridiculous as it may seem. 
  REFEREE’S INFORMATION:
  The metascientist is (roll a d6)…
  1 – 2: …a ﬁ rm believer that magic and science are the same thing 
  and that he will soon discover the ability to create energy from 
  nothingness like ‘the mages of old’.
  3 – 4: …looking to disprove a locally renowned scientist using his 
  metascientiﬁ c theories.
  5 – 6: …nearly a fanatic about his belief in the existence of other 
  dimensions and ‘scientiﬁ c deities’.
  (52 – 53.P) Cyber-Doc
  Required Skills: None       Required Equipment: Combat Implant(s)
  PLAYER’S INFORMATION:
  This skilled medical professional specialises in the addition, 
  maintenance and potential removal of combat implants. He is good 
  at what he does and has been cited several times as being a leader 
  in his ﬁ eld.
  REFEREE’S INFORMATION:
  The cyber-doc is (roll a d6)…
  1 – 2: …willing to add ‘outside’ (not purchased from his facility) 
  cybernetics to those who can pay his fees.
  3 – 4: …advertising group rates on implant repair and 
  augmentation.
  5: …capable of swapping implants between characters relatively 
  painlessly and with only half the normal recuperation time.
  6: …in need of a volunteer to test the newly ﬁ nished combat implant 
  that he designed himself; he needs ﬁ eld testers in order to get 
  the patent ﬁ nalised.
  (54 – 55.A) Xenotech Supremacist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The use of alien technology in common cultures, called ‘xenotech’ 
  by researchers and labellers, can be somewhat invigorating for 
  those who do not possess much nationalism or patriotism toward 
  their own species. This radically-minded user of xenotech believes 
  that nothing else will do.
  REFEREE’S INFORMATION:
  The xenotech supremacist is (roll a d6)…
  1 – 2: …always packing a xenotech weapon and itching to demonstrate 
  its superiority.
  3 – 4: …a charismatic speaker, making it difﬁ cult to not agree with 
  what he says about his own culture’s technological faults.
  5 – 6: …willing to go to extreme measures to try and stiﬂ e the growth 
  of local technologies.
  (54 – 55.P) Weapon Researcher
  Required Skills: None   Required Equipment: Some kind of Weapon
  PLAYER’S INFORMATION:
  This devoted specialist in weapon and military technology is a good 
  friend to have, especially if he can be kept close enough to share his 
  newest and greatest breakthroughs. 
  REFEREE’S INFORMATION:
  The weapon researcher is (roll a d6)…
  1 – 2: …looking for some good weapon ideas to implement in his 
  next seasonal project.
  3 – 4: …willing to go on a ﬁ eld test of his latest devices with the 
  characters, so long as they keep it regimented and scientiﬁ c.
  5 – 6: …ready to sell a few off-the-books prototypes to his friends, 
  so long as they make sure to give him detailed reports on how 
  they work.
  (56 – 61.A) Back-Alley Butcher
  Required Skills: Medic 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When someone is low on credits and has nothing to barter but still 
  needs a doctor for something they feel is important, they can go to 
  this unlicensed practitioner. He is cheap and does not ask too many 
  questions but that makes him dangerous and ultimately illegal.
  REFEREE’S INFORMATION:
  The back-alley butcher is (roll a d6)…
  1 – 2: …not even a very good medic who has a long list of operating 
  table casualties.
  
  UPPER-CLASS PATRONS
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  79
  3 – 4: …selling ‘recently used’ combat implants cheaply but does 
  not warranty the implantation operation or the device itself in 
  any way.
  5 – 6: …addicted to medical painkillers and always has a 50% chance 
  of being too intoxicated to function.
  (56 – 61.P) Chief of Medicine
  Required Skills: Medic 
   Required Equipment: Medical Facility
  PLAYER’S INFORMATION:
  This is the absolute head of medical sciences at the local medical 
  facility. He makes sure that all of the doctors, nurses and assistants 
  remain skilled and schooled in the latest medical practices; as well 
  as serving as a doctor himself.
  REFEREE’S INFORMATION:
  The chief of medicine is (roll a d6)…
  1 – 2: …a busy man but can ﬁ nd time to talk to the characters about 
  medical procedures.
  3 – 4: …always looking for new staff residents that can handle the 
  workload.
  5: …in need of an escort for an important delivery from a neighbouring 
  facility to his.
  6: …not only in charge of the medical facility but also of the 
  government testing labs hidden in the sub-basements.
  (62 – 63.A) Research Thief 
  Required Skills: None  
            Required Equipment: Acquired 
   
   
   
            Scientiﬁ c Data
  PLAYER’S INFORMATION:
  There are fewer people in the scientiﬁ c industry that are fouler than 
  those who would steal others’ hard work and research for their 
  own projects. This shady individual searches for and takes other 
  scientists’ collected data or samples and then uses them for their 
  own desires.
  REFEREE’S INFORMATION:
  The research thief is (roll a d6)…
  1 – 2: …actually not even a scientist; he just sells the research data 
  to other facilities.
  3 – 4: …too lazy to do his own research and ﬁ nished most of his 
  projects using stolen data.
  5 – 6: …not taking the data for anyone’s actual use; he merely does 
  not want the project he took it from to ever succeed.
  (62 – 63.P) Psionic Theorist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This open-minded scientist has chosen the blossoming ﬁ eld of 
  psionic study and theory as his ﬁ eld of interest. Although it is a 
  hard ‘science’ to put too much research into, it is deﬁ nitely one that 
  needs devoted minds to look into it. 
  REFEREE’S INFORMATION:
  The psionic theorist is (roll a d6)…
  1 – 2: …well funded by the local military programs seeking more 
  efﬁ cient psionists.
  3 – 4: …looking for a psionist to join up with for a case study in the 
  ﬁ eld.
  5: …searching for the link between psionic abilities and genetic 
  structures in his own species.
  6: …actually a powerful psionist himself. He just wants to understand 
  his gift better.
  
  UPPER-CLASS PATRONS
  UPPER-CLASS PATRONS
  UPPER-CLASS PATRONS
  80
  (64.A) Technophobe
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Terriﬁ ed of advanced technology, this person goes out of his way to 
  live a simple and technologically-free lifestyle.
  REFEREE’S INFORMATION:
  The technophobe is (roll a d6)…
  1 – 2: …ignorant and therefore afraid, of anything based in a higher 
  technology level than he is.
  3 – 4: …afraid that using technology will somehow cheapen his 
  natural ties to the environment around him.
  5 – 6: …an ex-scientist that saw how technology ‘ruin’ a culture, so 
  he ran from his work and now steers clear of it.
  (64.P) Grant Officer
  Required Skills: Persuade, Science 
   Required Equipment: None
  PLAYER’S INFORMATION:
  All scientiﬁ c projects, missions and expeditions require funding. 
  Some of this funding comes from private sources but most 
  comes from corporate entities or governmental agencies. They 
  give this money to facilities or ﬁ rms through agents like this one, 
  grant ofﬁ cers.
  REFEREE’S INFORMATION:
  The grant ofﬁ cer is (roll a d6)…
  1 – 2: …checking up on a lead he was given, seeing if his employers 
  might want to help fund a given project.
  3 – 4: …delivering the necessary forms to a scientiﬁ c facility so they 
  can request grant money from his employer. 
  5 – 6: …looking for a way to make sure the characters get the money 
  from the grant he represents.
  (65.A) Disproving Colleague
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This member of the scientiﬁ c community is sometimes called an 
  executioner behind his back. It is his training and responsibility to 
  try and punch holes in the theories and experiments of his team 
  mates. Although a necessary part of the team, it does not make him 
  well-liked.
  REFEREE’S INFORMATION:
  The disproving colleague is (roll a d6)…
  1 – 2: …too good at his job and the teams he is placed on seem to 
  never ﬁ nish a project before funding runs out.
  3 – 4: …a social outcast in the scientiﬁ c community because of how 
  much he enjoys disproving his colleagues’ hard work.
  5 – 6: …a condescending and callous person who is generally rude 
  and judgmental about his ﬁ ndings.
  (65.P) Government Project Leader
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  An unemployed scholar hopes every day that this well-dressed man 
  or someone like him walks through their door. He represents the 
  local government and he brings with him the potential of a very 
  lucrative opportunity. 
  REFEREE’S INFORMATION:
  The government project leader is (roll a d6)…
  1: …seeking an explanation of how his last expedition went missing 
  and is willing to pay handsomely for that information.
  2 – 5: …looking for a team to undergo a new scientiﬁ c expedition for 
  his government.
  6: …in need of a new crew to escort his science team into a hostile 
  area for research.
  (66.A) Religious Fanatic
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Sometimes the line between science and religion is thin, other times 
  it is not; this blindly faithful zealot believes it is the equivalent of the 
  battlements of a fortress under siege. He stands by the fact that 
  his religion is faultless and cannot be mistaken, especially in the 
  heretical light of modern sciences.
  REFEREE’S INFORMATION:
  The religious fanatic is (roll a d6)…
  1: …unwilling to even listen to anything that disputes his holy texts 
  and scriptures.
  2 – 4: …ready to gather his congregation and hold protests and 
  rallies against the upholders of science and scholarly thought if 
  it goes against his religious beliefs.
  
  UPPER-CLASS PATRONS
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  81
  5 – 6: …devoted enough in his faith to martyr himself to strike a blow 
  against scientiﬁ c sacrileges. 
  (66.P) Head of Field
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Ranked highest amongst all others in his chosen ﬁ eld of science 
  or scholarly studies, this learned person is often considered the 
  spoken law within it. If his experiments and theories have showed it 
  so, it is most likely that way factually and scientiﬁ cally.
  REFEREE’S INFORMATION:
  The head of ﬁ eld is (roll a d6)…
  1 – 2: …searching for a freelance team to help him with his latest 
  idea.
  3 – 4: …thinking about branching out into another ﬁ eld of science; 
  he needs one of the characters to help him decide which one.
  5: …interested in what the characters have been doing and has 
  something to add to their research or ﬁ ndings.
  6: …afraid he might have been terribly wrong about something 
  important and wants the characters to help him ﬁ nd that out.
  
  MIDDLE-CLASS PATRONS
  MIDDLE-CLASS PATRONS
  MIDDLE-CLASS PATRONS
  82
  MIDDLE-CLASS PATRONS
  MIDDLE-CLASS PATRONS
  There is a vast majority amongst the civilisations found in the Traveller universe that make up the middle-class. By deﬁ nition they assume 
  the main portion of the average population, which makes them sometimes seem less exciting than the other social groupings but that 
  simply is not so. There are dozens of interesting people that the average person can interact with; this chapter covers many of them.
  ENTERTAINER PATRON ENCOUNTERS
  Characters in the Entertainer career path are devoted to a life of making other people feel certain emotions. Some entertainers make people 
  laugh, others make them cry and still others make a living out of scaring their audience half to death. It can be a lucrative business venture 
  but it takes talent and individuality; two things that are sometimes scarce in the universe.
  Entertainer Patrons
  Entertainer Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Heckler
  Venue Owner
  12 – 13
  Supplies Broker
  Generous Admirer
  14 – 15
  Social Parasite
  Nuevo Artiste
  16 – 21
  Cultureless Brute
  Show Manager
  22 – 23
  Tour/Gallery Worker
  Public Relations Manager
  24 – 25
  Charmer
  Loyal Fan
  26 – 31
  Talent Judge
  Entertainment Reporter
  32 – 33
  Alien Stalker
  Award Committee Member
  34 – 35
  Popular Rival
  True Friend
  36 – 41
  Controversial Acquaintance
  Hotel Housekeeper
  42 – 43
  Displeased Audience Member
  Journalistic Spy
  44 – 45
  Cross-Booking
  Tour Partner
  46 – 51
  Exhibit Security
  Freelance Agent
  52 – 53
  Hotel Manager
  Transport Driver
  54 – 55
  Weird Artiste
  Camera Handler
  56 – 61
  Unforgiving Fan
  Top Story 
  62 – 63
  Askew Visionary
  New Fan
  64
  Media Critic
  Talent Scout
  65
  Malicious Peer
  Stable Director
  66
  Obsessed Fan
  Galactic Ultra-Celebrity
  (11.A) Heckler 
  Required Skills: Art (any) 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There is little in an entertainer’s life more frustrating and angering 
  than a vocal heckler in their audiences. This one is no exception to 
  that stereotype.
  REFEREE’S INFORMATION:
  The heckler is (roll a d6)…
  1 – 2: …not against using personal insults to get his distaste heard.
  3 – 4: …a friend of a rival and is only heckling because that rival 
  asked him to.
  5 – 6: …drunk and belligerent as well as loud and obnoxious.
  
  MIDDLE-CLASS PATRONS
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  83
  (11.P) Venue Owner
  Required Skills: Art (any), Persuade 
    Required Equipment: None
  PLAYER’S INFORMATION:
  Entertainers of all varieties know that they must perform in their 
  chosen art in order to be considered successful. This requires the 
  wheeling and dealing of owners of venues, just like this person.
  REFEREE’S INFORMATION:
  The venue owner is (roll a d6)…
  1 – 2: …looking for an emergency ﬁ ll for a hole in his weekend 
  schedule.
  3 – 4: …a friend of a friend who wants to help out in whatever way 
  he can.
  5 – 6: …in need of a good face for his grand opening; the characters 
  will need to ‘wow’ him.
  (12 – 13.A) Supplies Broker
  Required Skills: None 
   
   Required Equipment: None
  PLAYER’S INFORMATION:
  Whether an emergency broadcast reporter or a sculptor of titanium-
  veined marble, every artiste needs supplies to do their job. This 
  proﬁ teering businessman knows that and also knows how to take 
  advantage of it.
  REFEREE’S INFORMATION:
  The supplies broker is (roll a d6)…
  1 – 2: …low on all resources due to a pirate attack on his last 
  shipment, making him very difﬁ cult to work with or for.
  3 – 4: …not willing to budge on any prices because he claims that 
  everything is ‘low on stock’.
  5: …embezzling from his own supply company, prompting him to 
  raise prices to make a bigger cut.
  6: … verbally prejudiced against whatever type of entertainment the 
  characters are having him supply.
  (12 – 13.P) Generous Admirer
  Required Skills: None 
   
   Required Equipment: None
  PLAYER’S INFORMATION:
  This loyal fan of one of the characters has a deep and powerful 
  admiration not just for their work but also for their person. This 
  affection goes so deep that he often sends gifts to the character.
  REFEREE’S INFORMATION:
  The generous admirer is (roll a d6)…
  1 – 2: …sending several hundred credits worth of frivolous gifts to 
  one of the characters.
  3 – 4: …brave enough to come forward and try to have a conversation 
  or social interaction with the character.
  5 – 6: …truly smitten by the character.
  (14 – 15.A) Social Parasite
  Required Skills: Carouse 
   
   Required Equipment: None
  PLAYER’S INFORMATION:
  Like sharks that have remoras clinging to them, sucking up the 
  tiny food bits missed by the enormous predator, this manipulative 
  tagalong nabs the tiny social leavings of greater social events.
  REFEREE’S INFORMATION:
  The social parasite is (roll a d6)…
  1 – 2: …looking for a new person to try to ride their social wake.
  3 – 4: …actually an informant for a ring of thieves; he goes to social 
  events to make note of who should be robbed later.
  5 – 6: …damaging to anyone’s social status that he attaches himself 
  to.
  (14 – 15.P) Nuevo Artiste
  Required Skills: None 
   
   Required Equipment: None
  PLAYER’S INFORMATION:
  The entertainment business is extremely incestuous, with many 
  branches of art and talent mixing liberally with one another. This 
  person is a brand new face in the scene, which is always a fresh and 
  good thing.
  REFEREE’S INFORMATION:
  The Nuevo artiste is (roll a d6)…
  1 – 2: …a practitioner of a mundane entertainment form.
  3 – 4: …a practitioner of an alien art form that might be considered 
  dangerous to his species.
  5: … a practitioner of a mundane entertainment form but he does it 
  in a way never seen before.
  6: …the ﬁ rst of his kind in entertainment form and personality.
  (16 – 21.A) Cultureless Brute
  Required Skills: Art (any) 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Some people do not understand or enjoy the ﬁ ne arts and this dim 
  witted, muscle bound thug is one of them. He cannot see why people 
  look at art, nor does he understand why the news is important. He is 
  thick-skulled and short-tempered.
  REFEREE’S INFORMATION:
  The cultureless brute is (roll a d6)…
  1 – 2: …only entertained by slapstick humour or when watching 
  other people get hurt.
  3 – 4: …both verbally and physically abusive when agitated.
  
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  84
  5 – 6: …not necessarily stupid or ignorant, he simply despises the 
  idea of being immersed in art.
  (16 – 21.P) Show Manager
  Required Skills: Art (any) 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This charismatic yet demanding professional makes it his life to 
  arrange and organise entertainers for public shows, thereby making 
  him every entertainer’s closest ally when performing.
  REFEREE’S INFORMATION:
  The show manager is (roll a d6)…
  1 – 2: …also a professional headhunter for a small talent ﬁ rm.
  3 – 4: …always wearing a smile and never seems to have a bad thing 
  to say about anyone performing in his shows.
  5 – 6: …a harsh but fair taskmaster but his shows are some of the 
  best in the industry.
  (22 – 23.A) Tour/Gallery Worker
  Required Skills: Art (any) 
     Required Equipment: Gallery/Venue
  PLAYER’S INFORMATION:
  There is a lot of work that goes into an entertainer’s tour and/or 
  gallery exhibit. The hard-working labourers that have to push, pull, 
  adjust and joist all of the various pieces of each one can tend to 
  get a little grumpy with the arrogant types that often take their 
  work for granted.
  REFEREE’S INFORMATION:
  The tour/gallery worker is (roll a d6)…
  1 – 2: …tired of being ignored by the management. Maybe if he 
  breaks a few expensive things the workers will get some respect 
  too.
  3 – 4: …stealing small pieces of art or trinkets from the tour whenever 
  he can.
  5 – 6: …going to quit his job but not before spectacularly ruining a 
  show.
  (22 – 23.P) Public Relations Manager
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  An entertainer’s life revolves around how the public feels about him 
  and this helpful and often stressed individual tries to make the best 
  out of every situation in that regards.
  REFEREE’S INFORMATION:
  The public relations manager is (roll a d6)…
  1 – 2: …scheduling a charity event for one of the characters to ‘put 
  forth a caring image’.
  3 – 4: …always on the lookout for the perfect photo opportunity to 
  ‘leak’ to the press.
  5: …not employed at the moment but is looking for an entertainer 
  to work for.
  6: …not above staging an event to make his client look good.
  (24 – 25.A) Charmer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This attractive and smooth-talking young socialite has an 
  uncanny knack for convincing others to do whatever he feels is 
  the right course of action at the time, even if it might hurt their 
  reputation afterwards.
  REFEREE’S INFORMATION:
  The charmer is (roll a d6)…
  1 – 2: …a true user and will ﬁ nd something that he wants from the 
  characters and do his best to talk them out of it.
  3 – 4: …a publicity hound, using his silver tongue to get his face next 
  to celebrities and media personalities.
  5 – 6: …selﬁ sh beyond reasoning. He will do anything to get his way 
  and woe is the person who can resist him.
  (24 – 25.P) Loyal Fan
  Required Skills: Art (any) 
   
  Required Equipment: None
  
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  85
  PLAYER’S INFORMATION:
  The life of an entertainer revolves around the fans, so earning one 
  like this one is a true prize. This person would follow their favoured 
  entertainer for weeks at a time if they could.
  REFEREE’S INFORMATION:
  The loyal fan is (roll a d6)…
  1 – 2: …willing to go on errands for the character that they are loyal 
  to.
  3 – 4: …free publicity and advertising wherever they go due to t-
  shirts and word of mouth.
  5 – 6: …ready to perform nearly any act on behalf of the entertainer.
  (26 – 31.A) Talent Judge
  Required Skills: Art (any), Persuade 
    Required Equipment: None
  PLAYER’S INFORMATION:
  There are some professional roles that seem to only ever be ﬁ lled 
  by the most callous and condescending people in the industry; 
  professional talent judges tend to have that stigma. This judge 
  enjoys his job, especially when it crushes the dreams of a hopeful 
  young artist.
  REFEREE’S INFORMATION:
  The talent judge is (roll a d6)…
  1 – 2: …undeniably mean when giving his opinions about someone’s 
  work.
  3 – 4: …additionally bitter when judging because of his own lack of 
  true talent.
  5 – 6: …looking for someone’s work to make a verbal example of, 
  hopefully ‘weeding out’ the rest of the undesirables for the next 
  contest.
  (26 – 31.P) Entertainment Reporter
  Required Skills: Art (any) 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This media reporter is focussed solely on the world of entertainment 
  and art. As an entertainer himself, he knows what kind of venues 
  and shows the people want to hear about.
  REFEREE’S INFORMATION:
  The entertainment reporter is (roll a d6)…
  1 – 2: …looking for the next big story to make the headlines.
  3 – 4: …an old friend of the characters and only just got the job with 
  the entertainment periodical.
  5 – 6: …doing a piece on one of the characters, meaning that they 
  will be a central part of his story.
  (32 – 33.A) Alien Stalker
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This member of an alien species managed to see one of the 
  characters perform in some show or gallery somewhere and has 
  been obsessed with them ever since. He travels great distances just 
  to watch the character, which can get rather unsettling.
  
  MIDDLE-CLASS PATRONS
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  86
  REFEREE’S INFORMATION:
  The alien stalker is (roll a d6)…
  1 – 2: …a true fan of their work and is following the character to see 
  more of it.
  3 – 4: …extremely jealous of the character but shows it through 
  constant watching and appraisal.
  5: …always around when the character does not want them to be.
  6: …not going to be ignored, even it means violent measures.
  (32 – 33.P) Award Committee Member
  Required Skills: Art (any) 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There are many different prestigious awards that an entertainer can 
  win in their ﬁ eld on the merit of their works and it is this man’s job 
  to decide which ones win and which ones must try again later.
  REFEREE’S INFORMATION:
  The award committee member is (roll a d6)…
  1 – 2: …truly neutral in his ﬁ ndings; he cannot be bribed or 
  intimidated.
  3 – 4: …a lover of speciﬁ cally one type of art and can likely be swayed 
  towards items of that style.
  5 – 6: …aware how important his decision is to every entertainer, so 
  he is open to ﬁ nancial negotiations to acquire his committee 
  votes.
  (34 – 35.A) Popular Rival
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is one of the character’s old rivals from their early years in 
  the entertainment industry. Since that time he has gotten quite 
  popular in their ﬁ eld and enjoys rubbing his success in the 
  characters’ faces.
  REFEREE’S INFORMATION:
  The popular rival is (roll a d6)…
  1 – 2: …actually very talented, making it even harder to compete 
  against him.
  3 – 4: …riskily trying to out do the character he is rivals with, making 
  room for a social counter-attack.
  5 – 6: …not terrible good at his chosen art form but he has an 
  excellent manager and public relations employee.
  (34 – 35.P) True Friend
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  No matter how famous an entertainer might get on an inter-galactic 
  scale, there will always be a few good and true friends that have 
  been there from the beginning.
  REFEREE’S INFORMATION:
  The true friend is (roll a d6)…
  1 – 2: …looking for a good way to help the characters without getting 
  in their way.
  3 – 4: …willing to help them in their mission in any way he can, even 
  if it means travelling with them.
  5 – 6: …on the trail of a veritable jackpot of cash and resources but 
  he needs a hand getting it gathered.
  (36 – 41.A) Controversial Acquaintance 
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This scandalous person has been involved in numerous media 
  debacles and unfavourable situations in the past and it seems that 
  anyone who spends time with him soon gathers a similar reputation.
  REFEREE’S INFORMATION:
  The controversial acquaintance is (roll a d6)…
  1 – 2: …trying to get in close with the characters for some reason.
  3 – 4: …always appearing at the same functions or venues as the 
  characters.
  5 – 6: …aware of his social stigmas and feels that he should use 
  them as weapons instead of trying to ﬁ x his reputation.
  (36 – 41.P) Hotel Housekeeper
  Required Skills: Persuade 
   
  Required Equipment: Hotel
  PLAYER’S INFORMATION:
  People who stay in hotels and other similar establishments while on 
  tour or transporting between missions may ﬁ nd it surprising how 
  much the housekeeping staff can learn about them. This innocuous 
  hotel employee knows much more than some might believe. 
  REFEREE’S INFORMATION:
  The hotel housekeeper is (roll a d6)…
  1 – 2: …very good at remembering speciﬁ c faces that come and go.
  3 – 4: …in possession of some very important information that was 
  left behind by the last celebrity guest.
  5: …habitually picking up personal items of hotel guests, especially 
  famous ones.
  6: …going to come forward about a crime she witnessed from down 
  the hall.
  (42 – 43.A) Displeased Audience Member
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  An entertainer cannot hope to please everyone all of the time and 
  sometimes they have to deal with a disgruntled audience attendee. 
  This person saw a show and was displeased enough by it that they 
  just have to say something.
  MIDDLE-CLASS PATRONS
  MIDDLE-CLASS PATRONS
  
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  87
  REFEREE’S INFORMATION:
  The displeased audience member is (roll a d6)…
  1 – 2: …unhappy and wants some form of refund for his ‘lost time’.
  3 – 4: …mad enough about the experience that he wants to discuss 
  it with the entertainer, openly and preferably on some kind of 
  media outlet.
  5 – 6: …planning on making some kind of physical assault on the 
  entertainer.
  5 – 6: …blackmailing a very prominent ﬁ gure in the local art 
  community; he could be persuaded to help a budding 
  entertainer or journalist to stop the blackmail.
  (44 – 45.A) Cross-Booking
  Required Skills: None 
    Required Equipment: Gallery/Venue
  PLAYER’S INFORMATION:
  Although it does not happen terribly often, sometimes a show is 
  double-booked and someone has to get pushed off until next time. 
  This time it was this unhappy entertainer that got bumped by one 
  of the characters. 
  REFEREE’S INFORMATION:
  The cross-booking is (roll a d6)…
  1 – 2: …going to hide in the audience and heckle.
  3 – 4: …likely to make their displeasure known verbally at ﬁ rst but 
  perhaps through other schemes later.
  5 – 6: …mad enough to try and sabotage the whole event over 
  getting bumped.
  (44 – 45.P) Tour Partner
  Required Skills: Art (any) 
            Required Equipment: Transport
  PLAYER’S INFORMATION:
  This fellow entertainer is on the same art tour as the characters and 
  is performing all of the same venues as they are. He is talented and 
  easy to get along with – a good combination when stuck for several 
  weeks together in a tour transport.
  REFEREE’S INFORMATION:
  The tour partner is (roll a d6)…
  1 – 2: …new to the industry and wants to learn from the characters.
  3 – 4: …an enjoyable person to be around, making the tour an easy 
  affair.
  5: …looking for a more permanent partner for his more domestic 
  shows.
  6: …independently wealthy and willing to fund another tour when 
  the current one ends.
  (46 – 51.A) Exhibit Security
  Required Skills: None 
                 Required Equipment: Gallery
  PLAYER’S INFORMATION:
  Few security agents want to walk around and protect a collection of 
  paintings or sculptures but those like this slightly overweight guard 
  take whatever work they can get. Even looking after a bunch of high-
  priced baubles is better than being unemployed.
  REFEREE’S INFORMATION:
  The exhibit security is (roll a d6)…
  1 – 2: …careless concerning how the exhibit pieces are treated.
  (42 – 43.P) Journalistic Spy
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This cunning information gatherer is a spy for journalists and 
  paparazzi, telling them all the best secrets they have uncovered in 
  their eavesdropping and clever scheming. Making friends with him 
  can open up a lot of doors in certain circles.
  REFEREE’S INFORMATION:
  The journalistic spy is (roll a d6)…
  1 – 2: …on to a great lead about a local club owner. Such information 
  could be invaluable for getting past the door security.
  3 – 4: …paying for any hints or tips about what is going on with 
  something secret that the characters are involved in.
  
  MIDDLE-CLASS PATRONS
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  88
  3 – 4: …barely awake when he does his rounds, making it easy to 
  break in and steal from the gallery.
  5 – 6: …only doing the job for the money, which means he is highly 
  susceptible to taking bribes.
  (46 – 51.P) Freelance Agent
  Required Skills: Art (any) 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Entertainers often get attached to agents in order to best arrange 
  shows and venues. This particular agent is currently without a client, 
  a perfect chance for a budding entertainer.
  REFEREE’S INFORMATION:
  The freelance agent is (roll a d6)…
  1 – 2: …looking for a speciﬁ c style in his clients, which he is willing 
  to pay for.
  3 – 4: …already ready to sign a show but his original client backed 
  out and now he is left talent-less.
  5 – 6: …famous for his former clientele.
  (52 – 53.A) Hotel Manager
  Required Skills: None 
   
  Required Equipment: Hotel
  PLAYER’S INFORMATION:
  It is unfortunate but true that most famous entertainers that come 
  and go in public hotels often leave the place a shambles from late 
  night partying. This member of hotel management has seen it all 
  too many times.
  REFEREE’S INFORMATION:
  The hotel manager is (roll a d6)…
  1 – 2: …not going to wait to charge the characters for room damages; 
  he wants a sizeable deposit up front for the room.
  3 – 4: …wary of the characters and seems to always be spying on 
  their activities within the hotel grounds.
  5 – 6: …not above kicking even famous celebrities out of his hotel if 
  things get out of hand, a subjective deﬁ nition at best.
  (52 – 53.P) Transport Driver
  Required Skills: None  
            Required Equipment: Transport
  PLAYER’S INFORMATION:
  When travelling the galaxy, especially on tour, an entertainer must 
  be sure he gets to his shows on time and preferably well-rested and 
  ready to work. Trained drivers such as this one help in this regard 
  and make for good companions on long trips.
  REFEREE’S INFORMATION:
  The transport driver is (roll a d6)…
  1 – 2: …a safe but rather slow driver.
  3 – 4: …always looking to socialise with the people that he is ferrying 
  around, especially if they are famous.
  5 – 6: …aware of every shortcut that does not appear on the map or 
  so he makes it seem.
  (54 – 55.A) Weird Artiste
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This eccentric and strange artiste is why other artistes and 
  entertainers are often cast in a light that makes people think they 
  are abnormal. He is odd in looks, behaviour and performance. 
  Everything this person does seems to raise eyebrows somewhere 
  in the galaxy.
  REFEREE’S INFORMATION:
  The weird artiste is (roll a d6)…
  1 – 2: …putting on an elaborate act to drum up fans. Weird fans but 
  fans nonetheless.
  3 – 4: …on some heavy narcotics that are to blame for much of his 
  strangeness.
  5: …following a set of ancient writings or scripture that he believes to 
  be the laws of the universe. All other ways of acting are ﬂ awed 
  because they do not follow ‘the true path’.
  6: …actually and truly insane. He requires medication that he refuses 
  to take because it ‘stiﬂ es his creativity’.
  (54 – 55.P) Camera Handler
  Required Skills: None 
               Required Equipment: Camera
  PLAYER’S INFORMATION:
  Although many high tech societies use gyroscopic grav-cams that 
  auto track and focus as they ﬂ y through the air around the entertainer, 
  this person is one of the old fashioned behind-the-camera types that 
  enjoys being in charge of the photographic portion of the show.
  REFEREE’S INFORMATION:
  The camera handler is (roll a d6)…
  1 – 2: …talented and out of work. He comes with his own equipment 
  and enjoys working in the entertainment industry.
  3 – 4: …working for a different entertainer at the moment and enjoys 
  spreading gossip and stories about them.
  5 – 6: …in possession of an important clip of ﬁ lm that could be 
  worth a lot of money to the right buyer.
  (56 – 61.A) Unforgiving Fan
  Required Skills: Art (any) 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  To some, an entertainer’s style of how they present their art is 
  sacrosanct. Even the artiste himself cannot change it, as far as 
  they are concerned. This fan has seen some minor change or 
  difference in their favoured entertainer and now he has turned his 
  love into hatred.
  
  MIDDLE-CLASS PATRONS
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  89
  REFEREE’S INFORMATION:
  The unforgiving fan is (roll a d6)…
  1 – 2: …boycotting all of the entertainer’s goods and shows.
  3 – 4: …starting an advertising ring or public forum about how much 
  the ‘new’ entertainer is inferior to the ‘old’ one.
  5: …actually showing up to the entertainer’s events to cause 
  problems for attendees.
  6: …planning to deal with the ‘new’ entertainer with deadly force.
  wants to use the characters to rekindle the media heat, so to 
  speak.
  (62 – 63.A) Askew Visionary 
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Some entertainers have vision; others have a drive to see that 
  vision through to the end. This visionary has both – but he also 
  unfortunately has a much tilted view of the worlds and what his 
  vision’s completion will actually mean.
  REFEREE’S INFORMATION:
  The askew visionary is (roll a d6)…
  1 – 2: …trying to immortalise his work by making a huge and public 
  crime out of it.
  3 – 4: …building a monument to a local war criminal out of the 
  headstones of those he slaughtered.
  5 – 6: …going to try to turn a grisly mass murder into a work of art.
  (62 – 63.P) New Fan
  Required Skills: Art (any) 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  It is the goal of all entertainers not just to entertain but to hopefully 
  attract true fans that will keep their work circulating. This is one of 
  those special people who can call themselves a fan, if only for just 
  the last few weeks.
  REFEREE’S INFORMATION:
  The new fan is (roll a d6)…
  1 – 2: …completely new to the entertainer’s work and is really 
  enjoying it.
  3 – 4: …wealthy and ready to make a contribution of some kind to 
  the entertainer’s tour or show assets.
  5 – 6: …an important member of the local social structure and will 
  bring the entertainer’s works to many new people in the days 
  to come.
  (64.A) Media Critic
  Required Skills: Art (any) 
    Required Equipment: Gallery/Venue
  PLAYER’S INFORMATION:
  It is this reporter’s job to scrutinise and pass judgement on the 
  entertainment industry as a whole. His employer wants people to 
  read his column or watch his show, so it means he will likely need 
  to use strong terms and harsh language when he otherwise might 
  have just said ‘I liked it’.
  REFEREE’S INFORMATION:
  The media critic is (roll a d6)…
  1: …vehement about how much he disliked one of the character’s 
  shows or galleries. 
  (56 – 61.P) Top Story
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person’s face is currently gracing the cover of most 
  magazines and several media programs due to a recent 
  happening that pulled them into the limelight and made them 
  into a nearly household name.
  REFEREE’S INFORMATION:
  The top story is (roll a d6)…
  1 – 2: …a friend of the characters and has no idea why he has become 
  such a big thing of late.
  3 – 4: …being targeted by the media as a good cover up story to glaze 
  over darker headlines appearing deeper in their publications.
  5 – 6: …is on the downward slope of the fame of their story and 
  
  MIDDLE-CLASS PATRONS
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  90
  2 – 5: …lurking around taking notes and making everyone nervous. 
  Exactly who he works for or what he is writing is a nerve-
  wracking mystery.
  6: …sad that he has to write a scathing review of the character’s event 
  because he actually enjoyed it but knows that good reviews do 
  not get the numbers that the editor wants.
  (65.A) Malicious Peer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  It is a mean world within the scope of the entertainment industry 
  and few of people that the characters might call friends actually 
  deserve the nomenclature. This mean-spirited individual works 
  alongside one of the characters all of the time but he still carries a 
  horrible grudge against him.
  REFEREE’S INFORMATION:
  The malicious peer is (roll a d6)…
  1 – 2: …just looking to cause a little reputation damage to the 
  character, nothing more.
  3 – 4: …willing to sabotage sets, props and tools to try to cause 
  embarrassment or even harm to the character.
  5 – 6: …not above causing physical harm to the character, so long as 
  it gets him closer to ﬁ lling the character’s role.
  (65.P) Stable Director
  Required Skills: Art (any) 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There are several stables of like-minded entertainers out there – 
  actor’s guilds, painting circles and journalism unions to name but a 
  few. This person is the managing director for a stable of entertainers 
  that do the same thing as one of the characters, making him a useful 
  contact even if he is not hiring.
  REFEREE’S INFORMATION:
  The stable director is (roll a d6)…
  1 – 2: …in need of a speciﬁ c style of entertainer to ﬁ ll a recent loss 
  in his stable.
  3 – 4: …looking for the chief member of his stable who went 
  mysteriously missing in the area and he will pay handsomely 
  for her return.
  5 – 6: …investigating one of the characters as a potential member of 
  the stable or at least an ally to it.
  (66.A) Obsessed Fan
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A nightmare for any entertainer, this type of fan has devoted far too 
  much of his life to the almost religious worship of the entertainer’s 
  works. He has tattoos, posters, fan artwork and an assortment of 
  items based on the entertainer that even the entertainer was not aware 
  existed. He also can be dangerous when rebuked…very dangerous.
  REFEREE’S INFORMATION:
  The obsessed fan is (roll a d6)…
  1 – 2: …stalking one of the characters in order to get ‘unique personal 
  items’ from them.
  (64.P) Talent Scout
  Required Skills: Art (any) 
     Required Equipment: Gallery/Venue
  PLAYER’S INFORMATION:
  Every entertainer in the beginnings of their career looks to the 
  crowds at their event and hopes that this man’s eyes are staring 
  back at them. He is a talent scout for a larger company or ﬁ rm that 
  employs entertainers and his presence often means a chance at 
  fame and fortune.
  REFEREE’S INFORMATION:
  The talent scout is (roll a d6)…
  1 – 2: …looking for someone to impress him because he has a blank 
  contract in his satchel.
  3 – 4: …attending the event just because he enjoys such things but 
  might be persuaded into talking afterwards.
  5: …a representative of a multi-system talent agency that is 
  responsible for dozens of intergalactic celebrities getting their 
  ﬁ rst shot.
  6: …actually at the event to look at one of the character’s work; he 
  might make an offer if the character does well enough.
  
  MIDDLE-CLASS PATRONS
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  91
  3 – 4: …not going to leave the entertainer character alone while he 
  is in the area.
  5: …not above complete invasions of privacy, seeing the entertainer 
  as his best friend even if they have never met before.
  6: …so deluded in his lust for the entertainer that he will turn 
  homicidal if turned away from his worship of him.
  (66.P) Galactic Ultra-Celebrity
  Required Skills: Carouse 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There are faces and names out across the populated worlds that 
  seem to resonate fame, fortune and popularity. Nothing can get 
  these ultra-celebrities down and when they do or say something it 
  travels across the galaxy at the speed of light.
  REFEREE’S INFORMATION:
  The galactic ultra-celebrity is (roll a d6)…
  1 – 2: …on a local project that will bring him in contact with the 
  characters.
  3 – 4: …enjoying a vacation from their normal day-to-day life.
  5 – 6: …actually aware somehow of the characters’ existences 
  and wants to talk to them about something important and 
  inexplicably in line with their current lives.
  CITIZEN PATRON ENCOUNTERS
  Characters in the Citizen career path are living a normal, average life. This does not mean that they have to always interact with normal or 
  average people. There is a cast of thousands of different personalities waiting to meet even the most mundane of citizens. 
  Citizen Patrons
  Citizen Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Petty Criminal
  Good Samaritan
  12 – 13
  Tired Worker
  Neighbourhood Constable
  14 – 15
  Local Curmudgeon
  Streetside Salesman
  16 – 21
  Visiting Relative
  Waitress
  22 – 23
  Peacekeeping Trooper
  Beverage Stand Clerk
  24 – 25
  Repair Mechanic
  Neighbour
  26 – 31
  Mugger
  Comedian
  32 – 33
  Travelling Con Man
  Fellow Citizen
  34 – 35
  Utility Repairman
  Sanitation Worker
  36 – 41
  New Face in Town
  Chef
  42 – 43
  Envious Homeowner
  Shift Manager
  44 – 45
  Corporate Director
  Chief of Police
  46 – 51
  Afﬂ uent Show-off
  Fireﬁ ghter
  52 – 53
  Temp
  Go-to Man
  54 – 55
  Village Idiot
  Shopping Mall Supervisor
  56 – 61
  Alien Settler
  Passing Explorer
  62 – 63
  Recluse
  Old Storyteller
  64
  Industrial Broker
  Allied Spacer
  65
  Estranged Family Member
  Lottery Commissioner
  66
  Sociopath
  Famous Politician
  (11.A) Petty Criminal 
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This young adult has recently become enamoured with the idea of 
  becoming a criminal and has turned to minor vandalism and petty 
  theft to add to his ‘street credit’.
  REFEREE’S INFORMATION:
  The petty criminal is (roll a d6)…
  1 – 2: …relatively harmless but could eventually turn into something 
  more.
  3 – 4: …a nuisance to all law-abiding citizens in the vicinity.
  5 – 6: …looking for the target of his ﬁ rst major crime.
  
