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Void Drifters · Printable cards

Skill Cards

25 cards, taken straight from the book. Print six or four to a page, in colour or black and white, and cut along the card edges.

Four per page gives long entries more room. In the print dialog choose Letter, 100% scale, and turn on background graphics to keep the colour bands.

  • Combat
  • Physical
  • Awareness and Field
  • Knowledge and Technical
  • Social
  • Operation

SkillCombat

Unarmed

Characteristic Might Source Core

Fighting with your body: strikes, grapples, holds, shoves, tackles, and natural weapons. Unarmed needs no weapon and cannot be disarmed. Zero-gravity clinch work and station-security restraint techniques are Unarmed.

Example uses:

  • Tackle and pin a fleeing suspect in a cargo bay
  • Grapple an opponent in zero gravity
  • Break a hold or escape a grapple
  • Restrain a crewmate before an argument turns into a fight

Talents: Zero-G Combat, Station Brawler, Boarding Champion; Predatory Rush (Zosa).

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SkillCombat

Melee

Characteristic Might Source Core

Fighting with hand-held weapons at Engaged range: blades, batons, pry bars, vibroblades, boarding axes, and improvised weapons such as a heavy wrench. Melee weapons are common on stations and freeports, where a missed shot can hole a pressure wall, and in corridors too narrow to swing a rifle.

Example uses:

  • Fight in an access corridor too tight for a rifle
  • Use a vibroblade in a boarding action
  • Disarm an opponent with a strike to the weapon hand
  • Hold a doorway against several attackers

Talents: Zero-G Aptitude, Zero-G Combat, Station Brawler, Boarding Champion; Analytical Combat (Ossen); Predatory Rush (Zosa).

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SkillCombat

Ranged

Characteristic Agility Source Core

Attacking at range with personal weapons fired or thrown by hand: sidearms, carbines, rifles, shotguns, energy weapons, and grenades. Weapons mounted on ships or vehicles and fired from a station use Gunnery.

Example uses:

  • Draw and fire at a threat closing fast in a docking terminal
  • Lay suppressing fire so allies can move
  • Throw a stun grenade into a room before entry
  • Fire through a narrow gap from cover

Talents: Controlled Burst (suppressing fire with personal weapons), Corridor Fighter, Breach Tactics, Zero-G Combat; Analytical Combat (Ossen).

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SkillPhysical

Athletics

Characteristic Might Source Core

Strength and endurance tasks: climbing, swimming, jumping, sprinting, lifting, forcing a hatch, carrying a load, and pushing off in low gravity. Athletics is the default check for movement under the gravity rules in Chapter Ten.

Typical difficulties: regain control after a ship's artificial gravity fails, Average; break free of binders, Hard; stay upright in Extreme gravity, Hard each round.

Example uses:

  • Climb an exterior hull ladder during an evacuation
  • Force a jammed airlock hatch open
  • Carry an injured crewmate out of a burning compartment
  • Push off hard in microgravity to reach a moving target

Talents and gear: Zero-G Aptitude, EVA Specialist; Dense Frame Leverage (Dhoran, resisting being moved). Hoverboots (Chapter Ten, Gravity Equipment), grapple line (Chapter Nine).

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SkillPhysical

Reflexes

Characteristic Agility Source Core

Balance, tumbling, precise body control, and quick physical reactions: keeping your footing, moving through tight spaces without hitting anything, and catching yourself when you slip.

Example uses:

  • Keep your footing when the deck lurches under acceleration
  • Crawl through a low maintenance space without disturbing live equipment
  • Roll clear of a collapsing cargo stack
  • Arrest your drift in zero gravity

Talents and gear: Zero-G Aptitude, Space Legs. Mag boots (Chapter Ten, Gravity Equipment).

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SkillPhysical

Fortitude

Characteristic Might Source Core

Resisting fatigue, pain, poison, disease, bad atmosphere, decompression, radiation, and hunger, and continuing to work while hurt.

Example uses:

  • Keep working through a slow decompression
  • Endure a long transit in a survival suit with failing life support
  • Resist a chemical irritant long enough to act
  • Stay functional near your Wound threshold

Talents and gear: Void Acclimated, Hard Vacuum. Rebreather and environmental suit (Chapter Nine).

