Current Standing
Debt: 12
Outlaw: 2
Debt
Every crew has Debt — typically representing what they owe a specific organization for their ship (or a loan shark, or a bought-out Company contract). Creditors cover ship fuel/warp cores, basic repairs and maintenance, and contractor salaries (not signing bonuses). A crew cannot have more than 20 Debt.
A Debt Check is made when the crew finishes Shore Leave, gains Debt for any reason, goes a significant period without real work, or upsets their creditors. Roll the Panic Die (1d20) and try to roll greater than current Debt. On a failure, consult the Debt Table below.
Jobs typically pay off Debt: 1 Debt for a standard job, 2–3 Debt for a longer/complex job or valuable salvage, 4+ Debt for meticulous heists or genuine heroism. When paid, the crew reduces Debt and makes a Payday roll (2d10 × 1,000c split between them).
The Debt Table (1d20)
| Roll | Result |
|---|---|
| 1 | Dividend. Spending reward programs accrue, giving each crew member a free interstellar travel voucher. |
| 2 | Opportunity. The crew’s creditors demand they do a sensitive and/or dangerous job for them, at enhanced pay. |
| 3 | Anxiety. Each crew member gains 1 Stress. |
| 4 | Credit Limit. The crew cannot take on additional Debt or go on Shore Leave until Debt is next reduced. |
| 5 | Wear and Tear. The crew’s piece of armor with the most AP breaks. |
| 6 | Nepotism. The crew’s creditors force a contractor of dubious merit on them. |
| 7 | Lockdown. The crew cannot travel out of their current system until Debt is reduced. Each crew member permanently raises their Minimum Stress by 1. |
| 8 | Behest. The crew’s creditors demand they do a job for them, at regular pay. |
| 9 | Out of Warranty. Each crew member’s most-used piece of equipment breaks and must be replaced. |
| 10 | Payroll Issue. Contractor paychecks bounce. Pay each contractor one month’s salary out of pocket, or make a Loyalty save to prevent them quitting. |
| 11 | Assurance. The crew’s creditors must approve all major movements and employment decisions until Debt is next reduced. |
| 12 | Frozen. The crew cannot spend credits until Debt is next reduced. |
| 13 | Best Before. All consumable items (meds, food, ammo) expire and must be replaced. |
| 14 | Chaperone. A representative of the crew’s creditors joins them on their next job. It would be extremely bad for the crew if the rep is harmed. |
| 15 | Headhunter. A faction attempts to poach the crew’s contractors with an offer their creditors won’t match. Make a Loyalty save to prevent them quitting. |
| 16 | Final Notice. The crew loses all of its credits to a critically overdue bill. |
| 17 | Lockout. The crew is barred from a particular port until their Debt is cleared. Each crew member permanently raises their Minimum Stress by 1. |
| 18 | Consolidation. A new organization acquires the crew’s Debt, and things are going to change around here. Roll again on this table for the immediate effect. |
| 19 | Extortion. The crew’s creditors demand they do a job for them, without pay. |
| 20 | Foreclosure. A squad of repos arrives to reclaim the crew’s belongings, by deadly force if necessary. |
Outlaw
Outlaw represents how vigorously various authorities are pursuing the crew for past crimes — liberties taken to obtain their ship, or a litany of other transgressions. It cannot exceed 20.
The crew gains Outlaw any time they’re present for a crime or similar transgression traceable back to them (usually 1 point, more for egregious crimes), or can voluntarily take on 1 point to find an illegal job/shady contact, or to obtain fuel/warp cores without an employer providing them.
An Outlaw Check is made any time the crew has an official interaction with an authority figure that could plausibly result in their records being checked. Roll the Panic Die (1d20) and try to roll greater than current Outlaw. If the crew would exceed 20 Outlaw, they instead make an immediate Outlaw Check and the authorities are alerted to their location.
The Outlaw Table (1d20)
| Roll | Result |
|---|---|
| 1–5 | Fine. The crew is issued a 1d10 × 500c ticket for a minor infraction, payable now or later at an appropriate office. Reduce Outlaw by 1 when paid — but going somewhere secure to pay it would itself trigger another Outlaw Check. |
| 6–10 | Bribe. There’s a warrant for the crew’s arrest, but the official will accept a 1d10 × 500c bribe to let it go. Otherwise they attempt to detain the crew as below. |
| 11–15 | Imprisonment. There’s a warrant for the crew’s arrest. The authority figure calls for backup and attempts to detain them (no deadly force) — a stay in a prison colony awaits. |
| 16–19 | Execution. The crew is wanted for a particularly grave crime. The authority figure calls for backup and detains them, using deadly force if they try to escape; the crew will eventually be killed in custody. |
| 20 | Termination. The crew is on the equivalent of a “Most Wanted” list. The authority figure calls for backup and immediately opens fire to kill. |
Working from the Shadows
Working outside the law disqualifies the crew from most legitimate Company contracts. Outlaw-friendly employers instead offer rewards scaling with what a job would normally be worth in Debt — a 1-Debt job could instead offer the chance to lie low (a Shore Leave away from prying eyes that also reduces Outlaw by 2), or other incentives: swappable cargo, unregistered salvage leads, drugs, off-the-books ship upgrades/repairs or cyberware, a useful contact, bribes to reduce Outlaw, or new credentials/transponder that drops Outlaw to 5.