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  92
  (11.P) Good Samaritan
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Although a human term, the idea still stands true. This person has 
  the right morals built into him that make him willing and able to 
  lend a hand to those in need.
  REFEREE’S INFORMATION:
  The good Samaritan is (roll a d6)…
  1 – 2: …in the area with exactly the right tools for whatever the 
  characters are up to at the moment.
  3 – 4: …just passing by but will assuredly ask if the characters need 
  anything.
  5 – 6: …a retired serviceman but his skills are still sharp enough to 
  help the characters out of a pinch.
  REFEREE’S INFORMATION:
  The tired worker is (roll a d6)…
  1 – 2: …too tired to even react to anything but physical stimulus, 
  ignoring all attempts at common communication.
  3 – 4: …displeased that anyone is standing in his way from getting 
  home to his bed.
  5: …not above taking a swing or two at the next person to bother 
  him.
  6: …walking home after being laid off. He has already had a few 
  drinks at the local pub and he is not in the mood to deal with 
  anyone.
  (12 – 13.P) Neighbourhood Constable
  Required Skills: None 
           Required Equipment: Residence
  PLAYER’S INFORMATION:
  This uniformed peace ofﬁ cer spends a great deal of time in the 
  same general area as one of the character’s home. He rarely works 
  anywhere else and has become a local piece of shared resource.
  REFEREE’S INFORMATION:
  The neighbourhood constable is (roll a d6)…
  1 – 2: …on a steady patrol of the area, stopping by all of the houses 
  just to ‘check in’.
  3 – 4: …looking for a local miscreant hiding in the neighbourhood 
  and might need some help.
  5 – 6: …off duty and passing out some ﬂ yers for his precinct’s annual 
  fundraiser. 
  (14 – 15.A) Local Curmudgeon
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Ill-tempered, cantankerous and verbally abusive to anyone who 
  passes by him, this unhappy resident to the area seems to never 
  have a good thing to say to anyone. He is rude, bitter and difﬁ cult 
  to be around long.
  REFEREE’S INFORMATION:
  The local curmudgeon is (roll a d6)…
  1 – 2: …unhappy because of a lost loved one.
  3 – 4: …actively trying to stamp out other peoples’ happiness 
  because he feels so disgruntled all of the time.
  5 – 6: …an expert at picking out people’s ﬂ aws, which he will 
  assuredly announce loudly when he discovers them.
  (14 – 15.P) Streetside Salesman
  Required Skills: None    Required Equipment: Planetside Residence
  PLAYER’S INFORMATION:
  Selling his wares door-to-door on this part of his mercantile tour, 
  this smiling solicitor is only ever turned away by a select group. He 
  (12 – 13.A) Tired Worker
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  After eight to ten hours of labour-intensive work at the local industrial 
  complex, this worn out and unhappy worker just wants to go home, 
  have a drink and watch some vidscreen events.
  
  MIDDLE-CLASS PATRONS
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  93
  offers something interesting for everyone, even if they did not know 
  it when he came knocking.
  REFEREE’S INFORMATION:
  The streetside salesman is (roll a d6)…
  1 – 2: …selling basic household utility items at reasonable prices.
  3 – 4: …peddling a brand new invention that is useful in the home 
  but could be put to use elsewhere too.
  5 – 6: …really a salesman of many things; every character can 
  probably ﬁ nd something useful in his stock transport.
  (16 – 21.A) Visiting Relative
  Required Skills: None 
           Required Equipment: Residence
  PLAYER’S INFORMATION:
  Although it is assumptive to claim that every visiting relative is not 
  a welcomed thing, this particular relative is unexpected, uninvited 
  and utterly unwanted in the character’s home at this time.
  REFEREE’S INFORMATION:
  The visiting relative is (roll a d6)…
  1 – 2: …a distant relative that the character barely knows but seems 
  to owe a favour to.
  3 – 4: …a recovering drug addict – recently recovering.
  5 – 6: …just out of an abusive relationship and is using the character’s 
  home to ‘get away’. However this will not prevent the ex from 
  stopping by and causing trouble.
  (16 – 21.P) Waitress
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The usefulness of a local diner or restaurant to a galactic traveller is 
  without measure. For people like this kind and patient waitress, it is 
  the best place for her to hear about the rest of the galaxy.
  REFEREE’S INFORMATION:
  The waitress is (roll a d6)…
  1 – 2: …eager to hear about the characters’ travels and adventures.
  3 – 4: …very attractive and single, making her ﬂ irtatious methods of 
  getting bigger tips very advantageous.
  5: …married to a local galactic explorer in need of work or at the very 
  least, a good reference to an employer.
  6: …looking for a way off of this planet and into a more exciting life.
  (22 – 23.A) Peacekeeping Trooper
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is a standard soldier assigned to the local area to ensure public 
  safety, which also means looking out for troublesome galactic-types 
  that spend too much time off-world to know what ‘peaceful’ is.
  REFEREE’S INFORMATION:
  The peacekeeping trooper is (roll a d6)…
  1 – 2: …on a routine in the area and thinks the characters look like 
  trouble.
  3 – 4: …packing an illegal ﬁ rearm ‘just in case’.
  5 – 6: …willing to quickly go to physical means when the safety of his 
  community is perceived as being in risk.
  (22 – 23.P) Beverage Stand Clerk
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Throughout the shopping centres and street bazaars of the universe, 
  nice people like this budding businessman are operating a variety of 
  beverage-producing machines to quench the collective thirst of the 
  buyers and sellers that pass him by.
  REFEREE’S INFORMATION:
  The beverage stand clerk is (roll a d6)…
  1 – 2: …charging fairly inexpensive rates for a moderately good drink 
  that he says is a ‘family recipe’.
  3 – 4: …at the centre of an amazing gossip and eavesdropping 
  network in his commercial centre.
  5 – 6: …convinced that the characters must help him deal with 
  a handful of thugs that have been extorting money from his 
  stand.
  (24 – 25.A) Repair Mechanic
  Required Skills: None 
                Required Equipment: Vehicle
  
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  94
  PLAYER’S INFORMATION:
  Unless someone is skilled enough to look under the hood of 
  their own vehicle, this schooled mechanic has free reign to repair 
  whatever he likes and claim as large a fee as he wishes. If his clients 
  knew better, they would not be coming to his shop!
  REFEREE’S INFORMATION:
  The repair mechanic is (roll a d6)…
  1 – 2: …padding his billed hours by rounding up every job he does 
  to the nearest hour.
  3 – 4: …smuggling illegal goods out of his shop through 
  compartments in some of his repairs.
  5 – 6: …not going to let anyone slander his shop or his work without 
  a ﬁ ght, even if they are right.
  (24 – 25.P) Neighbour
  Required Skills: None 
           Required Equipment: Residence
  PLAYER’S INFORMATION:
  This is just the guy next door; the friendly person who occasionally 
  watches over the character’s house while they are off travelling 
  the galaxy.
  REFEREE’S INFORMATION:
  The neighbour is (roll a d6)…
  1 – 2: …a little nosy at times but not to the point of annoyance.
  3 – 4: …a good source of neighbourhood rumours and stories that 
  cropped up between the character’s visits.
  5: …trusted enough to have a key to the character’s home in order 
  to bring in the mail, feed the pets and perform other necessary 
  duties.
  6: …willing to actively ask the neighbourhood and workplace about 
  something of interest to the characters.
  (26 – 31.A) Mugger
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Making a free living off the pockets and wallets of those he can steal 
  from, this criminal packs a knife and a bad attitude but does not like 
  to engage in a straight up ﬁ ght very often.
  REFEREE’S INFORMATION:
  The mugger is (roll a d6)…
  1 – 2: … only good at the sucker punch from out of the shadows 
  and could be dealt with by anyone with a decent knowledge of 
  self-defence.
  3 – 4: …trying to pay off a large debt to a gambling loan shark before 
  he has his legs broken, making him desperate.
  5 – 6: …actually pretty skilled with a knife from his days in the army, 
  before his dishonourable discharge.
  (26 – 31.P) Comedian
  Required Skills: Carouse 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There are few people in the galaxy that do not enjoy a good laugh 
  and this artiste and entertainer uses that as the fuel for his career.
  REFEREE’S INFORMATION:
  The comedian is (roll a d6)…
  1 – 2: …giving a show locally and needs some extra stage hands and 
  security.
  3 – 4: …an old friend of one of the characters; setting them up with 
  front row tickets to his event.
  5 – 6: …worried about the politically-charged nature of his act and 
  hopes the characters will tell him if he has gone too far.
  (32 – 33.A) Travelling Con Man
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  A wise man once said that ‘a sucker is born every minute’ and this 
  slimy charlatan holds that statement as his motto. He travels from 
  place to place like a nomad, sowing the seeds of his conﬁ dence scams 
  so he may return to reap the crops before vanishing once more.
  REFEREE’S INFORMATION:
  The travelling con man is (roll a d6)…
  1 – 2: …an expert at reading people’s emotional weaknesses, preying 
  on them to get them to invest in his scams.
  3 – 4: …on the run from the law and only sets up enough cons to 
  live on; otherwise he may alert the men who are after him to 
  his location.
  5 – 6: …targeting the characters for a massive scam that might cost 
  them more than just a few credits.
  (32 – 33.P) Fellow Citizen
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is just a normal, run-of-the-mill citizen found in many numbers 
  throughout the local area.
  REFEREE’S INFORMATION:
  The fellow citizen is (roll a d6)…
  1: …unemployed and looking for a way to make a few spare credits.
  2: …interested in meeting the characters, as that they look like 
  unique folk. 
  3 – 4: …just passing by but could be enticed into a conversation 
  quickly enough.
  5: …an old military retiree and veteran. He enjoys regaling others with 
  stories about the ‘old days’ before fusion cannons and such.
  6: …more than he seems on the outside; he has a past that he does 
  not talk about much.
  
  MIDDLE-CLASS PATRONS
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  95
  (34 – 35.A) Utility Repairman
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Working long hours in poor locations and dangerous situations can 
  make this repairman’s job tougher than it looks. He has to deal with 
  unhappy customers that need their utilities worked on, who often 
  take their frustrations out on him directly.
  REFEREE’S INFORMATION:
  The utility repairman is (roll a d6)…
  1 – 2: …extremely unhappy with his recent assignment and is not too 
  shy about letting others know about it.
  3 – 4: …stealing from the homes that he has to work in, making high 
  proﬁ ts on jewellery and pieces of art.
  5 – 6: …so worn out and beat up from his last few shifts that he is 
  going to make a bad mistake – one that could cost dozens of 
  people their lives – if he is not stopped.
  (34 – 35.P) Sanitation Worker
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Not the most prestigious of roles in a community but easily one 
  of the most important, this government worker legitimately is the 
  one who ‘takes out the trash’. There is a lot to be learned from the 
  rubbish someone throws out and the sanitation crew is an often 
  untapped source of information.
  REFEREE’S INFORMATION:
  The sanitation worker is (roll a d6)…
  1 – 2: …doing his rounds but would happily stop for a few minutes if 
  someone wanted to have a chat.
  3 – 4: …off duty and looking for a few stiff drinks at a table with his 
  friends; he has some good ‘listen to what I found in the trash’ 
  stories to tell.
  5: …in the possession of an important piece of equipment that was 
  accidentally thrown away and is now hunted by the original 
  owner. He needs help or at least someone to take the equipment 
  off his hands.
  6: …torn about going to the police about a dead body he found in 
  someone famous’ bin. He wonders if he should try to get some 
  money out of them instead.
  (36 – 41.A) New Face in Town
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Most communities are rather tightly knit; between the gossips 
  and the welcome wagons, everyone knows everyone rather 
  quickly. Not this person though. He just got to the area and is a 
  complete mystery.
  REFEREE’S INFORMATION:
  The new face in town is (roll a d6)…
  1 – 2: …just wanting to be left alone and not become the new 
  attraction for the neighbours.
  3 – 4: …far too eager to make friends and blend in – which should 
  raise some suspicions.
  5 – 6: …actually serving some kind of hidden purpose for the local 
  government and has permission to kill in order to keep it 
  secret.
  (36 – 41.P) Chef
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This skilled culinary master runs the kitchen in one of the local 
  restaurants and has made quite a name for himself through his 
  proﬁ ciency with ingredients and presentation. He knows most of 
  the upper crust in the area; a good ear to have listening.
  REFEREE’S INFORMATION:
  The chef is (roll a d6)…
  1 – 2: …going to name a new dessert he has created after one of the 
  characters, whom he credits for giving him the initial idea.
  3 – 4: …always busy at his restaurant but knows that his social life 
  is important as well.
  5 – 6: …preparing to make a special dinner for a very special and 
  political guest in his restaurant and wants additional kitchen 
  security to keep someone from tampering with it.
  
  MIDDLE-CLASS PATRONS
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  96
  (42 – 43.A) Envious Homeowner
  Required Skills: None 
   
             Required Equipment
    
   
   
   
             Permanent Residence
  PLAYER’S INFORMATION:
  A neighbourhood is much like any larger social setting; there will 
  always be someone who gets jealous of what the next person has 
  and resents them for having it. This green-with-envy neighbour 
  to one of the characters is not only resentful of their home – but 
  angry about it.
  REFEREE’S INFORMATION:
  The envious homeowner is (roll a d6)…
  1 – 2: …tired of having the ‘second largest’ or ‘second prettiest’ 
  house on the block and is not above petty vandalism to even 
  the score.
  3 – 4: …friendly to the character’s face but talks very badly about him 
  behind his back.
  5 – 6: …getting ready to commit an act of arson.
  (42 – 43.P) Shift Manager
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The corporate world of wage slaves and managerial whip-crackers 
  has its occasional shining example of a decent supervisory employee. 
  This mid-level shift manager worked his way up from the mail room, 
  so he understands what it is like to be at the bottom.
  REFEREE’S INFORMATION:
  The shift manager is (roll a d6)…
  1 – 2: …looking for a new assistant.
  3 – 4: …able to give a very small raise to a small number of loyal 
  employees; yet only if he is ‘wowed’ by their performances.
  5: …receiving a promotion soon and was given the okay to pick his 
  own replacement.
  6: …actually an executive ofﬁ cer in the company but moves around 
  in the guise of a shift manager to try to get a better feel for the 
  company as a whole.
  (44 – 45.A) Corporate Director
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Having lost all touch with the employees, this bottom-line executive 
  recognises only two words when dealing with his employees – 
  ‘proﬁ t’ and ‘loss’.
  REFEREE’S INFORMATION:
  The corporate director is (roll a d6)…
  1 – 2: …an emotionless cog in the greater machine of the company; 
  he is like talking to a cardboard cut out of a person.
  3 – 4: …going to assign one of the characters to a brain-numbing 
  and lengthy assignment that will eat into his free time.
  5 – 6: …trying to weigh employees against one another in order to 
  write down potential candidates for the next round of lay-offs.
  (44 – 45.P) Chief of Police
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Knowing the man who runs the local police force is never a bad thing, 
  especially when he is as good-natured and loyal as this one is.
  REFEREE’S INFORMATION:
  The chief of police is (roll a d6)…
  1 – 2: …going on a semi-working vacation and would like someone 
  to watch over his house and pets while he is gone.
  3 – 4: …in need of an interesting favour; one that the chief of police 
  cannot exactly be seen to be involved with.
  5 – 6: …throwing a large fundraiser party at the precinct and invites 
  the characters to come and enjoy some drinks with the force.
  (46 – 51.A) Affluent Show-off
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This massively wealthy individual has more money than much of 
  the local populace combined and he has no problems ﬂ aunting his 
  ﬁ nancial power through the purchase and abuse of expensive items, 
  which he cares nothing at all about.
  REFEREE’S INFORMATION:
  The afﬂ uent show-off is (roll a d6)…
  1 – 2: …showing off his brand new luxury transport around town, 
  telling everyone the tens of thousands of credits he spent on it 
  and what sort of extras he wants to add to it next.
  3 – 4: …about to spend a ludicrous amount of money on what 
  equates to a toy for him.
  5 – 6: …commonly known for discarding his second-latest frivolous 
  purchase in favour of the ﬁ rst, making his storage facility a 
  likely target for burglaries.
  (46 – 51.P) Firefighter
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  One of the truest heroes in every sense of the word, this courageous 
  and athletic person lives his life putting out structural ﬁ res and 
  saving lives. He is still just a regular citizen underneath his ﬁ reproof 
  suit but it is sometimes hard to forget how important he is.
  REFEREE’S INFORMATION:
  The ﬁ reﬁ ghter is (roll a d6)…
  1 – 2: …taking it easy while ‘on call’ but could be called away to put 
  out a blaze at any time.
  3 – 4: …looking for a group of seasoned travellers to spend some 
  vacation time with, as he wants to see the galaxy without it 
  always being on ﬁ re for him to do so.
  
  MIDDLE-CLASS PATRONS
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  97
  5 – 6: …thinking about taking up some galactic exploration with the 
  Scouts or perhaps a freelance crew.
  (52 – 53.A) Temp
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Not against anyone else’s progress by design, this unfortunate 
  member of the staff is just a temporary ﬁ ll-in for someone who is 
  away on vacation or an extended illness. He is not especially good 
  at the job, tends to be awkward and gets in the way and does more 
  harm than good in the position.
  REFEREE’S INFORMATION:
  The temp is (roll a d6)…
  1 – 2: …going to be around for a long time due to a worker’s maternity 
  leave but he still refuses to learn any useful skills.
  3 – 4: …only ﬁ lling the position for a little while but could not care 
  any less about it.
  5 – 6: …really trying to do a good job and get hired on full-time. He 
  is just too inept to make that really happen.
  (52 – 53.P) Go-to Man
  Required Skills: Persuade 
   
  Required Equipment: None
  REFEREE’S INFORMATION:
  The go-to man is (roll a d6)…
  1 – 2: …truly able to get anything taken care of; however that is 
  only due to the fact that his brother-in-law is in an organised 
  smuggler’s ring.
  3 – 4: …better at acquiring things rather than getting things done 
  but he will try nonetheless for a small price.
  5: …at the centre of a huge network of contacts and allies that would 
  boggle most peoples’ minds.
  6: …an ex-military ﬁ xer that left the service to go into business for 
  himself.
  (54 – 55.A) Village Idiot
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is the local dullard; he cannot necessarily help the fact that he is 
  never in the right place at the right time – yet it seems not to matter 
  when it becomes a problem.
  REFEREE’S INFORMATION:
  The village idiot is (roll a d6)…
  1: …mentally deﬁ cient due to an old injury. It makes his actions 
  excusable but no less delusional and potentially dangerous.
  2 – 3: …staggeringly drunk most of the time.
  4 – 5: …curious about anyone he sees that looks like they have seen 
  places elsewhere from his local community. He will cling to and 
  bother them for as long as they can tolerate him – and then 
  likely a little while longer.
  6: …not as dumb as he looks. It is a clever act he puts on in order to 
  pickpocket from and eavesdrop on important people.
  (54 – 55.P) Shopping Mall Supervisor
  Required Skills: None          Required Equipment: Commercial Mall
  PLAYER’S INFORMATION:
  Often the gathering centre of a small community is its shopping 
  centre and this executive member of the centre’s staff is in charge of 
  seeing that everything goes smoothly for the shoppers, the workers 
  and any guests.
  REFEREE’S INFORMATION:
  The shopping mall supervisor is (roll a d6)…
  1 – 2: …always in need of ‘secret shoppers’ to go out and evaluate 
  his workers for him.
  3 – 4: …worried that one of his co-management members is 
  embezzling from the mall funds. He will hire the characters to 
  investigate if they agree to it.
  5 – 6: …honestly just looking for a few hours away from the security 
  monitors with some good conversation. He has a great deal of 
  free meal coupons for the food court to bribe the characters 
  with, if need be.
  PLAYER’S INFORMATION:
  Every company or neighbourhood has one and this man is the local 
  one – a go-to man that seems to be able to get anything if given 
  enough time. When something needs to get done, he is who they 
  go to for help.
  
  MIDDLE-CLASS PATRONS
  MIDDLE-CLASS PATRONS
  MIDDLE-CLASS PATRONS
  98
  (56 – 61.A) Alien Settler
  Required Skills: Language 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This foreign alien sentient being has come to the area to carve out 
  a settlement for he and his people travelling this way; whether the 
  locals want them to or not.
  REFEREE’S INFORMATION:
  The alien settler is (roll a d6)…
  1 – 2: …trying to be elusive and secretive about his new settlement, 
  arranging the necessary elements from the shadows.
  3 – 4: …unknowingly throwing the locals into a xenophobic panic.
  5 – 6: …militant and dangerous to the point where he will not take 
  ‘no, you cannot live here’ as an answer.
  (56 – 61.P) Passing Explorer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Scouts and explorers come and go in the galaxy commonly but they 
  sometimes need to stop and re-supply. This one is in the area for a 
  few days and he needs a handful of things.
  REFEREE’S INFORMATION:
  The passing explorer is (roll a d6)…
  1 – 2: …desperate for some money to keep funding his trip, so he 
  might need to sell some of his frontier ﬁ ndings.
  3 – 4: …looking for someone to carry a few messages for him after 
  he moves along.
  5 – 6: …currently carrying some important information for his 
  employers and feels that he can pay handsomely for additional 
  protection while on this planet.
  (62 – 63.A) Recluse 
  Required Skills: Investigate, Persuade   Required Equipment: None
  PLAYER’S INFORMATION:
  Living all alone and away from the other people of his area, this 
  social outcast is not exactly the most social of people on the best of 
  days – and downright territorial on the worst ones.
  REFEREE’S INFORMATION:
  The recluse is (roll a d6)…
  1: …a fugitive criminal that just wants to be left alone but will turn to 
  his old ways if he is worried about actually getting caught.
  2 – 4: …angry with the greater area’s government and has pulled 
  away from society to avoid it.
  5 – 6: …a conspiracy theorist with a great deal of stockpiled guns, 
  ammunition, survival gear and the skills to put them all to use 
  against anyone foolish enough to come and bother him.
  (62 – 63.P) Old Storyteller
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This old friend to the locals is well known for his ability to captivate 
  any who stop by his home for a cup of tea, a biscuit or two and a 
  long tale about faraway places and ancient times. It is almost as if 
  he was really there.
  REFEREE’S INFORMATION:
  The old storyteller is (roll a d6)…
  1 – 2: …full of old war stories from the last generation’s big war. 
  He was deﬁ nitely there by the descriptions in his stories or he 
  knows someone who was.
  3 – 4: …reluctant to ever talk about current topics without spinning 
  it into a story about ‘old times’.
  5 – 6: …far too clear on matters that he should have no idea about; 
  he is deﬁ nitely more than he seems on the outside.
  (64.A) Industrial Broker
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The people of the community hates to see this suit-and-tie type 
  come around, because he works for one of the interstellar industrial 
  conglomerates that have been known to strip mine entire moons. 
  He wears a sly smile and carries a mighty chequebook that has 
  ended more lives than one might think.
  REFEREE’S INFORMATION:
  The industrial broker is (roll a d6)…
  1 – 2: …looking for a good site to put an expansion ofﬁ ce and perhaps 
  a resource collection point. For starters, that is.
  3 – 4: …going to offer the locals a chance to work for his company 
  when it moves to the area but he does not say how dangerous 
  the work will be.
  5 – 6: …in the area to try and persuade the locals to move away so 
  his company can build a mining complex over their properties. 
  With credits, fear or bullets – he has to get this done.
  (64.P) Allied Spacer
  Required Skills: None 
   
    Required Equipment: Ship
  PLAYER’S INFORMATION:
  This space jock comes and goes on his leased vessel all of the time, 
  stopping by here and there to check in with old friends and allies. 
  He has stopped here and thought it fortuitous that the characters 
  were there too.
  REFEREE’S INFORMATION:
  The allied spacer is (roll a d6)…
  1 – 2: …here to bury a pair of locals that were serving in his ship with 
  him and now he needs the extra hands.
  3 – 4: …between missions at the moment but happy to talk to his 
  ship’s captain in order to ferry the characters to theirs.
  5 – 6: …on an important mission to this planet and thinks he can 
  trust the characters more than his fellow crewmates with 
  helping him ﬁ nish it.
  
  MIDDLE-CLASS PATRONS
  MIDDLE-CLASS PATRONS
  99
  4: …really into the use of high-power industrial tools – on anything 
  that screams and bleeds.
  5: …addicted to body augmentation. Bionics, genetics, artistic 
  modiﬁ cation and cybernetics are what keep his mind moving. 
  He will do anything to acquire more to add to his almost 
  unrecognisable body.
  6: …cold, calm and always carrying a sharp blade. Most of his kills are in 
  private areas of public places like restrooms, closets and alleys. It 
  cannot be guessed as to why or where he strikes; he simply does.
  (65.A) Estranged Family Member
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Events take place between the members of a family that can force 
  people apart for very long amounts of time. This individual is 
  biologically a family relative to one of the characters but was forced 
  to put a huge distance between them a long time ago. Now he is 
  back, making things awkward for the character.
  REFEREE’S INFORMATION:
  The estranged family member is (roll a d6)…
  1 – 2: …a victim of circumstance concerning why they were pushed 
  away from the family and blames the character for the reason 
  why.
  3 – 4: …mad at his family and will take it out on the character as 
  soon as he can.
  5: …more or less over the estrangement situation but would rather 
  ignore the character than interact with him if possible.
  6: …obsessed with getting harsh and violent revenge upon his family 
  – starting apparently with the character and his friends.
  (65.P) Lottery Commissioner
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This bearer of good tidings only ever comes around when someone 
  has chosen the right numbers, served on the right forum or maybe 
  just ﬁ led the right sequence at the right time. He brings someone a 
  great deal of good fortune and wealth.
  REFEREE’S INFORMATION:
  The lottery commissioner is (roll a d6)…
  1 – 2: …carrying a massive amount of credits for a local winner and 
  is willing to pay for some protection in order to deliver it.
  3 – 4: …in the area to sell ‘second chance’ tickets, with a 100 to 1 
  chance at winning one MegaCredit from the unclaimed lottery 
  pool.
  5 – 6: …bringing a small purse of winnings to one of the characters, 
  who apparently entered some sweepstake accidentally.
  (66.A) Sociopath
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Something is simply not right in this person’s head; he has a twisted 
  view of the world that causes him to go to great lengths to inﬂ ict 
  pain, suffering and murders upon the populace.
  REFEREE’S INFORMATION:
  The sociopath is (roll a d6)…
  1 – 3: …’normal’ most of the time, it is just when his special trigger 
  gets ﬂ ipped that he becomes the sick monster that has killed 
  so many.
  (66.P) Famous Politician
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This baby-kissing hand-shaker has seen his face grace media outlets, 
  posters and a variety of public appearances over the years. He is a 
  famous member of the political government and he takes pride in 
  his ability to get along with the general community.
  REFEREE’S INFORMATION:
  The famous politician is (roll a d6)…
  1 – 2: …on a public relations tour that brings him directly through 
  where the characters happen to be at the moment. He might 
  have interesting answers to their questions.
  3 – 4: …looking for additional security and escort protection while 
  he is on the planet after receiving a realistic death threat from a 
  radical group in the area.
  5 – 6: …holding a banquet, press conference and Q&A session locally 
  and the characters somehow managed to get a few tickets. 
  Security will be high but the number of important people at the 
  event will be mind-boggling.
  
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  100
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  Where the lights do not shine brightly, the credits are scarce and the world is just a little bit lax on the letter of the law the lower class is 
  king. Generally this social caste of character lives in the Traveller universe by the skin of their teeth and the cut of their jib. Only through 
  their skills and the grace of those who they meet can they hope to survive.
  ROGUE PATRON ENCOUNTERS
  Characters in the Rogue career path are criminals, miscreants and no-gooders who live on the credits that others earn. They are survivalists 
  to the extreme but not in the common sense of the word. They spend their time with others of their ilk and stray from anyone with a badge 
  or a legally-carried gun.
  Rogue Patrons
  Rogue Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Honest Constable
  Simple Mark
  12 – 13
  Witness
  Warehouse Manager
  14 – 15
  Hero-in-Training 
  Security System Installer
  16 – 21
  Ambitious Henchman
  Fence
  22 – 23
  Snitch
  Open-Van Salesman
  24 – 25
  Dishonourable Thief
  Organised Crime Agent
  26 – 31
  Double-Agent
  Pimp/Madame
  32 – 33
  Undercover Investigator
  Back-Alley Chemist
  34 – 35
  Self-Serving Cohort 
  Dirty Constable
  36 – 41
  Spiralling Addict
  Unlicensed Medical Professional
  42 – 43
  Draftsman
  Fugitive
  44 – 45
  Tough Mark
  Entry Specialist
  46 – 51
  Paranoid Clerk
  Getaway Driver
  52 – 53
  Late Night Janitor
  Open-Palmed Executive
  54 – 55
  Honest Citizen
  Gang Recruiter
  56 – 61
  Former Partner
  Elite Inmate
  62 – 63
  Rival Enforcer
  Evidence Ofﬁ cer
  64
  Military Investigator
  Easy Whale
  65
  Authoritarian Agent
  Pirate Captain
  66
  Bounty Hunter
  Crimelord
  (11.A) Honest Constable 
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This pleasant-faced individual is the friend to all the people; all 
  the people except criminals, that is. He cannot be bribed, will not 
  look the other way and will risk his life to stop even the most 
  minor of crimes.
  REFEREE’S INFORMATION:
  The honest constable is (roll a d6)…
  1 – 2: …on a long standing patrol assignment in the area and nothing 
  gets by him.
  3 – 4: …an older member of the force with a lot of seniority and 
  making an enemy of him brings new hardships to any rogue.
  5 – 6: …well known for his fast hands and precise aim.
  
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  101
  (11.P) Simple Mark
  Required Skills: Streetwise   
  Required Equipment: None
  or Deception  
  PLAYER’S INFORMATION:
  Gullible and not expecting to be stolen from, this poor sap is only 
  one sleight-of-hand or fast-talk away from being a little poorer. Only 
  a fool could not get one over on him.
  REFEREE’S INFORMATION:
  The simple mark is (roll a d6)…
  1 – 2: …carrying far too much cash credits on his person to be 
  walking home alone.
  3 – 4: …advertising an expensive item in his carry-all and frequently 
  stops to get a better grip upon it.
  5 – 6: …talking mindlessly on the personal communicator, leaving 
  all of his possessions sitting behind him on a bench.
  (12 – 13.A) Witness
  Required Skills: Any Combat  
   Required Equipment: None
  PLAYER’S INFORMATION:
  The perfect crime is one that goes off without a hitch and without 
  anyone knowing what happened until it is too late. The existence of 
  this person is a testament as to how rarely that can happen. He saw 
  something the characters did and he must be dealt with.
  REFEREE’S INFORMATION:
  The witness is (roll a d6)…
  1: … already being watched by a private security force until he can 
  make a full statement as to what he saw.
  2 – 4: …on his way to report what he saw; perhaps the characters 
  can dissuade him from doing so.
  5 – 6: …carrying factual evidence of the character’s criminal activity 
  on his person. It cannot fall into the hands of the authorities.
  (12 – 13.P) Warehouse Manager
  Required Skills: Persuade 
          Required Equipment: Warehouse
  PLAYER’S INFORMATION:
  Knowing a man on the inside of a breaking and entering job is always 
  a huge boon when trying to grab some illegally acquired goods from 
  a warehouse or storage facility. This crooked manager will give the 
  characters a hand with it for a small cut.
  REFEREE’S INFORMATION:
  The warehouse manager is (roll a d6)…
  1 – 2: …not willing to get directly involved but he will gladly leave a 
  door open for the characters.
  3 – 4: …preparing a map to where all of the best goods are in his 
  warehouse.
  5: …going to serve as an extra set of hands to carry things out of 
  the warehouse, which not only speeds up the theft but also 
  implicates him in the case of any video surveillance.
  6: …extremely disgruntled with his company and wants to clean 
  them out – completely.
  (14 – 15.A) Hero-in-Training
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  No criminal wants to see an easy crime go sour because of a citizen 
  that thinks he is a hero but this gun-toting do-gooder is going to do 
  just that. Whatever the reason, he is going to pull that pistol and try 
  to stop the characters.
  REFEREE’S INFORMATION:
  The hero-in-training is (roll a d6)…
  1 – 2: …going to make a huge mess of an otherwise peaceful 
  situation.
  3 – 4: …looking to get famous by ‘being the big hero’, even though 
  it might mean it happens posthumously.
  5 – 6: …ex-military and actually knows what he is doing with that 
  gun, which is apparent from how he handles himself in the 
  unfolding situation.
  
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  102
  (14 – 15.P) Security System Installer
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This specialised technician is employed by a prestigious security 
  agency that outﬁ ts businesses and residences with their electronic 
  security networks. Lucky for the characters, he is willing to sell codes 
  and coverage diagrams for a hefty fee.
  REFEREE’S INFORMATION:
  The security system installer is (roll a d6)…
  1 – 2: …putting in a new system for a rich noble outside of town. 
  He is going to make a window of about eight hours where 
  the system will need to ‘reboot’; as long as he gets paid, the 
  characters can use it.
  3 – 4: …selling camera and scanner maps of several large banks and 
  storage facilities for only Cr5,000 each.
  5 – 6: …about to leave the security industry to join a pirate crew 
  and is about to do a really big job for a high-end jeweller. He 
  is willing to leave an access code for the characters, as long as 
  they give him 25% of the take.
  (16 – 21.A) Ambitious Henchman
  Required Skills: Streetwise   
   Required Equipment: None
  or Any Combat
  PLAYER’S INFORMATION:
  Thieves and pirates know that they sometimes have to look lower 
  on the criminal ladder for threats to their position, because they 
  likely had to crawl over a few casualties to get where they are. This 
  lowly subordinate has eyes for their spot, making him dangerous 
  and worrisome.
  REFEREE’S INFORMATION:
  The ambitious henchman is (roll a d6)…
  1 – 2: …playing up his friendship and servitude to the characters, 
  waiting for his moment to strike.
  3 – 4: …not going to try to take the character’s spot directly; he is 
  instead going to try and set him up to fail spectacularly.
  5 – 6: …not opposed to a direct attack, if he thinks he can get away 
  with it.
  (16 – 21.P) Fence
  Required Skills: Streetwise 
     Required Equipment: Stolen Goods
  PLAYER’S INFORMATION:
  This wealthy middle-man takes the stolen and ill-gotten goods from 
  his rogue allies for a fair price, sells them to others for a slightly 
  elevated price and asks no questions.
  REFEREE’S INFORMATION:
  The fence is (roll a d6)…
  1 – 2: …looking for a speciﬁ c type of goods; he will pay double the 
  usual going rate for them.
  3 – 4: …doing business in the area for a limited time, so he wants to 
  do transactions quickly and with little haggling.
  5: …overstocked at the moment with military goods from a crashed 
  assault lander. He will sell personal ﬁ rearms and melee 
  weapons for half the normal price until he gets back to normal 
  stock levels.
  6: …actively running from the local authorities. He will sell his goods 
  off at amazing discounts to be rid of the evidence.
  (22 – 23.A) Snitch
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Always ready to tell the authorities what he has heard about the 
  underworld activities, this loose-lipped snitch is one squawk too 
  many away from an early grave.
  REFEREE’S INFORMATION:
  The snitch is (roll a d6)…
  1 – 2: …on the ‘wanted’ list of a local crime lord, making him paranoid 
  and likely to stay near authority ﬁ gures nearly all of the time.
  3 – 4: …going to play informant on an ally of the characters’ and they 
  have a chance to stop him before he gets to the authorities.
  5 – 6: …is aware of something extremely illegal that the characters 
  are going to undertake and will assuredly use that information 
  to get in better with the local investigators.
  
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  103
  (22 – 23.P) Open-Van Salesman
  Required Skills: Streetwise 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This opportunistic retailer does not have access to a shop or a kiosk; 
  instead he sells his likely stolen goods from behind his open van or 
  transport. He has good deals and access to illicit goods but he is 
  never found in the same place twice.
  REFEREE’S INFORMATION:
  The open-van salesman is (roll a d6)…
  1 – 2: …only in the area for a little while but he offers some unexpected 
  items if the characters can ﬁ nd him.
  3 – 4: …stuck in an alley because of a badly parked municipal 
  transport. He will give half-off of any one purchase to the 
  characters if they can move that vehicle before the authorities 
  realise why he is there.
  5 – 6: …about to move on to a bad area of town and thinks he 
  could use a few bodyguards for the next few hours. He pays in 
  merchandise but it is a good deal with what he has to offer at 
  the moment.
  (24 – 25.A) Dishonourable Thief
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  The old adage ‘there is honour amongst thieves’ means absolutely 
  nothing to this malicious rogue. He is out for himself and himself 
  only and he enjoys getting in close with other thieves before double-
  crossing them and taking their biggest hauls.
  REFEREE’S INFORMATION:
  The dishonourable thief is (roll a d6)…
  1 – 2: …targeting the characters for his next ‘make-and-break-friends’ 
  scam.
  3 – 4: …known in most circles for his dishonest and unscrupulous 
  practices amongst his allies, giving the characters some idea of 
  how to deal with him.
  5 – 6: …very convincing about trying to make right on some old 
  debts he owes; even if he is planning on using the characters’ 
  funds to do so!
  (24 – 25.P) Organised Crime Agent
  Required Skills: Streetwise, Persuade   Required Equipment: None
  PLAYER’S INFORMATION:
  Most rogues work for themselves or in very small groups to avoid 
  being caught but it is common knowledge that the organised crime 
  syndicates are where the real money can be found. This level-headed 
  man is an agent of the local one and he is all business.
  REFEREE’S INFORMATION:
  The organised crime agent is (roll a d6)…
  1 – 2: …running a local job that needs a few unafﬁ liated hands to 
  function properly. He can make it worth the characters’ while, 
  even if they do not want to do it just for recognition.
  3 – 4: …on a personal task for his syndicate. He would like the 
  characters to cause a distraction for him; drawing the authorities 
  away while he works.
  5: … running from the law and will tap the characters’ resources to 
  hide, owing them quite a favour afterwards.
  6: …bearing an offer for the characters to come to work for the 
  syndicate.
  (26 – 31.A) Double-Agent
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  No one should ever trust a traitor; especially in the case of 
  criminal life. This person works for a rival gang or even the 
  authorities but he acts like he is one of the local crowd to get 
  close and learn its secrets.
  REFEREE’S INFORMATION:
  The double-agent is (roll a d6)…
  1 – 2: …acting against the better needs of the characters and he is 
  not very good at hiding his purposeful mistakes.
  3 – 4: …selling information about the local criminal circles to his 
  true allegiances, which has resulted in several botched jobs and 
  lost revenue.
  5 – 6: …pretty sure he has been found out. He will not return to his 
  people a failure, so he is planning to make a ﬁ nal strike at the 
  locals before he vanishes.
  (26 – 31.P) Pimp/Madame
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This professional ﬂ eshmonger makes his or her living on the fees 
  charged by the stable’s prostitutes. The prostitutes get most of the 
  money and he or she gets money, power and the knowledge of who 
  is working with his wares.
  REFEREE’S INFORMATION:
  The pimp/madame is (roll a d6)…
  1 – 2: …aware of an important political client that frequents his or 
  her employees and will happily sell that information to the 
  characters for blackmail purposes.
  3 – 4: …also a part-time slaver that is not against selling or buying 
  the workers.
  5 – 6: …afraid the establishment is going to be raided by the local 
  authorities; it needs additional security and now.
  
