The Core Duality
Science • Logic • Technology • Space
Roll under your Number to succeed.
If your Number is 3, you need a 1 or 2.Intuition • Empathy • Charm • Gut
Roll over your Number to succeed.
If your Number is 3, you need a 4, 5, or 6.The Number Scale
Each character has a Number from 2 to 5. It defines who they are.
Laser
Laser
Feelings
Feelings
Dice Pool
| Dice | Task Difficulty | Example |
|---|---|---|
|
d6 |
Simple task | Hail a nearby ship, patch a minor leak |
|
d6 d6 |
Moderate challenge | Outmaneuver a fighter, calm a frightened crew |
|
d6 d6 d6 |
Daunting | Hack a military system, negotiate with a warlord |
|
d6 d6 d6 d6 |
Overwhelming | Escape a black hole, survive a derelict station alone |
Reading Results
Success Count
- 0 Successes Failure — things go wrong
- 1 Success Mixed — you succeed, but with a cost
- 2+ Successes Full success — clean result
Looking Cool
If you roll your exact Number on any die, something extra cool happens — regardless of success or failure.
The Number die counts toward successes as normal.
Visual Examples
Goals & Style
One Goal
- Discover something amazing
- Protect someone important
- Escape captivity
- Get rich
- Prove a theory
One Style
- By being daring
- While looking cool
- Without anyone getting hurt
- Through careful planning
- By improvising
The Ship
Ship Rules
The ship has a name and one special feature chosen by the group.
The ship has 5 Hull Points. When Hull Points reach 0, the ship is destroyed.
Special Features (pick one):
Robot Rules
Humanoid Robots
Cannot use Feelings — Robots have no heart. They cannot roll Feelings skills at all.
Machine Precision — In return, robots can always take actions that require perfect machine precision, without a roll.
Choose One Role Per Character
Suggested Numbers by Role
| Role | Suggested Number | Why |
|---|---|---|
| Pilot | 2–3 | Pure logic and precision in the cockpit |
| Soldier | 2–3 | Tactical, cold, trained |
| Mechanic | 2–3 | Engineering is science, not feelings |
| Doctor | 3–4 | Balance of science and empathy |
| Explorer | 3–4 | Relies on both instinct and skill |
| Humanoid Robot | 2 | Pure machine — maximum Lasers |
Player Dice Roller
Quick Roll
Single die rolls for any situation:
Ship & Threat Status
Ship Hull Points
Click pips to toggle • Saved automatically
Threat Counter
Fills 3 = something terrible happens
Mission Generator
Mission Types (d6)
| d6 | Mission |
|---|---|
| 1 | Investigate a distress signal |
| 2 | Deliver valuable cargo |
| 3 | Escort a VIP through dangerous space |
| 4 | Retrieve something from an abandoned station |
| 5 | Negotiate between two factions |
| 6 | Survive long enough to get rescued |
Complications (d6)
| d6 | Complication |
|---|---|
| 1 | Someone on board is secretly compromised |
| 2 | The ship has a major malfunction at the worst moment |
| 3 | A faction from someone's past appears |
| 4 | The objective turns out to be something completely different |
| 5 | They're being hunted |
| 6 | Time pressure — it has to happen NOW |
Space Locations (d6)
| d6 | Location |
|---|---|
| 1 | An asteroid mining colony |
| 2 | A derelict luxury cruise liner |
| 3 | A secret research station |
| 4 | The outer rim of charted space |
| 5 | A contested space port |
| 6 | Near a dying star |
Threat Types
A threat has 3 Counters. When it fills 3, something terrible happens. Players reduce counters by rolling relevant Lasers/Feelings.
Session Notes
Captain's Checklist
- Ship Name: ____________________________
- Ship Feature: ____________________________
- Current Mission: ____________________________
- Active Threat: ____________________________
- Threat Counter: [ ] [ ] [ ]
- Hull Points: ◆ ◆ ◆ ◆ ◆
- Key NPC: ____________________________
- Next Scene: ____________________________