The Palatine Verge

Lifepath Character Creation
0

Stat Method & Age

Stats:
Roll 3d6 in order, or 2d6+6 arrange, or assign 14/14/12/10/10/8
HP:
1d6+CON mod (human baseline)
Age:
Start at 18 + 2d6. Each "term" (Step 7) adds +2 years. Cap at 40
1

Species & Body

Human

No stat mods. +1 to any one stat. Learn one Ethos (Step 9) at +1 starting Reputation with that current.

Mokh amphibious

+1 CON, –1 DEX (on land); Swim 15m; once/day give an ally advantage on a social check after sharing water. Start with a Pressure-Ceramic Flask.

Taboo: never foul water

Ribboner micro-g glider

+1 DEX, –1 STR; advantage on zero-g physical checks; start with Glide-Skein.

Taboo: never cut memorial threads

Tekt basalt burrower

+1 CON, –1 CHA; underground darksense; start with Tap-Hammer; once/day auto-find stable footing underground.

Taboo: pay your cartographers

Non-humans exist in ports and protectorates, often under colonial codes or union shields.
2

Homeworld & Culture

Roll d12 or choose. Gain the listed skill at 0 (or +1 if you already have it), a cultural etiquette, and one taboo.

1. Vespera Prime (Free-Trade)
Connect 0 | Etiquette: Respect sanctuary | Taboo: Lying in the Bonded Arch
2. Quincem (Frontier Rush)
Survive 0 | Etiquette: Water first, talk later | Taboo: Stealing beacons
3. Helvetara (Glacier Vault)
Admin 0 | Etiquette: Time to the minute | Taboo: Breaking confidentiality
4. Andal's Gate (Jurists)
Talk 0 | Etiquette: Read contracts aloud | Taboo: Slander
5. Jinshi Orbital (Corp Port)
Program 0 | Etiquette: Don't crash a queue | Taboo: Publicly humiliating a supervisor
6. Serikae-Palatina (Imperial Core)
Lead 0 | Etiquette: Yield to processions | Taboo: Breaking a witnessed oath
7. Zorya's Hold (Feudal-Periphery)
Stab or Shoot 0 | Etiquette: Offer parole | Taboo: Bloodshed on market day
8. Cherson Star (Ecclesia)
Know 0 | Etiquette: Cleanliness rites | Taboo: False miracles
9. Mokh-Tiyal (Protectorate)
Work 0 | Etiquette: Breath-greeting | Taboo: Waste into water
10. Jinshi Hab Slum (Port-born)
Sneak 0 | Etiquette: Tag your line in/out | Taboo: Bandwidth waste
11. Kharabesh Refuge (Tomb Diaspora)
Notice 0 | Etiquette: Leave markers | Taboo: Opening second doors
12. Spacer-Freebelt (shipborn)
Fix 0 | Etiquette: Share air | Taboo: Cutting someone's line
Each world ties you into faction expectations and manners that matter in play.
3

Family Status & Early Ethos

Roll d8. Gain a contact, 1 skill at 0, and one Flag tick box you can call on (or that can bite you).

1. Refugee Ward (Gate waqf)
Talk 0, Contact: caravan jurist. Sanctuary Marker 1/scene (declare a safe alley for 1 minute; abuse → Stain +1)
2. Villein Lineage (Zorya)
Exert 0, Contact: house reeve. Start with Oath-Token (+1 to parley with House retainers)
3. Corp Child (Jinshi)
Admin 0, Contact: port clerk. Audit Flag starts at 0 but visible (you show on dashboards—cuts both ways)
4. Pilgrim Household (Andal/Ecclesia)
Know 0, Contact: clergy. Sanctuary favors count as cash once per session (small)
5. Free Digger Crew (Quincem)
Work 0, Contact: rusher foreman. Start with Beacon Kit
6. Exchange Apprentice (Helvetara)
Admin 0, Contact: syndic. Start with Blue-Wax chit (1 notarization)
7. Concord Clerk's Ward (Imperial)
Lead 0, Contact: magistrate aide. Procession rite once/job (minor legal blind spot)
8. Sanctuary Broker Kin (Vespera)
Connect 0, Contact: fixer. Start with Marker Cord (1 favor on the street)
4

Formative Event

Roll d12. Gain what's listed; if an Event repeats something you have, raise it by +1 or pick another stat +1.