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  104
  (32 – 33.A) Undercover Investigator
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  It is an underhanded trick when the authorities act like criminals 
  in order to bring down the real ones and this sneaky investigation 
  ofﬁ cer is very good at it.
  REFEREE’S INFORMATION:
  The undercover investigator is (roll a d6)…
  1 – 2: …new to the job, so he wants to make quick arrests without 
  too much trouble.
  3 – 4: …building a huge case on a local criminal ﬁ gure that could 
  put him away for a very long time; he will kill to protect that 
  possibility if he has to.
  5 – 6: …about to be withdrawn from the assignment that he is on but 
  he does not want to go. He has come to enjoy the freedom of 
  criminal life and knows that he has to make some minor arrests 
  or they will not let him stay.
  (32 – 33.P) Back-Alley Chemist
  Required Skills: Streetwise 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Brewing up a variety of useful chemicals and not-so-useful 
  drugs in his ramshackle laboratory located in a mobile home or 
  abandoned warehouse, this scientist has a knack for new and 
  interesting recipes.
  REFEREE’S INFORMATION:
  The back-alley chemist is (roll a d6)…
  1 – 2: …the main supplier of narcotics to the local crime bosses. He 
  is always worried that he is going to get raided by the authorities 
  or junkies.
  3 – 4: …behind on a shipment because he is lacking a speciﬁ c set 
  of ingredients. He could pay the characters to go out and get 
  them but they would have to be quiet about it.
  5 – 6: …about to open up the samples on a new combat drug that 
  he thinks he has perfected; maybe the characters would like to 
  test its usefulness for him?
  (34 – 35.A) Self-Serving Cohort
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This fellow rogue is a semi-allied acquaintance of one the characters 
  but he is quite obviously only in the business for himself. He would 
  sell out his own mother if the price was right.
  REFEREE’S INFORMATION:
  The self-serving cohort is (roll a d6)…
  1 – 2: …going to go on a mission that actually requires a few 
  additional bodies to succeed – as unwilling decoys.
  3 – 4: …talking openly about double-crossing one of the characters’ 
  local acquaintances.
  5 – 6: …researching an endeavour that he wants to undertake on his 
  own but the characters might be able to fulﬁ l it faster if they do 
  not mind upsetting him.
  (34 – 35.P) Dirty Constable
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Always with a hand out for bribes, this local peacekeeping agent is 
  not the typical legal enforcer depicted on all the posters and video 
  dramas. He is crooked, underhanded and corrupt – a good ally for 
  any rogue.
  REFEREE’S INFORMATION:
  The dirty constable is (roll a d6)…
  1 – 2: …being assigned a patrol in the characters’ local area; it could 
  be time to make an early offer to him.
  3 – 4: …a truly crooked policeman. He takes bribes, extorts money 
  and favours from his arrests and habitually takes drugs.
  5: …aware of an honest patrolman in the area and cannot bring 
  himself to ‘do the kid in’, even if it will hurt his proﬁ ts. He 
  does hope the characters will not have any problems doing so, 
  however.
  6: …actually looking to hire the characters to take care of a few 
  problems he is having with some old cohorts. He pays well but 
  his favours are generally far more useful.
  (36 – 41.A) Spiralling Addict 
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Drugs are a hard road to travel on for too long and this broken 
  addict knows that all too well.
  REFEREE’S INFORMATION:
  The spiralling addict is (roll a d6)…
  1 – 2: …a danger to anyone that he is around if they show any kind 
  of wealth. He wants more of his ﬁ x and he will attack someone 
  in an instant for the funds to get it.
  3 – 4: …an old acquaintance of one of the characters and he is a sad 
  sight. If he recognises the character he will plead and beg for 
  drugs, money or both, becoming hostile if refused.
  5 – 6: …currently on a heavy overdose of a powerful physical 
  enhancement chemical called B8A-13. He is on the verge of a 
  homicidal rage and he has to be put down before he hurts one 
  of the characters.
  (36 – 41.P) Unlicensed Medical Professional
  Required Skills: None 
   
  Required Equipment: None
  
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  105
  PLAYER’S INFORMATION:
  Helping those without insurance or connections, this doctor works 
  off the records and out of the hospital in order to charge higher fees 
  for the sorts of people that do not like paperwork.
  REFEREE’S INFORMATION:
  The unlicensed medical professional is (roll a d6)…
  1 – 2: …a former employee of a local clinic that got ﬁ red for malpractice 
  but his prices are decent and he does not ask questions.
  3 – 4: …still employed at a prestigious medical facility – as a janitor. 
  He does this on the side because he cannot afford medical 
  school.
  5 – 6: …trained by the local syndicate. He has no ofﬁ cial license but 
  he is very good at patching up bullet wounds and laser burns.
  (42 – 43.A) Draftsman
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There is not a rogue alive looking forward to being drafted into 
  the military, otherwise they would have signed up. This charming 
  soldier is in charge of delivering the draft notices to those who do 
  not want them.
  REFEREE’S INFORMATION:
  The draftsman is (roll a d6)…
  1 – 2: …not looking for anyone in particular, he is just handing out 
  ﬂ yers in the area.
  3 – 4: …carrying a suitcase of draft notices for many of the characters’ 
  local friends and allies. Someone would surely reward them if 
  he suddenly disappeared.
  5 – 6: …looking for one of the characters to serve them with a draft 
  notice.
  (42 – 43.P) Fugitive
  Required Skills: Stealth, Persuade 
  Required Equipment: None
  PLAYER’S INFORMATION:
  Escaped and on the run, this fugitive from the law is a good ally to 
  have if you are a criminal. He cannot go to the authorities to turn 
  the characters in and he will be slightly desperate for help if they do 
  come around.
  REFEREE’S INFORMATION:
  The fugitive is (roll a d6)…
  1 – 2: …actually innocent of his crime but nobody believes him.
  3 – 4: …running from a maximum security lock-up; he is running 
  towards a huge stockpile of stolen money that he might share 
  with anyone who helps him get to it safely.
  5 – 6: …an acquaintance from before he went to prison and he now 
  has lots of contacts on the inside of the prison system that he 
  might be willing to share.
  (44 – 45.A) Tough Mark
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person is tantalising to look upon with a thief’s eyes due to his 
  expensive jewellery and bloated wallet but he is in a situation that 
  might prove too difﬁ cult to steal from him.
  REFEREE’S INFORMATION:
  The tough mark is (roll a d6)…
  1 – 2: …wearing a multi-thousand credit bracelet loosely on his wrist 
  but has the uniform of a military agent draped over his shoulder 
  in a dry cleaning bag.
  3 – 5: …paying for something in very large denominations but is also 
  standing far too close to a patrol ofﬁ cer.
  6: …a psionist.
  (44 – 45.P) Entry Specialist
  Required Skills: Deception, Stealth 
             Required Equipment:
    
   
   
   
             Targeted Structure
  PLAYER’S INFORMATION:
  Knowing someone that specialises in the getting in of locked or 
  barred establishments is a beneﬁ t to any sticky-ﬁ ngered rogue. 
  This crafty locksmith of sorts charges reasonable rates but more 
  importantly he does not ask too many questions.
  
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  106
  REFEREE’S INFORMATION:
  The entry specialist is (roll a d6)…
  1 – 2: …willing to sign up for a job for a small fee, as long as the 
  characters do not try to get him to help with anything but the 
  locked door.
  3 – 4: …planning a huge heist in a bank previously thought of as 
  ‘unbreachable’. He says he has a way in but that he will need a 
  few partners to pull it off fast enough to not get caught.
  5 – 6: …happy to show off his remarkable lock slicing skills for a few 
  credits but will demand more if he knows the level of proﬁ t the 
  characters are to make.
  (46 – 51.A) Paranoid Clerk
  Required Skills: Stealth 
         Required Equipment: Store/Shop
  PLAYER’S INFORMATION:
  Stealing from a manned shop or booth is difﬁ cult enough without 
  this clerk’s hawking eyes watching a rogue’s every move. Someone 
  stole from him once before and now he cannot stop thinking that 
  everyone might be trying to. 
  REFEREE’S INFORMATION:
  The paranoid clerk is (roll a d6)…
  1 – 2: …not going to leave the characters alone unless they buy 
  something; then he simply becomes suspicious rather than 
  paranoid.
  3 – 4: …one ﬁ nger away from setting off the store alarm if he sees 
  anything shady going on.
  5 – 6: …also packing a small ﬁ rearm just in case he needs to detain a 
  would-be thief or robber. He is not skilled in its use and will be 
  more likely to hurt a bystander than his actual target.
  (46 – 51.P) Getaway Driver
  Required Skills: None 
                Required Equipment: Vehicle
  PLAYER’S INFORMATION:
  This agile and dexterous vehicle jock knows there is money in 
  bringing people from point A to point B and that there is even more 
  money in the kind of passengers that need to get there fast.
  REFEREE’S INFORMATION:
  The getaway driver is (roll a d6)…
  1 – 2: …a rogue himself and understands how important a fast 
  escape can be. 
  3 – 4: …willing to negotiate any form of travel, to any speciﬁ cations. 
  Duration, safety, secrecy – nothing is left out of this guy’s 
  contracts.
  5 – 6: …a professional driver that plans a course three times in his 
  head and always drives it once to make sure everything goes 
  smoothly. His fee is high but he is worth it.
  (52 – 53.A) Late Night Janitor
  Required Skills: Stealth, Deception 
             Required Equipment:
   
   
   
   
             Targeted Structure
  PLAYER’S INFORMATION:
  Too many midnight robberies have been thwarted by employees 
  just like this one, the third shift janitor who shows up at 11 and 
  works long past dawn. He simply does not make enough money 
  at his job to get killed but he will call the authorities if he does 
  see something.
  REFEREE’S INFORMATION:
  The late night janitor is (roll a d6)…
  1 – 2: …old and unhappy with his career choices but he still views 
  stealing as wrong and will stick to his morals if they are brought 
  to question.
  3 – 4: …only working this job because of a prison-release program 
  for his parole and he will not allow some other criminals’ work 
  to potentially put him back behind plastic barriers!
  5 – 6: … simple minded but physically enormous. He will not be an 
  easy obstacle to get past during the late night activity.
  (52 – 53.P) Open-Palmed Executive
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This young business executive knows what really drives the universe 
  – money. He knows that if he has more money than the next guy in 
  his company that he will be more powerful and likely to succeed. 
  This makes him quite easy to get along with on many levels.
  REFEREE’S INFORMATION:
  The open-palmed executive is (roll a d6)…
  1 – 2: …middle-management in his company but he has access to 
  several avenues of resources that the characters do not.
  3 – 4: …going to make a play for a higher rank – one that has slush 
  funds – but he needs to ensure that the existing body in that 
  position is removed.
  5: …eager to start an ongoing this-for-that relationship with the 
  characters; creating a sort of low-key criminal syndicate between 
  he and them.
  6: …a distribution executive for a military arms company. His access 
  to high-tech arms and ammunition makes him a priceless ally if 
  the characters can afford his bribes.
  (54 – 55.A) Honest Citizen
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Most people, as events show, will turn their attentions elsewhere 
  and ‘not get involved’ when confronted with criminal activity. Not 
  this person though; his upbringing or moral compass points true 
  North and he will always get involved if he can.
  
  LOWER-CLASS PATRONS
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  107
  REFEREE’S INFORMATION:
  The honest citizen is (roll a d6)…
  1 – 2: …just a bystander to a shady event that the characters are 
  involved in and now he wants to report them.
  3 – 4: …willing to make a big public fuss in order to thwart the 
  actions of the characters.
  5 – 6: …physically ﬁ t and has had some martial arts training. He 
  could pose an actual problem when he chooses to try to stop 
  the underhanded actions of the characters.
  5 – 6: …looking speciﬁ cally to recruit one of the characters for a 
  particular skill that the gang leader feels would be essential.
  (56 – 61.A) Former Partner
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This fellow rogue once worked alongside one of the characters. He 
  knows the character’s tricks, style and modus operandi. This makes 
  him a dangerous rival to have loose on the street.
  REFEREE’S INFORMATION:
  The former partner is (roll a d6)…
  1 – 2: …seeking his fair share of a job he and the character did 
  months or years ago, even if it is not really owed to him.
  3 – 4: …still angry about how he and the character stopped working 
  together, and wants to share some of his discomfort.
  5 – 6: …fresh out of prison. He served a sentence that should have 
  been shared with the character, but a technicality put it on his 
  shoulders.
  (56 – 61.P) Elite Inmate
  Required Skills: Persuade 
     Required Equipment: Prison Facility
  PLAYER’S INFORMATION:
  He has catered meals, visits from beautiful women and the power to 
  kill with a word…all from the conﬁ nes of his prison cell. This inmate 
  controls so many of the gaolers and wardens that prison is just 
  another hotel to him.
  REFEREE’S INFORMATION:
  The elite inmate is (roll a d6)…
  1 – 2: …in need of a few more contacts outside of the prison. If the 
  characters work for him, he can make their lives more exciting 
  and more enjoyable.
  3 – 4: …claiming that he has heard something important to the 
  characters from a jailhouse snitch but that they have to come 
  and visit him in order to hear it.
  5 – 6: …going to be let out soon but he does not want to be outside 
  for too long. He will pay the characters to arrange for a botched 
  crime to fall upon his shoulders, which he will plead guilt to and 
  get back in his comfy cell.
  (62 – 63.A) Rival Enforcer 
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Enforcers are people that hit, stab and generally hurt other people 
  for their employers. This one is no different, except that he expressly 
  works for one of the characters’ rivals.
  (54 – 55.P) Gang Recruiter
  Required Skills: Streetwise 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When someone is not prestigious enough to get recruited by an 
  organised crime syndicate, this hard-case rufﬁ an might come 
  knocking instead. He is the mouth of a local street gang and if he 
  vouches for a character they are as good as in.
  REFEREE’S INFORMATION:
  The gang recruiter is (roll a d6)…
  1 – 2: …under instructions from the boss not to come home without 
  several new, worthy recruits. He is to include ‘signing’ bonuses 
  if he has to.
  3 – 4: …stuck in a ﬁ re ﬁ ght with some local patrolmen. He was 
  bringing a few new recruits back to the gang’s hideout when 
  the troopers opened ﬁ re. Now he would be very helpful if the 
  characters gave him a hand.
  
  LOWER-CLASS PATRONS
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  LOWER-CLASS PATRONS
  108
  REFEREE’S INFORMATION:
  The rival enforcer is (roll a d6)…
  1 – 2: …in the area looking to start something on purpose; his boss 
  needs a reason to start a gang war.
  3 – 4: …just doing his job when he begins to shake down the locals 
  but he seems pretty happy to be doing it.
  5 – 6: …coming with a hefty false bribe to the characters to switch 
  allegiances but will double-cross them the second he gets them 
  in his boss’ territory.
  (62 – 63.P) Evidence Officer
  Required Skills: Persuade    Required Equipment: Piece of Evidence
  PLAYER’S INFORMATION:
  This petty authority ofﬁ cer sits all day at a desk and labels all of the 
  things the troopers and patrolmen bring in from their arrests. He 
  has access to weapons, ﬁ les, drugs and even conﬁ scated money. No 
  wonder it is a good idea to ﬁ nd a corrupt one.
  REFEREE’S INFORMATION:
  The evidence ofﬁ cer is (roll a d6)…
  1 – 2: …not a dirty ofﬁ cer by any means but he does not make 
  enough money for his family to live comfortably. He does not 
  like doing it but he sees it as stealing from criminals – which is 
  okay in his book.
  3 – 4: …interested in making some heavy proﬁ ts by skimming the 
  drugs and money off the top, selling and using what he wants 
  to get by. He needs friends on the street to help him.
  5 – 6: …sure that he knows how to make a powerful, high-tech 
  weapon cache he has checked into evidence ‘disappear’, so 
  long as he gets paid for the prestidigitation.
  (64.A) Military Investigator
  Required Skills: Deception 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Local detectives and patrolmen are one thing but this guy is another. 
  He works for the military anti-crime support unit of the armed forces 
  and he has new tools, tricks and legal exceptions he is willing to use 
  to catch lawbreakers.
  REFEREE’S INFORMATION:
  The military investigator is (roll a d6)…
  1 – 2: …not on a case concerning the characters but would gladly 
  include them in any investigation they get involved with.
  3 – 4: …looking for someone directly involved with something the 
  characters actually did but has no real leads yet. When he does, 
  he will come after the characters with focussed determination.
  5 – 6: …on to one of the characters for a very serious crime he may 
  or may not have actually committed. It will likely end in violence 
  – governmentally sanctioned violence.
  (64.P) Easy Whale
  Required Skills: Deception 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  In the world of thieves and con men, a ‘whale’ is a rich or wealthy 
  target that will be worth a fortune. This unfortunate person qualiﬁ es 
  not only as a good ‘whale’ but an easy one to take for a large amount 
  of money.
  REFEREE’S INFORMATION:
  The easy whale is (roll a d6)…
  1 – 2: …an elderly widow who inherited a fortune from her dead 
  husband and now does not know what to do with it.
  3 – 4: …a lucky lottery winner that is happily ﬂ aunting his cash 
  around town.
  5 – 6: …a commercial courier that is quite obviously delivering a 
  large store’s deposits to the bank but is choosing to take side 
  streets to get there.
  (65.A) Authoritarian Agent
  Required Skills: Deception, Stealth 
  Required Equipment: None
  PLAYER’S INFORMATION:
  This well-dressed man carries himself with an air of conﬁ dence and 
  a knowing grace that hides the cold, nationalist devotion beneath 
  his fake smile. He is a secret agent of the governmental authority 
  and he exists above the laws.
  REFEREE’S INFORMATION:
  The authoritarian agent is (roll a d6)…
  1 – 2: …touring the local area in order to get a feel for it, as he must 
  soon clear it of criminal activity for a political visit.
  3 – 4: …packing some very high-tech weaponry and surveillance 
  equipment, making him a target – but a target that will not be 
  easy to make good on.
  5: …searching for a speciﬁ c member of the local population for 
  questioning and he will not tolerate being lied to.
  6: …looking for the characters because he has been told they ‘know 
  something’ he needs them to tell him. If they do not do it 
  willingly, risking being labelled as snitches, he must extract the 
  information.
  (65.P) Pirate Captain
  Required Skills: None 
       Required Equipment: Pirate Vessel
  PLAYER’S INFORMATION:
  The leader of a ship full of rogues, this smarmy pirate captain sails 
  the sea of stars in search of wayward vessels and potential salvage 
  to liquidate and add to the loot account. He has seen his share of 
  combat but he would prefer easier targets to hard ones.
  REFEREE’S INFORMATION:
  The pirate captain is (roll a d6)…
  1 – 2: …only stopping by to buy some supplies, drink some drinks, 
  love a few ladies and then be off – but he might be willing to 
  share his loot with some friends he makes along the way.
  
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  109
  3 – 4: …on the run from an interstellar authority cutter and he needs 
  someone local to help him and his crew hide until he passes.
  5 – 6: …looking for some replacement crew and the characters could 
  either ﬁ ll the roles or introduce him to replacements. Either way 
  there is money involved.
  (66.A) Bounty Hunter
  Required Skills: Stealth, Deception,  
  Required Equipment: None
  Any Combat
  PLAYER’S INFORMATION:
  More than just a hired gun, this professional soldier/investigator 
  lives on the blood and bruises of criminals across the galaxy. He 
  goes and gets the ones that the authorities cannot and he does not 
  take ‘no’ for an answer.
  REFEREE’S INFORMATION:
  The bounty hunter is (roll a d6)…
  1 – 2: …doing some local research on possible criminals he could 
  have to come after later but he is not advertising why he is 
  snooping around. Getting in his way is an invitation for 
  altercation but avoiding him is not easy.
  3 – 4: …looking for someone speciﬁ c and has two high-tech pistols 
  with his name on them.
  5 – 6: …after one of the characters for a crime they might have 
  committed far away from here but he does not seem to care 
  about excuses.
  (66.P) Crimelord
  Required Skills: Streetwise, Persuade   Required Equipment: None
  PLAYER’S INFORMATION:
  This is one of the most powerful men in the criminal underworld 
  throughout the local scene. He makes decisions that cost people 
  hundreds of thousands of credits every day and less than a gesture 
  from him can cost someone a great deal more.
  REFEREE’S INFORMATION:
  The crimelord is (roll a d6)…
  1: …throwing an ‘industry’ party at one of his mansions and expects 
  anyone who has broken the law in the past ﬁ ve years on his turf 
  to attend.
  2 – 3: …relentlessly searching for the man who killed one of his sons, 
  offering a massive bounty for the character that brings him in 
  alive – only slightly less massive if he is dead.
  4 – 5: …looking at expanding into an unlikely ﬁ eld of inﬂ uence and 
  wants the characters to help lead the expansion.
  6: …interested in one of the characters joining his syndicate. 
  He could not care less for the other characters but they can 
  ‘tagalong’ if they want.
  DRIFTER PATRON ENCOUNTERS
  Characters in the Drifter career path are from all the corners of the galaxy, moving to and from each one like gypsies or nomads. They tend 
  to meet the strangest of people… 
  Drifter Patrons
  Drifter Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Property Manager
  Shelter Manager
  12 – 13
  Higher-class Troublemaker
  Caring Soul
  14 – 15
  Public Servant
  Trafﬁ c Constable
  16 – 21
  Political Activist
  Delivery Driver
  22 – 23
  Park Ranger
  Charity Fundamentalist
  24 – 25
  Street Cleaner
  Professional Scavenger
  26 – 31
  High-brow Socialist
  Unemployment Agent
  32 – 33
  Corporate Grocer
  University Study Proctor
  34 – 35
  Hostile Local
  Belter
  36 – 41
  Claim Jumper
  Merciful Host
  42 – 43
  Organ Farmer
  Travelling Companion
  44 – 45
  Corrupt Bureaucrat
  Urban Scout
  46 – 51
  Territorial Homeless
  Prostitute
  52 – 53
  Uncaring Criminal
  Friendly Bestial
  54 – 55
  Betrayer
  Illegal Clinical Medic
  56 – 61
  Former Somebody
  Generous Passer-by
  62 – 63
  Alien Tormentor
  Lonely Mogul 
  64
  Alpha Vagrant
  Prophet 
  65
  Hunting Slaver
  Ghost-in-the-Machine
  66
  Enemy Chieftain
  Barbarian Chieftain
  
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  110
  (11.A) Property Manager 
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When you are down on your luck and living from squatter’s pad to 
  ﬂ ophouse, having a hard nosed property manager come by and kick 
  you back out into the cold is never a good day.
  REFEREE’S INFORMATION:
  The property manager is (roll a d6)…
  1 – 2: …only doing his job; he might be reasoned with if the weather 
  is extremely bad.
  3 – 4: …only asking once for his squatters to leave, then he is calling 
  the authorities.
  5 – 6: …willing to pull a gun on anyone who will not listen to him.
  (11.P) Shelter Manager
  Required Skills: None         Required Equipment: Homeless Shelter
  PLAYER’S INFORMATION:
  Homeless shelters and soup kitchens are every drifter’s godsend at 
  one time or another. They cannot be permanent homes, especially 
  for primitive barbarians but they warm up a wanderer and ﬁ ll his 
  belly. This kind person is what makes that possible.
  REFEREE’S INFORMATION:
  The shelter manager is (roll a d6)…
  1 – 2: …lenient enough to let the characters stay for longer than a 
  few days, so long as they help out where they can.
  3 – 4: …on a mission to ﬁ nd gainful employment for all of those who 
  stay in his shelter.
  5 – 6: …willing to give a few dozen credits to the characters or help 
  them ﬁ nd a transport elsewhere if they ask him.
  (12 – 13.A) Higher-class Troublemaker
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This sadistic young adult was raised in the lap of luxury and learned 
  that the poor and homeless are nothing but playthings to be 
  meddled with and mock. He has grown up to be a horrible person 
  but he still torments the lower classes in his free time.
  REFEREE’S INFORMATION:
  The higher-class troublemaker is (roll a d6)…
  1 – 2: …slumming in low neighbourhoods looking for less fortunate 
  people to laugh at and openly spurn. 
  3 – 4: …working on a personal project that requires him to get the 
  hopes up of poor street people by offering them money and 
  then walking away laughing – he is trying to see if they will ever 
  lash out at him more than verbally so his bodyguard can beat 
  them senseless.
  5 – 6: …sneaking into the slums at night to beat and set ﬁ re to 
  homeless.
  (12 – 13.P) Caring Soul
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person generally cares for those who are less fortunate 
  that him.
  REFEREE’S INFORMATION:
  The caring soul is (roll a d6)…
  1 – 2: …ready to give a downtrodden character a ride somewhere 
  within reason, free of charge.
  3 – 4: …the owner of a labour service and could always use the extra 
  muscle.
  5 – 6: …headed to work at a local storage facility. He will give the 
  characters one of the empty storage bins to stay in for a few 
  days, if they want to.
  (14 – 15.A) Public Servant
  Required Skills: Streetwise 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Working for the government can make someone bitter and 
  unpleasant but working in a thankless public ofﬁ ce has made this 
  person resentful to the populace it works for.
  REFEREE’S INFORMATION:
  The public servant is (roll a d6)…
  1 – 2: …so tired of being ‘normal’ that he is willing to pick a random 
  ﬁ ght on his way home to spend a few days in the medical 
  facility.
  3 – 4: …carrying some ﬁ les home from his hellish job, which might 
  be worth some minor money.
  5 – 6: …in charge of certain street utilities and services that could 
  make the characters’ lives a living hell if he focussed their 
  efforts in the area.
  (14 – 15.P) Traffic Constable
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This authority ofﬁ cer somehow earned the basic responsibility of 
  directing land transport trafﬁ c through busy intersections, likely 
  because of pedestrian accidents that have occurred in the past. 
  Having him on their side, the characters might be able to get around 
  on foot that much faster.
  REFEREE’S INFORMATION:
  The trafﬁ c constable is (roll a d6)…
  1 – 2: …a patrolman that was demoted to trafﬁ c duty after he got into 
  a yelling match with his sergeant. Ever since, he has wanted to 
  make a nuisance of himself somehow without being blamed.
  3 – 4: …wary of foot trafﬁ c near his intersection, stopping all vehicles 
  to let them pass whenever they are near.
  
  LOWER-CLASS PATRONS
  LOWER-CLASS PATRONS
  111
  5 – 6: …not against the idea of playing pranks and writing false 
  citations, if the target is worth the trouble.
  (16 – 21.A) Political Activist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Making a fuss, standing out in public and turning normal people 
  into shouting rabble – this is the normal course of a day for the 
  political activist. He is a general nuisance to the average person 
  with all of the picket lines, sit-ins and such. They may or may not get 
  changes; although they deﬁ nitely get in the way.
  REFEREE’S INFORMATION:
  The political activist is (roll a d6)…
  1 – 2: …hosting a public hunger strike that has food handouts to an 
  all-time minimum, making the homeless restless.
  3 – 4: …shooting his anti-crime video. He is shoving a camera in 
  places it is not wanted; like in the characters’ faces.
  5 – 6: …ready to make a radical statement on the inferiority of their 
  local government’s peacekeeping force – by setting off a bomb 
  in the characters’ general area!
  (16 – 21.P) Delivery Driver
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Every drifter ﬁ nds food in their own way but making friends with 
  the local delivery driver can be the easiest and cheapest way yet. He 
  travels with food and money, both of which he could not care less 
  about – it is just a job.
  REFEREE’S INFORMATION:
  The delivery driver is (roll a d6)…
  1 – 2: …new to the job and could make some mistakes, like missing 
  orders, without getting too much heat from his bosses.
  3 – 4: …working for a company that allows the drivers to eat for free. 
  He can bring fresh meals anywhere, anytime.
  5: …also making some minor illicit deals on the side for extra cash 
  and he could use the characters to help him look out for the 
  authorities when he does so.
  6: …driving deliveries for a family business; he can not only bring 
  food to the characters but he might be able to get them some 
  freelance work.
  (22 – 23.A) Park Ranger
  Required Skills: Stealth  
  Required Equipment: Wilderness Park
  or Survival
  PLAYER’S INFORMATION:
  Wilderness reserves and city parks are great places to duck in and 
  hide out but not when they are frequently patrolled by this agent of 
  the local ranger service. He may or may not care about the state of 
  those staying in the park; he has to kick them out.
  REFEREE’S INFORMATION:
  The park ranger is (roll a d6)…
  1 – 2: …just doing his job but he is dedicated to it and will not listen 
  to negotiation.
  3 – 4: …overprotective of the plants and animals in the park.
  5 – 6: …ready to resort to violence if he has to in order to take control 
  of the situation.
  (22 – 23.P) Charity Fundamentalist
  Required Skills: Persuade  
   
  Required Equipment: None
  or Deception 
  PLAYER’S INFORMATION:
  This true believer in the ideal that sentient lifeforms should be better 
  to one another can be very helpful to a drifter. When they need a 
  place to stay or perhaps a small favour, the charitable person will 
  often come through.
  REFEREE’S INFORMATION:
  The charity fundamentalist is (roll a d6)…
  1 – 2: …a member of a good-natured religious group that wants to 
  elevate their society’s moral codes.
  3 – 4: …a volunteer with the kind of group that could really help the 
  characters.
  5 – 6: …looking to make a change in her charity’s target focus group 
  and could always use a few extra hands.
  (24 – 25.A) Street Cleaner
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Working a thankless job at the earliest hours of the morning, 
  this man is in charge of keeping the refuse off of the streets and 
  sidewalks. This sometimes includes people, if need be.
  REFEREE’S INFORMATION:
  The street cleaner is (roll a d6)…
  1 – 2: …working off some community service, putting him in a foul 
  mood that he will take out on anyone he encounters.
  3 – 4: …a blue-collar bully who looks down on anyone not working 
  a ‘real job’.
  5 – 6: …a bit jumpy and armed with a pistol because of an early 
  morning gang encounter he had a few weeks ago.
  (24 – 25.P) Professional Scavenger
  Required Skills: Streetwise 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This crafty survivalist has turned a necessary skill into a career choice. 
  He knows how to make the most out of what others throw away or 
  leave behind and can do so well enough to make money at it.
  
  LOWER-CLASS PATRONS
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  112
  REFEREE’S INFORMATION:
  The professional scavenger is (roll a d6)…
  1 – 2: …the local ‘junk man’ and is well-known to have great deals on 
  ‘slightly used’ items.
  3 – 4: …not a thief and takes great pride in only claiming what other 
  people do not want.
  5: …an artiste who makes amazing things out of what he salvages.
  6: …not well and wants to leave his collection of scavenged and 
  repaired things to someone who can prove themselves worthy 
  of it.
  (26 – 31.P) Unemployment Agent
  Required Skills: Deception 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  An employee of the governmental agency that tries to help 
  unemployed people ﬁ nd jobs, this low-paid clerk can be a big help 
  to those who need credits fast and legally.
  REFEREE’S INFORMATION:
  The unemployment agent is (roll a d6)…
  1 – 2: …looking for someone to ﬁ ll in on a temp job. It pays badly 
  but it is easy work.
  3 – 4: …required to have a quota of persons ﬁ ll out employment 
  forms each week and will pay the characters a few credits per 
  form to forge them.
  5 – 6: …putting together an involved scam to embezzle from the 
  unemployment ofﬁ ce and he needs the characters’ help to do 
  it.
  (32 – 33.A) Corporate Grocer
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This manager of a large-scale corporate grocery store hates having to 
  watch over his shipments and keep track of his employees’ actions 
  all of the time. He does this because of the amount of food that goes 
  ‘missing’ during deliveries through the lower class parts of town.
  REFEREE’S INFORMATION:
  The corporate grocer is (roll a d6)…
  1 – 2: …hiring private, professional security guards for his deliveries 
  that will be instructed to protect the shipment at all costs.
  3 – 4: …looking into several prominent members of the lower-class 
  community to blame for his delayed or pilfered shipments 
  – even if they have nothing to do with them.
  5 – 6: …almost ready to go so far as sending a decoy food shipment 
  into the lower slums but making sure it is poisoned food.
  (32 – 33.P) University Study Proctor
  Required Skills: None         Required Equipment: University Facility
  PLAYER’S INFORMATION:
  When a local university needs volunteers for their case studies they 
  frequently offer a small amount of money to compensate for the 
  discomfort. This senior student on the study decides who undergoes 
  the study and how much they are paid for it.
  REFEREE’S INFORMATION:
  The university study proctor is (roll a d6)…
  1 – 2: …looking for a control group – no medications taken or 
  processes performed – of between ﬁ ve to ten volunteers.
  3 – 4: …testing the effects of a minor drug and wants a few people 
  with drug-history to volunteer.
  (26 – 31.A) High-brow Socialist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Few people look down upon drifters and low-techs with more 
  disdain than this man and his friends. They live in a higher-class 
  socialist society that wants to remove the lower class but cannot; 
  instead they simply mock them.
  REFEREE’S INFORMATION:
  The high-brow socialist is (roll a d6)…
  1 – 2: …organising a large banquet against helping the homeless 
  which they will speciﬁ cally burn all of the leftovers afterwards.
  3 – 4: …eager to focus his teasing and mockery at a local member of 
  the lower class; perhaps even one of the characters.
  5 – 6: …a twisted person who delights in the actual torture of 
  homeless and destitute people he lures home with him.
  
  LOWER-CLASS PATRONS
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  113
  5 – 6: …conducting a long-term sleep study at the university, 
  requiring people to come and sleep in the university for a whole 
  month.
  (34 – 35.A) Hostile Local
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This local citizen really does not like the look of the characters for 
  some reason.
  REFEREE’S INFORMATION:
  The hostile local is (roll a d6)…
  1 – 2: …only verbally hostile but he is capable of making quite a 
  scene.
  3 – 4: …looking to make the characters’ stay in his area as difﬁ cult 
  as possible.
  5 – 6: …willing to threaten the characters to leave his territory and 
  physically large enough to follow through on them.
  (34 – 35.P) Belter
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  An asteroid belt miner, this spacer is in the area to re-supply or 
  trade. He knows the value of the common person as well; belter 
  organisations are often made from lower class folks.
  REFEREE’S INFORMATION:
  The belter is (roll a d6)…
  1 – 2: …here with a shipment of ores from his company, of which he 
  might need some extra hands to unload.
  3 – 4: …stopping in for a drink to celebrate his anniversary on the job 
  and will buy a few rounds in gratitude.
  5 – 6: …going to hide out with the characters until his company 
  transport leaves to go back to the asteroid belt. He knows it will 
  take weeks before they realise he is gone and he wants to get 
  paid for a little while before they ﬁ re him.
  (36 – 41.A) Claim Jumper 
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Drifters move around a lot by nature of their lifestyle but when they 
  ﬁ nd a place that they like they tend to stick around for a while. This 
  unruly loner makes it a habit of ﬁ nding other drifter’s nice spots and 
  taking them.
  REFEREE’S INFORMATION:
  The claim jumper is (roll a d6)…
  1 – 2: …stealthy and sneaky and will wait until the characters are 
  busy before quickly moving into the area and making himself 
  at home.
  3 – 4: …not above killing to usurp a claim.
  5 – 6: …a sort of ‘scout’ for a larger group of claim jumpers that 
  wants to come and take the whole area for themselves.
  (36 – 41.P) Merciful Host
  Required Skills: Persuade 
           Required Equipment: Residence
  PLAYER’S INFORMATION:
  This friendly local has a large home and a welcoming mannerism. 
  He likes to share his table and his shelter with others and rarely 
  wants much in return.
  REFEREE’S INFORMATION:
  The merciful host is (roll a d6)…
  1 – 2: …sick and dying; he is trying to do good deeds to get himself 
  into his culture’s version of heaven.
  3 – 4: …lonely and enjoys the company in his huge mansion.
  5: …an eccentric noble that likes to hear how other people are living, 
  recording all of the information in a massive data library.
  6: …actually trying to test the characters over the course of an 
  evening or two at his house to see if they are worthy of an 
  important and well-paying mission.
  (42 – 43.A) Organ Farmer
  Required Skills: Stealth, Investigate 
  Required Equipment: 
   
   
   
   
  Organs or Combat Implants
  
  LOWER-CLASS PATRONS
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  114
  PLAYER’S INFORMATION:
  There are many who would pay huge amounts of money for combat 
  implants or replacement organs for their injured loved ones or unit 
  mates and this cold creature acquires them. He stalks and sedates his 
  prey, removing what his clients want before vanishing into the night.
  REFEREE’S INFORMATION:
  The organ farmer is (roll a d6)…
  1 – 2: …doing what he does for good reasons; even if they are sick 
  and twisted. He wants to help those who cannot afford new 
  organs.
  3 – 4: …targeting something that one of the characters has inside 
  of them.
  5 – 6: …in the area trying to market his ‘wares’, causing a higher 
  legal presence to appear.
  (42 – 43.P) Travelling Companion
  Required Skills: Carouse 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person is a common galactic traveller looking to stick around 
  a little while with the characters, as they are going where he is 
  going too.
  REFEREE’S INFORMATION:
  The travelling companion is (roll a d6)…
  1 – 2: …willing to pay for his own fees and supplies.
  3 – 4: …quite skilled and a good temporary member of the characters’ 
  team.
  5 – 6: …actually a representative of the Traveller’s Aid Society (TAS) 
  and is looking to recruit a few new members.
  (44 – 45.A) Corrupt Bureaucrat
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A higher executive in a large corporation, this unscrupulous 
  businessman is always looking for good scapegoats to his money-
  making schemes and unlikely get-rich-quick plans.
  REFEREE’S INFORMATION:
  The corrupt bureaucrat is (roll a d6)…
  1 – 2: …stealing expensive supplies from his building and needs 
  someone to blame it on.
  3 – 4: …hatching a multi-tiered plan to embezzle millions of credits. 
  He needs a few ‘lucky individuals’ to help him and hopefully 
  take the fall.
  5 – 6: …emotionally bankrupt and looking for some new toys in his 
  greater game of ‘street pawns’.
  (44 – 45.P) Urban Scout
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Nobody knows the frontier better than the scouts and nobody knows 
  the streets better than a drifter. This guy is a combination of both.
  REFEREE’S INFORMATION:
  The urban scout is (roll a d6)…
  1 – 2: …mapping this area of the city’s underground sewer and 
  wants some extra eyes in the dark down there. 
  3 – 4: …willing to show the characters how to get anywhere in town 
  quickly and quietly for a small fee.
  5 – 6: …just passing through but still has some business to attend 
  to as well. He will need locals to help him with it, as he only has 
  a few days.
  (46 – 51.A) Territorial Homeless
  Required Skills: Streetwise 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There is little more ferocious than someone who has almost nothing 
  trying to protect what little they can claim as theirs. This homeless 
  person knows where he hangs his hat and nothing will take that 
  from him.
  REFEREE’S INFORMATION:
  The territorial homeless is (roll a d6)…
  1 – 2: …in decent health considering his diet and will ﬁ ght to defend 
  his ‘home’.
  3 – 4: …slightly mad from living in the streets and has marked himself 
  and his territory with bodily ﬂ uids to keep claim jumpers away.
  5 – 6: …a savage thing capable of bestial strength and ferocity if 
  threatened.
  (46 – 51.P) Prostitute
  Required Skills: Carouse 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This ‘working girl’ is a decent friend to have when you live on your 
  heels and not even for the obvious reasons. She always has a place 
  to stay at, generally has some money lying around and can keep 
  secrets as well as the next guy can.
  REFEREE’S INFORMATION:
  The prostitute is (roll a d6)…
  1 – 2: …eager to have someone tough staying with her at night; she 
  has been robbed a few times and would like the protection.
  3 – 4: …willing to put the characters up for a few days and help them 
  meet with some important underworld types.
  5 – 6: …happy to let the characters stay with her but they will have to 
  leave when she is working and pay half of the rent collectively.
  (52 – 53.A) Uncaring Criminal
  Required Skills: None 
   
  Required Equipment: None
  
  LOWER-CLASS PATRONS
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  115
  PLAYER’S INFORMATION:
  Some crooks have a heart for their fellow downtrodden; others 
  could not care any less for their fellow lower-class folk. This guy is 
  deﬁ nitely amongst the latter variety.
  REFEREE’S INFORMATION:
  The uncaring criminal is (roll a d6)…
  1 – 2: …a petty thief that will steal the shirt off of a character’s back 
  if he thinks he can.
  3 – 4: …looking for a new weapon for personal protection – like 
  something that the characters might have!
  5: …high on a major narcotic and wants to confront the characters 
  about something they may or may not have done.
  6: …a complete psychopath that has targeted the characters for 
  slow, painful deaths for some reason – but could be persuaded 
  not to with the right words.
  (52 – 53.P) Friendly Bestial
  Required Skills: Survival 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This low-tech, low-class sentient being lives his life simply and 
  naturally. He has given in to his barbaric, bestial side in order to 
  survive in the tough outdoors – even in an urban setting.
  REFEREE’S INFORMATION:
  The friendly bestial is (roll a d6)…
  1 – 2: …pleased to see a particular item or resource on the characters, 
  asking quickly what they want for it.
  3 – 4: …living so simply that he is astonished at the equipment and 
  possessions of the characters. He wants to know more in order 
  to deal with them better but he does not want the items at all.
  5 – 6: …being harassed or threatened by a much higher-tech adversary 
  and wants the characters to help even the odds some.
  (54 – 55.A) Betrayer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Life is hard enough for drifters before adding in honourless scum 
  that would betray their friends for money or favours. This shifty-eyed 
  cur is one of them and he has no loyalty whatsoever.
  REFEREE’S INFORMATION:
  The betrayer is (roll a d6)…
  1 – 2: …an old friend of a friend; a friend who died under mysterious 
  circumstances on account of this person not helping them.
  3 – 4: …looking for a group to lead into a trap so he might proﬁ t 
  from the loot on their bodies.
  5 – 6: …a friend or ally of one of the characters that he has not seen 
  for a while – during which time he has grown a powerful grudge 
  against the character.
  (54 – 55.P) Illegal Clinical Medic
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Although they are few and far between, this doctor visits several 
  illegal back-alley clinics in his ‘rounds’ each week. He heals the sick 
  and mends their wounds for a pittance compared to what a medical 
  facility would charge.
  REFEREE’S INFORMATION:
  The illegal clinical medic is (roll a d6)…
  1 – 2: …also a regular doctor; he only works in the illegal clinics 
  during his free time.
  3 – 4: …skilled but not specialised, meaning that he cannot perform 
  many higher-difﬁ culty procedures.
  5: …the man responsible for the creation of most of the illegal clinics 
  throughout the area.
  6: …performing medicine on the masses for free because of how 
  many of his patients have died due to lack of funds for full 
  health care.
  (56 – 61.A) Former Somebody
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This street urchin might still wear his suit or perhaps have a 
  particular glint in his eye from his days as a power broker or action-
  vid star and he is deeply bitter and thinks the world turned on him.
  