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SkillPhysical

Stealth

Characteristic Agility Source Core

Moving unseen and unheard, hiding, shadowing a target, and using cover. Masking a ship's sensor signature is Electronics.

Example uses:

  • Cross a guarded station section between sensor sweeps
  • Shadow a contact through a crowded freeport
  • Hide in a cargo hold during a ship search
  • Break contact with a pursuer in an unfamiliar port district

Talents: Patience (Hazren) stacks with concealment you set up.

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SkillAwareness and Field

Perception

Characteristic Savvy Source Core

Noticing details, spotting hidden things, hearing danger, and reading your surroundings. Perception answers "Do I notice it?"; Lore answers what it means. Savvy + Perception is the Initiative check when you are on watch.

Example uses:

  • Spot a concealed sentry before walking into the line of fire
  • Notice that a cargo seal has been tampered with
  • Hear the hiss of a slow hull leak
  • Scan a landing zone for hazards before setting down

Talents and gear: Pressure Sense, Diagnostic Eye; Analytical Combat (Ossen); the Zosa Predator Reflexes trait (Chapter Five). Personal scanner (Chapter Nine).

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SkillAwareness and Field

Readiness

Characteristic Willpower Source Core

Acting under sudden pressure, staying alert, and resisting surprise. Willpower + Readiness is the Initiative check when you are surprised.

Readiness is the default skill for resisting fear, intimidation, despair, coercion, and sudden mental pressure when the resistance is about nerve and composure. The GM may call another skill when it fits better: Fortitude against environmental dread, Lore against a threat you can place in context.

Example uses:

  • React first when an ambush opens in a corridor you thought was clear
  • Keep your composure under aggressive interrogation
  • Keep working through a sudden decompression while others panic
  • Resist an Intimidation check

Talents and gear: the Zosa Predator Reflexes trait (Chapter Five).

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SkillAwareness and Field

Survival

Characteristic Savvy Source Core

Tracking, foraging, navigation on foot, shelter, reading hazardous terrain, handling ordinary animals, and staying alive away from infrastructure. In Void Drifters, Survival also covers vacuum protocols and emergency procedures in a failing hull or derelict.

Example uses:

  • Cross an uncharted planetary surface by stellar positioning
  • Set up emergency shelter in a damaged ship section
  • Tell edible local plants from toxic ones
  • Stretch the air in a compromised suit

Gear: filtration unit, emergency beacon, emergency rations (Chapter Nine).

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SkillAwareness and Field

Subterfuge

Characteristic Agility Source Core

Lockpicking, sleight of hand, bypassing physical security, planting or lifting objects, escaping bonds, and disabling mechanical traps and alarms. Breaking into a digital system is Electronics.

Example uses:

  • Pick a mechanical lock on a restricted compartment
  • Lift a key card during a handshake
  • Plant a tracker on a target's gear
  • Slip out of restraints during transport

Gear: lockpick set (mechanical locks), electronic override kit (electronic locks) (Chapter Nine).

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SkillAwareness and Field

Streetwise

Characteristic Savvy Source Core

Black markets, fences, smugglers, syndicates, illicit services, rumors, and information outside official channels. Use it to find a seller, read who is dangerous, and know which fixers can be trusted.

Example uses:

  • Find an arms dealer in Harrowspan without asking the wrong people
  • Identify the real decision-maker in a criminal operation
  • Book passage on an unlicensed freighter
  • Learn which information brokers sell to both sides

Talents: Border Savvy, Quick Read, Deniable Operator, Information Broker.

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SkillKnowledge and Technical

Lore

Characteristic Intellect Source Core

History, cultures, factions, laws, religions, the five powers, and the geography of known space. Lore also interprets a clue once Perception has found it: what a hull marking means, why a faction is here, what a symbol obliges its bearer to do.

Example uses:

  • Identify a ship's power from its markings and guess its mission
  • Recall a treaty clause that affects a negotiation
  • Recognize a religious symbol and the obligations it carries
  • Predict how a faction responds to pressure

Talents: Quick Read, Builder Recognition. Chapter Three, Languages: a relevant Lore rank can justify an additional language.

