Chapter 37 — Sectors & Worlds
This is the first of the toolkit chapters (Part IX): dice you reach for when you need a place to point the crew and don't have one ready. It builds a corner of the Shore from the top down — a system, the bodies in it, the stations that orbit them, and the settlements on the ground — fast enough to do at the table while the players are jumping toward it.
Wanderstar worlds are made of fiction and a hook, not a profile. There are no universal world codes to fill in, no atmosphere ratings to cross-reference. Every entry below gives you a defining trait and a thread to pull; the numbers that matter (a hazard, a trade good, an adversary's damage die) come from the chapters that own them when they come up (Chapters 13, 28, 40). Roll what you need, ignore what you don't, and let the results argue with each other — the friction between a frozen world and a thriving port is itself an adventure.
Index§
- Building a system
- System contents (D66)
- World character (D66)
- Moons & belts (D66)
- Space stations (D66 ×3)
- Settlement detail (D66 ×3)
- Naming what you find
- Technology Levels (TL)
Building a system§
When the crew jumps somewhere new, roll in this order, taking only as much detail as the session needs:
- System contents (D66) — what's actually here to visit.
- For the main world, world character (D66) — its defining trait and a hook.
- For each moon, belt, or secondary body that matters, moons & belts (D66).
- For any station the crew will dock at, space stations (D66).
- When they go groundside, settlement detail (D66) for the place they land.
- Whenever a place needs to be spoken aloud, give it a name (D66×D66 + D6, below).
A whole sector is just several systems rolled this way and a few factions (Chapter 34) whose reach stretches between them. You rarely need more than three or four developed systems to run a campaign; sketch the rest as names on a chart (Chapter 39 names them) and flesh them out when the crew turns that way.
System contents (D66)§
What the jump drops you into.
| D66 | The system holds |
|---|---|
| 11 | A single settled world and little else — everything happens there |
| 12 | A settled world with one inhabited moon, the two in old rivalry |
| 13 | A settled world ringed by several moons, each its own small frontier |
| 14 | A gas giant with inhabited moons and orbital fuel-skimming |
| 15 | Twin worlds sharing an orbit, sharing nothing else |
| 16 | A marginal world barely holding life, and stubborn people on it |
| 21 | A dead world and a thriving orbital station — no one lives down there |
| 22 | A world abandoned mid-terraform, its half-built sky still failing |
| 23 | A rich asteroid belt and the camps that work it |
| 24 | A water-ice world cracked for the whole region's oxygen (Chapter 34) |
| 25 | An ocean moon, drowned and pressure-habited (Chapter 34) |
| 26 | A core-tap world warmed from below, like Wanderstar once was (Chapter 29) |
| 31 | A waystation system — nothing local, but every route passes through |
| 32 | A quarantine world no one is permitted to approach (ask why) |
| 33 | A boomtown world, raw and overflowing with new arrivals |
| 34 | A bust world, emptying out, its industry dead |
| 35 | A company system — one corporation owns every rock in it (Chapter 34) |
| 36 | A contested system two factions both claim (Chapter 34) |
| 41 | A free port that answers to no one and sells that fact |
| 42 | A garrison system, militarized far beyond what it seems to warrant |
| 43 | A lone research station and a world it's studying from orbit |
| 44 | A graveyard of derelict arks in slow, silent orbits (Chapter 38) |
| 45 | An arrival-year system — a ballistic ark is making orbit now (Chapter 30) |
| 46 | A pilgrimage world, holy to some creed, taxed by whoever holds it |
| 51 | A prison world, or a world that is a sentence |
| 52 | A hidden settlement that isn't on any chart (and wants to stay off) |
| 53 | A binary star and the strange, swung orbits its worlds keep |
| 54 | A nebula-shrouded system where sensors and jump-reads go wrong |
| 55 | A world of ruins — someone built big here and left |
| 56 | A belt and a single hollowed planetoid run as one closed city |
| 61 | A relay system: beacons, no people, and whoever's quietly minding them |
| 62 | A failed colony, its dome dark, its claim still legally live |
| 63 | A resort world for those with the credits, and the workers who serve them |
| 64 | A world split between a settled hemisphere and an unmapped one |
| 65 | A system in disaster — failing star, decaying orbit, a clock on everyone |
| 66 | More than expected: roll twice and place both, in tension |
World character (D66)§
The main world's defining trait, and the hook riding on it.
