Session Shape
Job offer, route planning, travel complication, port or system pressure, negotiation or infiltration, action scene, consequence, and next hook.
Void Drifters
Genre, tone, and the truths the setting runs on.
The Reach is not mapped. It is charted — there is a difference. Charts tell you where ships have been. Maps suggest the spaces between are understood. Nobody who has spent serious time past the Meridian Corridor claims to understand anything out there. You learn the slipstreams. You learn which stations have reliable fuel and which will sell you something they describe as fuel. You learn which silences mean weather and which mean something noticed you. The void does not distinguish between Directorate nav-cert and no cert at all. It cares about mass, velocity, and whether your heat sink is rated for the corridor you just entered. Everything else is a story you tell dirtside.
These hold in every campaign. A rule that contradicts one of them loses.
Several empires and major states hold dense cores, defend borders, and compete through diplomacy, proxy wars, trade pressure, spies, sanctions, and deniable crews.
Unclaimed systems, disputed lanes, broken colonies, freeports, salvage belts, and failed terraforms give smugglers and rogues room to live.
The Irnan Directorate controls zero-point wormhole teleportation, the Funtari Confederacy controls localized anti-gravity, the Shoiyan Concord controls continuity stack technology, the Jaziri Caliphate controls true AI, and the Antaean League controls cloaking technology.
Ship classes are familiar roles such as fighter, shuttle, scout, cutter, corvette, frigate, cruiser, carrier, and battleship. Models are builder-specific platforms and design languages. Builders produce recognizable hull families with strengths and flaws. A crew might want a Glarrion engine for speed but replace its poor navigation system with a Jerinna Systems nav suite.
Teleporters use zero-point wormhole gates or projectors. They do not destroy and rebuild a person.
Manufacturing, scarcity, cargo, repairs, trade routes, supply chains, and stolen parts matter.
Playable species are clean alien lineages with distinct silhouettes, believable biology, and clear mechanical identities. The first roster is Human, Ilyari, Ssarathi, Felina, and Dhoran.
Job offer, route planning, travel complication, port or system pressure, negotiation or infiltration, action scene, consequence, and next hook.
The table gets ships, alien worlds, dangerous ports, political entanglements, strange tech, and hard choices without needing to know GM-only secrets.
Competing powers want the crew's ship, route, cargo, secrets, or loyalty.