1. Saved from spore rot
+1 CON, Medkit
2. Parade trampled your stall
+1 DEX, distrust processions (note)
3. "Audit theater" star
+1 CHA, Perform 0 (flavor)
4. Fell from gantry, caught by Ribboner
Glide-Skein (if human)
5. Waded the Red Canal to rescue
Stab 0, buckler
6. Jury duty at 16
Admin 0, Talk 0 (pick one at +1)
7. Broke sanctuary once
Sanctuary Stain +1, +1 Luck save until you redeem it in play
8. Vault nightmare memory
Choir Echo +1 or Continuity Drift +1 (your call), Harmonic Damper (1-use)
9. Union sit-in success
Lead 0, Connect 0 (pick one +1)
10. Shipboard decompression
Fix 0, Vacc suit
11. Duel scar
+1 STR, mono knife
12. Cleric taught you a hymn
Know 0, 1/day minor non-lethal compulsion cone (Mental save resists; on nat 1 you tick Choir Echo)
5

Education / Apprenticeship

Pick or roll d6. Gain one skill at 1, one at 0, a tool, and sometimes a focus.

1. Academy/Clerical (Core/Andal)
Admin 1, Know 0, Tool: dataslate, Focus: Diplomat or Specialist/Administrator
2. Technical (Port/Ship)
Fix 1, Program 0, Tool: toolkit, Focus: Specialist (pick a professional skill to excel at)
3. Martial (Legion/House)
Shoot 1, Tactics 0, Gear: mesh, Focus: Gunslinger or Close Combatant
4. Trade (Broker/Scout)
Connect 1, Notice 0, Tool: Blue-Wax chit, Focus: Haggler or Navigator
5. Pilgrim/Scholar
Know 1, Talk 0, Tool: commentary scrolls, Focus: Pick one of Specialist (Know), Alert, Diplomat, Connected, Authority
6. Frontier Workcrew
Work 1, Survive 0, Gear: enviro poncho, Focus: Survivalist
6

Sector Shock (last 20 years)

Roll d12. You lived through this. Gain a contact and a scar/edge.

1. Quincem Rush
Contact: rusher boss; Edge: Stake Fast (+1 to first day's Exploration checks)
2. Silent Emergency Freeze
Contact: NOMOS aide; Scar: Audit Flag +1, Edge: advantage to spot KPI lies 1/session
3. Procession Killing
Contact: chorus-kid; Scar: flinch at crowds; Edge: +1 Notice in festivals
4. Polar Whispers
Contact: graver; Scar: Choir Echo +1; Edge: +2 vs sonic 1/day
5. Mokh Assemblies
Contact: Mokh elder; Edge: call a dock slowdown once in campaign
6. Model Drift 47
Contact: union steward; Edge: Program reroll 1/session in a port
7. Night-Esplanade Flood
Contact: fixer; Scar: Continuity Drift +1 or a borrowed memory tic; Edge: +1 vs cons
8. Andal's Debate
Contact: jurist; Edge: read a contract at a glance 1/session (GM gives the gotcha)
9. Great Safety Pause
Contact: Ba-Shan inspector; Edge: talk through a cordon at –2 difficulty once
10. Zorya Sinkhole War
Contact: knight; Scar: old injury (–1 to one physical check 1/day) but +1 ML
11. Ward Census
Contact: sanctuary sister; Edge: hide someone across districts once
12. Escrow War
Contact: Helvetara clerk; Edge: Admin advantage 1/session
7

Career Terms (2–3 terms, each 2 years)

Pick a Career below for each term. Each term you gain +1 to one related skill (or +0 in two listed), +1 to one attribute (once per career), 500–2,000cr, and gear. Roll 1 Event and 1 Mishap (d6 each). At the end of term 2, you may take one Focus related to the career.

A. Free Trader/Hauler

Skills: Pilot, Fix, Connect, Admin | Gear: compad, vacc suit

⚡ Events (d6)
1. Big tip (1,000cr)
2. Rescued crew (Contact)
3. Port bribe (Audit Flag +1)
4. Ship salvage (part worth 3k)
5. Blockade run (+1 Pilot check memory, 1/session)
6. Cultural faux pas (Sanctuary Stain +1 or apology quest)
⚠ Mishaps (d6)
1. Debt marker
2. Cargo seized
3. Buddy lost (Continuity Drift +1 if vats used)
4. Customs hotlist (Audit Flag +1)
5. Minor injury (–1 on one stat check today, +1 HP)
6. Union feud (Contact flips)
B. House Retainer (Zorya/Montjoie/Ulm/Andal)

Skills: Lead, Stab, Shoot, Admin | Gear: tabard, mesh

⚡ Events (d6)
1. Oath-feast (Focus Diplomat option)
2. Duel won (contact/enemy)
3. Lien seized (3k, Sanctuary Stain +1 if on holy day)
4. Pilgrimage escort (Andal contact)
5. Knighthood test (gain Tactics 0)
6. Ward dispute (alien ally or Stain +1)
⚠ Mishaps (d6)
1. Scandal (–1 Rep with a House)
2. Debt
3. Wounded (+1 HP, scar)
4. Feud drags you (enemy)
5. Oath broken (must atone)
6. Relic curse (Choir Echo +1)
C. Port/Corp (Jinshi/Ba-Shan)