| D66 | The world | The hook |
|---|---|---|
| 11 | Tunnel-bored, lived in below a frozen surface | The deep levels hold something the surface forgot |
| 12 | Domed cities under a poisoned sky | A dome is failing and the company won't pay to fix it |
| 13 | Newly breathable, the first generation aboveground | The old undergrounders and the new sky-folk are at odds |
| 14 | Drowned — pressure habs beneath a global ocean | Something is rising from the deep trenches |
| 15 | Desert world, water rationed by the drop | Whoever controls the wells controls everyone |
| 16 | Volcanic, warmed and threatened by the same heat | A core tap is overdue to fail (Chapter 13) |
| 21 | A garden world, rare and fought over | Three factions all claim the best valley (Chapter 34) |
| 22 | Locked in ice, surface lethal, life all indoors | A thaw is coming, and no one is ready |
| 23 | High-gravity, its people short and powerful | Offworlders can barely walk; locals resent the soft |
| 24 | Low-gravity, its people tall and fragile (Chapter 31) | A groundborn power wants to "normalize" them |
| 25 | Tide-locked, life clinging to the terminator ring | The habitable band is shrinking |
| 26 | Storm-wracked, surface travel deadly half the year | A settlement is cut off and out of time |
| 31 | A single vast arcology holding the whole population | The arcology is one system failure from a tomb |
| 32 | Scattered homesteads, no central authority at all | A militia is "uniting" them at gunpoint (Chapter 34) |
| 33 | A company town to the horizon, the firm the only law | The company is being bought, and no one's told the workers |
| 34 | Pilgrim world, shrines and the devout (Chapter 34) | A prophecy says the crossing isn't over |
| 35 | A world of Sleepers, still waking from the arks (Chapter 30) | A waker holds a claim that voids the current owners' |
| 36 | A Companion-majority world, free and proud (Chapter 31) | An old bond-holder has come to collect |
| 41 | A trade hub, every people and faction passing through | A killing on neutral ground threatens the peace |
| 42 | A mining world, hollowed and going hollow | A strike is about to become a war (Chapter 34) |
| 43 | A breadbasket feeding a dozen worlds (Chapter 28) | A blight — or sabotage — is in the seedstock |
| 44 | A junk world, the Shore's salvage drains here | A whole derelict ark just came down intact (Chapter 38) |
| 45 | A fortress world, militarized to the bedrock | The garrison hasn't been paid and knows it |
| 46 | A resort for the wealthy few | The people who clean it are about to be heard |
| 51 | A quarantine world, sealed by old decree | The reason for the seal may have been a lie |
| 52 | A ruin world, an earlier effort failed here | Something in the ruins still has power (Chapter 38) |
| 53 | A frontier world barely a decade old | Its founding crime is catching up with it |
| 54 | A bureaucratic world, permits for everything | One official can make the crew vanish into the files |
| 55 | A lawless world, the only rule is reach | A new power is trying to impose order, hard |
| 56 | A world holding a terrible secret about the Crossing | Someone will kill to keep it (Chapter 29) |
| 61 | A festival world, in the middle of its great event | The festival is cover for something else |
| 62 | A debtor world, mortgaged to a distant bank (Chapter 28) | The bank has sent someone to foreclose |
| 63 | A divided world — two governments, one planet | Both want the crew to pick a side |
| 64 | A world in mid-terraform, sky still being built (Chapter 34) | The terraforming combine is cutting corners that kill |
| 65 | A dying world, its people choosing whether to leave | The last ship out has fewer seats than people |
| 66 | A world that should not be habitable but is — and no one knows why | Finding out is the adventure |
Moons & belts (D66)§
What a secondary body offers, or threatens.