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SkillKnowledge and Technical

Medicine

Characteristic Intellect Source Core

Treating injury and illness, diagnosis, stabilizing the wounded, surgery, managing recovery, and identifying poison or disease. Field treatment, Wound recovery, and treating Critical Injuries are in Chapter Fourteen, Ending an Encounter and Recovery.

Typical difficulties: battlefield care with no difficulty listed, Average.

Example uses:

  • Stop a crewmate's bleeding before the next round
  • Diagnose a Hazren crewmate's condition that a human-calibrated scanner misreads
  • Recognize poisoning in a contact's symptoms
  • Manage recovery for several injured crew during a long transit

Talents and gear: Field Stabilization, Pain Management, Diagnostic Eye, Xenomedicine, Battle Medic, Surgical Precision; Precision Reach (Ossen). Field medkit (required for most Medicine checks), xenomedical supplement kit, species-specific medical pack, stimpacks (Chapter Nine).

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SkillKnowledge and Technical

Science

Characteristic Intellect Source Core

Physics, chemistry, xenobiology, engineering theory, Slipstream theory, cryptography, and analysis: why something works, what its failure modes are, and what a result means. Science designs and diagnoses; Craft builds and repairs.

Example uses:

  • Identify an unknown material's composition
  • Calculate whether a stressed hull section will hold
  • Identify the agent behind a crew illness
  • Judge whether a salvaged drive component is compatible with the ship

Talents: Builder Recognition, Tech Assessment, Xenotech.

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SkillKnowledge and Technical

Craft

Characteristic Intellect Source Core

Repairing, building, modifying, maintaining, salvaging, sabotaging, and improvising ships, equipment, weapons, and structures. Craft is the engineer's core skill and the skill for ship damage control.

Typical difficulties: Boost Power, Average; Emergency Repair, by damage severity (Chapter Eight, Ship Station Actions).

Example uses:

  • Patch a hull breach with salvaged materials
  • Jury-rig a damaged weapon to fire once more
  • Refit a pressure suit for a Hazren crewmate
  • Fabricate a replacement part from stock

Talents and gear: Tinkerer, Jury Rig, Stress Engineer, Emergency Protocols, Living Ship, Xenotech, Prototype Operator; Precision Reach (Ossen). Basic toolkit (required for most Craft checks), engineer's kit, diagnostic scanner, patch compound (Chapter Nine). The KR-41's Field-Service Access trait (Chapter Eleven).

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SkillKnowledge and Technical

Astrogation

Characteristic Intellect Source Void Drifters

Slipstream navigation: finding seams, reading corridor data, plotting courses, timing transits, offset exits, and recovering from a transit gone wrong. Navigating an established corridor from a charted seam needs no check; Chapter Ten, Slipstream Navigation Rules, lists when a check is needed.

Example uses:

  • Plot a course that avoids patrol windows in a disputed corridor
  • Find a frontier or fading seam
  • Make an offset exit away from the monitored seam arc
  • Rebuild a damaged nav chart from partial data

Talents and gear: Corridor Memory, Rapid Plot, Slipstream Reader, Seam Finder, Dark Route, Offset Mastery, Emergency Routing, Void Intuition. A directive AI with the Navigation package removes 1 Trial Die; a damaged Navigation Suite adds 2 Bane Dice (Chapters Ten and Eight).

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SkillKnowledge and Technical

Electronics

Characteristic Intellect Source Void Drifters

Ship computers, sensors, communications, electronic warfare, countermeasures, directive intelligence interfaces, and digital security. Electronics covers legitimate operation of these systems for anyone with ranks. Unauthorized access to a secured system requires the Electronic Access talent or a talent that builds on it (Chapter Eight, Electronics and Hacking Talents); without it, the attempt fails.

Typical difficulties (with the required talent): civilian and commercial systems, Average; lightly secured systems and port authority or corporate networks, Hard; military systems, Hard after 10 minutes of work. Tracing a civilian signal or stripping origin data from a civilian relay message is Easy.

Example uses:

  • Run electronic countermeasures to hide the ship during an approach
  • Give a directive intelligence a clear directive through its interface
  • Intercept and decrypt a transmission
  • Find and isolate an intrusion in the ship's network

Talents and gear: Electronic Access, Signal Trace, Relay Ghost, Transponder Mask, System Intrusion, ECM Specialist, Deep Hack, Counter-Intrusion, Silent Ghost, System Domination, Zero Day, Stress Engineer, Tech Assessment, Prototype Operator; Precision Reach (Ossen). Electronic override kit, signal scanner (Chapter Nine).