  LOWER-CLASS PATRONS
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  116
  REFEREE’S INFORMATION:
  The former somebody is (roll a d6)…
  1 – 2: …previously a banker or ﬁ nance manager and remembers 
  (sometimes audibly) the days where millions of credits would 
  pass through his hands.
  3 – 4: …someone that can be recognised from famous ads and 
  posters but now looks bad from months of living on nothing.
  5 – 6: …an ex-sports star that got injured and removed from his 
  sport. He is still tough as nails and in great shape, he just has 
  nothing left but memories and bitterness.
  (56 – 61.P) Generous Passer-by
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This pleasant person sees that one of the characters might be down 
  on his luck (or at least it seems that way) and offers a bit of free 
  assistance in some way.
  REFEREE’S INFORMATION:
  The generous passer-by is (roll a d6)…
  1 – 2: …willing to give enough money to one of the characters to buy 
  a new suit, a haircut and perhaps even a meal.
  3 – 4: …actually the owner of a large industrial warehouse. He will 
  offer a paying job in his facility to anyone who looks like they 
  need it.
  5 – 6: …happy to make sure the character is well fed and set up with 
  a hotel room for the night.
  (62 – 63.A) Alien Tormentor
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Not all cultures tolerate homeless or ﬁ nancially destitute sub-
  populations, eliminating them from their society. This alien thinks this 
  way but knows he cannot simply terminate the low-class character. 
  Instead he plans on making life difﬁ cult until the character leaves.
  REFEREE’S INFORMATION:
  The alien tormentor is (roll a d6)…
  1 – 2: …going to hire thugs to harass the character.
  3 – 4: …just one of many of his kind in the area trying to ‘clean up’ 
  all of the lower class from the vicinity.
  5 – 6: …patient and logical but can only hold out for so long before 
  he turns to physical violence.
  (62 – 63.P) Lonely Mogul
  Required Skills: Carouse 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Money and power have only helped this elderly gentleman to the top 
  – where he ﬁ nds himself friendless and alone. He wants to rectify that; 
  otherwise what good is all the toys if you have no one to play with?
  REFEREE’S INFORMATION:
  The lonely mogul is (roll a d6)…
  1 – 2: …going to contact a group of people to come and live at his 
  manor and work for him by being his companions.
  3 – 4: …willing to spend thousands to transport the characters to a 
  remote location to have a spontaneous vacation with him.
  5 – 6: …going to choose a friend that will become his sole inheritor 
  – yet the characters cannot know that.
  (64.A) Alpha Vagrant
  Required Skills: Streetwise, Persuade  Required Equipment: None
  PLAYER’S INFORMATION:
  When groups of homeless live in the same park or alley for a long 
  time, a pecking order is created. This intimidating and tenacious 
  lout has become the alpha dog in the local pack of unwashed 
  masses and he is not to be ignored.
  REFEREE’S INFORMATION:
  The alpha vagrant is (roll a d6)…
  1 – 2: …trying to organise the local homeless to loot a local store for 
  everything they need but he does not care who gets hurt as long 
  as he gets what he wants.
  3 – 4: …angry because he believes that the characters are here to 
  take his place as ‘alpha’ and will ﬁ ght them for the spot.
  5 – 6: …covetous of something the characters have on them and are 
  encouraging his friends to try to take it.
  (64.P) Prophet
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This nondescript common citizen has a secret power that ties into 
  his being a power psionist – he is a prophet of future events. He 
  does not always understand his visions but he knows when he is 
  having them.
  REFEREE’S INFORMATION:
  The prophet is (roll a d6)…
  1: …sure that one of the characters will die a horrible but heroic 
  death, making him famous for all time.
  2: …trying to ﬁ nd the face that he saw in a recent vision – the face of 
  the man who is to kill him.
  3 – 4: …setting up a fortune telling booth in the area and will offer 
  free readings to those who help him open up shop.
  5: …aware of some intrinsic secret hidden away by one of the 
  characters but will not tell anyone about it.
  6: …sure that one of the characters will go on to become powerful 
  and wealthy.
  (65.A) Hunting Slaver
  Required Skills: Stealth or Any Combat   Required Equipment: None
  
  LOWER-CLASS PATRONS
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  117
  PLAYER’S INFORMATION:
  Slavers frequently seek the downtrodden and unmissed to ﬁ ll their 
  cargo holds and this cold-hearted spacer is no exception.
  REFEREE’S INFORMATION:
  The hunting slaver is (roll a d6)…
  1 – 2: …looking for some new help wrangling fresh slaves on this 
  planet but will try to sell the help rather than pay them!
  3 – 4: …being paid by one of the character’s rivals to try and get 
  chains on him.
  5 – 6: …worried that the characters are going to tell the authorities 
  about his street-level kidnappings, so that he has to deal with 
  them.
  (65.P) Ghost-in-the-Machine
  Required Skills: Investigate,   
            Required Equipment: 
  Computers 
   
   
            Computer Access
  PLAYER’S INFORMATION:
  Little more than an electronic signature in the main computer 
  network of the local community, this person could be anyone in the 
  ﬂ esh – but is godlike in the inﬁ nite realm of cyberspace.
  REFEREE’S INFORMATION:
  The ghost-in-the-machine is (roll a d6)…
  1 – 2: …actually a friend of the characters but he prefers to stay 
  anonymous electronically. He will help them from his computer 
  if he can but he will not tell them who he really is.
  3 – 4: …looking for able bodies to perform missions on his behalf 
  in the real world while he arranges favours and payments from 
  the electronic one.
  5 – 6: …looking to do major harm to one of the mega-corporations 
  that keeps the lower class low but he needs someone to 
  disconnect the ﬁ re-walling machine at the main compound.
  (66.A) Enemy Chieftain
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There are many low-tech drifter tribes in the galaxy that seem old 
  fashioned and somewhat primitive and some of them are but the 
  reality is that many are simply choosing to live like that to keep costs 
  and worries down. This is the leader of one of those tribes.
  REFEREE’S INFORMATION:
  The enemy chieftain is (roll a d6)…
  1 – 2: …afraid that the characters will bring their higher-tech 
  equipment around his tribe and seduce them to their ways.
  3 – 4: …extremely territorial, sending his warriors to dissuade the 
  characters from coming around the tribe’s land.
  5 – 6: …a former high-tech drifter that is hiding amongst the 
  barbarians to avoid authoritarian agents. 
  (66.P) Barbarian Chieftain
  Required Skills: Persuade 
   
  Required Equipment: A Gift
  PLAYER’S INFORMATION:
  This leader of a primitive people may not use high-tech ﬁ rearms or 
  wear plastisteel armour but he has a ﬁ erce command over his tribe 
  and carries a very large, sharp sword.
  REFEREE’S INFORMATION:
  The barbarian chieftain is (roll a d6)…
  1 – 2: …pleased with the appearance of the characters and wants 
  to ﬁ nd out if they will help in the hunting of a great predatory 
  beast in the area.
  3 – 4: …willing to help teach the characters how to abandon their 
  technology and ﬁ ght with ﬁ st, sword and axe.
  5: …in need of a few outsiders to use their technology and learning 
  to overcome a local industrial movement that is endangering 
  the tribe’s hunting and gathering lands.
  6: …looking to marry off one of his daughters to a ‘high-tech’ in 
  order to spread the tribe into the stars. 
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  The Mercenary Career Paths
  The following six mercenary career paths are found in the Traveller: Mercenary sourcebook. These patron lists are designed for their use, 
  which would require owning or having access to that book as well. They can be used by anyone however, if the Referee allows it and could 
  be substituted for other careers as well.
  118
  MERCENARY PATRONS
  MERCENARY PATRONS
  The Traveller universe is host to a different type of soldier, hired and legalised armed forces, that come in the greater label of ‘mercenaries’. 
  They are far more numerous than some might think and many governments use them for the missions – or tickets – that they do not wish 
  to fund on their own. It is on these ticketed assignments that mercenaries run into a surprising host of encounters.
  CADRE PATRON ENCOUNTERS
  Characters in the Cadre career path are sent to faraway worlds and compounds to teach combat and military-esque skills to a variety of 
  students. If they can pay for it, the cadre instructors will come and show them what they need to know. No matter who or what it might be.
  Cadre Patrons
  Cadre Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Class Clown
  Prestigious Student
  12 – 13
  Lacklustre Recruit
  Unit Supplier
  14 – 15
  Rival Trainer
  Facility Manager
  16 – 21
  Rogue Student
  Potential Lead
  22 – 23
  Know-it-All
  Inﬂ uenced Student
  24 – 25
  Dropout
  Allied Trainer
  26 – 31
  Argumentative Student
  Impressed Colleague
  32 – 33
  Technique Thief
  Fast Learner
  34 – 35
  Unit Spy
  Respectful Critic
  36 – 41
  Knowing Target
  Team Leader
  42 – 43
  Inquisitive Traveller
  Legal Advisor
  44 – 45
  Anti-mercenary Patroller
  Successful Alumni
  46 – 51
  Client’s Favourite
  Eager Recruit
  52 – 53
  Troublemaker
  Repeat Employer
  54 – 55
  Reluctant Student
  Field Expert
  56 – 61
  Secondary Trainee
  Agency Client
  62 – 63
  Casualty’s Family Member
  Technology Instructor
  64
  Non-paying Client
  High-Proﬁ le Employer
  65
  Prodigy
  Impressed Client
  66
  Hidden Enemy
  Prime Cadre Agent
  (11.A) Class Clown 
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Every instruction class has one and every cadre instructor hopes he 
  gets shot during training. This classroom comedian has a wisecrack 
  for everything.
  REFEREE’S INFORMATION:
  The class clown is (roll a d6)…
  1 – 2: …unafraid of the character’s wrath.
  3 – 4: …going to pass the class with ﬂ ying colours despite his 
  inability to keep his mouth shut.
  5 – 6: …likely to be the reason someone else gets hurt in training.
  
  MERCENARY PATRONS
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  119
  (11.P) Prestigious Student
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This recruit-in-training is someone that is well-known locally, 
  perhaps even on a planetary scale. He is a good student but his 
  progress is being well documented by the media.
  REFEREE’S INFORMATION:
  The prestigious student is (roll a d6)…
  1 – 2: …the son of a prominent noble family.
  3 – 4: …a local sports legend; he turned to his current career after a 
  successful run in the league.
  5: …going to make teaching the rest of the class a little difﬁ cult because 
  of all of the outside witnesses distracting the students.
  6: …adding credence and fame to the character’s name.
  (12 – 13.A) Lacklustre Recruit
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  No matter what this young mercenary does he seems to do it halfway 
  and not with any sort of care to his work. He is an example of what 
  a ‘below-average’ student turns out to be.
  REFEREE’S INFORMATION:
  The lacklustre recruit is (roll a d6)…
  1 – 2: …not going to survive his next mission if he is not shown 
  exactly how to.
  3 – 4: …blaming the character who taught his last class on his 
  inexperience.
  5 – 6: …going to be kicked out of his unit because of his 
  performance; then he will come after the characters for ‘not 
  helping enough’.
  (12 – 13.P) Unit Supplier
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This businessman makes his living by selling all of the necessary 
  equipment to mercenary units at a bulk discount, no matter what 
  they might need at the time.
  REFEREE’S INFORMATION:
  The unit supplier is (roll a d6)…
  1 – 2: …bringing a special deal of military equipment to the 
  character’s unit – half off all energy weapons!
  3 – 4: …in the possession of a series of amazing instructional aids 
  that would give a great bonus to any classroom cadre trainer.
  5 – 6: …looking for an escort back to his supply station; he will pay 
  handsomely if they get back without incident.
  (14 – 15.A) Rival Trainer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Mercenaries are constantly jumping in on one another for tickets 
  but this particular cadre member seems to be focussed on aiming 
  for the characters’ potential tickets.
  REFEREE’S INFORMATION:
  The rival trainer is (roll a d6)…
  1 – 2: …targeting the characters’ cadre tickets because of an old debt 
  that he feels is unsettled that the characters may or may not 
  even remember.
  3 – 4: …an old student of one of the characters.
  5 – 6: …trying to become the most famous training option in the 
  area, so he has to try and ruin the competition.
  (14 – 15.P) Facility Manager
  Required Skills: Persuade    Required Equipment: Education Facility
  PLAYER’S INFORMATION:
  A good educational compound is not always easy to ﬁ nd, especially 
  with the kinds of lessons a mercenary might teach. It pays to make 
  good friends with the managers of the ones a character likes to use.
  REFEREE’S INFORMATION:
  The facility manager is (roll a d6)…
  1 – 2: …always willing to let the characters use his compound; for 
  a fair price.
  
  MERCENARY PATRONS
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  120
  3 – 4: …a friend of the characters’ unit commander, making him an 
  ally to the entire unit.
  5 – 6: …a powerful man that owns several institutions and facilities. 
  Making an ally of him can grant access to most of them.
  (16 – 21.A) Rogue Student
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This quiet and attentive student decided to vanish in the middle of 
  a training exercise, vanishing into the surrounding area without a 
  single word or warning sign.
  REFEREE’S INFORMATION:
  The rogue student is (roll a d6)…
  1 – 2: …tired of being shown how to do things and wants to show the 
  class that he already knows a lot about being a cold-blooded 
  killer for hire.
  3 – 4: …overwhelmed by the nature of the lessons being taught and 
  simply wants to get away from it all.
  5 – 6: …upset about some minor remark the character made; now 
  he has decided to take revenge upon him and the rest of his 
  ‘loyalist’ students.
  (16 – 21.P) Potential Lead
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Mercenaries are always on the lookout for a good ticketing 
  opportunity and this inﬂ uential person speaks for a possible source 
  of mission tickets. It is good to keep such a lead in touch until the 
  ticketing process can begin.
  REFEREE’S INFORMATION:
  The potential lead is (roll a d6)…
  1 – 2: …a spokesman for an interstellar trade company known for 
  hiring mercenaries to train their ship defence crews.
  3 – 4: …a member of the local government that has been cited as 
  saying how much they need new tactics in their police force.
  5 – 6: …an alien ambassador that seems very interested in learning 
  how to hire a local instructor for his entourage.
  (22 – 23.A) Know-it-All
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This knowledgeable student is well-taught and well-informed and 
  most of all proud of it. Even if he was not asked he will spout facts, 
  trivia and answer questions that were not aimed at being answered. 
  He will be good at what he does, if he survives his fellow students!
  REFEREE’S INFORMATION:
  The know-it-all is (roll a d6)…
  1 – 2: …willing to argue everything, so long as it gets someone to 
  agree with his point of view.
  3 – 4: …actually wrong on a topic but is still arguing his original 
  point. If proven wrong however, he is likely to become mean 
  or even violent.
  5 – 6: …some kind of genius or has an eidetic memory, because he 
  is never wrong about quoting his facts – something that makes 
  him all the more infuriating to be around.
  (22 – 23.P) Influenced Student
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Most cadre instructors know that their students will go on to do 
  whatever it is that they are supposed to but this particular past 
  student was remarkably inﬂ uenced by the character’s teachings and 
  changed his life because of it.
  REFEREE’S INFORMATION:
  The inﬂ uenced student is (roll a d6)…
  1 – 2: …going to join a cadre and become a fellow instructor in hopes 
  of changing his students’ lives.
  3 – 4: …joining the characters’ mercenary unit and trying to make 
  them all a little more money.
  5: …giving up on the idea of becoming a mercenary because of 
  how realistic the character was during class but he is not sad 
  – thankful that he did not make the mistake.
  6: …the inheritor of a massive fortune and has decided to use it to 
  fund the character’s unit for a long time to come.
  (24 – 25.A) Dropout
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Not all students can handle the character’s instruction courses. 
  This one did not and left because of it.
  REFEREE’S INFORMATION:
  The dropout is (roll a d6)…
  1 – 2: …blaming the character for his inability to understand what 
  was going on.
  3 – 4: …sure that the character ‘had it in for him’ and now he wants 
  to try and make him pay for making him look stupid.
  5 – 6: …having a bit of a nervous breakdown that could be very 
  dangerous when dealing with a potentially armed man.
  (24 – 25.P) Allied Trainer
  Required Skills: Instruction  
  Required Equipment: None
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  121
  PLAYER’S INFORMATION:
  This fellow unit member has worked or is working in tandem 
  with one of the characters to teach a single group of students. He 
  knows the material and is a good way of getting multiple points of 
  view on a topic.
  REFEREE’S INFORMATION:
  The allied trainer is (roll a d6)…
  1 – 2: …in need of someone to cover for him for a few days; he is 
  willing to pay extra for the help.
  3 – 4: …around to help the characters in whatever ticket they are 
  undergoing.
  5 – 6: …just back from a specialist course that he would gladly pass 
  on to the characters if they have time.
  (26 – 31.A) Argumentative Student
  Required Skills: Instruction  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Always offering a counterpoint to the character’s lessons, teaching 
  this student is like running uphill in wheeled shoes. He cannot end 
  a sentence without a contrary opinion.
  REFEREE’S INFORMATION:
  The argumentative student is (roll a d6)…
  1 – 2: …nothing to truthfully worry about, he is just annoyingly 
  abrasive and unapologetic for his rudeness.
  3 – 4: …not only contrary but oftentimes blatantly wrong in his 
  opinions – yet will never admit it.
  5 – 6: …easily angered during his arguments and could even be 
  brought to physical violence.
  (26 – 31.P) Impressed Colleague
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This fellow mercenary employed by the unit is of an equal rank and 
  generally receives similar assignments but he thinks very highly of 
  one of the character’s work. 
  REFEREE’S INFORMATION:
  The impressed colleague is (roll a d6)…
  1 – 2: …trying to run a ticketed course together sometime with the 
  character.
  3 – 4: …intrigued how the characters performed a speciﬁ c ticket and 
  wants to take them out for drinks to talk about it.
  5 – 6: …happy to say that he was selected for a high-value ticket but 
  needs the character’s help to ﬁ nish it satisfactorily.
  (32 – 33.A) Technique Thief
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Every cadre member has their own way of doing things but this 
  trainer does not have the imagination to come up with one on his 
  own. Instead, he simply steals others’.
  REFEREE’S INFORMATION:
  The technique thief is (roll a d6)…
  1 – 2: …recognisable for what he is and has no shame in taking other 
  members’ ideas and techniques.
  3 – 4: …telling everyone that the characters stole his techniques, 
  rather than the other way around.
  5: …teaching a difﬁ cult ﬁ eld exercise that he took from a skilled 
  instructor and he will likely hurt several of his students.
  6: …not only stealing techniques for himself but also selling them 
  to competing units.
  (32 – 33.P) Fast Learner
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This student picked up on the basics fast enough but the moderately 
  difﬁ cult things seemed easier for him and now he is likely capable of 
  helping the character teach his course.
  REFEREE’S INFORMATION:
  The fast learner is (roll a d6)…
  1 – 2: …always ready to help out, even when the ticketed exercises 
  are done and the class is over.
  3 – 4: …already looking for a way to use the skills he has learned in a 
  practical way; perhaps by joining the characters’ unit.
  5 – 6: …secretly an experienced mercenary that already knows all of 
  these skills – he is here to judge the character for a possible 
  promotion.
  (34 – 35.A) Unit Spy
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This sneaky agent is a hired spy for another mercenary unit sent to 
  work alongside the characters in order to learn the unit’s secrets 
  and resource limits. Mercenary units may not ﬁ ght directly often but 
  it is good to know what the competition can call upon.
  REFEREE’S INFORMATION:
  The unit spy is (roll a d6)…
  1 – 2: …a coward that will run far and fast if discovered.
  3 – 4: …looking for personal information to use against the 
  characters later.
  5 – 6: …interested in a layout of the unit’s headquarters. What this is 
  for is a mystery even to him.
  
  MERCENARY PATRONS
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  122
  (34 – 35.P) Respectful Critic
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  It takes a big man to take constructive criticism to heart without 
  feeling hurt or angry and this person is remarkably good at delivering 
  it in a way to bring the best reaction out of someone.
  REFEREE’S INFORMATION:
  The respectful critic is (roll a d6)…
  1 – 2: …aware of a speciﬁ c problem the character makes for himself 
  when instructing.
  3 – 4: …a higher-ranked cadre instructor and wants to help the 
  character see the issues with his teaching style in order to 
  replace him when he retires.
  5 – 6: …just very intuitive and knows the best way to get into his 
  students’ heads – as he is a psionist.
  (36 – 41.A) Knowing Target 
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This unfortunate person somehow learned that he is the target of a 
  ﬁ eld exercise undertaken by the cadre unit and he is not going to let 
  it happen easily or quietly.
  REFEREE’S INFORMATION:
  The knowing target is (roll a d6)…
  1 – 2: …preparing to deal with the characters’ group with extreme 
  prejudice.
  3 – 4: …looking forward to surprising the character with his own 
  mercenaries – a ticket of security mercenaries to protect him.
  5 – 6: …not going to wait for the characters’ group to come to him; 
  he is planning on a direct assault of his own before the group 
  is ready.
  (36 – 41.P) Team Leader
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A leader of a speciﬁ c team assigned to fulﬁ l a given ticket, this 
  seasoned mercenary is not one of the character’s students, nor is 
  he a teacher. He is just another member of the unit who happens to 
  be in charge of several others.
  REFEREE’S INFORMATION:
  The team leader is (roll a d6)…
  1 – 2: …full of useful advice for any character about to go on a ticket 
  in a hostile area.
  3 – 4: …looking for someone to take over his team for a few weeks 
  while he gets some much deserved vacation.
  5 – 6: …in charge of setting up a specialist team to teach a group 
  of alien berserkers how to ﬁ ght using weapons instead of their 
  claws and teeth.
  (42 – 43.A) Inquisitive Traveller
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Some cadre lessons are best learned in private, behind closed doors. 
  This wandering spacer picked up the extra activity on his scanner 
  and decided to come and investigate.
  REFEREE’S INFORMATION:
  The inquisitive traveller is (roll a d6)…
  1 – 2: …mostly harmless but could relay what he saw to others when 
  he is inevitably talking about his day to people at the local bar.
  3 – 4: …planning on staying around and learning what the cadre has 
  to teach in the exercise by eavesdropping.
  5 – 6: …aware of the cadre group’s greater intentions and decides to 
  try to stop them before the students know too much.
   (42 – 43.P) Legal Advisor
  Required Skills: Advocate 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When acting upon tickets all across the galaxy, there is nobody more 
  cherished to a cadre mercenary than his legal advisor. This attorney 
  can make sure that the characters do not do, say or teach somebody 
  that could get them into trouble.
  REFEREE’S INFORMATION:
  The legal advisor is (roll a d6)…
  1 – 2: …good at his job; not especially friendly but good 
  nonetheless.
  3 – 4: …one shade away from being a criminal. He bends the laws to 
  the point of creaking but never breaks them.
  5 – 6: …completely and utterly corrupt – however he is on the side 
  of the characters and their unit, which makes him undeniably 
  useful in legal matters.
  (44 – 45.A) Anti-mercenary Patroller
  Required Skills: Persuade or Stealth 
  Required Equipment: None
  PLAYER’S INFORMATION:
  Some authority patrolmen think of any outside mercenary help as 
  admitting their own deﬁ ciencies and issues, forcing them to resent 
  those who are sent to help them do their job better.
  REFEREE’S INFORMATION:
  The anti-mercenary patroller is (roll a d6)…
  1 – 2: …one of the character’s students; he is planning on disrupting 
  the class as often as he can.
  3 – 4: …looking for a more permanent solution to getting rid of the 
  cadre members.
  5 – 6: …going to make a statement to the press about the local use 
  of mercenaries to teach combat skills, being sure to paint the 
  cadre in the worst light he can.
  
  MERCENARY PATRONS
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  123
  (44 – 45.P) Successful Alumni
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This graduate of one of the character’s classes has gone on to 
  become something more because of the class. Now he wants to 
  thank the character for his help.
  REFEREE’S INFORMATION:
  The successful alumni is (roll a d6)…
  1 – 2: …now a war veteran and a decorated hero; he wants to buy the 
  characters something nice.
  3 – 4: …only alive today because of something one of the characters 
  taught him how to do; he would like to arrange something 
  special for them.
  5: …a private agent for a large corporate ﬁ rm. He can arrange for 
  quite a lot to be done in the characters’ names.
  6: …an active Star Marine. He says he cannot do much for them 
  ﬁ nancially but if the characters need him and his team – they 
  will try to be there for them.
  (46 – 51.A) Client’s Favourite
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When assigned a class or speciﬁ c group, sometimes a trainer must 
  deal with the fact that the client has a speciﬁ c student enrolled who 
  they prize above the others. This student is the lynch pin to future 
  deals with the client, if any.
  REFEREE’S INFORMATION:
  The client’s favourite is (roll a d6)…
  1 – 2: …a good student most of the time but ‘knows’ he is supposed 
  to pass because of who he is.
  3 – 4: …causing the rest of the class to think that the character is 
  giving him special treatment, even if that is not the case.
  5 – 6: …terrible at the training exercises and lessons; he is going 
  to get someone hurt if the characters are not careful of his 
  actions.
  (46 – 51.P) Eager Recruit
  Required Skills: Instruction  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This ﬁ rst-ticket recruit to the mercenary unit really wants to be as 
  helpful and as useful as he can to the characters; the ﬁ rst lesson 
  learned is that friends are essential in this line of work.
  REFEREE’S INFORMATION:
  The eager recruit is (roll a d6)…
  1 – 2: …a little skittish and not ready for close conﬂ ict but he will do 
  his best as long as the characters are with him.
  3 – 4: …a very good shot and best used as ranged support.
  5 – 6: …willing to risk his own life to impress the characters.
  (52 – 53.A) Troublemaker
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Stealing supplies, sabotaging work projects and generally being 
  a nuisance is this trainee’s response to being taught. He causes 
  trouble in any way he can but rarely is it dangerous.
  REFEREE’S INFORMATION:
  The troublemaker is (roll a d6)…
  1 – 2: …making sure that most of the training session is wasted 
  cleaning up something he sabotaged.
  3 – 4: …planning an elaborate prank on his fellow students that 
  could go horribly wrong.
  5 – 6: …trying to get kicked out of the training class.
  (52 – 53.P) Repeat Employer
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person represents a ﬁ rm or government that had hired the 
  characters’ unit before and wants to hire them again.
  REFEREE’S INFORMATION:
  The repeat employer is (roll a d6)…
  1 – 2: …putting together an easy and fast ticket that should earn a 
  moderate amount.
  3 – 4: …putting together a more difﬁ cult ticket that should earn high 
  wages.
  
  MERCENARY PATRONS
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  MERCENARY PATRONS
  124
  5: …interested in lining up a chain of linked tickets for a sizeable 
  completion bonus.
  6: …arranging for a special ticket that could make the characters rich 
  – if they survive the exercise.
  (54 – 55.A) Reluctant Student
  Required Skills: Instruction  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Having been dropped into training with the characters by an 
  employer, this trainee is not too pleased with the situation and 
  would rather be doing 100 other things. He has no choice in the 
  matter but it does not stop him from dragging his feet.
  REFEREE’S INFORMATION:
  The reluctant student is (roll a d6)…
  1 – 2: …holding the rest of his class back because he is so slow and 
  unmotivated.
  3 – 4: …refusing to learn some of the basics being offered and it is 
  frustrating the rest of his group to the point of complaining.
  5 – 6: …hopeful that the characters will remove him from the group 
  if he shows an unwillingness to learn for long enough.
  (54 – 55.P) Field Expert
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Lots of cadre instructors take their groups out into the ﬁ eld to learn 
  certain lessons but this particular instructor has made an art form 
  out of it. His students say he can do things in the ﬁ eld that no other 
  trainer is capable of.
  REFEREE’S INFORMATION:
  The ﬁ eld expert is (roll a d6)…
  1 – 2: …taking a group of trainees out into a live ﬁ re ﬁ eld exercise and 
  would like one of the characters to run the straﬁ ng platform. 
  3 – 4: …actually stumped about a particular landing zone his class is 
  supposed to go next week; he would like to drive the characters 
  out and take a closer look.
  5 – 6: …nearly sure that he saw something he could not recognise 
  while out on his last ﬁ eld exercise and he wants to bring a few 
  experienced unit members with him to check it out.
  (56 – 61.A) Secondary Trainee
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Sometimes a particularly overzealous trainee takes what he learned 
  in the cadre’s learning sessions and then tries to teach it to others. 
  These secondary trainees believe they have acquired a new talent or 
  skill, when all they have received is watered down information.
  REFEREE’S INFORMATION:
  The secondary trainee is (roll a d6)…
  1 – 2: …not at all familiar with how the technique taught to him is 
  really supposed to work.
  3 – 4: …a danger to himself and others because of a lack of proper 
  training.
  5 – 6: …so conﬁ dent in his new learning that he is going to go out 
  and teach it to others, diluting the lesson even further.
  (56 – 61.P) Agency Client
  Required Skills: Instruction  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Most mercenaries are hired by governments or companies but this 
  individual represents the employment wishes of a private agency. 
  He brings promises of wealth and power but at what cost?
  REFEREE’S INFORMATION:
  The agency client is (roll a d6)…
  1 – 2: …ready to draw up a ticket on the spot if the characters are 
  willing; he has urgent business for the cadre.
  3 – 4: …prepared to make a sizeable offer to the characters to come 
  and train a private ‘security’ force in how to use heavy weapons 
  and explosives.
  5 – 6: …expecting to have to negotiate high wages and difﬁ cult terms 
  with the characters to get their services, especially with the 
  ticket his employers have laid out for them.
  (62 – 63.A) Casualty’s Family Member 
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Field exercises can be tricky and dangerous and sometimes someone 
  is unlucky enough to catch a stray straﬁ ng round or get caught in a 
  diffusible trap or tripwire. Although it is nearly always the trainee’s 
  fault that it happened, the family rarely takes it that way.
  REFEREE’S INFORMATION:
  The casualty’s family member is (roll a d6)…
  1 – 2: …still in mourning and will cause a scene if they know that the 
  characters were involved.
  3 – 4: …going to ﬁ le a complaint with the unit’s ticketed employer at 
  the time, perhaps causing hiring difﬁ culties later.
  5: …hysterical with grief, pointing out the characters and calling 
  them ‘monsters’, ‘devils’ and ‘heartless’.
  6: …so consumed with blame against the characters that he will 
  actually try to attack them.
  (62 – 63.P) Technology Instructor
  Required Skills: None         Required Equipment: Education Facility
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  125
  PLAYER’S INFORMATION:
  This specialised cadre instructor has amassed a healthy knowledge 
  about a particular type of technology. It is his responsibility to pass 
  that knowledge on to the students, so long as he is being adequately 
  paid to do so.
  REFEREE’S INFORMATION:
  The technology instructor is (roll a d6)…
  1 – 2: …teaching a class on a powerful new weapon that the unit 
  would like to implement but needs some additional instructors 
  to deal with larger groups.
  3 – 4: …looking to pick up a new piece of equipment and needs an 
  escort to get it safely.
  5 – 6: …lucky to have been shipped a few extra samples of weapon 
  technology and will part with them for a future favour.
  (64.A) Non-paying Client
  Required Skills: Advocate, Investigate   Required Equipment: None
  PLAYER’S INFORMATION:
  Every mercenary has to deal with it eventually – a client that will not 
  pay his tab. This one is not only choosing not to pay but he is trying 
  to dodge the characters as well!
  REFEREE’S INFORMATION:
  The non-paying client is (roll a d6)…
  1 – 2: …not aware that the characters are around and will be suitably 
  surprised if they approach him.
  3 – 4: …always ready with a good excuses as to why he cannot pay 
  yet and they usually sound legitimate.
  5 – 6: …thinking about trying to erase his debts by dealing with the 
  characters directly.
  (64.P) High-Profile Employer
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This ticketing employer is a member of the media-friendly elite; a 
  corporation or government that is always is in the news for one 
  reason or another. It will be hard to work for them without also 
  being noticed by the masses.
  REFEREE’S INFORMATION:
  The high-proﬁ le employer is (roll a d6)…
  1 – 2: …not getting the best coverage from the media but the focus 
  on the unit’s being there could increase its reputation.
  3 – 4: …viewed by the masses as a trendsetter who never does the 
  wrong thing.
  5 – 6: …looking to hire someone who will take advantage of the 
  press and the media, making both parties look like perfect 
  angels when they are absolutely not.
  (65.A) Prodigy
  Required Skills: Instruction  
  Required Equipment: None
  PLAYER’S INFORMATION:
  When a trainer gets someone in his class that is honestly somehow better 
  at the lessons than he is, there is little that can make him more frustrated. 
  This young prodigy is remarkably good at everything in the class.
  REFEREE’S INFORMATION:
  The prodigy is (roll a d6)…
  1 – 2: …too good at the skills supposedly being taught; it seems as 
  if he has had this training before.
  3 – 4: …making the rest of the class look bad enough that they are 
  getting close to planning him bodily harm.
  5 – 6: …going to complain to the ticketed employer that he did not 
  learn anything during the class and that the cadre is overpaid.
  (65.P) Impressed Client
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This ticket client is not just pleased with the results of the course but 
  is honestly impressed by the characters and how they instructed it.
  REFEREE’S INFORMATION:
  The impressed client is (roll a d6)…
  1 – 2: …going to arrange for a personal bonus for the characters.
  3 – 4: …looking to hire the characters for an expensive private ticket 
  because of the results of the last one.
  5 – 6: …interested in supporting the unit’s next major endeavour.
  (66.A) Hidden Enemy
  Required Skills: Investigate,   
  Required Equipment: None
  Any Combat 
  PLAYER’S INFORMATION:
  Mercenaries make a great deal of enemies in their line of work. 
  Some they know about but the worst ones are the ones that can 
  remain hidden from view until it is too late.
  REFEREE’S INFORMATION:
  The hidden enemy is (roll a d6)…
  1 – 2: …posing as a client or trainee to get close enough to the 
  characters to strike.
  3 – 4: …planning to goad the characters into a trap of some kind.
  5: …not hiding at all but rather the characters do not know him as 
  an enemy.
  6: …a shape shifting alien assassin hired to take out the characters.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  MERCENARY PATRONS
  126
  (66.P) Prime Cadre Agent
  Required Skills: Broker 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is someone who works for a secret organisation or powerful 
  employer looking to pay insanely well for the use of the cadre’s skills. 
  He asks no questions and seems to have an endless pocketbook.
  REFEREE’S INFORMATION:
  The prime cadre agent is (roll a d6)…
  1 – 2: …not negotiating; he is here to simply pay the characters for 
  what they need to do as his employer asks.
  3 – 4: …the representative of one of the most powerful men in the 
  galaxy.
  5 – 6: …looking for someone to teach an entire interstellar army 
  a speciﬁ c skill over the courses of several courses – a very 
  expensive ticket.
  COMMANDO PATRON ENCOUNTERS
  Characters in the Commando career path are the frontline enforcers with big guns and bigger appetites for destruction. They get their ticket, 
  gear up and head in behind enemy lines if they have to in order to get the job done. They sometimes have to deal with the locals when they 
  do so; sometimes not even through liberal use of ﬁ repower. 
  Commando Patrons
  Commando Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Battleﬁ eld Memory
  Helpful Local
  12 – 13
  Munitions Hoarder
  Black Market Ally
  14 – 15
  Regular Army Soldier
  Scarred Grunt
  16 – 21
  Shocked Civilian
  Grav-Lander Pilot
  22 – 23
  Local Hero
  Remote Jock
  24 – 25
  Collateral Bystander
  Tactician
  26 – 31
  Enemy Guerrilla
  Dress Support Commando
  32 – 33
  Ticketing Advocate
  Experienced Technician
  34 – 35
  Wounded Teamsman
  Minesweeper
  36 – 41
  Recalled Soldier
  Tunnel Rat
  42 – 43
  Coward
  Squad Leader
  44 – 45
  Remote Hacker
  Idea Man
  46 – 51
  Aggressive Ally
  Team Comms Ofﬁ cer
  52 – 53
  Fake Captive
  Local Representative
  54 – 55
  Faulty Weapon Trader
  Field Leader
  56 – 61
  Alien Obstacle
  Unlikely Ally
  62 – 63
  Peacenik
  Weapons Loader
  64
  Unit Slacker
  Unit Problem-Solver
  65
  Past Foe
  Unit Commander
  66
  Impossible Returning Target
  Prime Commando Agent
  (11.A) Battlefield Memory 
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is someone that the characters had seen across the ﬁ eld of 
  battle once before but who seems like a vague image in the haze of 
  time that has passed.
  REFEREE’S INFORMATION:
  The battleﬁ eld memory is (roll a d6)…
  1 – 2: …only hazily aware that he knows the characters from 
  somewhere else but is staring a lot anyway.
  3 – 4: …really upset to recall the characters shooting at him in the 
  past!
  5: …an ofﬁ cer that the characters once took captive during a ticket.
  6: …still limping after their ﬁ rst encounter and wants to return the 
  favour.
  (11.P) Helpful Local
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Commandoes often get sent into foreign lands to stage their 
  attacks and occasionally people like this local citizen can help 
  them get adjusted.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  127
  REFEREE’S INFORMATION:
  The helpful local is (roll a d6)…
  1 – 2: …a local bar owner; he will help the characters get some drinks 
  and some food.
  3 – 4: …familiar with the layout of the local area and will gladly help 
  the characters get around town and ﬁ nd someplace to rent a 
  room or set up camp.
  5 – 6: …an old military man that knows what soldiers want when 
  they ﬁ rst get into a new town – and he knows just where to 
  ﬁ nd it.
  (12 – 13.A) Munitions Hoarder
  Required Skills: Investigate, Persuade           Required Equipment: 
   
   
   