| D66 | Out there |
|---|---|
| 11 | A fuel-skimming station over a gas giant, crews rotating through |
| 12 | A mining moon, company barracks and company scrip |
| 13 | A penal moon, labor that doesn't get to leave |
| 14 | A research outpost studying something it won't name |
| 15 | An ice moon cracked for water and oxygen (Chapter 34) |
| 16 | A hermit's claim — one stubborn soul and a beacon |
| 21 | A smuggler's cache moon, used by people who shoot trespassers |
| 22 | A belt camp, prospectors and the broker who fleeces them |
| 23 | A monastery moon, silent and self-sufficient |
| 24 | A dead colony, its dome cracked, its claim still live |
| 25 | A luxury habitat for those avoiding the world below |
| 26 | A quarantine rock, something contained there |
| 31 | A shipbreaking yard, hulls dragged here to die (Chapter 38) |
| 32 | A relay and sensor station watching the whole system |
| 33 | A pirate roost taxing everything that passes |
| 34 | A failed terraform moon, half-thawed and unstable |
| 35 | A pilgrimage rock, a shrine carved into it |
| 36 | A military moon, off every public chart |
| 41 | A belt rich enough to start a war over (Chapter 34) |
| 42 | A water moon contested by two settlements |
| 43 | A garden moon, small and impossibly green |
| 44 | A moon that's really one vast hollowed habitat |
| 45 | A drifting derelict caught in a stable orbit (Chapter 38) |
| 46 | A homestead belt, families dug into the rocks |
| 51 | A gambling station, neutral ground for hard cases |
| 52 | A cryo-storage moon, fortunes and people frozen there |
| 53 | A beacon moon, recently moved (ships arriving wrong) |
| 54 | A moon whose mining woke something (Chapter 13) |
| 55 | A free clinic moon, run by a medic with a past |
| 56 | A moon claimed by three parties, held by none |
| 61 | An observatory tracking incoming arks (Chapter 30) |
| 62 | A waste moon, the system dumps everything here |
| 63 | A resort moon gone to seed, staff unpaid |
| 64 | A moon with an old-world flag still flying (Sleepers) |
| 65 | A moon mid-evacuation, orbit decaying |
| 66 | Empty — but the sensors say it shouldn't be |
Space stations (D66 ×3)§
Type, who runs it, and what's wrong. Roll D66 separately for each of the three columns and make one place of the results — the friction between an unlikely type and an unlikely owner is the point. (If you'd rather, roll once and read straight across.)
| D66 | Station | Who runs it | What's wrong |
|---|---|---|---|
| 11 | A cramped fuel-and-rest stop | A weary stationmaster | Running out of fuel |
| 12 | A bustling trade ring (Chapter 34) | A merchant council | A trade war turning ugly |
| 13 | A military picket | A garrison commander | Unpaid and restless (Chapter 34) |
| 14 | A free port, no flag | A neutral authority that sells silence | A killing on neutral ground |
| 15 | A shipyard and repair dock | A drydock guild | A sabotaged hull no one will claim |
| 16 | A cryo-revival facility | A revival trust | Wakers arriving with old claims |
| 21 | A pleasure station, dice and worse | A crime syndicate (Chapter 34) | A debt the house is calling |
| 22 | A research station | A lead scientist with secrets | An experiment that got loose (Chapter 13) |
| 23 | A refugee waystation | An overwhelmed charity | More mouths than air |
| 24 | A corporate HQ in orbit | A regional director | Hiding a catastrophic failure |
| 25 | A salvage depot (Chapter 38) | A ship-breaker boss | A derelict that brought something aboard |
| 26 | A pilgrimage station, a shrine in the hub | A church chapter | A schism splitting the faithful |
| 31 | A quarantine station | A medical authority | The quarantine may be a cover |
| 32 | A prison station | A warden running it for profit | A riot one spark from starting |
| 33 | A jump-beacon control station | A navigation guild | Beacons being moved for money |
| 34 | A farming ring, hydroponics to the curve | An agri-collective | A blight in the vats (Chapter 28) |
| 35 | A data haven | A broker network | Everyone's secrets, one breach away |
| 36 | A heritage enclave station | A people's league (Chapter 31) | An outside power leaning in |
| 41 | A casino-and-court free station | A dynasty (Chapter 34) | A succession turning violent |
| 42 | A mining-support station | A company town in orbit | A strike shutting the docks |
| 43 | A hospital station | A medical order | A surgeon vanished mid-crisis |
| 44 | A derelict half-recommissioned | Squatters who got organized | The original owner returning |
| 45 | A luxury orbital | Old money | Staff who've finally had enough |
| 46 | A smuggler's hub hiding in plain sight | A fixer everyone owes | A rival crew muscling in |
| 51 | A relay and listening post | Operators who hear too much | They heard the wrong thing |
| 52 | A bank and vault station (Chapter 28) | A creditors' syndicate | A debt the crew didn't know they had |
| 53 | A union hall station | A labor leader | Management's hired muscle is aboard |
| 54 | A diplomatic neutral ground | A mediator with no army | A treaty about to collapse |
| 55 | A boomtown station, slapped together fast | Whoever got there first | Built too fast, failing faster |
| 56 | An old Vanguard station, thousands of years old | Seeders who never left (Chapter 29) | Systems older than anyone living |
| 61 | A waystation at a dead system's edge | A lone keeper | They've been alone too long |
| 62 | A fleet rendezvous | A commander between orders | An order that never came |
| 63 | A station mid-evacuation | A skeleton crew | Whatever they're fleeing |
| 64 | A black-market clinic and chop-shop | A back-alley surgeon | A client who shouldn't be touched |
| 65 | A station running on borrowed time | A manager hiding the truth | Life support is failing (Chapter 13) |
| 66 | A station that answered a hail it shouldn't have | No one's sure anymore | Find out |
Settlement detail (D66 ×3)§
When the crew puts boots down, the place they walk into. Roll D66 separately for each of the three columns — who runs it, what it needs, what it fears — and make one place of the results, read together with the world's character (above). (If you'd rather, roll once and read straight across.)