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SkillSocial

Charm

Characteristic Charisma Source Core

Warmth, humor, sincerity, and likability, plus performance: music, oratory, storytelling, and acting. Charm gets people to want to help you; Deception gets them to believe something false.

When the target's species or culture is one your character knows little about, the GM may add 1 Bane Die.

Example uses:

  • Win over a suspicious dockmaster
  • Perform at a freeport gathering to earn a community's goodwill
  • Calm a tense standoff by finding common ground
  • Make a first impression before you have any credentials

Talents: Silver Words, Port Authority; the human Cultural Adaptability trait (Chapter Five).

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SkillSocial

Deception

Characteristic Charisma Source Core

Lying, bluffing, false identities, disguise of intent, misdirection, and long cons, including holding a cover story under direct questioning.

Example uses:

  • Convince a customs inspector that the manifest is accurate
  • Hold a cover identity under hostile questioning
  • Bluff through a checkpoint with false credentials
  • Look relaxed while deciding whether to run

Talents: Border Savvy.

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SkillSocial

Negotiation

Characteristic Charisma Source Core

Bargaining, contracts, trade, diplomacy, compromise, and favors: reaching terms both sides accept. Negotiation is how crews get paid and how disputed cargo gets settled without shooting.

Example uses:

  • Negotiate a contract with a client trying to push risk onto the crew
  • Trade information for clearance through controlled space
  • Settle a dispute between two parties
  • Renegotiate mid-job when the situation has changed

Talents: Border Savvy, Silver Words, Controlled Presence, Port Authority.

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SkillSocial

Leadership

Characteristic Charisma Source Core

Commanding, rallying, organizing, and directing a group, and keeping it working under pressure. Leadership covers formal command and the informal authority of the crewmate everyone looks to when the plan fails.

Example uses:

  • Direct crew stations when combat starts without warning
  • Rally a group after a failed operation
  • Coordinate two teams working in parallel
  • Take charge of a chaotic scene before someone makes a bad decision

Talents: Controlled Presence.

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SkillSocial

Intimidation

Characteristic Willpower Source Core

Threats, menace, interrogation, dominance, and cold resolve: forcing compliance through fear or force of will. Targets resist with Willpower + Readiness unless another skill fits the threat better.

Example uses:

  • Get answers from a detained contact
  • Warn off interference through posture alone
  • Stop a fight before it starts
  • Hold a position under pressure

Talents: Dense Frame Leverage (Dhoran).

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SkillOperation

Pilot

Characteristic Agility Source Core (Operate, renamed)

Flying and driving under pressure: ships, small craft, atmospheric vehicles, and ground vehicles. Pilot covers docking, maneuvering, evasion, pursuit, difficult approaches, and keeping control after damage. Pilot replaces the core skill Operate.

Typical difficulties: routine docking needs no check; Hard Turn, Average; Evasive Maneuver, Average (Chapter Eight, Ship Station Actions).

Example uses:

  • Dock in a crowded freeport berth under time pressure
  • Make an emergency burn to break pursuit
  • Dock with a tumbling derelict
  • Fly a surface approach with no traffic control

Talents: Smooth Operator, Evasive Instinct, Combat Pilot, Reaction Pilot, Ghost Run, Prototype Operator; Defensive Operator (universal talent).

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SkillOperation

Gunnery

Characteristic Agility Source Void Drifters

Ship-scale and vehicle-mounted weapons fired from a station: fire control, aimed fire, system targeting, torpedo targeting, and point defense. Personal weapons use Ranged.

Typical difficulties: Target Systems, Hard (Chapter Eight, Ship Station Actions). Other attack difficulties follow the ship combat rules in the Vehicles Manual.

Example uses:

  • Fire the main battery during an attack run
  • Intercept an incoming torpedo with point defense
  • Manage weapon Heat through a long engagement
  • Fire a fixed emplacement to repel a boarding party

Talents: Fire Control, Weapon Familiarity, Controlled Burst, System Targeting, Point Defense Mastery, Overcharge, Dead Eye.