   
            Non-energy Weapon
  PLAYER’S INFORMATION:
  This unit member has a horrible habit of requisitioning too much 
  ammunition for his weapon but then refuses to share the excess 
  with his fellow unit members who might actually need it.
  REFEREE’S INFORMATION:
  The munitions hoarder is (roll a d6)…
  1 – 2: …also possessive of his other belongings and equipment; he 
  is always afraid that someone will steal it from him. 
  3 – 4: …going to encumber himself with the amount of clips and 
  cases he has strapped to him.
  5 – 6: …carrying a rucksack of volatile munitions, making himself 
  into a selﬁ sh and precarious walking bomb.
  (12 – 13.P) Black Market Ally
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A commando’s life is much easier when he can get the best and 
  latest new weapons without having to wait for legal unit channels to 
  bring it to him. This illegal retailer is good for that sort of thing.
  REFEREE’S INFORMATION:
  The black market ally is (roll a d6)…
  1 – 2: …getting a new shipment of ‘experimentals’ that he wants 
  to ofﬂ oad rather cheaply, especially because he does not know 
  exactly what they do.
  3 – 4: …willing to take special orders if the characters do not mind 
  waiting for them.
  5 – 6: …going out of business and needs to pass on his contacts and 
  resources to some of his best customers.
  (14 – 15.A) Regular Army Soldier
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Regular army and commandoes rarely mix well and this soldier is 
  proof of that. He has had to face against commando units in the 
  past and does not remember those days fondly.
  REFEREE’S INFORMATION:
  The regular army soldier is (roll a d6)…
  1 – 2: …going to try his hardest to ignore the characters but will not 
  hold his tongue if they start telling war stories or something 
  similar.
  3 – 4: …going to make one snide comment and go back to what he 
  was doing.
  5: …not stupid enough to tangle with a group of commandoes 
  alone; he will go and get the rest of his squad and wait for them 
  outside.
  6: …drunk and looking to make the characters hear what he has to 
  say to them about their career choice.
  (14 – 15.P) Scarred Grunt
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This gnarled face is a ticket-tested commando that saw the worse 
  end of a disﬁ guring injury but he remains proud of what his unit 
  accomplished and the money they made doing it.
  REFEREE’S INFORMATION:
  The scarred grunt is (roll a d6)…
  1 – 2: …an old friend of the characters and perhaps even served with 
  them before he was wounded.
  3 – 4: …in the area looking to settle a score with the people who 
  scarred him and he would love to have the characters give him 
  a hand making that happen.
  5 – 6: …looking for work but cannot seem to ﬁ nd a ticketing agent 
  around.
  (16 – 21.A) Shocked Civilian
  Required Skills: None       Required Equipment: Combat Equipment
  PLAYER’S INFORMATION:
  Even with the wars and chaos going in the galaxy, most civilians 
  never see heavy weapons or powered armour. This civilian 
  recognises the characters for what they are and is dumbfounded by 
  their nonchalance.
  REFEREE’S INFORMATION:
  The shocked civilian is (roll a d6)…
  1 – 2: …in awe at the weaponry carried by the characters and is 
  making a big deal about it.
  3 – 4: …afraid that the characters are there to start trouble and he 
  is going to panic the ﬁ rst time one of them makes a sudden 
  gesture.
  5 – 6: …unhappy about ‘hired thugs’ walking around armed in his 
  community and will confront the characters about their open 
  hostility.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  MERCENARY PATRONS
  128
  (16 – 21.P) Grav-Lander Pilot
  Required Skills: None 
       Required Equipment: Grav-Lander
  PLAYER’S INFORMATION:
  Commandoes are frequently ferried into combat zones by armoured 
  grav-landers and this pilot has worked with them on several 
  occasions. He may not ever want to leave his armoured vehicle 
  when doing so but he is paid not to complain about it.
  REFEREE’S INFORMATION:
  The grav-lander pilot is (roll a d6)…
  1 – 2: …on an assignment that was postponed for a few days, so he 
  can take the characters somewhere if they want.
  3 – 4: …looking for work and would like to offer a good deal to the 
  characters if they can use him.
  5 – 6: …getting his lander ﬁ xed and needs something to do for the 
  next week while it is in the shop.
  (22 – 23.A) Local Hero
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The local populace look up to this man as if he was superhuman 
  because of something that he did for them and being around him 
  makes them all quite judgmental of those with less perceived 
  moral supremacy.
  REFEREE’S INFORMATION:
  The local hero is (roll a d6)…
  1 – 2: …losing some of his following so he has to make himself look 
  better by putting down the ‘guns for hire’.
  3 – 4: …actually not much more than a coward who lucked into the 
  title but he can talk the talk well enough to fool civilians.
  5 – 6: …honestly rather heroic in his everyday activities and will 
  assuredly make the characters look like knaves when he is 
  present.
  (22 – 23.P) Remote Jock
  Required Skills: None 
             Required Equipment: Remotes
  PLAYER’S INFORMATION:
  This specialised member of the characters’ unit is not as physically 
  tough or personally seasoned as they are but his ability to make 
  combat and scout drones soar and ﬁ ght is surpassed by few.
  REFEREE’S INFORMATION:
  The remote jock is (roll a d6)…
  1 – 2: …in need of a quick job to pay for the repairs on one of his 
  assault remotes.
  3 – 4: …looking for new and interesting ways to use his remotes for 
  extra-curricular entertainment.
  5 – 6: …being assigned to the characters’ next ticket, so he wants to 
  familiarise them with his ‘metal and plastic children’.
  (24 – 25.A) Collateral Bystander
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Standing too near to the action, this common civilian is in grave 
  danger when the characters’ plan begins to unfold and the shots 
  begin to ﬂ y.
  REFEREE’S INFORMATION:
  The collateral bystander is (roll a d6)…
  1 – 2: …a young child that will freeze in terror and need to be 
  saved.
  3 – 4: …getting in the way because they are not aware of the 
  impending doom of their position.
  5: …an adolescent who is trying to see what is happening because 
  it is exciting.
  6: …someone very important to the characters’ employer; he cannot 
  be allowed to get killed.
  (24 – 25.P) Tactician
  Required Skills: Tactics 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This member of the unit is not normally a frontline soldier but rather 
  a support team member. He is responsible for the planning and 
  arrangement of attacks, not the attacking itself.
  REFEREE’S INFORMATION:
  The tactician is (roll a d6)…
  1 – 2: …preparing the characters’ next plan of attack for their current 
  ticket, giving them some insight as to how it will succeed.
  3 – 4: …going to accompany the characters on a scouting run to get 
  more intelligence on a future mission site.
  5 – 6: …truly a battleﬁ eld genius; he seems to know what the 
  characters will do before they do!
  (26 – 31.A) Enemy Guerrilla
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  It is not uncommon for mercenaries to face off against mercenaries 
  but a commando has to hate it most when it is against the 
  underhanded defence tactics of the guerrillas.
  REFEREE’S INFORMATION:
  The enemy guerrilla is (roll a d6)…
  1 – 2: …a master trapper and demolitionist – ﬁ nding and dealing 
  with him will be dangerous.
  3 – 4: …working for the local community of civilians, which puts the 
  characters in the local role of ‘bad guys’.
  5 – 6: …a former unit member that defected to another unit in order 
  to ‘do the right thing’, so he knows the characters personally.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  129
  (26 – 31.P) Dress Support Commando
  Required Skills: None 
        Required Equipment: Battle Dress
  PLAYER’S INFORMATION:
  This esteemed commando in the unit has somehow managed to 
  acquire an operational suit of battle dress, turning him into the 
  unit’s primary support asset.
  REFEREE’S INFORMATION:
  The dress support commando is (roll a d6)…
  1 – 2: …willing to train the characters in the fundamentals of battle 
  dress operation and maintenance.
  3 – 4: …going on the next ticket with the characters – because they 
  will need him.
  5 – 6: …interested in running a mission with the characters outside 
  of the armour for a change and offers for someone else to use 
  it instead.
  (32 – 33.A) Ticketing Advocate
  Required Skills: Advocate 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Paid from the unit’s proﬁ ts during the ticket creation process, this 
  contracting attorney normally has the best interests of the unit in 
  mind when negotiating fees. This is not always the case when he 
  thinks it will cost more to the unit in the long term.
  REFEREE’S INFORMATION:
  The ticketing advocate is (roll a d6)…
  1 – 2: …worried that fuel costs on the next ticket would be too high 
  and believes that the unit should stay local for a while.
  3 – 4: …not sure if the characters can handle a ‘serious’ ticket at 
  this time.
  5 – 6: …being paid under the table by the client to keep his end of 
  the negotiations lower.
  (32 – 33.P) Experienced Technician
  Required Skills: Engineer 
   
          Required Equipment: 
   
   
   
   
         Mechanical Equipment
  PLAYER’S INFORMATION:
  This unit member serves an important role for any technologically-savvy 
  commando team – he keeps the gear running and the guns ﬁ ring.
  REFEREE’S INFORMATION:
  The experienced technician is (roll a d6)…
  1 – 2: …currently looking into upgrading some of the characters’ 
  equipment but not enough to warrant new licensing.
  3 – 4: …being asked to go on the next ticket with the characters 
  because there will be a vehicle in need of repair during its run.
  5 – 6: …not happy about the current state of affairs in the unit’s 
  equipment lockers and wants the characters to help him break 
  a few things to get better replacements.
  (34 – 35.A) Wounded Teamsman
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A commando’s job is to get into ultra-violent situations and deal 
  with hostile threats; people sometimes get hurt. This unit member 
  seemed to have forgotten that when he began to resent the 
  characters for his recent injury.
  REFEREE’S INFORMATION:
  The wounded teamsman is (roll a d6)…
  1 – 2: …trying to get onto the characters’ next ticket in order to see 
  one of them get wounded.
  3 – 4: …a liability in the ﬁ eld and a tax on resources in the 
  headquarters.
  5: …not physically ready for a new ticket but will not let the characters 
  ‘show him up’.
  6: …sure that it was friendly ﬁ re from one of the characters that 
  wounded him and he cannot wait to pay him back tenfold.
  (34 – 35.P) Minesweeper
  Required Skills: None          Required Equipment: Personal Scanner
  PLAYER’S INFORMATION:
  Unfortunately few within the unit, these scanner technicians are 
  trained to look for and defuse land and anti-personnel mines. It is 
  a dangerous job that no one ever wants to do but every commando 
  that does not have to worry about triggering a deadly trap thanks 
  them for it.
  REFEREE’S INFORMATION:
  The minesweeper is (roll a d6)…
  1 – 2: …courageous and humble; shaking his head and blushing 
  when his fellows toast his good work.
  3 – 4: …ready to go out on the ticket with the characters, meaning 
  they will likely be needing him.
  5 – 6: …willing to teach one of the characters how to read the mine 
  scanner.
  (36 – 41.A) Recalled Soldier 
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Army folk already generally dislike mercenaries; however those who 
  were recalled from active duty because of mercenary involvement 
  have reason to.
  REFEREE’S INFORMATION:
  The recalled soldier is (roll a d6)…
  1 – 2: …sitting around on half pay while the mercenaries make huge 
  salaries from their ticket; this is not likely to sit well with him.
  3 – 4: …going to get drunk, ﬁ nd the characters and pick a ﬁ ght.
  5 – 6: …more organised than most of his comrades. He is preparing 
  a statement to the local media about how his position was 
  reduced to standby because of mercenaries.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  MERCENARY PATRONS
  130
  (36 – 41.P) Tunnel Rat
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This small-framed commando is an underground specialist. He 
  spends most of his professional career in sewers, caverns, run-off 
  pipes and catacombs. He is the best friend to have in these places; 
  they are like his second home.
  REFEREE’S INFORMATION:
  The tunnel rat is (roll a d6)…
  1 – 2: …looking for a decent combat escort to the entrance of a 
  cavern network that exists in the middle of hostile territory.
  3 – 4: …looking to see if anyone can recognise a piece of some kind 
  of device that he found in the catacombs.
  5 – 6: …assigned to help the characters in their next ticket 
  somehow.
  (42 – 43.A) Coward
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Afraid to use the equipment he is trained to, this soft spoken 
  mercenary cannot bring himself to set aside his terror when the 
  bullets and lasers start ﬂ ying.
  REFEREE’S INFORMATION:
  The coward is (roll a d6)…
  1 – 2: …aware of his conﬁ dence problem and tries to overcome it 
  but cannot.
  3 – 4: …able to act like he is rough-n-tumble but falls apart under 
  pressure.
  5 – 6: …a liability that tends to blindly ﬁ re his weapon and never stick 
  to his part of the plan.
  (42 – 43.P) Squad Leader
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The main ofﬁ cer, for lack of a better term, for the entire squad, this 
  grizzled veteran bears the weathering of hundreds of tickets and the 
  scars from all of the bad ones. He decides who goes where during a 
  ticket, so he is a good friend to have.
  REFEREE’S INFORMATION:
  The squad leader is (roll a d6)…
  1 – 2: …impressed by the characters’ last ticket and wants to send 
  them on an even tougher one but for much more pay.
  3 – 4: …looking for an honour guard to protect him at some unit 
  banquet that the commander has invited him to.
  5 – 6: …arranging for a technological upgrade for the characters; it 
  should go well with their new assignment.
  (44 – 45.A) Remote Hacker
  Required Skills: Remote Ops    
            Required Equipment: 
   
   
   
   
            Remote Drones
  PLAYER’S INFORMATION:
  This crafty and mischievous hacker has learned the unit’s frequencies 
  that they use to control their remote drones and work robots. He 
  can make them do all sorts of things, even things that they were 
  never intended for.
  REFEREE’S INFORMATION:
  The remote hacker is (roll a d6)…
  1 – 2: …setting up shutdown protocols in all of the combat drones 
  so they ‘cannot hurt anyone else’.
  3 – 4: …just a troublemaker; causing the remote drones to go haywire 
  and ﬂ y in odd patterns but not dangerously so.
  5 – 6: …being paid by the unit’s enemy to sabotage their remote 
  drones and make them into weapons that can be used against 
  the unit.
  (44 – 45.P) Idea Man
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Perfect plans and striking insight do not come from just anywhere; 
  they tend to come from this young man’s remarkable mind. He is 
  creative, cunning and thankfully a friend of the characters’.
  REFEREE’S INFORMATION:
  The idea man is (roll a d6)…
  1 – 2: …where the unit gets most of its basic knowledge about the 
  unknown.
  3 – 4: …in need of someone he trusts to attempt his latest theory 
  but it will not be easy.
  5: …not sure about an upcoming ticket’s potential-versus-risk and is 
  not afraid to say so.
  6: …positive that he has the next big money making idea but it 
  requires that the characters to do some strange things for 
  him.
  (46 – 51.A) Aggressive Ally
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This so-called ally of the characters’ unit is forceful and rather 
  foolhardy, always pushing too far into hostile situations and never 
  thinking twice about engaging the enemy.
  REFEREE’S INFORMATION:
  The aggressive ally is (roll a d6)…
  1 – 2: …taking several personal ﬁ rearms and weapons with him on 
  the next ticket; some of which are going to do more harm than 
  good.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  131
  3 – 4: …incapable of logical thought when the action starts and it will 
  get him or someone else killed someday.
  5 – 6: …verbally abusive of the characters, claiming that they are ‘too 
  afraid’ to follow him into battle anymore.
  (46 – 51.P) Team Comms Officer
  Required Skills: Comms 
              Required Equipment: Personal
   
   
   
              Commlink Station
  PLAYER’S INFORMATION:
  Serving as the routing centre and general security checkpoint 
  for the entire team’s communications equipment, this strong-
  shouldered mercenary knows how important his job is and will 
  not risk it unintentionally.
  REFEREE’S INFORMATION:
  The team comms ofﬁ cer is (roll a d6)…
  1 – 2: …monitoring all communications trafﬁ c through his headset, 
  waiting for something special to come through for one of the 
  characters.
  3 – 4: …good at cutting static and jamming, keeping communication 
  connection even in the worst of conditions.
  5 – 6: …going to need to show one of the characters how his gear 
  works for the next ticket, in case he is wounded or killed.
  (52 – 53.A) Fake Captive
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  An enemy who allows himself to be captured in order to get behind 
  his enemy’s lines is crafty, risky and dangerous. This man willingly 
  gave himself up in order to complete some secret mission.
  REFEREE’S INFORMATION:
  The fake captive is (roll a d6)…
  1 – 2: …actually an assassin bent on taking out the unit’s ﬁ eld 
  leader.
  3 – 4: …a spy with several hidden surveillance implants transmitting 
  back to his headquarters.
  5 – 6: …a local reporter trying to get the best story of his life before 
  admitting his true nature to his captors.
  (52 – 53.P) Local Representative
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This member of the close local authority works alongside the 
  mercenary unit to ensure that the community is kept as safe as it 
  can be, given the circumstances. He does not necessarily condone 
  the violence but he understands its existence.
  REFEREE’S INFORMATION:
  The local representative is (roll a d6)…
  1 – 2: …happy to give the characters a full tour of the area, including 
  several free amenities.
  3 – 4: …worried that the characters are going to cause too much 
  collateral damage, so he wants to wine and dine them to 
  persuade them to be careful.
  5 – 6: …looking to ask the characters some interesting questions 
  about their careers, as if he was intrigued enough to join up.
  (54 – 55.A) Faulty Weapon Trader
  Required Skills: Investigate  
             Required Equipment: 
   
   
   
   
             Faulty Weaponry
  PLAYER’S INFORMATION:
  Trading lowest-quality goods for low-quality prices is shady but 
  doing it with the ﬁ rearms that a commando unit will be using is 
  just plain stupid. This trader has dealt a bad crate of goods to the 
  characters and now he has to live with what happens.
  REFEREE’S INFORMATION:
  The faulty weapon trader is (roll a d6)…
  1 – 2: …not aware that his goods are faulty but has nothing to replace 
  them with and the money is already invested elsewhere.
  3 – 4: …sticking by his ﬁ rm ‘no refunds’ policy, even if it means the 
  characters get violent with him.
  5 – 6: …wilfully sabotaging the weapons he sells in order to keep 
  the conﬂ ict going as long as possible because it is good for his 
  business.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  MERCENARY PATRONS
  132
  (54 – 55.P) Field Leader
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is the highest ranking commando sent onto a speciﬁ c ticket. 
  He normally has several smaller teams and solos reporting back to 
  him, one of which is probably the characters.
  REFEREE’S INFORMATION:
  The ﬁ eld leader is (roll a d6)…
  1 – 2: …a nice enough guy outside of a mission but is a demanding 
  grump when it is time for business. Too many lives depend on 
  his orders.
  3 – 4: …looking for a team to perform a very dangerous but very 
  important mission for the unit.
  5 – 6: …looking for a ﬁ eld commando to promote onto his advisory 
  staff.
  (56 – 61.A) Alien Obstacle
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When dealing with a foreign land or planet, commandoes often 
  have to overcome the prejudices of the local populace. When 
  that populace will not seemingly leave you alone, things can get 
  frustrating and violent.
  REFEREE’S INFORMATION:
  The alien obstacle is (roll a d6)…
  1 – 2: …not hostile with the characters, just overly curious and has 
  no concept of personal space.
  3 – 4: …carnivorous and not against eating the characters if he gets 
  the chance.
  5 – 6: …just one of many local aliens that do not like the looks of the 
  commandoes.
  (56 – 61.P) Unlikely Ally
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person came literally from out of nowhere to help the characters 
  in their current mission, whatever it might be.
  REFEREE’S INFORMATION:
  The unlikely ally is (roll a d6)…
  1: …a normal civilian with a makeshift weapon.
  2 – 3: …a turncoat enemy that apparently is some kind of double-
  agent.
  4 – 5: …a former rival that has seen the error of his ways.
  6: …a prominent local ﬁ gure that is risking a lot to help at all, let 
  alone in a commando mission.
  (62 – 63.A) Peacenik
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  No matter where the mercenaries go and what they are doing 
  there, it seems that some anti-violence peacenik will emerge to 
  ridicule them.
  REFEREE’S INFORMATION:
  The peacenik is (roll a d6)…
  1 – 2: …putting together a peaceful march or rally against the 
  existence of hired soldiers in their community.
  3 – 4: …not above vandalising and sabotaging basic mercenary 
  equipment when no one is looking.
  5 – 6: …slightly more radical, putting himself in harm’s way in order 
  to make his point against the ticketed action.
  (62 – 63.P) Weapons Loader
  Required Skills: None 
      Required Equipment: Ammunition
   
   
   
      -fed Weaponry
  PLAYER’S INFORMATION:
  This junior recruit in the unit is trained in the rapid upkeep and 
  reloading of his fellows’ weaponry. It is his job to make sure that a 
  commando team is never dry on ammunition.
  REFEREE’S INFORMATION:
  The weapons loader is (roll a d6)…
  1 – 2: …a big admirer of one of the characters, making sure that there 
  is an extra clip or cell for each of his weapons at all times.
  3 – 4: …always pocketing shells and cartridges when the cases have 
  extra in them; he has managed quite a stockpile by now.
  5 – 6: …ready to be promoted to full commando status but needs 
  the characters’ written approval.
  (64.A) Unit Slacker
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Whenever the unit goes out on a ticket this guy always seems like he 
  is last to arrive, last to report and last to do just about anything. He 
  simply does not seem to try to make anything of himself.
  REFEREE’S INFORMATION:
  The unit slacker is (roll a d6)…
  1 – 2: …being attached to the characters’ team for a ticket or two.
  3 – 4: …trying to get himself lightly injured so he does not have to 
  work for a few weeks while he recuperates.
  5 – 6: …acting the way he does in order to slow the unit down 
  and possibly mar their potential, just as his secret employer 
  instructed him.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  133
  (64.P) Unit Problem-Solver
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is the single most important person on some unit’s employment 
  roster. He is part agent, part hero, part hitman and part terrorist. He 
  takes care of the unit’s issues – no matter what they are.
  REFEREE’S INFORMATION:
  The unit problem-solver is (roll a d6)…
  1 – 2: …here to make sure that the characters are successful in their 
  ticket, as it just became far more important than ﬁ rst thought 
  of.
  3 – 4: …not actively engaged at the moment and wants to ﬁ nd out if 
  there is anything the characters might need of him.
  5 – 6: …delivering a delicate and powerful piece of equipment to one 
  of the characters, which he explains must be used but protected 
  with their collective lives.
  (65.A) Past Foe
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Commandos make enemies every time they are active, as few people 
  enjoy being shot at or assaulted. This particular person is someone 
  who hates one of the characters from a past event; most likely that 
  he even bears the scars from it.
  REFEREE’S INFORMATION:
  The past foe is (roll a d6)…
  1 – 2: …someone that the character fought against but could not 
  possibly have picked out of the crowd.
  3 – 4: …trying to avenge someone that the character had killed in the 
  course of his work.
  5: …an even match for the character in most ways but also has 
  hatred in his favour.
  6: …ﬁ nally done searching for the character; which he had been 
  doing for a long time.
  (65.P) Unit Commander
  Required Skills: Admin 
   
       Required Equipment:
    
   
   
   
       Mercenary Headquarters
  PLAYER’S INFORMATION:
  The topmost ofﬁ cial in the entire mercenary unit, this 
  professional soldier-of-soldiers has seen it all from the ground 
  up. He has been part of the unit since he was just a grunt and 
  now he controls the whole thing.
  REFEREE’S INFORMATION:
  The unit commander is (roll a d6)…
  1 – 2: …wanting to see more out of the characters because of 
  ‘something he heard’ about them, if only to see if it is true.
  3 – 4: …looking for the perfect team to train for his new detachment 
  – a battle dress detachment.
  5 – 6: …touring the ranks to make sure he is not paying a bunch of 
  dead weights.
  (66.A) Impossible Returning Target
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Against all odds and logical reasoning, a face has returned from the 
  characters’ past to haunt them – and he means them nothing but 
  ill will and malice.
  REFEREE’S INFORMATION:
  The impossible returning target is (roll a d6)…
  1 – 2: …someone that the characters are sure that they killed. How he 
  has managed to stay alive is well beyond their comprehension.
  3 – 4: …nearly head-to-toe bionic and cybernetic replacements to 
  make up for what the characters had cut or blasted off of him.
  5 – 6: …actually the twin, clone or replicant of the individual they 
  remember – yet he is just as upset at them for killing his 
  ‘other self’.
  (66.P) Prime Commando Agent
  Required Skills: Admin, Broker 
  Required Equipment: None
  PLAYER’S INFORMATION:
  This well-dressed businessman is an employee of a secret agency or 
  powerful employer that wants to put the characters in a magniﬁ cently 
  crafted ticket. It will pay a small fortune and seemingly for only an 
  average amount of ‘no questions asked’ type work.
  REFEREE’S INFORMATION:
  The prime commando agent is (roll a d6)…
  1 – 2: …not able to answer detailed questions but he can offer half 
  of the money up front.
  3 – 4: …a representative of one of the most powerful privatised 
  governments in the galaxy.
  5 – 6: …looking for a team of crack operatives that will have no 
  qualms over glassing an entire city if given the equipment 
  and the training to do so, not to mention an insane amount 
  of money.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  134
  GUERRILLA PATRON ENCOUNTERS
  Characters in the Guerrilla career path are called upon to ﬁ ght on the behalf of the downtrodden and the oppressed. They make few friends 
  of tyrannical governments and rarely get good press after their tickets are over. The people? The people either love them or fear them.
  Guerrilla Patrons
  Guerrilla Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Brave Civilian
  Oppressed Worker
  12 – 13
  Patriotic Soldier
  Explosives Retailer
  14 – 15
  Local Survivalist
  Neutral Gun Runner
  16 – 21
  Agency Informant
  Local Supporter
  22 – 23
  Loyalist Militiaman
  Rural Farmer
  24 – 25
  Trapper
  Disgruntled Mechanic
  26 – 31
  Supply Security
  Conspiracy Theorist
  32 – 33
  Target’s Bodyguard
  Easy Target
  34 – 35
  Vigilant Patrolman
  Ignorant Ofﬁ cer
  36 – 41
  Innocent Government Agent
  Sympathiser
  42 – 43
  Frightened Witness
  Rabble Rouser
  44 – 45
  Unexpected Obstacle
  Media Connection
  46 – 51
  Enemy Medic
  Yacht Pilot
  52 – 53
  Regimental Ofﬁ cer
  Chemist
  54 – 55
  Night Security
  Distraction
  56 – 61
  Perceptive Repairman
  Citizen Group Leader
  62 – 63
  Government Supporter
  Gangland Supporter
  64
  Enemy Commando
  Inside Man
  65
  Agency Assassin
  Vigilante
  66
  Head of State
  Prime Guerrilla Agent
  (11.A) Brave Civilian 
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Most locals will get out of the way of a seasoned guerrilla but this 
  particularly brave citizen seems capable of standing in the way of 
  the characters.
  REFEREE’S INFORMATION:
  The brave civilian is (roll a d6)…
  1 – 2: …a family member to someone in the government.
  3 – 4: …physically ﬁ t and probably knows how to handle himself in 
  a ﬁ ght.
  5: …ex-military and carries a gun.
  6: …a patriot willing to put his life in danger for his government.
  (11.P) Oppressed Worker
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This rugged labourer has worked for many long years in the local 
  industrial complexes and factories; too long to see all of his hard 
  work ﬂ ushed away by the poor decisions of a corrupt government.
  REFEREE’S INFORMATION:
  The oppressed worker is (roll a d6)…
  1 – 2: …willing to support the characters’ actions with supplies and 
  a place to stay.
  3 – 4: …not terribly smart but he is loyal, big and tough.
  5 – 6: …an accomplished street ﬁ ghter and barroom brawler and is 
  willing to ﬁ ght alongside the guerrillas.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  MERCENARY PATRONS
  MERCENARY PATRONS
  135
  (12 – 13.A) Patriotic Soldier
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Loyal to the ways of the government, this army soldier is a true 
  upholder of his nation’s beliefs and culture. He will not abide by the 
  so-called ‘legitimised’ actions of the guerrillas and will ﬁ ght them 
  whenever he can.
  REFEREE’S INFORMATION:
  The patriotic soldier is (roll a d6)…
  1 – 2: …going to try and get as much intelligence on the characters 
  as possible to report to his superiors.
  3 – 4: …willing to stall the characters while he signals the local 
  authorities.
  5 – 6: …so devoted to his nation that he would sacriﬁ ce himself to 
  stop its enemies.
  (12 – 13.P) Explosives Retailer
  Required Skills: Persuade 
           Required Equipment: Explosives
  PLAYER’S INFORMATION:
  An important individual to any saboteur or freedom ﬁ ghter, this 
  supplier of high-explosives is well aware what his wares are used for 
  – and does not care at all.
  REFEREE’S INFORMATION:
  The explosives retailer is (roll a d6)…
  1 – 2: …having a sale on demolitions-grade equipment.
  3 – 4: …afraid he will get caught with some military devices without 
  a proper license, so he will sell it cheap.
  5 – 6: …an ally of the characters and has supplied their unit before. 
  He can be trusted not to say where his goods are going.
  (14 – 15.A) Local Survivalist
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Moving about in the wilderness, trying to manoeuvre against the 
  local powers, could bring the characters into the territory claimed 
  by this reclusive survivalist. He distrusts anyone who he does not 
  recognise, especially outsiders with guns.
  REFEREE’S INFORMATION:
  The local survivalist is (roll a d6)…
  1 – 2: …capable of all but vanishing in his local area and can track 
  the characters with ease.
  3 – 4: …a danger to the characters’ mission.
  5 – 6: …well-armed and ready to use whatever means he has to in 
  order to get the characters off of his land.
  (14 – 15.P) Neutral Gun Runner
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is a wartime businessman who knows what both sides want 
  – guns. He is willing to sell them to the opposing forces, no matter 
  what side they are ﬁ ghting for.
  REFEREE’S INFORMATION:
  The neutral gun runner is (roll a d6)…
  1 – 2: …willing to travel into hostile zones to make a sale.
  3 – 4: …open to negotiation for better deals on large orders but not 
  on his political afﬁ liation or lack thereof.
  5 – 6: …also a dealer in expensive vehicle armament and artillery 
  platforms but at a much higher premium.
  (16 – 21.A) Agency Informant
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Sneaky and perceptive, this local citizen may seem like just another 
  passer by but he is actually a paid informant for the higher powers 
  that the characters are ﬁ ghting against.
  REFEREE’S INFORMATION:
  The agency informant is (roll a d6)…
  1 – 2: …watching the characters very carefully.
  3 – 4: …aware that the characters are actually guerrillas and he 
  knows what they are capable of.
  5 – 6: …on orders to make note of everyone that the characters talk 
  to so they can be questioned later.
  (16 – 21.P) Local Supporter
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Not willing to join the ﬁ ght fully, this citizen would like to do all that 
  he can for the characters in the meantime.
  REFEREE’S INFORMATION:
  The local supporter is (roll a d6)…
  1 – 2: …a leader to the local citizenry; what he says will likely go for 
  most of them.
  3 – 4: …willing to open his doors for the characters to use his 
  home.
  5: …a longstanding enemy of the state – even if he has not done 
  anything openly against them.
  6: …able to put the characters in contact with several other anti-
  government groups in the area.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  MERCENARY PATRONS
  136
  (22 – 23.A) Loyalist Militiaman
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This member of the citizen levy is a true patriot to his government 
  and his nation; he will not let his fellows down if he can help it.
  REFEREE’S INFORMATION:
  The loyalist militiaman is (roll a d6)…
  1 – 2: …doing his duty to protect his nation but he is not sure that he 
  would be willing to die for it.
  3 – 4: …a capable soldier and trained well enough in the military arts 
  to be a problem for the characters.
  5 – 6: …blindly devoted to his nation.
  (22 – 23.P) Rural Farmer
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Taxed and cornered in by urban programs and governmental rules, 
  this simple agriculturalist does not have much to offer the ﬁ ght 
  against oppression but he will give what he can.
  REFEREE’S INFORMATION:
  The rural farmer is (roll a d6)…
  1 – 2: …supplying the characters’ unit with food.
  3 – 4: …willing to let the characters use his barn and stables as a 
  staging area to hide assets.
  5 – 6: …an old military man who understands that nearly everything 
  is potentially a weapon against a superior foe.
  (24 – 25.A) Trapper
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Moving through the wilderness to remain undetected by government 
  troops can be hazardous due to this man’s exceptional abilities to 
  lay traps for hunting.
  REFEREE’S INFORMATION:
  The trapper is (roll a d6)…
  1 – 2: …not intentionally leaving dangerous traps where the 
  characters are supposed to be travelling through but he is not 
  sorry that he did.
  3 – 4: …an opportunist that would love to cause a few well-armed 
  guerrillas to disappear so he could have their equipment.
  5 – 6: …placing additional traps in the most tactically sound areas in 
  order to stop the characters.
  (24 – 25.P) Disgruntled Mechanic
  Required Skills: Mechanic, Persuade Required Equipment: Tools
  PLAYER’S INFORMATION:
  This overworked and overtaxed local mechanic has access to 
  the governmental motor pool through his job; access that he is 
  willing to hand over to the characters if they promise to use it to 
  hurt the government.
  REFEREE’S INFORMATION:
  The disgruntled mechanic is (roll a d6)…
  1 – 2: …sure that the characters will only have a few minutes’ window 
  to get in and past the ﬁ rst security checkpoint; beyond that he 
  does not know.
  3 – 4: …angry with his government because of his brother’s drafting 
  and eventual death.
  5 – 6: …willing to give equipment and mechanical ideas to the 
  characters to get their job done.
  (26 – 31.A) Supply Security
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A guard placed over a spot along the supply lines for the authority 
  in power, this is not a soldier or a mercenary at all – he is just 
  hired security.
  REFEREE’S INFORMATION:
  The supply security is (roll a d6)…
  1 – 2: …ready to alert the real authorities at the ﬁ rst sign of trouble.
  3 – 4: …just doing his job but he will try to stop the characters if he 
  can.
  5 – 6: …armed and bored; a terrible combination for a semi-skilled 
  security agent.
  (26 – 31.P) Conspiracy Theorist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Help comes from strange places when ﬁ ghting against a superior 
  power and this half-paranoid delusional is about as strange as they 
  come. He thinks that everyone is out to get him and that no one can 
  be trusted – especially not the government.
  REFEREE’S INFORMATION:
  The conspiracy theorist is (roll a d6)…
  1 – 2: …sure that the government is being controlled by extra-
  dimensional beings.
  3 – 4: …aware of secret religious practices going on at local 
  authoritarian levels.
  5: …sure that the characters work for a magnanimous higher power, 
  although he does not know which entity. 
  6: …going to show the characters where the government abducted 
  him from when they needed to scan his brain for ‘logisites’.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  137
  (32 – 33.A) Target’s Bodyguard
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Sticking close to the intended target of an assassination ticket or 
  just someone that needs to be removed, this dutiful bodyguard may 
  need to be dealt with ﬁ rst.
  REFEREE’S INFORMATION:
  The target’s bodyguard is (roll a d6)…
  1 – 2: …good at his job and only rarely lets down his guard.
  3 – 4: …willing to lay down his life for his employer, especially if 
  he knows that it is an assassination attempt and not random 
  violence.
  5 – 6: …going to take any attack on his employer personally, turning 
  him into an aggressive enemy.
  (32 – 33.P) Easy Target
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person is listed as a potential target on the ticket the guerrilla 
  unit signed against the local oppressors but he is unguarded and a 
  remarkably simple one.
  REFEREE’S INFORMATION:
  The easy target is (roll a d6)…
  1 – 2: …foolishly spending a great deal of time alone and in the 
  open.
  3 – 4: …apparently completely unaware that he could be targeted by 
  the characters.
  5 – 6: …actually just a pawn used by the local government as a 
  ﬁ gurehead; a decoy to bring the characters out of hiding.
  (34 – 35.A) Vigilant Patrolman
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This ofﬁ cer of the law is a shining example of what peacekeeping 
  agents should be. This is not good for the characters however, as he 
  will not stand aside for their action against the tyrants in power.
  REFEREE’S INFORMATION:
  The vigilant patrolman is (roll a d6)…
  1 – 2: …not about to let the characters pass by him if they are well-
  armed and not wearing a local uniform.
  3 – 4: …not afraid to use his weapon against the characters if he 
  has to.
  5 – 6: …a local family man and he hates the idea of guerrillas 
  escalating conﬂ ict when it does not need to happen.
  (34 – 35.P) Ignorant Officer
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There is nothing better to help along a guerrilla mission than a 
  governmental ofﬁ cer that is easily duped and misled; this unfortunate 
  middle-man ﬁ ts that description.
  REFEREE’S INFORMATION:
  The ignorant ofﬁ cer is (roll a d6)…
  1 – 2: …unaware that his government is being targeted by guerrillas 
  at all, making him easily fooled.
  3 – 4: …friendly and helpful to the characters, even though he should 
  not be.
  5 – 6: …not going to realise what he has helped to do until it is far 
  too late to stop the characters.
  (36 – 41.A) Innocent Government Agent 
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Guerrillas often take the tickets they do because they feel that they 
  are ‘right’ and when a truly innocent member of the government 
  presents itself they seldom know what to do.
  REFEREE’S INFORMATION:
  The innocent government agent is (roll a d6)…
  1 – 2: …new on the job and still has his training tags on his security 
  card.
  3 – 4: …in the wrong place at the worse time but he might be able to 
  convince the characters that he has not done anything wrong.
  5 – 6: …actually not innocent at all but very skilled at making it seem 
  that way before he begins to scream for help.
  (36 – 41.P) Sympathiser
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This citizen is not brave enough or willing to directly help the 
  guerrillas in their effort against the government, but he understands 
  their ﬁ ght and might make it easier on them if possible.
  REFEREE’S INFORMATION:
  The sympathiser is (roll a d6)…
  1 – 2: …going to leave a number of normally-secured doors open for 
  the characters.
  3 – 4: …prepared to arrange for some supplies to be out in the open 
  for them to take.
  5 – 6: …just one ﬁ rearm away from being brave enough to help 
  directly.
  (42 – 43.A) Frightened Witness
  Required Skills: None 
   
  Required Equipment: None
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  MERCENARY PATRONS
  138
  PLAYER’S INFORMATION:
  This citizen saw something important and dangerous to the 
  characters but is currently too scared of them to say anything. 
  That fear will pass however and then he will be a liability to the 
  greater mission.
  REFEREE’S INFORMATION:
  The frightened witness is (roll a d6)…
  1 – 2: …aware of the kind of danger he really is in and will not likely 
  leave his home until he is ready to go to the authorities.
  3 – 4: …not exactly sure what he saw but he knows that it was not 
  good.
  5 – 6: …ready to go to the authorities about what he saw but will give 
  the characters a chance to pay him off ﬁ rst.
  (42 – 43.P) Rabble Rouser
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The voice of the local people’s displeasure, this loud-mouthed inciter 
  is good at getting the populace up in arms against their own leaders.
  REFEREE’S INFORMATION:
  The rabble rouser is (roll a d6)…
  1 – 2: …a good mouthpiece for the guerrillas to use in order to cause 
  disturbances away from where they will be active.
  3 – 4: …a member of the ticketing client that hired the characters.
  5: …good at recruiting new members for the unit out of the 
  masses.
  6: …actually part of the characters’ unit and knows exactly what his 
  words are doing in concert with the ticket missions.
  (44 – 45.A) Unexpected Obstacle
  Required Skills: Stealth or Any Combat   Required Equipment: None
  PLAYER’S INFORMATION:
  A plan never survives contact with the enemy, especially not with 
  the likes of this person around. He is a case of getting involved 
  when someone really ought not to.
  REFEREE’S INFORMATION:
  The unexpected obstacle is (roll a d6)…
  1 – 2: …a citizen labourer ﬁ xing something that was not supposed to 
  be broken in the area.
  3: …a travelling salesman that happens to be at the same place 
  during the same event.
  4: …a drunk who has stumbled into the wrong scene.
  5: …a political activist trying to make a statement to the 
  government.
  6: …a fellow freedom ﬁ ghter but from a different and more radical 
  unit.
  (44 – 45.P) Media Connection
  Required Skills: Persuade 
   
            Required Equipment:
   
   
   
   
            Recording Equipment
  PLAYER’S INFORMATION:
  Guerrilla warfare is hard to accomplish without public support 
  and the quickest way to the hearts of the people is to get the 
  mass media on their side. Using this connection to the press, 
  that is quite possible.
  REFEREE’S INFORMATION:
  The media connection is (roll a d6)…
  1 – 2: …only a local reporter but he has better contacts higher up the 
  media food chain.
  3 – 4: …a clerk with the media routing hub.
  5 – 6: …on the characters’ side in the current conﬂ ict and will paint 
  them as heroes before glorifying the government. 
  (46 – 51.A) Enemy Medic
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This support soldier for the characters’ enemy is not normally a 
  combatant but rather someone who heals the wounded and keeps 
  the ill in ﬁ ghting shape. This makes him a morally questionable 
  target but a target nonetheless.
  REFEREE’S INFORMATION:
  The enemy medic is (roll a d6)…
  1 – 2: …also a well-trained soldier and will not ignore the characters’ 
  presence.
  3 – 4: …currently patching up a fallen comrade and will plead not to 
  be interrupted.
  5 – 6: …not against using sedatives against the characters if it slows 
  them down on their mission.
  (46 – 51.P) Yacht Pilot
  Required Skills: None 
       Required Equipment: Ship’s Yacht
  PLAYER’S INFORMATION:
  A ship’s yacht is a great way for a small unit of guerrillas to get around 
  hopefully undetected but it requires a good pilot to ‘ﬂ y casually’.
  REFEREE’S INFORMATION:
  The yacht pilot is (roll a d6)…
  1 – 2: …a friend of the characters and willing to drive them around 
  so long as they do not get his yacht in a conﬂ ict where it could 
  get damaged.
  3 – 4: …a daredevil that will gladly try to bring the characters into the 
  thick of it if they will let him.
  5 – 6: …renowned in the area as politically neutral, which makes him 
  a perfect cover for guerrilla transport.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  139
  (52 – 53.A) Regimental Officer
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This decorated ofﬁ cer is a member of the deployed regiment of 
  regular army in the area and he will not be shaking because of the 
  presence of a few guerrillas in his territory.
  REFEREE’S INFORMATION:
  The regimental ofﬁ cer is (roll a d6)…
  1 – 2: …the leader of an armoured company with numerous tanks 
  and vehicular support.
  3 – 4: …a fair leader of his troops; they respect and follow him 
  dutifully.
  5 – 6: …third generation military, all serving under the same 
  government; he will not respond to ‘terrorists’ with anything 
  but brute force.
  (52 – 53.P) Chemist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Sometimes the only way for a guerrilla unit to get the upper hand 
  on their enemies is to resort to special weapons and tactics. This 
  wartime scientist is exactly who they need to speak to for that 
  sort of thing.
  REFEREE’S INFORMATION:
  The chemist is (roll a d6)…
  1 – 2: …preparing a powerful combat stimulant that the characters 
  could use if they wish to.
  3 – 4: …not working under any form of legal restrictions and knows 
  how to make several chemical weapons.
  5 – 6: …not willing to mix up deadly reactants but has no qualms 
  about making large doses of sedatives and knock-out gases.
  (54 – 55.A) Night Security
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This poor part-time security agent has the misfortune of being 
  assigned a night shift at a location targeted by the characters. 
  Guerrillas do their best work under the cover of darkness; placing 
  him directly in their way.
  REFEREE’S INFORMATION:
  The night security is (roll a d6)…
  1 – 2: …not willing to die for his job but will run away to report 
  activity.
  3 – 4: …going to hide if he can and just watch what the characters 
  do, reporting them later to the authorities when it is safe.
  5 – 6: …battle-trained and not afraid to make a ﬁ ghting withdrawal 
  to his ofﬁ ce where he can call for backup.
  (54 – 55.P) Distraction
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Fully aware that it could get him into a great deal of trouble or 
  danger, this dedicated citizen is going to make himself into some 
  kind of decoy to give the characters time to work.
  REFEREE’S INFORMATION:
  The distraction is (roll a d6)…
  1 – 2: …going to do something inane in a public place (streaking, 
  drunken shouting and so on).
  3 – 4: …planning a spectacular show for the public that will assuredly 
  get him arrested.
  5: …willing to call in a bomb or chemical threat to a different 
  location.
  6: …not afraid to stage a fake attack or personal threat to a 
  government location.
  (56 – 61.A) Perceptive Repairman
  Required Skills: Engineer or Mechanic           Required Equipment:
   