| D66 | Who runs it | What it needs | What it fears |
|---|---|---|---|
| 11 | A company foreman | More water than it has | The wells running dry |
| 12 | An elected council | Hands for the harvest | A blight in the fields |
| 13 | A crime boss in all but name | Protection it can't afford | The protection turning on it |
| 14 | A garrison officer | Pay the soldiers haven't got | A mutiny (Chapter 34) |
| 15 | A church elder | A miracle, or the look of one | Losing the faithful |
| 16 | A merchant family | A trade route reopened | A rival's caravan |
| 21 | A homesteaders' moot | Doctors, teachers, anyone skilled | The frontier swallowing them |
| 22 | A union steward | A fair contract | The strike being broken |
| 23 | A planetary governor's deputy | Order, or its appearance | The capital's attention |
| 24 | A Companion elders' circle (Chapter 31) | To be left alone | An old bond returning |
| 25 | A Sleeper spokesperson, newly woken | Help understanding the now | Being declared legally dead |
| 26 | A mining-camp boss | A strike that won't run out | A cave-in (Chapter 13) |
| 31 | A free-port harbormaster | Neutrality respected | A war coming to its door |
| 32 | Whoever's strongest this week | Nothing — it takes what it wants | A stronger arrival |
| 33 | A reclusive landholder | Discretion | What's buried on the land |
| 34 | A festival committee | The festival to go off | Someone ruining it |
| 35 | A terraforming overseer (Chapter 34) | Time the sky won't give | The atmosphere project failing |
| 36 | A smugglers' understanding | No questions | An honest inspector |
| 41 | A research-station liaison | Test subjects, quietly | The experiment getting out |
| 42 | A debt-bonded community | The debt forgiven | The collector's ship |
| 43 | A militia captain | Guns and a reason | The reason being a lie |
| 44 | A beloved healer | Supplies always short | Losing the one healer |
| 45 | A corrupt magistrate | Bribes to keep flowing | An auditor |
| 46 | A children's-home matron | Quiet and funding | Where the funding comes from |
| 51 | A retired soldier turned mayor | Peace they can't guarantee | The past arriving |
| 52 | An AI estate executing old orders (Chapter 34) | Instructions it can follow | A command it can't reconcile |
| 53 | A prospectors' association | A claim upheld | A bigger outfit jumping it |
| 54 | A quarantine officer | The seal to hold | What's inside it |
| 55 | A drifters' camp, barely governed | A reason to stay | Being moved on again |
| 56 | A dynasty's local steward | The family's interests served | The heir who's gone missing |
| 61 | A prophet and their following | Belief, and more of it | The prophecy failing |
| 62 | A water-rights cartel | The monopoly held | A new well no one controls |
| 63 | A frontier doctor and a town council | A cure that's run out | An outbreak (Chapter 13) |
| 64 | Nobody — it's been abandoned | To be remembered, or stripped | Whatever emptied it (Chapter 38) |
| 65 | A faction outpost (Chapter 34) | Its agenda advanced | The crew, if they interfere |
| 66 | The crew, if they want it — it's leaderless and asking | Everything | Roll twice and pick |
Naming what you find§
A system, a world, a station, a settlement — the moment the crew talks about it, it needs a name, and the name does as much work as any roll above. Shore places are named by whoever got there first and mattered most: surveyors stamp a descriptor, arks land carrying a hope, banks and combines file a registry code that the locals wear smooth, and Seeders carry old surnames across 160,000 light-years and hang them on a valley (Chapter 29). A name tells the table who holds the place before anyone explains it.
