Motivation Milestone Leader Agenda
Wealth Roll 10D6 at character creation. Will always choose the highest
This is the amount of credits this paying mission.
character is trying to obtain.
Every time the crew earns credits
from a job, this character will
take 1D3 from the pay. These
credits will stay with this
character and will be lost if they
die. When the target number of
credits is obtained, the character
will retire.
Fame At character creation, roll 6D3. Will always take missions
This is the number of Unique against Unique Individuals.
Individuals this character is
trying to defeat. When this
character defeats their target
number, they will retire.
Glory At character creation, roll 10D6. Will always take the mission
This is the number of enemies with the highest number of
this character is trying to defeat. enemies.
When this character eliminates
their target number, they will
retire.
Survival If this character ever defeats an Will not flee from an Invasion.
Invasion attempt, they will join Will fight Invasion battles until
up with Unity Forces and retire. character dies or Unity
Victorious result for Galactic
War Progress is achieved. When
rolling for Galactic War Progress
on this Planet, add +2 for each
battle won against Invasion
enemies.
Escape On character creation, roll up When a Persistent Rival arrives
4D3 Rivals, include a Unique on the character's Planet, roll
Individual for each rival. These 2D3. Will flee to another Planet
are Persistent Rivals and will in that many chapters.
follow you to another planet.
When checking Rival status,
Roll a D10 and on a score of 1,
one of these rivals arrive on the
character's planet. If this
character ever dies, these Rivals
leave the campaign. When these
Rivals are destroyed, this
character will retire.
Adventure When assigned the Explore task, Will always choose the Explore
roll a D6. On a 6 this crew Crew Task.
member has an offer too good to
pass. This character goes an an
adventure for 2D3 Chapters. Roll
a D10. On a 1-5 they died a
horrible death on a cold, dark
planet in some forgotten sector.
On a 6-10 they return victorious.
If they return they bring 3D6
credits, gain 2D3 experience, and
2 rolls on the Loot table. After
surviving 4D3 adventures,
they've seen enough and retire.
Truth Whenever you gain a Story Will always choose missions
Point, roll a D10 for each Story from Private Organizations.
Point gained. On a result of 10,
this character has learned world
shattering knowledge and will
retire. Do not roll for Story
Points at character creation.
Technology At character creation, roll two Will always choose the Trade
pieces of Gear and two Gadgets. Crew Task.
Re-roll duplicates. The character
will seek this equipment. If the
crew ever recovers this
equipment, this character will
take the equipment and hold on
to it. It can not be used or traded
or lost. Once the character has all
four pieces, they will retire.
Discovery At character creation, roll 6D6. When arriving on a new planet
This is the number of planets this (or starting the campaign) roll a
character will need to visit. Once D3 and add 2. This is the number
they have discovered their of chapters they will stay on this
required number of planets, they planet. They will not leave if
will retire. they are in the middle of a quest,
but will wait until the quest is
completed. Will always travel to
a new planet.
Loyalty At character creation, randomly Will always choose missions
pick another crew member to be from Persistent Patrons first. If
this character's friend. This there are multiple options,
character will follow them to the randomize choice.
end of the galaxy. If the friended
character ever retires, this
character will retire too. If the
friended character dies, this
character will be unavailable for
D6 chapters while grieving.
When they are done grieving,
they will earn the Revenge
motivation against the enemy
that killed their friend.
Revenge Create a Rival for this character. Will always choose the Track
Add +D3 to all abilities of Rival. Crew Task. The Rival's Planet
This Rival exists on an unknown can be tracked with the Track
Planet. They will seek to kill this Crew Task. To find the planet,
Rival during combat in an roll 1D6 plus the character's
Aggressive manner. When the Savvy score and any credits
Rival is killed, the character will spent. On a result of 10+ the
retire. crew locates the Rival's planet.
Will travel to Rival's planet in
4D3 Chapters. Will always
choose the Track task on Rival's
planet to find Rival.
Romance During Post Battle activities, roll Will always choose Explore
a D10 for this character, if they Crew Task. On a roll of 16-18 or
are not in the injury bay. On a 10 22-24, this character falls in love
they find the love of their and will retire.
lifetime and retire. On a 1, they
fall in love with another crew
member. This character now has
the Loyalty motivation for
another crew member.
Faith Whenever a mission offered by a Will always choose missions
Secretive Group is completed offered by Secretive Groups.
successfully, roll a D10. On a 10
they have found their cult and
retire.
Political Whenever a mission offered by Will always choose Sector
Sector Government is completed, Government missions first, Local
successfully, roll a D10. On a 10 Government missions second.
they have been hired into the
bureaucracy and retire.
Power When creating the character, roll Will always choose the Train
2D6 to choose which abilities the Crew Task.
character needs to max out. For
the first dice; 1-3 is Reactions
and 4-6 is Toughness. For the
second dice; 1-3 is Speed and 4-
6 is Savvy. These two randomly
picked abilities plus Combat
Skill need to be maxed out and
then the character will retire.
Order Whenever a mission against Will always choose missions
Criminal Elements is won, roll a against Criminal Elements.
D10. On a 10 the character is
hired into Sector Law
Enforcement and retires.
Freedom At character creation, create a Will always choose missions
planet and Rival with a Unique against Roving Threats. During
Individual on the planet. Add post battle activities, roll a D100.
+2D4 to enemy numbers every If the number is less than the
time the crew faces this enemy. number of turns that have
Add +1 Luck and +1 Combat passed, this character will travel
Skill and +1 Toughness to this to the planet that they are trying
Unique Individual. This to liberate on the following turn.
character must eliminate this
rival. When this is achieved, the
character will retire.
• When a character retires, choose one item from their inventory to keep. The rest is taken with
the character. You cannot choose to keep an item if the item is the reason for the character to
retire.
• If multiple characters are to retire in the same chapter, only one will retire. Add a D3 to the
number of chapters the second retiring character waits. For example if 4 characters are retiring
do this: 1st character retires, 2nd character retires D3 chapters, 3rd character retires 2D3 chapters,
4th character retires 3D3 chapters, etc... The only exception is if a character is retiring because of
the Loyalty motivation, treat the two characters retiring as a single character in terms of
determining multiple characters retiring in the same chapter.
• If you would like to keep this character from retiring, when they are set to retire, spend 5 Story
Points to keep them around.