   
   
   
            A Sabotaged Machine
  PLAYER’S INFORMATION:
  This common repairman spends his whole day waist deep in 
  engines, gears and other mechanical devices. When he sees that 
  something is dangerously wrong with something, he inadvertently 
  uncovers a saboteur’s handiwork.
  REFEREE’S INFORMATION:
  The perceptive repairman is (roll a d6)…
  1 – 2: …not skilled enough to undo the saboteur’s work without 
  hurting a lot of people.
  3 – 4: …going to try to undo what has been done but not before 
  reporting it to the authorities.
  5 – 6: …conﬁ dent that he can neutralise what the saboteur did and 
  will set to doing so immediately.
  (56 – 61.P) Citizen Group Leader
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Guerrillas do their best work when the local populace is behind them 
  and this esteemed social leader of the citizenry can bring dozens or 
  even hundreds to their cause.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  MERCENARY PATRONS
  140
  REFEREE’S INFORMATION:
  The citizen group leader is (roll a d6)…
  1 – 2: …extremely charismatic and changes a crowd’s mood in 
  minutes.
  3 – 4: …a friend to the characters and deﬁ nitely on their side.
  5 – 6: …willing to sacriﬁ ce several of his fellow citizens to see the 
  characters succeed.
  (62 – 63.P) Gangland Supporter
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The street gangs and underworld thugs of the area can make for a 
  useful tool in a conﬂ ict against the people who would arrest them and 
  this member of their sub-culture is on the side of the characters.
  REFEREE’S INFORMATION:
  The gangland supporter is (roll a 
  d6)…
  1 – 2: …churning out recruits for 
  the current situation.
  3 – 4: …spreading the word 
  amongst the gangs that the 
  oppressors are to be attacked as 
  often as possible.
  5: …willing to introduce the 
  characters to the biggest crimelord 
  in the area.
  6: …one of the reasons why the 
  characters’ unit has been ticketed 
  to ﬁ ght here at all.
  (64.A) 
  Enemy 
  Com-
  mando
  Required Skills: Tactics  
  Required Equipment: None
  and Any Combat 
  PLAYER’S INFORMATION:
  A guerrilla’s war is supposed to be fast and behind the scenes and 
  the presence of a ticketed commando to oppose them is never a 
  good sign. This professional soldier makes things a lot more brutal 
  and up front.
  REFEREE’S INFORMATION:
  The enemy commando is (roll a d6)…
  1 – 2: …not actually targeting the characters, merely their 
  employers.
  3 – 4: …willing to come to a mercenary-to-mercenary agreement 
  that means both tickets becoming voided and reputations 
  smudged.
  5 – 6: …violent, mean and skilled at taking lots of lives in short 
  order.
  (64.P) Inside Man
  Required Skills: Deception 
   
  Required Equipment: None
  (62 – 63.A) Government Supporter 
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Not actually an employee of the government but rather just someone 
  who helps their causes, this vocal and brave speaker can single-
  handedly erase what little approval a guerrilla unit has mustered.
  REFEREE’S INFORMATION:
  The government supporter is (roll a d6)…
  1 – 2: …making public speeches against the use of hired guerrillas 
  in this conﬂ ict.
  3 – 4: …a prominent public ﬁ gure, making it harder for common 
  people to ignore him.
  5 – 6: …not above using lies and propaganda to steer public 
  opinion.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  141
  PLAYER’S INFORMATION:
  This man works for the very people that the characters are ﬁ ghting 
  against but wants to see his employers’ downfall and perhaps make 
  a little money on the side by helping the guerrillas.
  REFEREE’S INFORMATION:
  The inside man is (roll a d6)…
  1 – 2: …only willing to open secure doors, give passcodes and turn 
  off security measures; he does not want any blood directly on 
  his hands.
  3 – 4: …aware that his role in this means that he is dead if the 
  guerrillas do not win, so he will do what he has to in order to 
  see that they succeed.
  5 – 6: …so tired of his boss that he actually is seeking out the 
  characters to help them; just so long as he gets to pull the 
  trigger on his supervisors.
  (65.A) Agency Assassin
  Required Skills: Investigate, Stealth 
  Required Equipment: None
  PLAYER’S INFORMATION:
  One of the best ways to deal with a guerrilla unit harassing you 
  is hire a counter-guerrilla to take out their cell leaders. This cold-
  blooded assassin is just the mercenary to do it.
  REFEREE’S INFORMATION:
  The agency assassin is (roll a d6)…
  1 – 2: …specialised in up-close-and-personal killing; making sure 
  that the job is done right.
  3 – 4: …a trained sniper that will make being out in the open very 
  hard for the characters.
  5 – 6: …someone that the characters actually know from a different 
  ticket or tour of duty; they did not like him much then, either.
  (65.P) Vigilante
  Required Skills: Investigate, Persuade   Required Equipment: None
  PLAYER’S INFORMATION:
  This local legend is a criminal wanted by the local authorities but he 
  is only wanted because of his direct involvement with the murders 
  of many true criminals – those who are hurting the populace.
  REFEREE’S INFORMATION:
  The vigilante is (roll a d6)…
  1 – 2: …unassuming and just a normal citizen on the outside but he 
  is a skilled killer and a devout believer in his people.
  3 – 4: …notorious for focussing his actions against the same people 
  that the characters are working against now.
  5 – 6: …interested in working alongside the characters but not as a 
  fellow guerrilla just yet.
  (66.A) Head of State
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is the mouth of the local government’s power and he is often the 
  primary target of all guerrilla activity in the area. The government might 
  go on without him but it will not be quick or without a time of chaos.
  REFEREE’S INFORMATION:
  The head of state is (roll a d6)…
  1: …just a puppet ﬁ gure that means nothing to the true power 
  behind the curtain.
  2 – 3: …actually a look-alike or decoy being used to draw out would-
  be assassins. 
  4 – 5: …making a public announcement about the current conﬂ icts, 
  likely denouncing them as terrorist attacks or mindless 
  brutality.
  6: …appearing to publicly apologise to his people about the situation 
  to cease the unrest. This situation is temporary of course but 
  perhaps long enough to get the characters out of the picture.
  (66.P) Prime Guerrilla Agent
  Required Skills: Broker, Streetwise 
  Required Equipment: None
  PLAYER’S INFORMATION:
  Armed with a touching story about the downtrodden and the 
  oppressed along with a full docket of ﬁ les showing atrocities and 
  crimes against the citizenry, this ticket broker comes with every 
  guerrilla’s dream job.
  REFEREE’S INFORMATION:
  The prime guerrilla agent is (roll a d6)…
  1 – 2: …ready to have the characters and their belongings transported 
  secretly and quickly to the location in 24 hours.
  3 – 4: …an elected representative of his planet’s illegal underground 
  government.
  5 – 6: …willing to pay the ticket weekly due to the nature of the 
  work being described, as well as supply weapons and armour 
  as needed.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  MERCENARY PATRONS
  142
  SECURITY PATRON ENCOUNTERS
  Characters in the Security career path are hired to protect their ticketed ward, be it a building, person or thing. Sometimes they travel with 
  the target; other times they are put on local patrols. They have one of the more social mercenary roles, especially when escorting a person 
  across the galaxy.
  Security Patrons
  Security Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Trespasser
  Helpful Client
  12 – 13
  Vandal
  Line Agent
  14 – 15
  Demanding Ward
  Tactical Agent
  16 – 21
  Loose-lipped Comrade
  Surveillance Contact
  22 – 23
  Crafty Rogue
  Guardsman
  24 – 25
  Dedicated Problem
  Animal Handler
  26 – 31
  Burglar
  Lookout
  32 – 33
  Investigative Passer By
  Technophile
  34 – 35
  Talkative Guard
  Assisting Patrolman
  36 – 41
  High-Proﬁ le Client
  Defender-for-Hire
  42 – 43
  Professional Sniper
  Citizen Aide
  44 – 45
  Well-Informed Enemy
  Shipside Monitor
  46 – 51
  Aggressive Ward
  Unit Arranger
  52 – 53
  Hidden Threat
  Defence Technology Dealer
  54 – 55
  Naval Ship’s Captain
  Sharpshooter
  56 – 61
  Collateral Damage Expert
  Assault Expert
  62 – 63
  Psionic Intruder
  Urban Trapper
  64
  Suicidal Aggressor
  Supporting Ofﬁ cer
  65
  Legal Intruder
  Defence Specialist
  66
  Organised Attacker
  Prime Security Agent
  (11.A) Trespasser 
  Required Skills: Investigate    Required Equipment: Location Ward
  PLAYER’S INFORMATION:
  This unfortunate soul has chosen to sneak or break into the area 
  protected by a security unit and probably does not know the trouble 
  he is actually in.
  REFEREE’S INFORMATION:
  The trespasser is (roll a d6)…
  1 – 2: …completely unaware of the security agents.
  3 – 4: …not going to react well to armed guards being around and 
  will likely draw weapons against them.
  5 – 6: …fully aware of the security mercenaries but needs to enter the 
  grounds regardless.
  (11.P) Helpful Client
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Being protected is this client’s ﬁ rst priority and he will do anything 
  he can to make sure the characters can do this.
  REFEREE’S INFORMATION:
  The helpful client is (roll a d6)…
  1 – 2: …wanted by very dangerous people and knows that making a 
  mistake will cost him his life.
  3 – 4: …not necessarily helpful but he is too terriﬁ ed of the characters 
  not to follow their directions.
  5 – 6: …willing to help in a combat situation by using his small pistol 
  but not if the characters say otherwise.
  (12 – 13.A) Vandal
  Required Skills: None 
    Required Equipment: Location Ward
  PLAYER’S INFORMATION:
  When this person strolled onto the protected property watched over 
  by the characters, he wanted to just spray some grafﬁ ti and maybe 
  write some street-poetry. What he got was drastically different.
  REFEREE’S INFORMATION:
  The vandal is (roll a d6)…
  1 – 2: …a real coward who will run at the ﬁ rst sign of actual trouble.
  3 – 4: …armed with some low-grade weaponry but is not terribly 
  conﬁ dent in its use.
  5 – 6: …a local gang member who will call in some violent support 
  if he has to.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  143
  (12 – 13.P) Line Agent
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This fellow member of the unit has joined the characters in their 
  current ticket whether or not they felt they needed the help and he 
  has made things a little easier.
  REFEREE’S INFORMATION:
  The line agent is (roll a d6)…
  1 – 2: …a new recruit and eager to learn the basics from someone 
  who knows how things actually work in the ﬁ eld.
  3 – 4: …a friend of the characters who has not worked with them for 
  several tickets.
  5: …a hot-headed mercenary who should probably be a commando 
  rather than a security agent.
  6: …a cool, collected killing machine that is actually researching the 
  characters’ efﬁ ciency for the unit commander.
  (14 – 15.A) Demanding Ward
  Required Skills: None 
         Required Equipment: Living Ward
  PLAYER’S INFORMATION:
  Some bodyguard assignments are better than others and this is not 
  one of them. This whining and complaining ward orders the characters 
  around like he was much more important than he should be.
  REFEREE’S INFORMATION:
  The demanding ward is (roll a d6)…
  1 – 2: …nothing if not persistent in his orders.
  3 – 4: …going to be difﬁ cult to keep safe because of his wants and 
  desires.
  5 – 6: …targeted by dangerous people who will take advantage of any 
  mistakes that the characters make.
  (14 – 15.P) Tactical Agent
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This unit member is trained to plan and prepare the best way to set 
  guards, arrange patrols and look out for trouble. He is a one-man 
  tactical spread and he will be invaluable to any ticket.
  REFEREE’S INFORMATION:
  The tactical agent is (roll a d6)…
  1 – 2: …being placed with the characters as an advisor.
  3 – 4: …concerned about the tactical soundness of the characters’ 
  current plan and he wants to go over it with them.
  5 – 6: …training one of the characters in the ﬁ ner points of tactics 
  awareness.
  (16 – 21.A) Loose-lipped Comrade
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Security work is much easier when no one knows the location of the 
  ward or the route in which it will be moved from place to place but 
  this ally of the characters cannot help but occasionally say things he 
  should not concerning these things.
  REFEREE’S INFORMATION:
  The loose-lipped comrade is (roll a d6)…
  1 – 2: …terribly forgetful; he is always linking back in with easily-
  overheard questions about the mission plan.
  3 – 4: …too talkative to be a good security agent.
  5 – 6: …responsible for letting an enemy of the ward know too much 
  of the plan and now the whole ticket is in danger.
  (16 – 21.P) Surveillance Contact
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This hawkeyed civilian agent of a local surveillance ﬁ rm has worked 
  several times with the unit, offering his electronic satellite imagery 
  and network of spy cams for their use.
  REFEREE’S INFORMATION:
  The surveillance contact is (roll a d6)…
  1 – 2: …patched in with the governmental high-tech satellite systems; 
  he can read someone’s nametag from orbit if need be.
  3 – 4: …helping the characters for a hefty side payment, as his 
  employer would be upset to know he was using the equipment 
  for ‘personal’ projects.
  5 – 6: …already working on the characters’ ticket and has come up 
  with a ﬁ le full of possible security breaches and suspicious 
  onlookers for them to investigate.
  (22 – 23.A) Crafty Rogue
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  A security agent’s job is difﬁ cult when having to work against 
  someone who knows how to be unseen and this cunning criminal 
  has been trained to blend in very well. He is dangerously clever.
  REFEREE’S INFORMATION:
  The crafty rogue is (roll a d6)…
  1 – 2: …an expert at disguises; if he wants to get past the characters, 
  that is the way that he will do it.
  3 – 4: …looking to steal something from the characters’ ward.
  5: …performing some kind of underhanded action on someone 
  else’s behalf – and payroll.
  6: …bloodthirsty and carrying a grudge against the characters’ 
  employers.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  144
  (22 – 23.P) Guardsman
  Required Skills: None 
   
  Required 
  Equipment: None
  PLAYER’S INFORMATION:
  This is a slightly experienced member of the unit 
  who knows the characters and what kind of work 
  they will need him to do.
  REFEREE’S INFORMATION:
  The guardsman is (roll a d6)…
  1 – 2: …an old friend of one of the characters; he is 
  helping because he owes him a favour.
  3 – 4: …assigned to the same ticket as the 
  characters but in a subordinate level.
  5 – 6: …looking to become a permanent 
  attachment to the characters’ team but 
  knows that he might be imposing, so he has 
  something special to offer them.
  (24 – 25.A) Dedicated Problem
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Like a cockroach, this person keeps returning every time he is chased 
  off or shooed away to cause more trouble for the characters.
  REFEREE’S INFORMATION:
  The dedicated problem is (roll a d6)…
  1 – 2: …being paid to be a nuisance as cover for a bigger threat 
  elsewhere.
  3 – 4: …not dangerous but a waste of resources to deal with on a 
  nightly basis.
  5 – 6: …waiting for the perfect time to strike and reveal that he is 
  much more than just a happenstance encounter.
  (24 – 25.P) Animal Handler
  Required Skills: Animals 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Having a few guard dogs or whatever passes as the local patrol 
  animal around can be a big help when defending something,and 
  this specialist agent has a team of them at his disposal.
  REFEREE’S INFORMATION:
  The animal handler is (roll a d6)…
  1 – 2: …the sole person responsible for his animals but they are very 
  well trained and useful.
  3 – 4: …in possession of a rare and very dangerous animal that is 
  scarcely able to be called domesticated but it is extremely good 
  at being on guard.
  5 – 6: …actually the leader of an entire animalist team being placed 
  under the command of the characters.
  (26 – 31.A) Burglar
  Required Skills: Investigate   Required Equipment: Location Ward
  PLAYER’S INFORMATION:
  This skilled criminal has decided that the client location of the 
  characters’ security ticket is going to be the next target on his list of 
  places to rob.
  REFEREE’S INFORMATION:
  The burglar is (roll a d6)…
  1 – 2: …not terribly quiet about his job and is likely to get caught in 
  the process of breaking in.
  3 – 4: …a professional on the payroll of an enemy of the characters; 
  he was hired to steal something speciﬁ c from the location.
  5 – 6: …armed just in case of emergency and will use it if he thinks 
  that it will help him to get away.
  (26 – 31.P) Lookout
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Hired speciﬁ cally as an extra set of eyes and ears, this sub-employee 
  of the characters stays in constant communication in case he sees 
  or hears something suspicious.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  145
  REFEREE’S INFORMATION:
  The lookout is (roll a d6)…
  1 – 2: …just a local teenager working for a few credits but he is more 
  or less loyal.
  3 – 4: …working for the characters’ employer as well on a separate 
  contract.
  5 – 6: …pretty sure that he is being watched by a stationary transport 
  vehicle and thinks it means trouble.
  (32 – 33.A) Investigative Passer By
  Required Skills: Deception, Investigate  Required Equipment: None
  PLAYER’S INFORMATION:
  This happenstance citizen is just a little bit too curious of the 
  characters and their situation as he passes by, causing them to be 
  on alert.
  REFEREE’S INFORMATION:
  The investigative passer by is (roll a d6)…
  1 – 2: …just walking his pet but they did happen to stop perfectly in 
  front of the characters’ position.
  3 – 4: …on an exercise run and listening to headphones – or is 
  patched into a cleverly disguised secure communications 
  network.
  5 – 6: …actually a real agent working for someone targeting the 
  characters’ ward. Unless they can catch him quickly, he will 
  bring back some well-informed foes.
  (32 – 33.P) Technophile
  Required Skills: None   Required Equipment: High-Tech Equipment
  PLAYER’S INFORMATION:
  The sorts of equipment that this unit member desires to use are 
  always of a higher technology than that of the rest of the team, even 
  if it is expensive and rare – actually, especially so.
  REFEREE’S INFORMATION:
  The technophile is (roll a d6)…
  1 – 2: …so well equipped that he is a one-man army and a good 
  addition to any ticketed team.
  3 – 4: …researching a lead he has on a smuggler who is selling tons 
  of high-tech weapons and gadgets.
  5 – 6: …loyal to the unit and does not mind sharing some of his 
  ‘toys’.
  (34 – 35.A) Talkative Guard
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Security work does not have to be silent and without conversation 
  but this low-ranking guardsman does not know when it is time to 
  be quiet.
  REFEREE’S INFORMATION:
  The talkative guard is (roll a d6)…
  1 – 2: …always going on about the negative parts of the job; he is a 
  non-stop complainer.
  3 – 4: …nervously chattering on about this and that into the team’s 
  communications network, making it difﬁ cult to hear anything 
  else.
  5 – 6: …just annoying enough to make team members assigned with 
  him wonder if they could arrange an ‘accident’ for him.
  (34 – 35.P) Assisting Patrolman
  Required Skills: None 
    Required Equipment: Location Ward
  PLAYER’S INFORMATION:
  This local patrolman has offered his assistance in keeping a close 
  eye on the characters’ ward location. He knows the area well from 
  years of patrol duty and little will get by him.
  REFEREE’S INFORMATION:
  The assisting patrolman is (roll a d6)…
  1 – 2: …thinking about retiring early and starting his own privatised 
  security force.
  3 – 4: …a seasoned ofﬁ cer that is not likely to be fooled by those 
  looking to sneak onto the property.
  5 – 6: …a fast thinker and a good problem solver; he will be helpful if 
  someone does try to break into the ward location.
  (36 – 41.A) High-Profile Client 
  Required Skills: Stealth 
         Required Equipment: Living Ward
  PLAYER’S INFORMATION:
  The person that the unit was hired to protect is not just any face in a 
  crowd; he is someone well-known and easily recognisable. Keeping 
  him secure will be a difﬁ cult task.
  REFEREE’S INFORMATION:
  The high-proﬁ le client is (roll a d6)…
  1 – 2: …not making his security a priority above public appearances 
  and random breaks away from the plan.
  3 – 4: …almost universally hated in the local area.
  5 – 6: …targeted by a suitably high-proﬁ le and powerful enemy that 
  are not shy about their intentions toward him.
  (36 – 41.P) Defender-for-Hire
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Skilled and knowledgeable about how the industry works, this security 
  mercenary brings experience and dependability to the team.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
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  146
  REFEREE’S INFORMATION:
  The defender-for-hire is (roll a d6)…
  1 – 2: …helping the characters for a few weeks while his team’s next 
  ticket gets through legal administration.
  3 – 4: …well-versed in how the characters normally work but he 
  thinks they could do better if they try the next ticket ‘his way’.
  5 – 6: …aware of a plot against the characters from another team 
  previously hired by the same client. He was on that team and 
  knows what they are planning.
  (42 – 43.A) Professional Sniper
  Required Skills: Stealth 
        Required Equipment: Living Ward
  PLAYER’S INFORMATION:
  Someone has hired a professional assassin – a sniper – to end the 
  life of the characters’ ward.
  REFEREE’S INFORMATION:
  The professional sniper is (roll a d6)…
  1 – 2: …a skilled shot but he will not take it unless he is assured a 
  clean kill.
  3 – 4: …using a unique and powerful riﬂ e that will make him easy to 
  track if the characters need to.
  5 – 6: …actually hired to take shots at the characters protecting the 
  ward, who is to be kidnapped shortly after the security has been 
  neutralised.
  (42 – 43.P) Citizen Aide
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A local citizen has been assigned to help the characters in some 
  way by the client. He knows the dangers but continues in his duty 
  nonetheless.
  REFEREE’S INFORMATION:
  The citizen aide is (roll a d6)…
  1 – 2: …a gloriﬁ ed personal assistant that is to help the characters 
  get anything they need to do their job.
  3 – 4: …being paid to serve the characters’ every need while they are 
  on assignment.
  5: …trained as a private bodyguard as well as an aide.
  6: …the only person besides the characters that are allowed in and 
  out of the protected area without being detained for inquiry.
  (44 – 45.A) Well-Informed Enemy
  Required Skills: Deception 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The security industry only works because one side hides the facts 
  from the other side but this enemy of the characters’ employer 
  seems to know all of the details ahead of time.
  REFEREE’S INFORMATION:
  The well-informed enemy is (roll a d6)…
  1 – 2: …being fed information from someone on the inside of the 
  ticket.
  3 – 4: …going to try to sneak through the holes in the characters’ 
  security perimeter without them ever knowing.
  5 – 6: …planning a major assault using what they know, making 
  defending against their precision attacks difﬁ cult to say the 
  least.
  (44 – 45.P) Shipside Monitor
  Required Skills: None 
    Required Equipment: Shipside Ward
  PLAYER’S INFORMATION:
  This member of the ship’s assigned security crew is in charge of 
  watching all of the electronic monitoring feeds. He sees so much of 
  what is going on throughout the ship, he could be indispensable for 
  a common shipside ticket.
  REFEREE’S INFORMATION:
  The shipside monitor is (roll a d6)…
  1 – 2: …not employed under the conﬁ nes of the ticket; he must be 
  paid out of pocket for his terribly useful services.
  3 – 4: …aware of some suspicious activity in the engine room of the 
  ship but could not make out what it was before the monitor 
  feed went dead.
  5 – 6: …eager to help the characters however he can; he is just happy to be 
  doing something besides spying on people walking down hallways.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  147
  (46 – 51.A) Aggressive Ward
  Required Skills: Persuade 
        Required Equipment: Living Ward
  PLAYER’S INFORMATION:
  Protecting a client is much easier when the client recognises the 
  danger that they are in and act accordingly but this hot-headed fool 
  wants to run out and meet his foes directly instead of letting the 
  characters do their jobs.
  REFEREE’S INFORMATION:
  The aggressive ward is (roll a d6)…
  1 – 2: …constantly throwing insults and profanities at people, even if 
  they are not paying any attention to him.
  3 – 4: …mean and rude even to the characters because they will not 
  let him ‘deal’ with his enemies.
  5: …carrying a weapon unknown to the characters; he will draw it at 
  an inopportune time and make threats when agitated.
  6: …willing to sneak away from the characters to confront his 
  enemies.
  (46 – 51.P) Unit Arranger
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This unit ofﬁ cer is the one in charge of taking the decisions of the 
  unit’s ticket administration and unit commander and assigning the 
  right team to the job.
  REFEREE’S INFORMATION:
  The unit arranger is (roll a d6)…
  1 – 2: …friendly with the characters and wants to sit down and talk to 
  them about what sort of new ticket they want to be on.
  3 – 4: …lining up a new ticket for the characters and thinks he should 
  arrange something special for them.
  5 – 6: …one of the only people that the unit commander will listen to 
  when it comes time for promotions and specialist assignment 
  training.
  (52 – 53.A) Hidden Threat
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Someone currently close to the characters is a threat to them, their 
  safety or the safety of their current client.
  REFEREE’S INFORMATION:
  The hidden threat is (roll a d6)…
  1 – 2: …one of the local citizens who is going to do something 
  unexpected and assault the client.
  3 – 4: …present in the form of a double-crossing member of the 
  security unit.
  5 – 6: …actually from the client itself. Something is wrong with it 
  that can only be described as ‘self-destructive’.
  (52 – 53.P) Defence Technology Dealer
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Appropriating and selling defence technology such as surveillance, 
  armour and remote drones is this retailer’s primary business. If it is 
  useful in keeping something or someone safe, he probably has one. 
  REFEREE’S INFORMATION:
  The defence technology dealer is (roll a d6)…
  1 – 2: …on his way to pick up a new shipment of ‘less-lethal’ IR-
  triggered defence mines and he will trade the characters a few 
  of them for their escort to and from the pickup point.
  3 – 4: …an ally of the security unit, offering them a standing 10% 
  discount.
  5 – 6: …an old security mercenary himself and he will tell the 
  characters exactly what he thinks about what he has to offer 
  if they ask.
  (54 – 55.A) Naval Ship’s Captain
  Required Skills: Admin 
     Required Equipment: Shipside Ward
  PLAYER’S INFORMATION:
  While assigned to a ticket with shipside duty, the naval ofﬁ cers 
  onboard rarely have good things to say about the ‘hired muscle’. 
  This is the ringleader of the negative thinking, the captain of the 
  ship, who hates that he has been saddled with the characters.
  REFEREE’S INFORMATION:
  The naval ship’s captain is (roll a d6)…
  1 – 2: …upset that his own government thinks that his crew cannot 
  protect the ship well enough.
  3 – 4: …looking for a good way to make the characters look bad to 
  his superiors, perhaps even by staging an attack on the ward.
  5 – 6: …not quiet about his displeasure, spreading an ill reputation 
  and demeanour to everyone on the ship except for the 
  characters.
  (54 – 55.P) Sharpshooter
  Required Skills: Tactics 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This unit specialist has extensive training with a number of long-
  ranged ﬁ rearms. He is called upon to use these skills when open areas 
  or ﬁ ring lanes permit the use of supporting cover. When a problem 
  arises and he gets the order, it rarely takes more than one shot.
  REFEREE’S INFORMATION:
  The sharpshooter is (roll a d6)…
  1 – 2: …a former sniper, having transferred to the security unit to 
  avoid moral dilemmas.
  3 – 4: …being attached to the characters’ team due to an increased 
  chance of personnel assaults but he will wait for the highest 
  ranking character’s signal before shooting.
  
  MERCENARY PATRONS
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  148
  5: …quiet and cold to people but he can be heard occasionally talking 
  to his riﬂ e in soft and loving tones.
  6: …in the job to save lives, not take them. He often goes for 
  disarming shots and incapacitation rather than killing hits.
  (56 – 61.A) Collateral Damage Expert
  Required Skills: None 
    Required Equipment: Location Ward
  PLAYER’S INFORMATION:
  Intelligent and coldly logical, this enemy of the characters’ 
  employer is good at using mass-effect weaponry to exactly the 
  effect he needs.
  REFEREE’S INFORMATION:
  The collateral damage expert is (roll a d6)…
  1 – 2: …a demolitionist that modiﬁ es all of his grenades and 
  detonators himself, making sure that they cause as much or as 
  little additional damage as he needs.
  3 – 4: …a professional arsonist by hobby and construction wrecker 
  by trade; he knows how to burn a building down without so 
  much as discolouring the neighbours’ houses.
  5 – 6: …utterly careless of sentient life, making sure that his attacks 
  endanger as many bystanders as possible to help add to the 
  chaos so that he is free to make his escape.
  (56 – 61.P) Assault Expert
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Specialising in the actual offensive strikes that are often a security 
  agent’s worry, this unit member can better prepare for an assault 
  because he knows how he would do it if the tables were reversed.
  REFEREE’S INFORMATION:
  The assault expert is (roll a d6)…
  1 – 2: …taking a look at the characters’ current defence scheme for 
  their ticket, giving them a few pointers here and there.
  3 – 4: …going to lead a ‘mock assault’ exercise on a supposedly 
  defended position and wants the characters to join him as his 
  fellow assaulters.
  5 – 6: …looking for someone to test his newly designed anti-riot 
  powered armour – in an actual riot occurring a few cities away.
  (62 – 63.A) Psionic Intruder
  Required Skills: Investigate Required Equipment: None
  PLAYER’S INFORMATION:
  This mentally-enhanced trespasser can break into any location or 
  get at anybody he wants simply by sending his mind there but he 
  requires the weak-minded to interact with it.
  REFEREE’S INFORMATION:
  The psionic intruder is (roll a d6)…
  1 – 2: …just a mental spy, getting a layout and security diagram of 
  the area before the actual intrusion force comes.
  3 – 4: …a powerful dismantler of memories; he could walk in and 
  walk out without anyone ever remembering that he was there.
  5 – 6: …assaulting the willpower of one the characters to control 
  them, getting him to do the damage to the client himself.
  (62 – 63.P) Urban Trapper
  Required Skills: Persuade, Tactics 
  Required Equipment: None
  PLAYER’S INFORMATION:
  Setting mines, barricades, sensors and other traps and catches 
  for potential enemies is this security agent’s primary skill. He can 
  defend an area single-handedly if he has a few hours to prepare the 
  surrounding perimeter.
  REFEREE’S INFORMATION:
  The urban trapper is (roll a d6)…
  1 – 2: …not equipped to set up a proper perimeter but will help the 
  characters use what already exists in the area to set up a few 
  simple traps and tricks.
  3 – 4: …prepared to help the characters create a dangerous zone in 
  which they are to funnel any enemies into and watch the traps 
  take care of them.
  5 – 6: …not here to help them directly but rather to deliver a trio of 
  automated defence turrets and remote drones that he will set 
  up before leaving.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  149
  (64.A) Suicidal Aggressor
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Nothing will stop this crazed attacker from trying to harm the client, 
  not even the threat of his own impending demise.
  REFEREE’S INFORMATION:
  The suicidal aggressor is (roll a d6)…
  1 – 2: …a member of an ultra-radical sect that does not waver at 
  self-sacriﬁ ce.
  3 – 4: …planning on ﬁ nding the target and eliminating it at all costs, 
  even though he will never make it out of the area again.
  5 – 6: …just a lunatic looking to go out in a blaze of gunﬁ re and glory.
  (64.P) Supporting Officer
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The local peacekeeping ofﬁ ce of the operational authority is a good 
  source of help and this high-ranking ofﬁ cer within that organisation 
  is amenable to supporting the security unit in its endeavours.
  REFEREE’S INFORMATION:
  The supporting ofﬁ cer is (roll a d6)…
  1 – 2: …good friends with the chief of his organisation, relaying any 
  requests that the characters might have directly to him.
  3 – 4: …intrigued about the life of a security mercenary and wants to 
  spend a great deal of time helping the team out as research.
  5 – 6: …going to serve as the local liaison to the peacekeeping 
  force for the team but will also use his local power of authority 
  against any enemies if the situation calls for it. 
  (65.A) Legal Intruder
  Required Skills: Advocate 
     Required Equipment: Location Ward
  PLAYER’S INFORMATION:
  Whatever the reasons, this person is allowed freely to enter the 
  protected area without fear of being hindered in any way by the 
  security team. He has nearly no rights other than to enter but that 
  could be enough to cause problems.
  REFEREE’S INFORMATION:
  The legal intruder is (roll a d6)…
  1 – 2: …a local authoritarian trooper that has a warrant to search the 
  premises for information unrelated to the characters’ ticket.
  3 – 4: …someone that works for the client too; he bears a writ that 
  demands his immediate entrance to the location.
  5: …a governmental ofﬁ cial that has all the right paperwork that says 
  he can come in and look around.
  6: …carrying paperwork – forged paperwork. He is actually an enemy 
  of the client trying to get inside and plant a destructive device 
  but not if he gets caught ﬁ rst.
  (65.P) Defence Specialist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A high-ranking member of the security unit, this mercenary shows that 
  there is a great deal to be learned and earned in this line of work. He 
  bears a few scars from hostile tickets and he has even lost his share of 
  wards in the past but he remains part of the backbone of the unit.
  REFEREE’S INFORMATION:
  The defence specialist is (roll a d6)…
  1 – 2: …looking for a team of security mercenaries willing to protect 
  an important alien ambassador for triple the normal share in 
  the ticket compensation.
  3 – 4: …giving out commendations and potential promotions to 
  security teams that have yet to lose a ward.
  5 – 6: …thinking about retiring soon but wants to go on one last ticket. 
  He chooses the characters to be his team for the ticket, which 
  will prove to be an interesting assignment, if they accept.
  (66.A) Organised Attacker
  Required Skills: Tactics, Any Combat  Required Equipment: None
  PLAYER’S INFORMATION:
  This is a powerful enemy of the client seeking to do real damage to 
  the ward and anyone standing between him and it. He has a great 
  deal of training on how to perform these attacks and lots of good 
  intelligence and support on his side.
  REFEREE’S INFORMATION:
  The organised attacker is (roll a d6)…
  1 – 2: …willing to offer the characters a sizeable ﬁ nancial amount to back 
  out of their ticket and leave the ward to him and his employees. 
  3 – 4: …obviously a former striker or commando, as he has access to some 
  serious ﬁ repower and knows the tactics and training to use them.
  5 – 6: …the leader of a religious cult opposed to the existence of the 
  client, the ward, the characters….anyone that gets in the way of 
  their dastardly crusade!
  (66.P) Prime Security Agent
  Required Skills: Admin, Broker 
  Required Equipment: None
  PLAYER’S INFORMATION:
  This mysterious man with a heavy briefcase and a gentle smile comes bearing 
  a possible protection contract that seems like the most ideal arrangement 
  that the characters have ever seen. They have done something to deserve the 
  chance to enter into this agreement and now it stares them in the face.
  REFEREE’S INFORMATION:
  The prime security agent is (roll a d6)…
  1 – 2: …offering an entire starship and not one of those little scout 
  vessels, to the characters as pre-ticket payment if they take it to his 
  employer’s planet and serve as royal escorts for a galactic tour.
  3 – 4: …looking for someone to protect the royal heir to the throne of 
  a powerful empire until his ascendancy in one year.
  5 – 6: …carrying a small package the characters would need to 
  protect – unopened – for a period of 90 days before being paid 
  a fortune. The package cannot be opened at all or the ticket is 
  null and voided.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  150
  STRIKER PATRON ENCOUNTERS
  Characters in the Striker career path are the infantry-for-hire in the mercenary ranks. They are called in for rapid assaults and lightning 
  strikes; rarely do they get called in for a long term ticket. They come and go and they get a lot of free time in foreign lands because of it. They 
  meet a lot of new faces and sometimes get called upon to put a bullet in them.
  Striker Patrons
  Striker Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Enemy Line Soldier
  Arms Supplier
  12 – 13
  Heavy Gunner
  APC Driver
  14 – 15
  Site Defender
  Drop Pilot
  16 – 21
  Trench Runner
  Pugilist
  22 – 23
  Local Conscript
  Squadmate
  24 – 25
  Battleﬁ eld Psycho
  Headquarters Messenger
  26 – 31
  Enemy Wounded
  Arms Requisition Ofﬁ cer
  32 – 33
  Platoon Leader
  Strike Leader
  34 – 35
  Accurate Grenadier
  Unit Medic
  36 – 41
  Armoured Trooper
  Civilian Scout
  42 – 43
  Military Psionist
  Unit Leader
  44 – 45
  Savage Combatant
  Amphibious Striker
  46 – 51
  Enemy Weapon Specialist
  Ortillery Ofﬁ cer
  52 – 53
  Cyber-soldier
  Local Supporter
  54 – 55
  Alien Commando
  Strike Commander
  56 – 61
  Overshooter
  Breach Leader
  62 – 63
  Family Man
  Anti-Armour Specialist
  64
  Opposing Striker
  Client General
  65
  Professional Soldier
  Primary Commander
  66
  Enemy Commander
  Prime Striker Agent
  (11.A) Enemy Line Soldier 
  Required Skills: Any Combat      Required Equipment: Any Weapon
  PLAYER’S INFORMATION:
  The most common foe that a striker has to deal with is the horde of 
  common infantry that waits across a battleﬁ eld from them, just like 
  this common soldier.
  REFEREE’S INFORMATION:
  The enemy line soldier is (roll a d6)…
  1 – 2: ...just doing his job but he is pretty good at it.
  3 – 4: ...on his way to a promotion for valorous service, not to 
  mention his unerring aim.
  5 – 6: ...armed and equipped better than the average soldier, which 
  will make him more difﬁ cult to overcome.
  (11.P) Arms Supplier
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Mercenary units have to get their guns and ammunition from 
  someone and this charming galactic trader is happy to be the one 
  who does it.
  REFEREE’S INFORMATION:
  The arms supplier is (roll a d6)…
  1 – 2: ...best when dealing in bulk, which is why he likes selling to 
  the unit as a whole.
  3 – 4: ...offering the characters a special deal on some rare 
  equipment.
  5 – 6: ...pleased to say that he has a new type of ammunition that 
  he has never seen before and he wants the characters to run a 
  ‘test drive’ for him.
  (12 – 13.A) Heavy Gunner
  Required Skills: Any Combat      Required Equipment: Any Weapon
  PLAYER’S INFORMATION:
  Facing off against a normal enemy is challenging enough but even 
  the hardest strikers in the business do not often choose to stand 
  against this heavy weapon-toting infantryman.
  REFEREE’S INFORMATION:
  The heavy gunner is (roll a d6)…
  1 – 2: ...not with the rest of his squad but is a lethal foe regardless 
  of that fact.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  151
  3 – 4: ...weighed down with his specialist gear and will not pursue a 
  ﬂ eeing foe; however he will not stop ﬁ ring at them.
  5 – 6: ...actually looking to switch sides because of some internal 
  politics; can the characters believe him and risk bringing a 
  heavy gun back to base?
  (12 – 13.P) APC Driver
  Required Skills: None 
   
  Required Equipment: 
   
   
   
   
  Armoured Transport Vehicle
  PLAYER’S INFORMATION:
  This brave soldier is in charge of the invaluable vehicular assets 
  responsible for delivering the striker teams into hostile zones on 
  the ground. He drives, drops them off and normally drives away to 
  wait for a call for pickup.
  REFEREE’S INFORMATION:
  The APC Driver is (roll a d6)…
  1 – 2: ...a good driver of many varieties of vehicles and he sticks with 
  the characters’ team as often as he can.
  3 – 4: ...looking for an excuse to stick around and shoot a few things 
  on one of his missions.
  5 – 6: ...reckless and slightly foolhardy behind the control yoke of 
  anything with external armour but he always gets the job done 
  – even at the expense of the integrity of the vehicle.
  (14 – 15.A) Site Defender
  Required Skills: Tactics 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A striker’s worst nightmare is to assault a heavily fortiﬁ ed position, 
  especially if it has been fortiﬁ ed by the designs of someone like 
  this man. He is a trained defence specialist, perhaps even a 
  security mercenary.
  REFEREE’S INFORMATION:
  The site defender is (roll a d6)…
  1 – 2: ...well prepared for the characters; seemingly for anything they 
  might have in store.
  3 – 4: ...a master trapper as well as a defence technician; the whole 
  area surrounding where he is located is dangerous.
  5: ...actually part of a security mercenary unit hired to oppose the 
  characters.
  6: ...quite enamoured with the characters’ past experiences. He 
  could be considered an expert upon them.
  (14 – 15.P) Drop Pilot
  Required Skills: None 
   
    Required Equipment: Drop
    
   
   
   
    Deployment Vessel
  PLAYER’S INFORMATION:
  For sixty-ﬁ ve seconds on average, this striker specialist pilots a 
  rapidly descending craft through the atmosphere of a planet, directly 
  into a hostile sector, to let out an entire team of infantrymen into 
  the combat.
  REFEREE’S INFORMATION:
  The drop pilot is (roll a d6)…
  1 – 2: ...a fun-loving and slightly demented fellow that lives for the 
  feeling of drop-ship impacts.
  3 – 4: ...looking for something entertaining to do between drops but 
  nothing short of a good ﬁ ght will do.
  5 – 6: ...sitting on a ticket, for which he will require a particularly 
  crazy team to follow him, against unbelievable odds.
  (16 – 21.A) Trench Runner
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This fast-footed enemy seems to always be in the right place at 
  the wrong time, for the characters anyway. He brings supplies, 
  ammunition and messages to and from the enemy troops – he is 
  their lifeline.
  REFEREE’S INFORMATION:
  The trench runner is (roll a d6)…
  1 – 2: ...carrying the orders to the front lines of a conﬂ ict that could 
  cause serious problems for the characters.
  3 – 4: ...the primary target for another striker team’s ticket but the 
  characters could choose to help them.
  5 – 6: ...actually targeting the characters for a major offensive against 
  them and is currently spreading the word about it. The farther it 
  gets the more people to oppose the characters.
  (16 – 21.P) Pugilist
  Required Skills: Melee (Brawling) 
  Required Equipment: None
  
  MERCENARY PATRONS
  MERCENARY PATRONS
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  152
  PLAYER’S INFORMATION:
  Strikers generally use guns, grenades and blades to win their battles 
  but this brawny unit member knows that ﬁ sts and feet can potentially 
  be just as deadly.
  REFEREE’S INFORMATION:
  The pugilist is (roll a d6)…
  1 – 2: ...well known for having at least a dozen close quarters kills 
  during his tickets.
  3 – 4: ...holding a unit class on hand-to-hand ﬁ ghting that he feels 
  the characters should attend.
  5: ...augmented with some combat implants that have turned his 
  ﬁ sts into even deadlier weapons.
  6: ...a skilled student of an alien martial art that he will teach to the 
  characters if they pass his rigorous tests ﬁ rst.
  (22 – 23.A) Local Conscript
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Highly trained mercenary warriors, strikers do not often enjoy facing 
  against unskilled citizen levies and penal legions. This untested 
  soldier was pulled out of the local draft centre and handed a gun 
  before ever seeing basic training.
  REFEREE’S INFORMATION:
  The local conscript is (roll a d6)…
  1 – 2: …looking for the ﬁ rst chance to ﬂ ee from a combat situation; 
  even going so far as turning his back on the characters to do so.
  3 – 4: …willing to go to the characters and ask for leniency when his 
  unit is overrun, placing them in a moral dilemma.
  5 – 6: …still under the impression that he is an action star in a 
  vid-drama and he will try to be the big hero by charging the 
  characters.
  (22 – 23.P) Squadmate
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is another striker within the unit who is currently assigned to 
  the characters’ squad. He is not anything special but he is useful to 
  have around.
  REFEREE’S INFORMATION:
  The squadmate is (roll a d6)…
  1 – 2: …a good and friendly guy to have around; he has already made 
  several friends amongst the locals.
  3 – 4: …assigned to the characters’ squad because he needed them 
  to accompany him on a small ticket.
  5 – 6: …a real crack shot that is terribly useful on the battleﬁ eld but 
  also can serve as a trainer for riﬂ e techniques.
  (24 – 25.A) Battlefield Psycho
  Required Skills: Investigate,   
  Required Equipment: None
  Any Combat
  PLAYER’S INFORMATION:
  War can tax people in different ways and this strung out psychopath 
  is the poster boy for the worst of it. Somewhere during his tour of 
  duty he just snapped and now he goes about trying to sate some 
  unnatural desires.
  REFEREE’S INFORMATION:
  The battleﬁ eld psycho is (roll a d6)…
  1 – 2: …currently wearing the skins and body parts of several different 
  corpses. He is otherwise the same as he was; he simply wears 
  his grisly trophies around.
  3 – 4: …trying to get himself killed but is doing so by asking the 
  characters.
  5: …adorned with jagged scars and savage piercings made of scrap 
  metal, bullets and wire.
  6: …seemingly innocent and child-like after his breakdown.
  (24 – 25.P) Headquarters Messenger
  Required Skills: Admin, Persuade 
  Required Equipment: None
  PLAYER’S INFORMATION:
  Being able to communicate with the mercenary headquarters is 
  invaluable for a striker unit stuck in the thick of it and this brave 
  runner makes his living facilitating those messages back and forth.
  REFEREE’S INFORMATION:
  The headquarters messenger is (roll a d6)…
  1 – 2: …about to run back to the headquarters and will go ahead and 
  take anything the characters need him to as well.
  3 – 4: …on his way back from command with a brand new set of 
  secret manoeuvres for the characters.
  5 – 6: …kind of a scoundrel who frequently reads the messages that 
  he is given and can be bribed to talk about what he knows.
  (26 – 31.A) Enemy Wounded
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There is little more that strikes a moral dilemma to a mercenary than 
  coming across a wounded enemy soldier. This former combatant 
  looks badly hurt and unarmed but he is still an enemy soldier.
  REFEREE’S INFORMATION:
  The enemy wounded is (roll a d6)…
  1 – 2: …badly injured and likely to die. He will not be a problem for the 
  characters but he will plead for them to spare him regardless.
  