Roll D66 on each table — first element + landform — then roll D6 for the shape the name takes in people's mouths. The shape matters as much as the words: a system where every place is Adjective Noun sounds invented, while a mix of single words, elisions, and worn-down codes sounds lived in. Build a handful and vary the shapes deliberately.
Two habits make a sector feel real. Let a couple of places borrow a person's name straight from the four lists in Chapter 39 — a town that's just Okonkwo, a port called Caldwell Landing. And let neighbors share a root and split at the landform — Providence the world, Providence Gate the station, Providence Rest the town below — so the names read as one settled place rather than three unrelated coinages.
Place name — shape (D6)§
How the name is actually said. Roll or pick; some shapes only fit some roots — see the notes.
| D6 | Shape | Example |
|---|---|---|
| 1 | Straight — first element + landform | Iron Deep, Cold Harbor |
| 2 | Worn smooth — elide the two into one local word | Coldwake, Ashcut, Oldfall |
| 3 | Possessive — a person's claim (surnames and people-names only — not "Old's Fall") | Halloran's Rest, Calloway's Reach |
| 4 | Just the root — drop the landform; the name outgrew it | Providence, Marrok, Ironhigh |
| 5 | The landform — drop the first element; an article does the rest | The Furnace, The Verge |
| 6 | Filed — a registry or company code worn into speech (a Roman numeral or letter reads better than a bare digit) | Ash Cut IX, Concord IV, Fall-9 |
Place name — first element (D66)§
The root: a descriptor a surveyor would stamp, a hope an ark carried, a number off a registry, or a surname carried across the crossing.
| D66 | First | D66 | First |
|---|---|---|---|
| 11 | Cold | 41 | Providence |
| 12 | Far | 42 | Promise |
| 13 | Last | 43 | Mercy |
| 14 | New | 44 | Solace |
| 15 | Long | 45 | Refuge |
| 16 | Deep | 46 | Concord |
| 21 | Dim | 51 | Calloway |
| 22 | Bright | 52 | Okonkwo |
| 23 | Iron | 53 | Vance |
| 24 | Salt | 54 | Halloran |
| 25 | Ash | 55 | Marrok |
| 26 | Grey | 56 | Sundborn |
| 31 | Still | 61 | Ninth |
| 32 | Lone | 62 | Second |
| 33 | High | 63 | Quiet |
| 34 | Low | 64 | Frost |
| 35 | Old | 65 | Cinder |
| 36 | Pale | 66 | Roll twice and bind both, or take a name from the four peoples (Chapter 39) |
Place name — landform (D66)§
What kind of place it is, or the feature it grew around. A core-tap world (Chapter 29) earns a Furnace*; an ice world a* Shelf or a Cut*; an ark's first foothold a* Landing*.*
| D66 | Landform | D66 | Landform |
|---|---|---|---|
| 11 | Reach | 41 | End |
| 12 | Hollow | 42 | Watch |
| 13 | Deep | 43 | Cradle |
| 14 | Hold | 44 | Well |
| 15 | Harbor | 45 | Strand |
| 16 | Landing | 46 | Halt |
| 21 | Light | 51 | March |
| 22 | Wake | 52 | Shade |
| 23 | Crossing | 53 | Furnace |
| 24 | Gate | 54 | Hope |
| 25 | Drift | 55 | Dawn |
| 26 | Rest | 56 | Fall |
| 31 | Vault | 61 | Throat |
| 32 | Span | 62 | Station |
| 33 | Run | 63 | Cut |
| 34 | Bluff | 64 | Shelf |
| 35 | Mire | 65 | Verge |
| 36 | Bastion | 66 | Roll twice for a compound (Gate-and-Hollow), or name the landmark it grew around |
Technology Levels (TL)§
How far up the energy ladder a world has climbed.
A Technology Level (TL) is shorthand for how much a civilization can do — not what gadgets it happens to own, but the scale of energy it commands and the physics it has learned to bend. Wanderstar rates technology from TL 0 to TL 15, tied to the Kardashev measure of civilizational energy use:
- TL 8 = Kardashev Type I — a civilization that harnesses essentially the full energy budget of a world.
- TL 15 = Kardashev Type II — a civilization that harnesses essentially the full energy budget of a star.
Everything below TL 8 is the long climb to planetary mastery. The seven rungs from TL 8 to TL 15 are the climb from a single world to a whole sun — each rung roughly a hundredfold jump in the energy a civilization can put to work.