Skills: Program, Admin, Notice, Shoot | Gear: toolkit, ID

⚡ Events (d6)
1. KPI hero (+1 Admin)
2. Saved queue (union contact)
3. "Safety pause" you triggered (Rep +1 with corp, Sanctuary Stain +1 in freeports)
4. Insider tip (2k)
5. Model patch (Focus Specialist/Programmer)
6. Embarrassing video (weakness—avoid public rolls once)
⚠ Mishaps (d6)
1. Data breach (enemy)
2. Hotlist (Audit Flag +1)
3. Injury
4. Demotion (lose gear)
5. Whistleblow (NOMOS contact, corp enemy)
6. Strike breaker (Stain +1, corp favor)
D. NOMOS Clerk/Prefect Aide

Skills: Admin, Notice, Talk, Program | Gear: blue-wax recorder

⚡ Events (d6)
1. Saved a town (Rep +1)
2. Found embezzlement (3k bounty)
3. Measured Mercy ruling (choose one PC you spared)
4. Blackbox trip (Contact: auditor)
5. Exchange lecture (Helvetara contact)
6. "Silent emergency" (tick Audit Flag +1 on someone—maybe you)
⚠ Mishaps (d6)
1. Evidence burns you (Audit Flag +1)
2. Politics (imperial foe)
3. PTSD (–1 on first mental save/mission)
4. Destroyed original (guilt; atonement hook)
5. Framed
6. Model says "you're high risk" (NOMOS watches)
E. Scav/Explorer (Quincem/Kharabesh)

Skills: Survive, Notice, Shoot, Fix | Gear: rebreather, grapnel

⚡ Events (d6)
1. Map sold (2k)
2. Survivor rescued (contact)
3. Second door (loot, Echo +1 if opened)
4. Idiot-law hack (+1 Fix once/session in yards)
5. Relic (1 rare component)
6. Rival crew saved your life (owe them)
⚠ Mishaps (d6)
1. Spore rot (–1 to first save each rainy day until cured)
2. Broken line (scar, +1 HP)
3. Lost time (Continuity Drift +1 or strange memory gain)
4. Interdiction fine (–1k)
5. Crew death (wake fund)
6. Vault whisper (Choir Echo +1)
F. Sanctuary Broker/Smuggler (Vespera)

Skills: Sneak, Connect, Talk, Fix | Gear: marker cords, cloak

⚡ Events (d6)
1. Procession pass (Processional Standard loan)
2. Saved a pilgrim (sanctuary IOU)
3. Black ledger op (3k, Audit Flag +1)
4. Union favor
5. "Everyone eats" (Rep +1 street)
6. Double-cross (new enemy)
⚠ Mishaps (d6)
1. Sanctuary violation (Stain +1)
2. Undercovers sniff you (hotlist)
3. Lost cargo
4. Betraying choice (bond strained)
5. Extortion
6. Favor called in
G. Ecclesia Adept/Guide (Cherson)

Skills: Know, Talk, Lead, Notice | Gear: antistatic robes, sterile kit

⚡ Events (d6)
1. Parameter proof (+1 Know)
2. Miracle verified (Rep +1 Ecclesia)
3. Disassembly pact (NOMOS contact)
4. Pilgrim convoy (Andal contact)
5. Hymn composed (1/day NL cone; Echo on nat 1)
6. Schism mended (ally)
⚠ Mishaps (d6)
1. False miracle (enemy)
2. Relic theft (scandal)
3. Fast sickness (–1 STR for 1 session if you fast hard)
4. Zealot stalker
5. Vault whisper (Echo +1)
6. "Saint spoke to you" (GM hook)
8

Focus & Faction Pin

Focus
Pick 1 Focus tied to your careers (or roll on your game's list)
Faction Pin
Pick 1 Faction Pin you still wear (Eirenarchate, a House, Jinshi, NOMOS, Sanctuary, Ecclesia, Mokh Assemblies, Helvetara). Gain +1 Rep with it and –1 with its opposite if relevant.
9

Ethos & Red Line (beliefs that matter)

Pick one current you align with and one red-line taboo.