  MERCENARY PATRONS
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  153
  3 – 4: …suffering from a painful belly wound and begging for the 
  characters to just kill him.
  5 – 6: …not as bad off as he seems and has a pistol tucked under 
  his heat-blanket; he will use it on the characters as soon as he 
  has an easy shot.
  (26 – 31.P) Army Requisition Officer
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Befriending this regular army clerk is a good idea for any striker, 
  as he has the ability to make cases of ammunition appear or entire 
  shipments of ﬁ rearms disappear with the stroke of his pen.
  REFEREE’S INFORMATION:
  The army requisition ofﬁ cer is (roll a d6)…
  1 – 2: …interested in making proﬁ ts outside of his paycheques and 
  is happy to sell ‘unused’ stock.
  3 – 4: …an expert at ensuring paperwork hides even the largest of 
  discrepancies in his inventory. 
  5 – 6: …pleased to do business with the striker unit but will not sell 
  them anything large enough to backﬁ re on him at a later date.
  (32 – 33.A) Platoon Leader
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This ofﬁ cer in the enemy’s army is in charge of a large collection of 
  military assets that he has to set against the actions of the strikers. 
  He is a local leader and tactician and he is normally well protected.
  REFEREE’S INFORMATION:
  The platoon leader is (roll a d6)…
  1 – 2: …leading from the front in an effort to raise morale and it is 
  working.
  3 – 4: …a decorated war hero who wears full battle dress and is calling 
  for the characters to come to the front line in a challenge.
  5 – 6: …commonly found leading from behind a thick bunker wall 
  and a row of tactical monitors and maps.
  (32 – 33.P) Strike Leader
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  In charge of several small teams of strikers at a time, this mercenary 
  ofﬁ cer is a veteran of several insertions and hostile events. He 
  knows a lot about war and how it is waged properly.
  REFEREE’S INFORMATION:
  The strike leader is (roll a d6)…
  1 – 2: …counting on the characters to break through an enemy 
  defence line but has arranged for some special equipment to 
  make it easier.
  3 – 4: …joining the characters on the next part of their ticket; it is 
  apparently too important to not see personally.
  5 – 6: …unhappy with how the course of the ticket has gone thus far 
  and wants to change things for the better – so he is issuing a 
  full offensive; one that the characters must be part of.
  (34 – 35.A) Accurate Grenadier
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The enemy has unveiled this capable trooper through his liberal use 
  of launched explosive devices. The worst part of the situation is that 
  the guy is really good at putting them where he needs them to be.
  REFEREE’S INFORMATION:
  The accurate grenadier is (roll a d6)…
  1 – 2: …trying to wound his targets rather than killing them in order 
  to take prisoners.
  3 – 4: …outﬁ tted for anti-armour targeting, which would cause 
  the characters’ evacuation transport issues when it comes to 
  getting out of there.
  5 – 6: …equipped with a high-tech multi-launcher; he will not be an 
  easy target to eliminate.
  (34 – 35.P) Unit Medic
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This specially-trained striker is good with a ﬁ rst aid kit and can make 
  even the most grievous – yet non-fatal – wounds passable for a few 
  hours until he can get them to the triage hab-tents.
  REFEREE’S INFORMATION:
  The unit medic is (roll a d6)…
  1 – 2: …attached to the characters’ team due to their importance to 
  the ticket’s outcome.
  3 – 4: …looking for a good team to run with for a little while, just 
  until he gets ofﬁ cial orders.
  5: …equipped with several illegal narcotics that can help a wounded 
  man ﬁ ght on for hours before dropping.
  6: …a capable striker as well as a medic, stitching with one hand 
  while shooting with the other.
  (36 – 41.A) Armoured Trooper 
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Outﬁ tted with thick powered armour or even battle dress, this 
  enemy soldier will be more difﬁ cult to deal with if the strikers are 
  not equipped with suitable weaponry to crack his shell.
  
  MERCENARY PATRONS
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  154
  REFEREE’S INFORMATION:
  The armoured trooper is (roll a d6)…
  1 – 2: …not going to hold the same ﬁ ring line as his fellow soldiers; 
  he will advance ahead of them.
  3 – 4: …equipped as he is because of his additional experience 
  and training. He will be a bigger threat than any of his 
  squadmates.
  5 – 6: …not only well-protected but also well-armed.
  (36 – 41.P) Civilian Scout
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This local citizen has been paid by the striker unit to help them 
  ﬁ nd the best place to set up preparation camps and a mobile 
  headquarters or perhaps just to help them ﬁ nd their way around the 
  area. He is not a full unit member but is still a great asset.
  REFEREE’S INFORMATION:
  The civilian scout is (roll a d6)…
  1 – 2: …brave enough to show the characters how to get to the 
  enemy’s supply lines.
  3 – 4: …from the area originally and knows more about the 
  surrounding terrain than anyone else.
  5 – 6: …armed and willing to ﬁ ght if the characters are there to help 
  him.
  (42 – 43.A) Military Psionist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There are few cultures that recognise the powers of psionists that 
  do not utilise them in a military role. This mentalist soldier wears a 
  different marking on his uniform and wields the power of his mind 
  on the battleﬁ eld.
  REFEREE’S INFORMATION:
  The military psionist is (roll a d6)…
  1: …a telepath in military intelligence that uses his gift to misdirect 
  the enemy.
  2: …a clairvoyant that uses his talents to spy on enemy plans.
  3: …a telekinetic that is like a one-man artillery unit on the front 
  lines.
  4: …skilled in psionic awareness and is an army of one that leaps 
  into the enemy and tears them limb from limb.
  5: …a psychoportation expert that makes for a powerful saboteur 
  because of his ability to get into enemy lines.
  6: …an experimental cyberpath that mixes cybernetics and psionic 
  talent into one deadly being.
  (42 – 43.P) Unit Leader
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The commander of the striker unit as a whole, this mercenary 
  controls all of the back end happenings in the whole unit. He is the 
  orchestration behind all tickets, actions and negotiations.
  REFEREE’S INFORMATION:
  The unit leader is (roll a d6)…
  1 – 2: …looking for a group of ﬁ eld advisors on the current ticket; 
  they would have to wear personal surveillance equipment but 
  they would have the unit leader’s ear.
  3 – 4: …interested in getting back on the battleﬁ eld, wondering if the 
  characters will be a good team to work with.
  5 – 6: …in need of setting up a trusted team with powered armour 
  and a speciﬁ c target to destroy.
  (44 – 45.A) Savage Combatant
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This skilled and brutal soldier knows how to survive during a battle 
  as well as any other military man but when he gets in close with his 
  enemies – they will not leave him in one piece.
  REFEREE’S INFORMATION:
  The savage combatant is (roll a d6)…
  1 – 2: …a skilled knife ﬁ ghter that is capable of holding off several 
  opponents at once, slicing up most in the ﬁ rst few seconds of 
  a ﬁ ght.
  3 – 4: …implanted with body-weaponry that allows him to ﬁ ght like 
  an animal or bestial alien.
  5 – 6: …on a cocktail of combat drugs that make him tougher, 
  stronger and more ferocious.
  (44 – 45.P) Amphibious Striker
  Required Skills: Athletics  Required Equipment: Aquatic Equipment
  PLAYER’S INFORMATION:
  Trained in amphibious drops and beachfront assaults, this aquatic 
  striker is a deadly foe that is frequently used in precision attacks or 
  ﬂ anking manoeuvres.
  REFEREE’S INFORMATION:
  The amphibious striker is (roll a d6)…
  1 – 2: …looking for a team to help him on his next mission, which 
  will require some special equipment and training.
  3 – 4: …holding a local course on how to best use an aquatic 
  assault.
  5 – 6: …augmented either bionically or cybernetically with a set of 
  high-pressure gills and retractable swimming ﬁ ns on his hands 
  and feet.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  155
  (46 – 51.A) Enemy Weapon Specialist
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This enemy support technician has a knack for doctoring his 
  allies weaponry, making it all the more deadly when wielded 
  against the characters.
  REFEREE’S INFORMATION:
  The enemy weapon specialist is (roll a d6)…
  1 – 2: …not actually enrolled with the enemy armed forces; he is just 
  a local scientist that they have tapped for his skills.
  3 – 4: …outﬁ tting all of his comrades’ weapons with close quarters 
  attachments for some strange reason.
  5 – 6: …not a frontline soldier and hates to be where the real action 
  is but sometimes has to go to repair his own handiwork.
  (46 – 51.P) Ortillery Officer
  Required Skills: Persuade 
              Required Equipment: Starship
  PLAYER’S INFORMATION:
  Getting this gunnery ofﬁ cer on an allied starship on the characters’ 
  side during a major conﬂ ict could be paramount to a quick and 
  decisive victory. When the fusion blasts begin to rain down from 
  above, it is better to have them aimed at the enemy.
  REFEREE’S INFORMATION:
  The ortillery ofﬁ cer is (roll a d6)…
  1 – 2: …inviting the characters to come and spend a few hours on 
  his ship to point out several potential targets on the battleﬁ eld 
  maps.
  3 – 4: …willing to try and hit the designated enemy fortiﬁ cations 
  laser-spotted by the characters.
  5 – 6: …giving the characters one free target of their choice, no 
  matter how insigniﬁ cant.
  (52 – 53.A) Cyber-soldier
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  An enemy soldier that has been heavily augmented with combat 
  implants and enhancement cybernetics, this monster is more metal 
  than meat.
  REFEREE’S INFORMATION:
  The cyber-soldier is (roll a d6)…
  1 – 2: …augmented, armoured and armed with equipment designed 
  to go after the characters and their friends.
  3 – 4: …loaded with hundreds of thousands of credits worth of high-
  grade cybernetics.
  5 – 6: …actually a soldier-of-fortune mercenary signed on with the 
  enemy to make examples out of the characters.
  (52 – 53.P) Local Supporter
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A local civilian that wants to help out the strikers’ side of the conﬂ ict 
  in some way, this friendly person is not a combatant but thinks he 
  can aid those who are.
  REFEREE’S INFORMATION:
  The local supporter is (roll a d6)…
  1 – 2: …a farmstead owner that will open his doors and let the unit 
  borrow his barn to serve as a hidden headquarters.
  3 – 4: …a well-liked socialite that keeps the public opinion of the 
  characters’ unit high.
  5 – 6: …the owner of several industrial warehouses that could be 
  used to store vehicles, munitions and equipment without fear 
  of being targeted by enemy ﬁ re.
  (54 – 55.A) Alien Commando
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This alien mercenary hails from a species of militant warriors that 
  thrive on carnage and destruction. He will not be easy to avoid, 
  nor will he necessarily accept terms of surrender – there are no 
  translations for this word in his native tongue!
  REFEREE’S INFORMATION:
  The alien commando is (roll a d6)…
  1 – 2: …hired to try to neutralise the characters like a battleﬁ eld 
  assassin of sorts.
  3 – 4: …wielding alien and previously unseen weapon technologies 
  that far surpass the characters’.
  5 – 6: …doing what he is told to do on his ticket, nothing more.
  (54 – 55.P) Strike Commander
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A unit commander that has been placed in charge of a large ticket 
  will sometimes delegate a secondary ofﬁ cer to serve as that strike’s 
  commander, as it has been in this mercenary’s case. He leads from 
  within his hand-picked team.
  REFEREE’S INFORMATION:
  The strike commander is (roll a d6)…
  1 – 2: …a seasoned war veteran that will not lead the characters 
  astray on this mission.
  3 – 4: …interested in having the characters serve as his team in the 
  next offensive.
  5 – 6: …favourable to surgical strikes rather than all-out charges and 
  will try to get the characters to work that way as well.
  
  MERCENARY PATRONS
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  156
  (56 – 61.A) Overshooter
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Some soldiers simply cannot keep their ﬁ nger off the trigger, hurling 
  out a hail of gunﬁ re every time they have a chance to ﬁ re. While it 
  is a total waste of ammunition, it makes for an impressive obstacle 
  to overcome.
  REFEREE’S INFORMATION:
  The overshooter is (roll a d6)…
  1 – 2: …going to keep laying down ﬁ re in steady streams until he 
  runs out of ammunition completely.
  3 – 4: …dangerous to face because he has little or no control over 
  his weapon.
  5 – 6: …too afraid of what is happening all around him to realise 
  what he is doing when he ﬁ res and can be deftly avoided.
  (56 – 61.P) Breach Leader
  Required Skills: None 
              Required Equipment: Starship
  PLAYER’S INFORMATION:
  The ﬁ rst vacc-suited soldier to cross the void and storm a hostile 
  starship, the breach leader is a brave and well-equipped wall of 
  muscle and attitude that the characters should be happy to have 
  on their side.
  REFEREE’S INFORMATION:
  The breach leader is (roll a d6)…
  1 – 2: …headed into action once again in a few hours but wants to 
  have a few drinks with the characters in case he does not come 
  back.
  3 – 4: …looking for some brave strikers to suit up and follow his 
  squad into the breach, serving as clean up crew wherever they 
  storm off into.
  5: …looking at some deck plans of the enemy ship that his squad is 
  going to breach; he would like some second tactical opinions 
  about their route of insertion.
  6: …on a few days of downtime and would enjoy teaching the 
  characters how to use some of the specialised breaching 
  equipment.
  (62 – 63.A) Family Man 
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This enemy soldier is one of the hardest ones to deal with in a combat 
  situation, as he is obviously the patriarch of a local family and does 
  not truly want to be ﬁ ghting this war except to protect them.
  REFEREE’S INFORMATION:
  The family man is (roll a d6)…
  1 – 2: …carrying around a glossy picture of his kids tucked into his 
  helmet’s sizing band.
  3 – 4: …ﬁ ghting under the impression that if his side loses his family 
  will be killed horribly.
  5 – 6: …trying not to be too involved in the ﬁ ghting so he can get 
  back home, perhaps even by going AWOL.
  (62 – 63.P) Anti-Armour Specialist
  Required Skills: Persuade Required Equipment: Armoured Enemies
  PLAYER’S INFORMATION:
  Armed with the latest and greatest in anti-armour weaponry and 
  equipment, this striker specialist has his eyes set on one type of 
  target – the kind that are covered in thick plating and are the bane 
  of normal infantry.
  REFEREE’S INFORMATION:
  The anti-armour specialist is (roll a d6)…
  1 – 2: …trying out a new fusion-based platform weapon that requires 
  a few hours to set up properly, so he will need the characters to 
  hold off the enemy until he is done.
  3 – 4: …loaded down with limpet mines and shaped charges – he 
  plans to deal with the armoured targets directly and will need 
  the characters to open him up a lane of movement.
  5 – 6: …being attached to the characters’ team in order to deal with 
  the armoured targets currently standing in their way and any 
  others that might hinder their completion of the current ticket.
  
  MERCENARY PATRONS
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  157
  (64.A) Opposing Striker
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  There are fewer battles as bloody as when striker units clash over 
  contradictory tickets and this mercenary is just one man in a larger 
  team working against the characters and their team.
  REFEREE’S INFORMATION:
  The opposing striker is (roll a d6)…
  1 – 2: …willing to discuss a possible cease ﬁ re between the two units 
  to save on funds and assets while they work out a mutual way 
  of determining a ‘winner’ of the conﬂ ict around them.
  3 – 4: …uncaring about his fellow mercenaries; as far as he is 
  concerned they knew what they signed up for and he is not 
  going to give any mercy.
  5 – 6: …someone the characters trained or fought with before and 
  now they are supposed to kill him.
  (64.P) Client General
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When the local governmental army hires a striker unit to ﬁ ght their 
  battles with or for them, the unit commander often meets with this 
  person – the topmost commander of the local armed forces.
  REFEREE’S INFORMATION:
  The client general is (roll a d6)…
  1 – 2: …bossy but clear in how he wants the characters to handle 
  their end of the ticket, which is helpful once the chaos of battle 
  begins.
  3 – 4: …looking for a select team of strikers within the unit to help 
  him with a special side-mission; for additional payment of 
  course.
  5 – 6: …sure that he knows the best way of delivering a powerful ﬁ rst 
  strike against the enemy forces but simply does not have the 
  manpower to pull it off.
  (65.A) Professional Soldier
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person belongs to no unit or no team; not even a club that 
  discusses tactics. He is a cold-hearted wartime freelancer that does 
  not use tickets or contracts to ﬁ ght wars – he simply asks a price 
  and then kills enough enemies to make it worth his time.
  REFEREE’S INFORMATION:
  The professional soldier is (roll a d6)…
  1 – 2: …an ex-warmonger, particularly a soldier-of-fortune that lost 
  the thrill of the battle to the glitter of gold and the clack of credit 
  chips.
  3 – 4: …terribly skilled with a variety of weaponry, making him 
  difﬁ cult to surpass in any theatre of a battle.
  5 – 6: …working for a small fortune at the moment but could switch 
  sides in an instant if he was offered more from the other side.
  (65.P) Primary Commander
  Required Skills: Admin 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Placed in command of the ticket’s forces, both mercenary and 
  regular army, this man is the collective ofﬁ cer in charge of the 
  battle on a much larger level. He must coordinate all facets at once, 
  balancing mercenary lives versus those of the local force.
  REFEREE’S INFORMATION:
  The primary commander is (roll a d6)…
  1 – 2: …a civilian tactical genius.
  3 – 4: …governmentally assigned from a list of generals and 
  commanders, which may or may not have included the 
  characters’ superiors.
  5: …the leader of the local armed forces.
  6: …the strike commander of the characters’ ticketed forces.
  (66.A) Enemy Commander
  Required Skills: Stealth, Any Combat Required Equipment: None
  PLAYER’S INFORMATION:
  The head of the enemy forces is not someone that can be often 
  found in the open where a sniper could eliminate him but this one 
  occasionally makes his voice heard in several other ways that are 
  just as dangerous to the war effort.
  REFEREE’S INFORMATION:
  The enemy commander is (roll a d6)…
  1 – 2: …making a press conference in the morning, meaning that 
  he will be exposed for several minutes while he discusses the 
  people’s responsibility to deal with the mercenaries.
  3 – 4: …brave enough to show up on the front lines but only in a 
  mobile armoured command tank.
  5 – 6: …trying to get the characters’ unit to come forward for a 
  negotiation of surrender, which may or may not be a trick to get 
  them all in one place for a trap.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  MERCENARY PATRONS
  158
  (66.P) Prime Striker Agent
  Required Skills: Admin, Broker 
  Required Equipment: None
  PLAYER’S INFORMATION:
  Coming through all of the proper channels to the unit commander, 
  this generous ticket agent believes he has the perfect opportunity 
  for the characters to undertake. He has a proposal that simply 
  cannot be ignored.
  REFEREE’S INFORMATION:
  The prime striker agent is (roll a d6)…
  1 – 2: …bringing an easy assault against a lower-tech fortress to the 
  table but it would require the characters using matching lower 
  tech – to avoid frightening the locals.
  3 – 4: …in need of a morally ﬂ exible unit to eliminate a royal family 
  in a neighbouring nation. It pays very well – almost too well – to 
  be as easy as it sounds.
  5 – 6: …ready to add any number of ﬁ nancial and compensation 
  adjustments to the ticket if they agree to ﬂ y halfway around the 
  galaxy to ﬁ ght several foes for the client.
  WARMONGER PATRON ENCOUNTERS
  Characters in the Warmonger career path are the proﬁ teers of wartime commerce. They make their fortunes on guns, armour, vehicles and spare 
  parts. Bandages and bullets alike make them powerful and people from far and wide will come and see a warmonger when they are in town. 
  Warmonger Patrons
  Warmonger Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Bickering Buyer
  Small Time Buyer
  12 – 13
  Commercial Nuisance
  Allied Proﬁ teer
  14 – 15
  Rival Gunman
  Relations Manager
  16 – 21
  Dishonest Dealer
  Industrial Gunsmith
  22 – 23
  Corrupt Broker
  Route Mapper
  24 – 25
  Competing Warrior-for-Hire
  Starship Modiﬁ er
  26 – 31
  Inquisitive Taxation Ofﬁ cer
  Professional Smuggler
  32 – 33
  Legitimate Arms Trader
  Governmental Buyer
  34 – 35
  Judgmental Soldier
  Free Advertiser 
  36 – 41
  Washed Out Dealer
  Fiscal Backer
  42 – 43
  Selﬁ sh Client
  Big Time Contact
  44 – 45
  Contract Soldier
  Allied Corsair
  46 – 51
  Unrealistic Buyer
  Vehicular Dealer
  52 – 53
  Scheming Thief
  Inventor
  54 – 55
  Belligerent Spokesman 
  Grateful Client
  56 – 61
  Debtor
  Needy Requisition Clerk
  62 – 63
  Space Raider
  Ringleader
  64
  Black Market Boss
  Allied Warlord
  65
  Customs Agent
  Sale of a Lifetime
  66
  Vengeful Client
  Prime Warmonger Agent
  (11.A) Bickering Buyer 
  Required Skills: Trade   
    Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  Some people just cannot leave the price where it should be and want 
  to ﬁ ght over it. This sharp-tongued client is one of them and no price 
  is low enough and when he ﬁ nally agrees it is merely ‘robbery’.
  REFEREE’S INFORMATION:
  The bickering buyer is (roll a d6)…
  1 – 2: …not looking to purchase a large order but is still complaining 
  about prices.
  3 – 4: …very wealthy and can afford to pay higher prices.
  5 – 6: …going to shop with another arms dealer if he does not get 
  his way.
  (11.P) Small Time Buyer
  Required Skills: Trade 
    Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  Even though he does not buy much at any given time, this client is 
  good for a few minor sales every year and keeps coming back to the 
  characters for his weaponry.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  159
  REFEREE’S INFORMATION:
  The small time buyer is (roll a d6)…
  1 – 2: …not sure what he wants; he needs the characters to show 
  him something.
  3: …looking for a new pistol and ammunition.
  4: …looking for a new carbine or riﬂ e, plus the ammunition.
  5: …looking for a new energy weapon.
  6: …looking for new armour, preferably better than what he has on.
  (12 – 13.A) Commercial Nuisance
  Required Skills: Persuade 
    Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  Anytime a new retailer or businessman comes into someone else’s 
  commercial territory, people like this commercial executive get hot 
  under their collars. They try to make an annoyance of themselves to 
  dissuade the new outlet from doing any sales but it normally only 
  succeeds in making their prices drop.
  REFEREE’S INFORMATION:
  The commercial nuisance is (roll a d6)…
  1 – 2: …telling lies about the characters to dissuade potential 
  customers.
  3 – 4: …actively advertising that he can beat the characters’ prices 
  at his location.
  5 – 6: …making a scene in front of the character’s sales location or 
  ofﬁ ce, making it uncomfortable to shop with him.
  (12 – 13.P) Allied Profiteer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This likeminded warmonger mercenary has no qualms about 
  coordinating business strengths and trying to make the most of the 
  sales an area has to offer.
  REFEREE’S INFORMATION:
  The allied proﬁ teer is (roll a d6)…
  1 – 2: …willing to adjust his prices to stay in league with those of 
  the characters.
  3 – 4: …thinking that a joint venture as far as ofﬁ ces and selling 
  space could make a convincing show of stability.
  5 – 6: …a little down on his luck lately and is very glad to have the 
  characters’ help in the next few weeks.
  (14 – 15.A) Rival Gunman
  Required Skills: Stealth, Any Combat   Required Equipment: None
  PLAYER’S INFORMATION:
  Even if he does not actually use one, this rival warmonger calls 
  himself a gunman. He does not like that the characters are taking 
  tickets in his general vicinity, tickets that he could be taking on, so 
  he is going to hurt the characters somehow.
  REFEREE’S INFORMATION:
  The rival gunman is (roll a d6)…
  1 – 2: …a straightforward soldier-of-fortune who will come at the 
  characters directly.
  3 – 4: …simply looking to put the characters out of business.
  5 – 6: …callous and sadistic; he will not let the characters continue 
  taking tickets without trying to make their lives hellish.
  (14 – 15.P) Relations Manager
  Required Skills: Carouse or Persuade  Required Equipment: None
  PLAYER’S INFORMATION:
  Warmongers need the public to do their business; they cannot hope 
  to live on wartime contracts alone. This professional image manager 
  could try to make the characters look as good as possible.
  REFEREE’S INFORMATION:
  The relations manager is (roll a d6)…
  1 – 2: …setting up a press conference for the characters to talk about 
  their deals, legal adherence and prices to the local media.
  3 – 4: …using the characters’ names all over the sector in order to 
  make them seem bigger and more inﬂ uential.
  5 – 6: …in charge of making the characters look good before they 
  can take their next high-proﬁ le ticket.
  (16 – 21.A) Dishonest Dealer
  Required Skills: Investigate   
             Required Equipment: 
   
   
   
   
             Goods for Purchase
  PLAYER’S INFORMATION:
  Arms dealers and smugglers have to get their wares somewhere 
  and nothing is more tragic and disheartening in the industry as a 
  dishonest arms dealer.
  REFEREE’S INFORMATION:
  The dishonest dealer is (roll a d6)…
  1 – 2: …selling second-rate weaponry that is prone to misﬁ ring and 
  jamming.
  3 – 4: …handing out power packs and fusion cells for energy weapons 
  that have miscalculated charge readers and will only ﬁ re once 
  or twice before needing to be recharged.
  5 – 6: …claiming to his angry clients that all of his bad equipment is 
  coming from the characters.
  (16 – 21.P) Industrial Gunsmith
  Required Skills: Trade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This ranking executive and tradesman of a gunsmithing foundry 
  is a good supplier of ﬁ rearms and ammunition in large numbers. 
  Although he can be persuaded to work on a short run of a project 
  or even a unique one, his most common work comes out of the 
  assembly lines.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  MERCENARY PATRONS
  MERCENARY PATRONS
  160
  REFEREE’S INFORMATION:
  The industrial gunsmith is (roll a d6)…
  1 – 2: …offering a 25% discount on orders of a single item in 
  quantities of 100 or more.
  3 – 4: …the primary supplier of the characters’ ﬁ rearm wares, so he 
  gives them ﬁ rst pick of a new run and a 10% discount when 
  they need to order straight from the factory.
  5: …doing a short run of an experimental energy/projectile ﬁ rearm 
  that he is sure will be just short of spectacular.
  6: …willing to make a unique pistol for one of the characters, so 
  long as they make sure to give him credit for it once they’re rich 
  and famous.
  (22 – 23.A) Corrupt Broker
  Required Skills: Broker 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  When someone is looking to simply make a proﬁ t in any way they can, 
  they do not care about the people who they lie to or cheat. In fact, this 
  man happily steals and misdirects his clients all of the time.
  REFEREE’S INFORMATION:
  The corrupt broker is (roll a d6)…
  1 – 2: …looking to put together a false deal for the characters during 
  which they will actually lose money.
  3 – 4: …going to use the characters as some form of patsy to blame 
  his current bad deal upon.
  5 – 6: …never planning on trying to deal with the characters again, 
  so he can be as dishonest and unbelievable as he likes.
  (22 – 23.P) Route Mapper
  Required Skills: Persuade 
   
     Required Equipment: Ship
  PLAYER’S INFORMATION:
  Either through a need for work or just a general love of outer space, 
  this starship pilot runs around the galaxy mapping out potential 
  space routes for others to follow later.
  REFEREE’S INFORMATION:
  The route mapper is (roll a d6)…
  1 – 2: …just ﬁ nishing a run through a veritable interplanetary war 
  zone, which could be very proﬁ table for the characters.
  3 – 4: …friends with the characters’ unit and would like to tell them 
  the best ways to get through the neighbouring systems.
  5 – 6: …aware of a dangerous place in the local space lanes full of 
  raiders and pirates; he will warn the characters about them.
  (24 – 25.A) Competing Warrior-for-Hire
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This ranking soldier-of-fortune has recently moved into the same 
  territory as the characters and he seems to be trying his best to edge 
  out all of his competition.
  REFEREE’S INFORMATION:
  The competing warrior-for-hire is (roll a d6)…
  1 – 2: …not going to cross blades with the characters but he will 
  gladly poach or ruin a ticket, if he can.
  3 – 4: …looking to make a name for himself by eliminating his 
  competition openly.
  5 – 6: …a murderous beast of a mercenary who has no loyalty at all.
  (24 – 25.P) Starship Modifier
  Required Skills: None 
   
     Required Equipment: Ship
  PLAYER’S INFORMATION:
  Smugglers and heavily armed mercenaries need the tricks of this 
  man’s trade to do their jobs without the hassle of customs searches 
  and troublesome supply scans.
  REFEREE’S INFORMATION:
  The starship modiﬁ er is (roll a d6)…
  1 – 2: …a supporter of rogues and other criminals that will alter 
  things in illegal ways rather cheaply.
  3 – 4: …aware of some new modiﬁ cations to a vessel that will make 
  it ‘unsearchable’.
  5 – 6: …willing to trade safe and free passage to the characters for a 
  few minor adjustments to their craft.
  (26 – 31.A) Inquisitive Taxation Officer
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Paying taxes on several million credits worth of merchandise is 
  more than a little frustrating and this collector of taxes waits 
  daily for the chance to hand someone that bill – if only for the 
  face they will make.
  REFEREE’S INFORMATION:
  The inquisitive taxation ofﬁ cer is (roll a d6)…
  1 – 2: …trying to beat a personal record with the number of tariffs 
  charged to one person.
  3 – 4: …always happy to take a bribe, he just does not seem to pay 
  attention to them after the fact.
  5 – 6: …being paid by a rival or enemy of the characters to harass 
  and hinder them with rigorous searches.
  (26 – 31.P) Professional Smuggler
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This fast-throttled pilot is a well-known smuggler and has no rules 
  regarding what belongs where, merely a healthy appetite for the life 
  and the money that it brings.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  161
  REFEREE’S INFORMATION:
  The professional smuggler is (roll a d6)…
  1 – 2: …always willing to take the characters where they need to go 
  for a few credits.
  3 – 4: …trying to get past the local customs ofﬁ cials and needs a 
  distraction.
  5: …willing to negotiate any trip for any item – setting the prices 
  accordingly.
  6: …looking to set up a constant smuggling deal with the 
  characters.
  (32 – 33.A) Legitimate Arms Trader
  Required Skills: Trade 
      Required Equipment: Arms for Sale
  PLAYER’S INFORMATION:
  Gun runners rarely make friends amongst the honest industrialists 
  and ‘suitcase salesman’ who have licenses and do not have to rely 
  on commercial tickets; like this local trader who feels threatened by 
  the character’s business.
  REFEREE’S INFORMATION:
  The legitimate arms trader is (roll a d6)…
  1 – 2: ...willing to sit down and negotiate the characters’ commercial 
  withdrawal but nothing else.
  3 – 4: ...going to hire thugs and locals to try to push the characters 
  out of the area.
  5 – 6: ...also quite skilled with the weapons that he sells.
  (32 – 33.P) Governmental Buyer
  Required Skills: Trade 
    Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  This agent for a friendly or neutral government is much like any 
  other ticketed client, except this one solely wants to deal with the 
  characters for their goods.
  REFEREE’S INFORMATION:
  The governmental buyer is (roll a d6)…
  1 – 2: ...looking for a major ticket deal.
  3 – 4: ...ready to arrange a large order with the characters, so long as 
  they can get what his employers need.
  5 – 6: ...ready to bankroll a major arms run but he needs the 
  characters to perform the leg work.
  (34 – 35.A) Judgmental Soldier
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This soldier despises the existence of warmongers, believing that 
  they are all money-hungry and morally bankrupt – even when they 
  are not.
  REFEREE’S INFORMATION:
  The judgmental soldier is (roll a d6)…
  1 – 2: ...a front line infantryman who has seen what the presence of 
  mercenaries can mean to a battle.
  3 – 4: ...looking to trap the characters somewhere that he can deal 
  with them at his leisure.
  5 – 6: ...making a huge protest against mercenary use within his 
  military unit.
  (34 – 35.P) Free Advertiser
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Always talking about the work that the characters do and how good 
  it is for the cost, this former client brings in more customers and 
  potential employers than most paid advertisements.
  REFEREE’S INFORMATION:
  The free advertiser is (roll a d6)…
  1 – 2: ...a good customer that frequently uses the characters’ 
  equipment openly to show its quality.
  3 – 4: ...friends with some wealthy individuals who might be able to 
  do some large-scale business with the characters.
  5 – 6: ...linked somehow to the media.
  (36 – 41.A) Washed Out Dealer 
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  An arms dealer who is no longer working in the market, likely due to 
  an unexpected arrest, this guy does not want any other warmongers 
  to make any money either.
  REFEREE’S INFORMATION:
  The washed out dealer is (roll a d6)…
  1 – 2: ...conniving and cruel and will sabotage the characters in 
  whatever way he can.
  3 – 4: ...a former rival seller who wants some revenge on the 
  characters.
  5 – 6: ...looking for a way back into the business using the goods 
  that the characters are currently trying to sell!
  (36 – 41.P) Fiscal Backer
  Required Skills: Broker, Persuade 
  Required Equipment: None
  PLAYER’S INFORMATION:
  This wealthy or well-connected individual is most warmongers’ 
  dream – a person who does not want their services but wants to 
  help pay for them to stay in business.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  MERCENARY PATRONS
  162
  REFEREE’S INFORMATION:
  The ﬁ scal backer is (roll a d6)…
  1 – 2: ...nothing more than the wallet of a powerful individual who 
  wants to stay anonymous.
  3 – 4: ...a representative of a company that wants the characters to 
  use their equipment; they want to sponsor them.
  5 – 6: ...prepared to make a sizeable donation to the characters, so 
  long as they ignore a certain government’s request for tickets.
  (42 – 43.P) Big Time Contact
  Required Skills: Carouse 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  There are warmongers that enter the ‘big time’ only deals with high-
  credit accounts and clients and this person is the key to meeting 
  and rubbing elbows with several of these types.
  REFEREE’S INFORMATION:
  The big time contact is (roll a d6)…
  1 – 2: ...a fellow warmonger mercenary that feels he owes the 
  characters a few favours.
  3 – 4: ...a legal advocate with several powerful friends.
  5: ...headed to a business luncheon that he thinks the characters 
  might do well to visit.
  6: ...an elderly gun runner that does not want his contacts to go 
  without a mercenary outlet when he passes away.
  (44 – 45.A) Contract Soldier
  Required Skills: Any Combat  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Marching to a government’s drum for the cash of a private contract, 
  this freelance soldier-of-fortune will do everything he can to make 
  the most out of his time on the battleﬁ eld. He is doing for the money 
  but his reputation is also at stake.
  REFEREE’S INFORMATION:
  The contract soldier is (roll a d6)…
  1 – 2: ...a former ally of the characters; however his ticket says that 
  he must ﬁ ght them.
  3 – 4: ...an amazing soldier that does not seem to have an obvious 
  weakness.
  5 – 6: ...not hired to ﬁ ght his client’s war but to speciﬁ cally deal with 
  the characters.
  (44 – 45.P) Allied Corsair
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The owner of a fast-moving ship, the corsair is always ready to 
  help out his ‘favourite mercenary types’. He has a good ship, loose 
  morals and big guns – everything a warmonger wants in space.
  REFEREE’S INFORMATION:
  The allied corsair is (roll a d6)…
  1 – 2: ...making a quick run to a nearby planet full of possibilities.
  3 – 4: ...in a bit of a bind with some people that he owes money to; 
  he would like a loan or help discouraging them from their debt 
  collection.
  5 – 6: ...making room on his ship for a few new steady crew members 
  and he would like them to be the characters.
  (42 – 43.A) Selfish Client
  Required Skills: Broker 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Most governments or military clients never want their dealers and 
  soldiers-for-hire to be working for their enemies but this client is 
  rude and pushy about it.
  REFEREE’S INFORMATION:
  The selﬁ sh client is (roll a d6)…
  1 – 2: ...not willing to pay his bills with the characters if he knows 
  that they are working elsewhere as well.
  3 – 4: ...self-centred enough to go out and forcibly dissuade other 
  clients of the characters.
  5 – 6: ...angry and wants a special deal for their troubles – or else.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  163
  (46 – 51.A) Unrealistic Buyer
  Required Skills: Trade 
    Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  This purchaser seems to think that the characters are stupid or that 
  his credits are worth much more than they are.
  REFEREE’S INFORMATION:
  The unrealistic buyer is (roll a d6)…
  1 – 2: ...never going to pay more than 50% of market price for 
  anything, no matter how good the deal.
  3 – 4: ...always on the verge of storming off when haggling over a 
  price.
  5 – 6: ...easily angered when he does not get his way, sometimes to 
  the point of threats.
  (46 – 51.P) Vehicular Dealer
  Required Skills: Broker, Trade 
  Required Equipment: None
  PLAYER’S INFORMATION:
  This is a supplier of ﬁ ne vehicles and vehicle accessories that can be 
  used as a good source for the characters or their clients.
  REFEREE’S INFORMATION:
  The vehicular dealer is (roll a d6)…
  1 – 2: ...a straight negotiator and a good person to do business 
  with.
  3 – 4: ...able to get his hands on military vehicles.
  5 – 6: ...an expert on making stolen vehicles vanish while turning 
  them into liquid credits.
  (52 – 53.A) Scheming Thief
  Required Skills: Investigate   Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  The characters’ material possessions and stocks for sale are not 
  safe when this crafty rogue is around. He has a plan to take a great 
  deal from them but only if it works.
  REFEREE’S INFORMATION:
  The scheming thief is (roll a d6)…
  1 – 2: ...going to try and become friends with the characters before 
  robbing them blind.
  3 – 4: ...little more than a skilled sleight-of-hand artiste and he 
  wants to get his hands on something small belonging to the 
  characters’.
  5 – 6: ...part of a larger guild of rogues looking to steal the characters’ 
  business.
  (52 – 53.P) Inventor
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Sometimes the best way for this inventive research scientist to get 
  his projects out into the public eye is to sell them illegally through 
  smugglers and arms dealers. 
  REFEREE’S INFORMATION:
  The inventor is (roll a d6)…
  1 – 2: ...not trying to sell the types of things that the characters 
  normally deal in but he has a great product.
  3 – 4: ...a master of energy weapon theory.
  5 – 6: ...trying to get around the legality of patents and commerce 
  laws because of the extreme nature of his invention.
  (54 – 55.A) Belligerent Spokesman
  Required Skills: Broker 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This speaker for a would-be client is not in a good mood and rarely 
  ever is; he thinks that by bullying the characters he can get a lowered 
  ticket compensation package.
  REFEREE’S INFORMATION:
  The belligerent spokesman is (roll a d6)…
  1 – 2: ...trying to cease using a powerful narcotic, his withdrawal 
  symptoms making him unruly.
  3 – 4: ...willing to separate his employer from the ticket if he does 
  not get his way.
  5 – 6: ...actually an ally of a different warmonger unit, which is why 
  he tries so hard to anger the characters.
  (54 – 55.P) Grateful Client
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Happy from past services and tickets rendered, this representative 
  of a former client thinks very highly of the characters.
  REFEREE’S INFORMATION:
  The grateful client is (roll a d6)…
  1 – 2: ...already looking for another ticket negotiation with the 
  characters, even if it is a little one.
  3 – 4: ...desperate to set up a special circumstance ticket for 25% 
  higher compensation.
  5 – 6: ...in need of the characters for a completely different reason 
  than they normally would but are willing to pay the normal 
  rate.
  (56 – 61.A) Debtor
  Required Skills: Investigate, Persuade Required Equipment: None
  PLAYER’S INFORMATION:
  This former client has yet to settle his bill with the characters; it is 
  long overdue.
  