TL is descriptive, not a modifier. A TL number never adds or subtracts from a roll. It's a worldbuilding dial — for the GM to set the level of a world, faction, or piece of salvage, and for everyone to know roughly what's possible there. Where TL touches the dice, it does so through Advantage and Disadvantage, never flat bonuses (Ch 6).
The scale§
| TL | Label | Kardashev | What it means |
|---|---|---|---|
| 0 | Pre-technological | — | Stone, fire, muscle, water. No worked metal. Energy is whatever a body or draft animal supplies. |
| 1 | Early metalworking | ~0.1 | Bronze and early iron, the wheel, sail, lever. Settled agriculture; the first cities. |
| 2 | Pre-industrial | ~0.2 | Advanced metallurgy, masonry, mechanical clocks, gunpowder. Wind and water mills beyond muscle. |
| 3 | Early industrial | ~0.3 | Steam, mass production, the telegraph. Chemical fuels begin the heavy lifting. |
| 4 | Industrial | ~0.4 | Combustion engines, electrification, radio, powered flight, antibiotics. A world wired and lit at night. |
| 5 | Atomic | ~0.5 | Fission power and weapons, computers, spaceflight to orbit, global networks. |
| 6 | Information | ~0.6 | Ubiquitous computing, robotics, early fusion, genetic engineering, routine in-system flight. |
| 7 | Pre-stellar | ~0.8 | Mature fusion, deep automation, true AI assistants, life extension, self-sustaining habitats. (Wanderstar's boarding-era humanity launched at the top of this rung.) |
| 8 | Planetary mastery | 1.0 — Type I | The full energy of a world under management: weather, geology, biosphere engineered at will. Closed-loop ecologies, planet-scale construction, mind-machine interface. |
| 9 | Solar reach | ~1.15 | Industry across a star system. Antimatter and exotic-matter handling, large-scale solar collection, routine terraforming. |
| 10 | System-spanning | ~1.3 | Whole worlds remade to order; gravity manipulation; matter assembled atom-by-atom. (The Seeder terraforming machinery that built the Shore.) |
| 11 | Gravitic | ~1.45 | Engineered gravity and inertia; reactionless drive; biotech that designs whole new lineages. (The level at which the Companions were made.) |
| 12 | Faster-than-light | ~1.55 | The breakthrough: Wanderstar's core physics turned into a jump drive. (Achieved ~Year 1,500; the common ceiling across the modern Shore.) |
| 13 | Stellar engineering | ~1.7 | Stars tapped directly: partial collector swarms, controlled stellar output, system-spanning structures. |
| 14 | Star-cradling | ~1.85 | Near-total capture of a star's output. Habitats with the surface area of thousands of worlds. |
| 15 | Stellar mastery | 2.0 — Type II | A star's entire output bent to purpose — a complete Dyson-scale enclosure. The ceiling of the scale, and a frontier no one in the Shore has truly reached. |
Where the Shore sits§
The modern Shore is a patchwork, and that patchwork is where adventures happen.
- The common standard is TL 12. FTL defines the era; worlds that trade and travel together share roughly the same toolkit — jump drives, gravitic flight, deep automation, engineered biospheres.
- Seeder core worlds run higher — TL 13–14 in their oldest, richest systems.
- Frontier worlds and young colonies run lower — TL 9–11.
- Wanderstar at boarding was TL 7, climbing to TL 12 over the fifteen centuries it took to crack FTL.
- The lost and the regressed run anywhere — TL 4–9: a ballistic ark that arrived to no one waiting, a colony that forgot how its own machines worked, a Sleeper community woken into a changed world. Salvage from a higher TL in lower-TL hands is a classic Wanderer's prize.
TL at the table§
A TL never changes a target number. When the gap between technologies matters, express it through the existing economy:
- Using gear far above your world's TL — half-understood salvage — works at Disadvantage until you're trained on it (or buy a relevant Boon).
- A profound mismatch in a contest — a TL 6 militia firing on a TL 12 combat frame — can hand the higher-TL side Advantage and leave the lower-TL side with no meaningful answer, exactly as the scale traits handle weapon-against-armor mismatches (Ch 12).
- Most of the time TL grants nothing mechanical. It tells you what a place has — whether there's a working jump pad, whether a wound can be regrown or merely stitched, whether the lights come back on after a quake. That texture is the point.
This is the tech-level subsystem Chapter 24 deliberately keeps off the dice: TL lives here as setting colour and GM dial, while weapon traits (AP, scale, Smart, Radiation) carry whatever combat weight a technology gap needs — so the two never have to be reconciled on the same roll.