Concord of Peace
Once/session, turn a chaotic crowd scene into a lawful parley (no shots for 1 round) if you publicly swear.
Red-line: Don't cross a procession
Gate Jurisprudence
Once/session, declare a clause that gives +1 or –1 to a contract/social roll if you read it aloud.
Red-line: Feed the stranger first
Sanctuary Humanism
Once/session, declare a sanctuary micro-zone (two turns).
Red-line: No killings in sanctuary
Numerism
Once/session, Advantage on Admin/Program when you keep originals.
Red-line: Never destroy originals
Stack Dao
Once/session, spend 1 minute to harmonize a queue (skip a line / smooth an operation).
Red-line: Don't crash queues
Resonant Way (Mokh)
Once/session, share water to clear one social Disadvantage.
Red-line: Don't foul currents
Second-Door Creed
Once/session, ask GM "Is this a second door?" and get a truthful "yes/no vibe."
Red-line: Don't open second doors
Breaking your red-line gives you what you want now, but adds Stain/Echo/Drift (GM's choice) and a reputation problem.
10

Open-Table Crew Ties

Built for a rotating roster. You'll choose to join one persistent Crew Charter and establish session-by-session links that work even if specific players aren't present.

A) Pick a Crew Charter (persistent)

Choose one for the ship/brand. New players inherit its benefit & obligations.

Ship Debt
–10% ship cost; +1 Audit Flag (persistent).
Onboarding: each new PC gains 1 Debt Marker owed to the quartermaster/financier. Pay down 2k credits between sessions to remove 1 Debt Marker or clear 1 Audit Flag tick.
Sanctuary Line
+1 street Rep; 1× per session declare a safe-passage route if ritualized.
Cost: if any PC violates sanctuary this session → Sanctuary Stain +1 and lose the benefit next session.
Onboarding: new PCs perform a small sanctuary favor (escort, donation, witness) by end of their first session.
Audit Shield
NOMOS contact; 1× per session convert a captured foe/PC to "Measured Mercy" (down but alive, documented).
Cost: after the session the crew owes a data favor; skip it → Audit Flag +1.
Onboarding: sign a voluntary disclosure (we may flash it to beat port hassles).
Relic Writ
Ecclesia writ opens some sealed places; +2 to Ecclesia social checks this session.
Cost: first failed Mental save vs. resonance this session inflicts Choir Echo +1 (any one PC).
Onboarding: cleanliness rite (quick) before entering sacred/sterile sites.

B) Session Links (fast ties for a rotating cast)

At the start of each session, each PC picks two links and assigns them to any crewmate present or to a Seat (role). A Seat applies to whoever fills it this session.

Seats: Pilot/Helm Muscle/Security Fixer/Tech Face/Broker Scout/Point Quartermaster/Financier

Choose/roll 2 (d8):

1. Debt Seat
"I cosigned the Quartermaster's lien; if they fold, I fold."
2. Sanctuary IOU
"I gave Face/Broker sanctuary; they owe me a procession."
3. Audit Cleaner
"I burned my good name to clear Fixer/Tech's audit; don't waste it."
4. Rescue Marker
"Muscle/Scout dragged me out when it counted; I'll risk myself once for them."
5. Oath Work
"We swore before witnesses to finish this job." (Targets Crew—applies to all.)
6. Shared Stain
"We cut a thread/crossed a rite; we cover for each other when it bites." (Targets Crew.)
7. Patron Thread
"Our Patron/Faction will back Pilot/Helm if I vouch; I'm putting my name on it."
8. Quiet Favor
"Fixer/Tech and I share a secret exploit; we won't use it unless it saves lives."

No one to assign? Put it on the Crew; any crewmate may claim/fulfil it.

11

Loadout & Credits

Starting creds: 2d6×100 + term earnings

Pick one package + 1 personal item from your careers:

Frontier
rifle/shotgun, vacc suit, medkit, knife, enviro poncho
Port/Tech
laser pistol, toolkit, compad, mesh, Blue-Wax chit
House
mag rifle, mesh, mono blade, oath tabard, binoculars
Sanctuary
pistol, smoke, cloak, marker cords, Procession ribbon (fake)
Ecclesia
pistol, robes, sterile kit, hymnic strip (1× NL cone)
Nomos
pistol, mesh, blue-wax recorder, dataslate
Scav
carbine, grapnel, rope, rebreather, glowsticks

If you rolled Mokh/Ribboner/Tekt, add your species gear from Step 1.

12

Finish

Languages
Trade + home culture + any alien tongue from your table ties
Starting AC
Mesh 15 / Combat 17; vacc suits count as mesh in most scenes
Save Mods
As SWN
Flags
Track your starting Audit Flag / Choir Echo / Sanctuary Stain / Continuity Drift (0 unless noted). They're story pressure, not punishment.

◆ QUICKSTART ◆
(4 Rolls To Play)

1. Homeworld
Roll on Step 2
2. Family/Ethos
Roll on Step 3
3. One Career Term
Roll on Step 7 – take skills/gear + event + mishap
4. Ethos & Red-Line + Loadout
Pick from Step 9 + Step 11

Add +1 to any stat, choose a Focus, and you're live.