  MERCENARY PATRONS
  MERCENARY PATRONS
  164
  REFEREE’S INFORMATION:
  The debtor is (roll a d6)…
  1 – 2: ...running from the characters over less than Cr 5,000.
  3 – 4: ...willing to battle with the characters over their current 
  balance.
  5: ...crafty and clever enough to likely hide from the characters.
  6: ...an important person locally, making it hard to hide but easy to 
  align the locals against the characters.
  (56 – 61.P) Needy Requisition Clerk
  Required Skills: Trade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Either because of bad paperwork or loose ethics, this agency 
  requisition clerk is in need of some speciﬁ c supplies that his 
  manifest has come up short upon.
  REFEREE’S INFORMATION:
  The needy requisition clerk is (roll a d6)…
  1 – 2: ...low on basic supplies that are important to his agency.
  3 – 4: ...in need of several sets of common weapons in a short 
  amount of time.
  5 – 6: ...desperate to replace one speciﬁ c piece of equipment that his 
  superior ofﬁ cer has been looking for recently.
  (62 – 63.A) Space Raider
  Required Skills: Any Combat  
           Required Equipment: 
   
   
   
   
           Ship, Goods for Sale
  PLAYER’S INFORMATION:
  Looking to take the characters’ goods by force, this starship brigand 
  of the space lanes is not taking ‘no’ for an answer. He is mean, 
  intimidating and most of all – good at his job.
  REFEREE’S INFORMATION:
  The space raider is (roll a d6)…
  1 – 2: ...not after the characters at all, just their primary sales stock.
  3 – 4: ...willing to kill anyone or anything that gets in the way of his 
  proﬁ ts.
  5 – 6: ...on the hunt for a speciﬁ c item or piece of equipment that he 
  thinks the characters might have.
  (62 – 63.P) Ringleader
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This experienced warmonger has created a decent network of other 
  smugglers, gun runners and soldiers-for-hire that he can help nearly 
  any other mercenary in some way if asked nicely.
  REFEREE’S INFORMATION:
  The ringleader is (roll a d6)…
  1 – 2: ...looking for some new blood for his web of contacts.
  3 – 4: ...sure that he has a ticket ready that he does not want his own 
  people working on but he would like to see fulﬁ lled.
  5 – 6: ...in the possession of something that the characters have 
  mentioned that they wanted in the past.
  (64.A) Black Market Boss
  Required Skills: Stealth, Streetwise 
  Required Equipment: None
  PLAYER’S INFORMATION:
  The local criminally organised black market is tired of having 
  their proﬁ ts cut into by the characters’ business, legal tickets 
  or not. The boss of the market has taken special interest in 
  rectifying the situation.
  REFEREE’S INFORMATION:
  The black market boss is (roll a d6)…
  1 – 2: ...going to make the characters an offer to leave the area that 
  is one-sided and not at all pleasant for them.
  3 – 4: ...reducing his prices to try and edge out the characters.
  5 – 6: ...sending fake clients to the characters to ‘buy’ their goods 
  and then skip out on the payment.
  (64.P) Allied Warlord
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  The master of a large privatised army, this ruthless and powerful 
  soldier has many potential uses for mercenaries – especially those 
  who are not squeamish about assisting in war activities.
  REFEREE’S INFORMATION:
  The allied warlord is (roll a d6)…
  1 – 2: ...happy to arrange tickets with the characters to help him in 
  his current war or conﬂ ict in progress.
  3 – 4: ...looking for an arrangement with the characters that will put 
  them fully in his pocket – yet at a fantastic wage.
  5: ...in need of alien technology on his front lines.
  6: ...offering a special ticket that is not a normal affair for the 
  characters, however it pays three times the normal rate.
  (65.A) Customs Agent
  Required Skills: Deception or Persuade         Required Equipment: 
   
   
   
   
           Goods for Sale
  PLAYER’S INFORMATION:
  This average-looking government agent is greatly feared by 
  interstellar traders and transporters, as he is the one that looks for 
  and puts prices on the goods that starships carry.
  REFEREE’S INFORMATION:
  The customs agent is (roll a d6)…
  1 – 2: ...honest and will not accept bribery.
  
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  165
  3 – 4: ...heavy-handed and unforgiving about any form of tariff or tax 
  that he can charge.
  5 – 6: ...paranoid about smuggling and illegal goods, making him 
  too thorough.
  (65.P) Sale of a Lifetime
  Required Skills: Broker 
    Required Equipment: Goods for Sale
  PLAYER’S INFORMATION:
  It is rare that a warmonger gets to make all of the money with 
  none of the problems or stress – however this buyer represents 
  just that instance.
  REFEREE’S INFORMATION:
  The sale of a lifetime is (roll a d6)…
  1 – 2: ...willing to pay 10 times the market price for a normal item for 
  mysterious reasons.
  3 – 4: ...looking to avoid setting up a full ticket for the sale; he just 
  wants to pay for the item and keep away from the paperwork 
  – saving the characters thousands in fees.
  5 – 6: ...going to make an offer for all of the characters’ current stock 
  – at a meagre 10% discount, of course.
  (66.A) Vengeful Client
  Required Skills: Investigate,   
  Required Equipment: None
  Any Combat
  PLAYER’S INFORMATION:
  Something went badly in a former ticket and this client took it very 
  personally. So much so that he has made it a personal goal to get 
  back at the characters over the affair.
  REFEREE’S INFORMATION:
  The vengeful client is (roll a d6)…
  1 – 2: ...not looking to harm the characters physically, just 
  ﬁ nancially.
  3 – 4: ...angry enough to try to cause a great deal of damage to the 
  characters’ business – perhaps permanent damage.
  5 – 6: ...ready to end the lives of anyone involved even partially with 
  the ticket.
  (66.P) Prime Warmonger Agent
  Required Skills: Admin, Broker 
  Required Equipment: None
  PLAYER’S INFORMATION:
  The power of the credit can be overwhelming to most beings and 
  this individual knows it. He comes with the promise of remarkable 
  payment for seemingly innocent enough tasks. He has a ticket in 
  mind that only comes along once.
  REFEREE’S INFORMATION:
  The prime warmonger agent is (roll a d6)…
  1 – 2: …ready to arrange a negotiation between the characters and his 
  employer that could mean MegaCredits for them as a bonus.
  3 – 4: …looking for a mercenary team willing to go into a potential 
  war zone with speciﬁ c items that his employer will supply – all 
  they need to do is sell them to the locals.
  5 – 6: …excited to put the characters in the employ of his company; 
  he says that they are the most powerful conglomerate in the 
  sector and he has the credits to back the claim.
  
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  WILD CARD PATRONS
  WILD CARD PATRONS
  In the vast universe that comprises the Traveller game system, there will be times and events that just do not warrant a simple explanation. 
  Within the scope of these weird events, Referees will need to draw upon a different bank of social interactions and plot possibilities. This 
  chapter gathers a number of them in one place.
  It should be noted that the wild card Patrons are not to be used commonly or without ﬁ rst looking at them deeply. They are potentially game 
  altering and unique, to put it lightly.
  WILD CARD PATRON ENCOUNTERS
  Characters in all career paths are likely to eventually come to an impasse with fate and they will get dealt an odd hand in an unlikely 
  situation. These are the wild card events – and they live up to their name through the sheer strangeness and randomness of their existence 
  and appearances.
  Wild Card Patrons
  Wild Card Patrons
  D66 Result
  D66 Result
  Antagonist Patron
  Antagonist Patron
  Protagonist Patron
  Protagonist Patron
  11
  Cannibal
  Faith Healer
  12 – 13
  Madman
  Knight
  14 – 15
  Collector
  Heroic Captain
  16 – 21
  The Possessed
  Divine Messenger
  22 – 23
  Enigmatic Villain
  Unexpected Guest
  24 – 25
  Lost Adolescent
  Great Seeker
  26 – 31
  Cultural Anomaly 
  Model of the Community
  32 – 33
  Psychotic Mutant
  Genetic Perfection
  34 – 35
  Bio-segregate
  Adrenaline Junkie
  36 – 41
  Throwback
  Advanced Evolution
  42 – 43
  Mad Scientist
  Magician
  44 – 45
  Extreme Sadomasochist
  Do-Gooder
  46 – 51
  Serial Killer
  Obsessed Hunter
  52 – 53
  Beast Keeper
  Animist
  54 – 55
  Raving Oracle
  Mystic
  56 – 61
  Challenger
  Dying Courier
  62 – 63
  Temporal Thief
  Time-Agent
  64
  Host to Parasites
  Galactic Puriﬁ er
  65
  Psion Hunter
  Ancient Being
  66
  Infernal Presence
  Holy Avatar
  (11.A) Cannibal 
  Required Skills: Stealth or Any Combat  Required Equipment: None
  PLAYER’S INFORMATION:
  This beastly being has a hunger for the ﬂ esh of its kind. It can only 
  sate this hunger through feasting on their fellows.
  REFEREE’S INFORMATION:
  The cannibal is (roll a d6)…
  1 – 2: …otherwise considered socially acceptable, hiding his 
  proclivities from the public view.
  3 – 4: …a tribal that spiritualises the eating of its brethren.
  5 – 6: …a wretched thing that has turned to eating its own kind 
  initially out of desperation but now out of addiction.
  
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  167
  (11.P) Faith Healer
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Using a connection to a powerful faith that many galactic populations 
  would raise an eyebrow to, this unremarkable-looking person can 
  mend the ﬂ esh of the wounded and remove the ailments of the ill.
  REFEREE’S INFORMATION:
  The faith healer is (roll a d6)…
  1 – 2: …an adept doctor that can mend wounds normally but there is 
  something special that goes into the procedures.
  3 – 4: …capable of channelling positive energy through his faith as a 
  result of some beneﬁ cial mutation.
  5 – 6: …actually a special mutation of psionist that can mend ﬂ esh 
  through the application of mental ‘cellular telekinesis’.
  (12 – 13.A) Madman
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Something shattered this poor man’s sanity a long time ago and 
  now he changes from a laughing frenzy of activity to periods of 
  gibbering sadness.
  REFEREE’S INFORMATION:
  The madman is (roll a d6)…
  1 – 2: …a suicidal danger to himself.
  3 – 4: …capable of brief moments of lucid clarity but they are found 
  between explosions of frantic insanity.
  5 – 6: …fuelled by a deadly bloodlust that can only be sated through 
  vicious acts of savagery.
  (12 – 13.P) Knight
  Required Skills: None Required Equipment: None
  PLAYER’S INFORMATION:
  This upstanding member of a royal military unit has 
  been given the title of knight. With that title come 
  antiquated responsibilities, a model of valour and a 
  desire to do well by the common people that he cross 
  paths with.
  REFEREE’S INFORMATION:
  The knight is (roll a d6)…
  1 – 2: …a traditional sort of armour-and-sword type of 
  knight from a lower-tech society.
  3 – 4: …looking for someone that has run from his 
  justice and ﬂ ed to the local area. 
  5 – 6: …a high-tech style of knight whose armour is 
  powered and his ‘sword’ is a tuned-up energy pistol.
  (14 – 15.A) Collector
  Required Skills: Stealth 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Obsessed personally or culturally with the acquiring of interesting 
  or unique items or people, this enigmatic alien is a thief and a 
  kidnapper of the highest calibre.
  REFEREE’S INFORMATION:
  The collector is (roll a d6)…
  1 – 2: …seeking something speciﬁ c from one of the characters and 
  will gladly kill them to get it.
  3 – 4: …in possession of hundreds of species that were thought to 
  be extinct and items that are one-of-a-kind. These items are all 
  on the collector’s ship and could fetch a priceless sum.
  5 – 6: …interested in taking possession of one of the characters.
  (14 – 15.P) Heroic Captain
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Always ready to stand in the way of danger and villainy in the name 
  of justice and the greater galactic people, this handsome and brave 
  ship captain is the very deﬁ nition of the word ‘hero’.
  REFEREE’S INFORMATION:
  The heroic captain is (roll a d6)…
  1 – 2: …in the area to look for unfortunate souls that he can save or 
  rescue, asking the characters if they can help him to ﬁ nd people 
  who are in such plight.
  
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  168
  3 – 4: …the nemesis of a local major criminal. He needs assistance 
  ﬁ nding this enemy but he wants to cross swords with him 
  alone.
  5 – 6: …here to help the characters in their current heroic mission 
  – or else to put a heroic spin on it.
  (16 – 21.A) The Possessed
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Some kind of energy being from another dimension has chosen to 
  settle in the body of this otherwise normal citizen. It grants him 
  knowledge that he should not possess and powers that betray the 
  laws of reality.
  REFEREE’S INFORMATION:
  The possessed is (roll a d6)…
  1 – 2: …seeking the corruption and destruction of its host through a 
  number of unlikely passions.
  3 – 4: …just a scouting presence into this dimension for a much 
  larger invasion force.
  5 – 6: …a body-jumper that will possess the next person to make a 
  speciﬁ c type of contact with the individual (kiss, ﬁ rm handshake 
  and so on).
  (16 – 21.P) Divine Messenger
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Whether or not the characters believe in a higher power, this 
  individual does – and believes that he is carrying an important 
  message from it.
  REFEREE’S INFORMATION:
  The divine messenger is (roll a d6)…
  1 – 2: …not sure who needs to hear the message that he carries but 
  knows that the person’s life is at risk if they do not.
  3 – 4: …seeking someone that the characters know to give them a 
  message from his god.
  5 – 6: …carrying an important view to the future for one of the 
  characters.
  (22 – 23.A) Enigmatic Villain
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This scoundrel has bent his life toward corruption and manipulation; 
  trying to force the worlds that he touches to serve his greater will 
  despite their needs or wishes. His motives are obscure but his 
  intentions are clear.
  REFEREE’S INFORMATION:
  The enigmatic villain is (roll a d6)…
  1 – 2: …sure that the characters are going to be a problem, so he 
  constructed an elaborate plot to eliminate them.
  3 – 4: …the leader of a large ring of other malicious villains that goes 
  by a foreboding name well-known to the local people.
  5 – 6: …going to give the characters one chance to join him – 
  otherwise they are to be destroyed.
  (22 – 23.P) Unexpected Guest
  Required Skills: Persuade 
           Required Equipment: Residence
  PLAYER’S INFORMATION:
  Stopping by at the characters’ home without invitation or 
  warning, this old ally or acquaintance is expecting to stay with 
  them for a while.
  REFEREE’S INFORMATION:
  The unexpected guest is (roll a d6)…
  1 – 2: …bearing an expensive piece of equipment that he would like 
  to hide with the characters for a while.
  3 – 4: …actually a family member that brings news about the greater 
  bloodline.
  5 – 6: …willing to pay handsomely for a few days or weeks rent.
  
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  169
  (24 – 25.A) Lost Adolescent
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This wayward youth has separated from anything he recognises and 
  has gotten himself terribly lost in the sprawling outdoors.
  REFEREE’S INFORMATION:
  The lost adolescent is (roll a d6)…
  1 – 2: …a runaway that simply does not want to be found.
  3 – 4: …old enough to handle a weapon, adding to his survival 
  chances but making him more likely to accidentally shoot the 
  characters.
  5 – 6: …thankful to be found but demands to be taken home 
  ‘immediately’.
  (24 – 25.P) Great Seeker
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Wandering the galaxy at large looking for something speciﬁ c, unique 
  and elusive, the great seeker is on a lifelong quest for his quarry. He 
  will not rest until he ﬁ nds it, even if that means dying.
  REFEREE’S INFORMATION:
  The great seeker is (roll a d6)…
  1 – 2: …looking for a holy relic that was supposedly lost an eon ago but 
  he and his fellows know that it is still out there…somewhere.
  3 – 4: …in need of an escort into a very dangerous area of the planet; 
  this is where the target of his quest is said to rest.
  5 – 6: …growing old and tired; he needs to train new replacements 
  to try to ﬁ nd the sought-after item once he has passed on.
  (26 – 31.A) Cultural Anomaly
  Required Skills: Investigate   
  Required Equipment: None
  or Streetwise
  PLAYER’S INFORMATION:
  Something strange happened with this person but he does not ﬁ t 
  in with the common look, feel or tradition of the rest of his people. 
  This makes him erratic and somewhat dangerous.
  REFEREE’S INFORMATION:
  The cultural anomaly is (roll a d6)…
  1 – 2: …a dangerous example of what can happen when social 
  exclusion and primitive thinking overcomes logic and reason.
  3 – 4: …used to eating the exact opposite dietary requirements than 
  that of his common species members.
  5 – 6: …aware of the oddity that it represents and takes the mention 
  of it personally.
  (26 – 31.P) Model of the Community
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person is the utmost example of what the local citizenry can 
  offer. Morally, physically and socially peaked in comparison to his 
  brethren, he is the best the locals have to offer.
  REFEREE’S INFORMATION:
  The model of the community is (roll a d6)…
  1 – 2: …also a leader within the community, linking the characters 
  to the whole populace with just a salutation and a respectful 
  bow.
  3 – 4: …coming to the characters to ask them for help on behalf of 
  the entire community.
  5 – 6: …interested in joining the characters for a few weeks to learn 
  from them and bring those skills back to his people.
  (32 – 33.A) Psychotic Mutant
  Required Skills: Investigate,   
  Required Equipment: None
  Any Combat 
   
  PLAYER’S INFORMATION:
  Twisted, cruel and demented because of unstable genetic structures 
  doubling and re-doubling inside of it, this horriﬁ c creature was once 
  a member of the local species until something went unexpectedly 
  wrong within it.
  REFEREE’S INFORMATION:
  The psychotic mutant is (roll a d6)…
  1 – 2: …tremendously physically powerful but bears the broken mind 
  of a child.
  3 – 4: …so physically hideous that it can be scarcely called a member 
  of its former race; it hates its parent race and wants to see it 
  destroyed.
  5 – 6: …only altered as he is because of a scientiﬁ c experiment, 
  causing him to have a deep hatred for anyone bearing higher 
  technology equipment.
  (32 – 33.P) Genetic Perfection
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Having been manipulated by genetic super-science, this being is 
  bigger, faster, stronger and more attractive than any of his cultural 
  brethren. He is essentially perfect in comparison to his fellows and 
  he must live up to that label of perfection.
  REFEREE’S INFORMATION:
  The genetic perfection is (roll a d6)…
  1 – 2: …innocent from living a rather sheltered life despite his 
  physical superiority and looks to the characters for guidance 
  about the galaxy.
  
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  170
  3 – 4: …ready to strap on the best equipment his people could 
  muster and seek adventure in the outside world.
  5 – 6: …the protector and willing servant of the people around him. 
  He is happy to work with the characters while they are here, so 
  long as it does not go against his people.
  (34 – 35.A) Bio-segregate
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  This poor creature has been afﬂ icted with an inability to breathe the 
  air or microscopic particles of its own atmosphere. He has been 
  sealed inside an environmental suit that protects him from the 
  world but also forms a palpable wall between him and the rest of 
  the community.
  REFEREE’S INFORMATION:
  The bio-segregate is (roll a d6)…
  1 – 2: …actually not sealed from the outside air but the other way 
  around. He carries a deadly virus that is somehow keeping him 
  alive as a carrier – yet would wreak havoc on the planet if his 
  suit were to be opened.
  3 – 4: …depressed and angry from years of never being able to touch 
  the world without gloved hands.
  5 – 6: …making the most of his predicament. He turned his 
  environmental armour into a combat suit and now wields it 
  against his own people.
  (34 – 35.P) Adrenaline Junkie
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Fuelled by action, adventure, excitement and danger, this fun-
  loving thrill-seeker goes out of his way to feel the rush. The word 
  ‘no’ does not appear in his vocabulary and fear is only another 
  emotion to be enjoyed.
  REFEREE’S INFORMATION:
  The adrenaline junkie is (roll a d6)…
  1 – 2: …a whiz behind the wheel, yoke or control console of a high-
  speed vehicle. If it goes fast, he can drive it that way.
  3 – 4: …always looking for a new local sport to get involved in.
  5 – 6: …looking to get into a ﬁ re ﬁ ght with some local scumbags and 
  wants the characters to back him up.
  (36 – 41.A) Throwback 
  Required Skills: Survival, Any Combat  Required Equipment: None
  PLAYER’S INFORMATION:
  This genetic look-back-in-time is primitive, dangerous and easily 
  confused. The lights and sounds of today’s technologies distract 
  and anger him and his solution for most dilemmas is to strike it. If 
  that does not work – strike it harder.
  REFEREE’S INFORMATION:
  The throwback is (roll a d6)…
  1 – 2: …the result of scientiﬁ c experimentation and genetic research, 
  making the creature rather unstable.
  3 – 4: …a wild example of something that never evolved beyond 
  rudimentary sentience. It is more animal than humanoid and it 
  reacts in a similar fashion.
  5 – 6: …physically powerful and mentally diminutive; it will 
  almost assuredly attack anything that comes into its territory 
  uninvited.
  (36 – 41.P) Advanced Evolution
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Something wonderful happened in this being’s family genetic 
  structure over the last few generations, slowly creating a divergent 
  trait that showed promise. It has ﬁ nally peaked in this generation 
  and it shows in the current bloodline.
  REFEREE’S INFORMATION:
  The advanced evolution is (roll a d6)…
  1 – 2: …gifted with extremely powerful and unique psionic talents.
  3 – 4: …immune to all natural poisons, toxins and diseases; his 
  blood is a cure for these things.
  5 – 6: …blessed with a strange and wonderful ability that no one else in 
  his species has (wings for ﬂ ight, cellular regeneration and so on).
  
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  171
  (44 – 45.P) Do-Gooder
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This local common person has a heart of gold that he polishes every 
  day through the application of good deeds. He does these things for 
  no other reason than to better his world; a strange lack of selﬁ shness 
  apparent in all of his actions.
  REFEREE’S INFORMATION:
  The do-gooder is (roll a d6)…
  1 – 2: …willing to do anything for the characters, as long as it does 
  not hurt anyone or anything else.
  3 – 4: …remarkably wealthy from generations of industrialist 
  inheritors and now wants to use that money and power to help 
  the unfortunates of the world.
  5 – 6: …looking for a new crusade or goal to undertake; which could 
  be something that the characters wish to see succeed as well.
  (46 – 51.A) Serial Killer
  Required Skills: Stealth, 
         Required Equipment: Store/Shop
  Investigate or Any Combat 
  (42 – 43.A) Mad Scientist
  Required Skills: Stealth or Deception  Required Equipment: None
  PLAYER’S INFORMATION:
  This twisted mind was once a servant of the high sciences, creating 
  wondrous things and solving his people’s problems. Something 
  happened to him however and now he devotes his time to 
  unbelievable pursuits and fanciful hypothesises. 
  REFEREE’S INFORMATION:
  The mad scientist is (roll a d6)…
  1 – 2: …creating a powerful new breed of mutant from the local 
  population.
  3 – 4: …about to ﬁ nish inventing a device that will animate the dead 
  and force their bodies to do his will.
  5 – 6: …sure that he has created a gateway to another dimension 
  – even though he has no idea where it will go or what kind it 
  may be.
  (42 – 43.P) Magician
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Whether through prestidigitation, chicanery or simple slight-of-
  hand, this skilled individual makes the simplest of tricks seem 
  like a grandiose art form. He is part entertainer, part wonder and 
  part mystery.
  REFEREE’S INFORMATION:
  The magician is (roll a d6)…
  1 – 2: …always looking for assistants to help him with his shows.
  3 – 4: …not a performer in the strictest sense; he uses his magician’s 
  skills to make an underhanded living from those he believes 
  deserve the loss.
  5 – 6: …a real magician; he knows how to wield true magic like the 
  wizards and warlocks of mythology.
  (44 – 45.A) Extreme Sadomasochist
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Pierced, tattooed, scarred and almost otherworldly from the amount 
  of body modiﬁ cations done to him, this eccentric being is honestly 
  and truly addicted to the causing and bearing of physical pain.
  REFEREE’S INFORMATION:
  The extreme sadomasochist is (roll a d6)…
  1 – 2: …so addicted to being hurt that he frequently starts ﬁ ghts with 
  armed men in the hopes of being stabbed or bludgeoned.
  3 – 4: …actively trying to recruit the characters to come and join his 
  ‘cult of pain’.
  5 – 6: …not above kidnapping innocent people to subject to his 
  tortures and extremes.
  
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  172
  PLAYER’S INFORMATION:
  Deep within the mind of this cold-hearted being lays a hunger or 
  need for murder. He is focussed upon a particular type or pattern in 
  his kills and his work is recognised and feared all over the planet.
  REFEREE’S INFORMATION:
  The serial killer is (roll a d6)…
  1 – 2: …making a new pattern of kills in the local area after a long 
  period of hiatus; he had to cool down for a while because the 
  authorities were getting close.
  3 – 4: …someone that no one would ever think is a deadly killer, 
  especially not the characters.
  5 – 6: …careless in the clues that he leaves behind because the 
  ‘work’ is all that matters to him anymore.
  (46 – 51.P) Obsessed Hunter
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This searcher of the elusive has dedicated much of his later life to 
  the ﬁ nding and elimination of a speciﬁ c individual, creature or thing. 
  He thinks of nothing else.
  REFEREE’S INFORMATION:
  The obsessed hunter is (roll a d6)…
  1 – 2: …looking for a derelict vessel lost a hundred years ago that 
  would be worth billions.
  3 – 4: …searching for a creature that killed someone close to him 
  when he was young and now he wants to kill it to ﬁ nally ﬁ nd 
  vengeance.
  5 – 6: …scouring the galaxy in search of a single person who has 
  been eluding him for decades.
  (52 – 53.A) Beast Keeper
  Required Skills: Stealth or  
   
  Required Equipment: None
  Any Combat 
   
  PLAYER’S INFORMATION:
  Whether it is on leashes, in cages or roaming around in corrals, this 
  dedicated person keeps a host of dangerous beasts on his property. 
  They are all deadly and still very wild but through drugs and 
  technological persuasion he can steer them at his desired targets.
  REFEREE’S INFORMATION:
  The beast keeper is (roll a d6)…
  1 – 2: …a despicable person who raises these animals for bloody pit 
  ﬁ ghts and gladiatorial combat.
  3 – 4: …raising several illegal breeds of animal; he will use them 
  to protect his operation if the characters seem too inquisitive 
  about his business.
  5 – 6: …combining the worst traits of all of his beasts to genetically 
  create the most ill-tempered, uncontrollable and deadly creature 
  his planet has ever seen.
  (52 – 53.P) Animist
  Required Skills: Persuade, Survival 
  Required Equipment: None
  PLAYER’S INFORMATION:
  This interesting nature-lover has turned to listening to the spirits of 
  the animals themselves for guidance and prophecy. He believes that 
  all animals bear a powerful spirit that he can share ‘energy’ with in 
  order to live better in tune with the world around him.
  REFEREE’S INFORMATION:
  The animist is (roll a d6)…
  1 – 2: …living in the midst of several predatory or vicious animals 
  towards which he shows no fear at all; he is living as one of 
  them and they are accepting him.
  3 – 4: …looking to ask the characters for help in dealing with a group 
  of hunters and poachers that are hurting his ‘friends’.
  5 – 6: …a strange form of psionist that has empathy and telepathy 
  with the animal kingdom.
  (54 – 55.A) Raving Oracle
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Shouting, mumbling and frothing about some event that has yet to 
  pass – yet will change the universe forever – this seemingly insane 
  person is supposed to have vision into the future. If that is the case, 
  dire things are coming.
  REFEREE’S INFORMATION:
  The raving oracle is (roll a d6)…
  1 – 2: …talking about the destruction of the entire planet; causing 
  major panic amongst the common people of the community.
  3 – 4: …pointing at the characters as the bringers of death and pain. 
  The locals that believe in the oracle are already beginning to 
  look angry in response.
  5 – 6: …proclaiming that the characters are ‘just the ﬁ rst’ and that 
  ‘they will follow their tracks through the stars’. This enigmatic 
  prophecy is being pored over by the locals to ﬁ gure out if the 
  characters are an evil sign or the heralds of something great.
  (54 – 55.P) Mystic
  Required Skills: Investigate, Survival Required Equipment: None
  PLAYER’S INFORMATION:
  Only being discovered in the wilderness if actively sought after, this 
  strange old mystic is said to have powers over the old energies of 
  the planet. He is said to steer the fates and alter reality at his leisure 
  and that no one comes back from a visit unchanged.
  REFEREE’S INFORMATION:
  The mystic is (roll a d6)…
  1 – 2: …a very powerful clairvoyant that can indeed see the answers 
  to the characters’ questions if they ask nicely and without 
  malice. 
  
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  3 – 4: …a charlatan and a fake as far as his powers are concerned but 
  he has several interstellar communication links that he uses to 
  ‘know’ about the galaxy in such a low-tech setting.
  5 – 6: …a disguised member of a truly ancient alien race with godlike 
  powers on a cellular level.
  (56 – 61.P) Dying Courier
  Required Skills: None 
   
  Required Equipment: Ship  
   
   
   
   
  or Transport Vehicle
  PLAYER’S INFORMATION:
  Wounded or ill thanks to an unknown source, this interstellar courier 
  cannot hope to ﬁ nish his appointed delivery. He needs someone 
  else to take over for him, even if the package might seem more 
  attractive than delivering it.
  REFEREE’S INFORMATION:
  The dying courier is (roll a d6)…
  1 – 2: …carrying the cure for a deadly virus that is ravaging somewhere 
  not too far from where the characters are. He says the cure is worth 
  millions but the infected people need it soon or they will die.
  3 – 4: …supposed to deliver a key component to an alien device. 
  He does not know what it will do or why his employer needs it 
  to be activated, merely that they were paying very well to get it 
  brought to them quickly.
  5 – 6: …holding a message that can mean the end of a tyrannical 
  – yet very wealthy – governmental authority.
  (62 – 63.A) Temporal Thief 
  Required Skills: Investigate  
  Required Equipment: None
  PLAYER’S INFORMATION:
  Using super-advanced time travel capabilities that occur an age 
  later than this one, this criminal has leapt into the current time in 
  order to steal precious artwork and items that will later be priceless 
  in his own time.
  REFEREE’S INFORMATION:
  The temporal thief is (roll a d6)…
  1 – 2: …back in time to steal precious metals from the local 
  depository.
  3 – 4: …willing to risk changing the future by interacting with the 
  characters, even telling them where he is from.
  5 – 6: …from a time that weapons are utterly illegal and therefore 
  utterly priceless. He wants to steal the weapons from the 
  characters and leap forward in time but he knows that he might 
  have to ﬁ ght them to do so.
  (62 – 63.P) Time-Agent
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  Charged with trying to collect wayward time travellers and erase 
  unwanted ‘temporal ﬂ uxes’, this future agent of a time-travelling 
  governmental authority has weapons and equipment that is even 
  more advanced than that of the Imperium of Man.
  (56 – 61.A) Challenger
  Required Skills: Any 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This person has one goal on his mind, to challenge one of the characters 
  to some kind of duel or contest that will bring a single skill to test. 
  Arm wrestling, swimming, shooting, musical talent or even theoretical 
  magnetic physics; he just wants to show that he is better at it.
  REFEREE’S INFORMATION:
  The challenger is (roll a d6)…
  1 – 2: …good at what he is challenging the character to but he is 
  actually just a decoy for a larger plot against the characters.
  3 – 4: …extremely talented in the skill that he is challenging the 
  character at.
  5 – 6: …not skilled at all in the skill he is challenging the character 
  at but he hopes that it allows him to get close enough to the 
  character to make a surprise attack; he is a paid assassin aimed 
  at the character!
  
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  174
  REFEREE’S INFORMATION:
  The time-agent is (roll a d6)…
  1 – 2: …looking for help rounding up a missing time traveller. He 
  will not tell the characters why he has to arrest him, just that he 
  must be stopped before he causes ‘too much damage’.
  3 – 4: …not sure how his time-travel equipment got damaged but 
  it is. He needs the characters’ help in getting him the obscure 
  parts that he needs to ﬁ x it.
  5 – 6: …searching for a temporal murderer that enjoys going back in 
  time to kill prominent ﬁ gures and change history. 
  (64.A) Host to Parasites
  Required Skills: Investigate, Medic 
  Required Equipment: None
  PLAYER’S INFORMATION:
  This normal-looking individual has been exposed to a colony of 
  invasive parasites that have infested his body and control his 
  nervous system. If he cannot be freed of their control, they will steer 
  him to a bigger population to spread the infection.
  REFEREE’S INFORMATION:
  The host to parasites is (roll a d6)…
  1 – 2: …only contagious to those who touch his blood. He is planning 
  to dive into the local reservoir holding an armed concussion 
  grenade – making sure that he infects the water supply.
  3 – 4: …curable with subtle applications of mild poisons into the 
  bloodstream but the process is painful and must be exact or it 
  could kill the host.
  5 – 6: …not aware of being controlled by the parasites at all; he believes 
  that all of these strange decisions are somehow his idea.
  (64.P) Galactic Purifier
  Required Skills: Any Combat    Required Equipment: Any Weapons
  PLAYER’S INFORMATION:
  Something dangerous has gotten loose from this stoic hunter’s 
  planet and he has been sent to make sure that it does not spread 
  any further. He is the hunter, they are the hunted but he knows that 
  he will need help to ensure galactic purity.
  REFEREE’S INFORMATION:
  The galactic puriﬁ er is (roll a d6)…
  1 – 2: …hunting a race of rapidly reproducing creatures that his 
  people have kept quarantined for generations due to their 
  destructive instincts.
  3 – 4: …in need of the characters’ help to get him familiarised with 
  the local terrain and culture if he wants to ﬁ nd and kill the 
  escapees.
  5 – 6: …a medical warrior that is actually hunting down an escaped 
  infection – which is why he needs the characters to serve as his 
  guides amongst the population.
  (65.A) Psion Hunter
  Required Skills: Stealth or Deception  Required Equipment: None
  PLAYER’S INFORMATION:
  A deadly foe to anyone with mental talents, this devoted killer of 
  psionists has some kind of grudge. He is trained against psionic 
  intrusions and attacks, knowing how to ﬁ ght his nemeses. 
  REFEREE’S INFORMATION:
  The psion hunter is (roll a d6)…
  1 – 2: …good at killing them but cannot tell a psionist from a normal 
  member of the species. This is why he is suddenly after the 
  characters for being psionists, even if they are not.
  3 – 4: …well-equipped and probably sponsored by a secret agency or 
  government that wants to see psionist talents eliminated from 
  the galaxy.
  5 – 6: …single-minded and dedicated because of someone in his 
  family being mentally tortured to madness by an evil psionist 
  years ago.
  (65.P) Ancient Being
  Required Skills: Persuade 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  A survivor of a race that was thought to be extinct a thousand years 
  before mankind could write, this ancient and powerful alien being 
  believes that the galaxy has forgotten about him. Discovering him 
  could change the universe, especially if the characters manage to 
  bring him out of hiding.
  
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  175
  REFEREE’S INFORMATION:
  The ancient being is (roll a d6)…
  1 – 2: …powerful enough that lesser species in the past have 
  mistaken him for a god and the characters could ﬁ nd his image 
  and name in many local ancient history books.
  3 – 4: …not ready for the universe to know that he still exists; he will 
  grant each character a single request if he is capable (which is 
  likely) if they swear to keep his location a secret. 
  5 – 6: …going to re-enter galactic society and needs a team of 
  heralds to serve as his entourage; the characters would do well 
  to ﬁ ll these roles.
  (66.A) Infernal Presence
  Required Skills: None 
   
  Required Equipment: None
  PLAYER’S INFORMATION:
  This being claims to be hellish and daemonic in origin; a 
  true devil or hell spawn living on the plane of mere mortals 
  in order to corrupt and ultimately destroy them.
  REFEREE’S INFORMATION:
  The infernal presence is (roll a d6)…
  1 – 2: …a truly energic being made of radiation, heat and 
  telekinetic force – there is no reason why someone 
  could not think that has the makeup of a ‘daemon’.
  3 – 4: …a destructive force to be reckoned with that cares 
  nothing for any form of life other than its own. It must 
  be stopped before it scours the area of all life.
  5 – 6: …looking to make deals and contracts with the 
  characters. These deals will grant power and ability but 
  will come with a terrible price later in their lives…
  (66.P) Holy Avatar
  Required Skills: None 
  Required Equipment: None
  PLAYER’S INFORMATION:
  Claiming to be the physical manifestation of a holy force or 
  higher power, this ‘angel’ is a powerful being rooted in the 
  desire to avenge injustice and smite evil. If it is not actually 
  a servant of a god, it makes sense that it could be.
  REFEREE’S INFORMATION:
  The holy avatar is (roll a d6)…
  1 – 2: …an entity that radiates conﬁ dence and warmth. It knows the 
  characters by name even before they introduce themselves and 
  it knows some of their greatest achievements. It wants their 
  help in vanquishing a villain, if only to prove their goodness.
  3 – 4: …an avenging ‘angel’ that is frightening to behold; it is 
  bloodthirsty and ferocious – all evil cannot hope to stand 
  before it.
  5 – 6: …on the mortal plane to seek a single worthy soul in a sea of 
  sin and depravity. Perhaps the characters can help him ﬁ nd one 
  and earn whatever reward he claims is waiting for those who 
  aid his ‘lord’.
  
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SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/MGP3805 760 Patrons.pdf