Chapter 39 — People on the Fly
The players will talk to someone you didn't plan for — the dock clerk, the stranger at the bar, the voice on the comm. This chapter makes that person in one or two rolls: a face, a manner, a quirk, and what they want in the scene. It pairs with two neighbors. When the NPC turns out to matter and sticks around, promote them with the Contact generator (Chapter 35), which handles role, history, and disposition. When they turn dangerous, the adversary dials (Chapter 40) handle the rest. This chapter is for the moment before either — the quick, vivid person who makes a place feel inhabited.
These tables describe how someone comes across, not what they are — deliberately, so they layer over any role. A "dock inspector" (Chapter 35) and a "faction lieutenant" (Chapter 34) both become memorable the instant you give them a sweat-stained collar and a habit of finishing your sentences.
Index§
Making a person§
Roll D66 for face & demeanor and D66 for what they want right now; if their heritage isn't already fixed by the scene, roll it below, then name them from the matching list. That's enough to play almost anyone. For a walk-on you'll never see again, one roll and a name will do.
Face & demeanor (D66)§
The detail you lead with — what the players notice and remember.
| D66 | They're the one who… |
|---|---|
| 11 | …won't meet your eyes, and keeps glancing at the door |
| 12 | …looks you over like they're pricing you |
| 13 | …is far too cheerful for the hour and the place |
| 14 | …hasn't slept, and it shows in everything |
| 15 | …talks with their hands and stands too close |
| 16 | …answers every question with a question |
| 21 | …has a laugh that doesn't reach their eyes |
| 22 | …is missing something — an eye, a hand, a piece (Chapter 10) |
| 23 | …wears clothes a class above this place |
| 24 | …wears clothes a class below the job they're doing |
| 25 | …keeps one hand near a weapon the whole time |
| 26 | …finishes your sentences, usually wrong |
| 31 | …is calm in a way that's more unsettling than nerves |
| 32 | …never stops moving — fidgeting, pacing, tapping |
| 33 | …speaks so quietly you have to lean in |
| 34 | …is loud enough that the whole room is listening |
| 35 | …has the bearing of someone who used to be in charge |
| 36 | …treats you like an old friend they've never met |
| 41 | …is visibly afraid of someone who isn't here |
| 42 | …wears their heritage openly and proudly (Chapter 31) |
| 43 | …hides their heritage, and you only catch it late |
| 44 | …has a scar, brand, or tattoo with a story |
| 45 | …is younger than the role they're filling |
| 46 | …is much older than anyone else still doing this |
| 51 | …smells of the work — grease, ozone, antiseptic, smoke |
| 52 | …carries a trinket they touch when they're nervous (Chapter 24) |
| 53 | …has a tell they don't know about |
| 54 | …is performing — every gesture is for an audience |
| 55 | …seems to be listening to someone you can't hear |
| 56 | …keeps the conversation moving away from one subject |
| 61 | …is kind in a place that doesn't reward it |
| 62 | …is cruel in small, casual ways |
| 63 | …is clearly lying and clearly doesn't care that you know |
| 64 | …has just had the worst day of their life |
| 65 | …has just had the best day of their life |
| 66 | …isn't who they're dressed as — and you'll find out the hard way |
What they want right now (D66)§
Their agenda in this scene — the engine that makes them act, not just react.
| D66 | They want… |
|---|---|
| 11 | …to be left alone, and you're in the way |
| 12 | …money, and they think you have some |
| 13 | …to sell you something you don't need |
| 14 | …to get something off their chest to a stranger |
| 15 | …information you happen to have |
| 16 | …to not be seen talking to you |
| 21 | …a favor too big to ask outright |
| 22 | …to size you up for someone else (Chapter 34) |
| 23 | …protection, and you look capable |
| 24 | …to settle a score that isn't with you — yet |
| 25 | …a way off this world (Chapter 37) |
| 26 | …to impress you, badly |
| 31 | …to warn you about something, if you're worth it |
| 32 | …to recruit you for something |
| 33 | …to delay you while something else happens |
| 34 | …to confess, but can't find the words |
| 35 | …what you're carrying |
| 36 | …to be owed by you — to do you a favor first |
| 41 | …an audience for a grievance |
| 42 | …to test whether you can be trusted |
| 43 | …to test whether you can be bought |
| 44 | …help they're too proud to ask for |
| 45 | …to get you drunk, talking, or both |
| 46 | …a witness to something they're about to do |
| 51 | …to find someone, and hopes you've seen them |
| 52 | …to disappear, and you might be the way |
| 53 | …to make a deal they'll regret |
| 54 | …revenge, and mistakes you for the target |
| 55 | …nothing — and that's the suspicious part |
| 56 | …to pass you a message meant for someone else |
| 61 | …to repay a kindness from years ago |
| 62 | …to keep you here until their friends arrive |
| 63 | …your job, your ship, or your place |
| 64 | …to be talked out of something terrible |
| 65 | …to tell the truth, finally, to anyone |
| 66 | …exactly what you want — which is why you should worry |
Heritage (D66)§
Most of the time the scene already decides who someone is — a Seeder runs the foundry, a Sleeper just walked off the ark. When it doesn't, roll. Heritage is roleplaying only (Chapter 15): it sets how they look, speak, and carry their history, never their numbers. The four peoples are even here, each a quarter of the table — if a particular world skews one way (a Seeder foundry-moon, a fresh-landed ark of Sleepers), weight to it yourself (Chapter 37).
| D66 | Heritage | They read as… |
|---|---|---|
| 11–23 | Sleeper | Out of time — old-world name and manner, still half-waking from the crossing |
| 24–36 | Wanderborn | Pale, elongated, huge close-range eyes, a faint constant chitter; raised in the long dark |
| 41–53 | Seeder | Shorter, stockier, weathered; hardy, plain-spoken, generations deep on the Shore (Chapter 31) |
| 54–66 | Companion | Engineered animal-stock; their stock marks allegiance, not just looks — roll it below |
On a Companion result, roll D6 for stock:
| D6 | Stock |
|---|---|
| 1 | Hound (dog-stock) |
| 2 | Feral (cat-stock) |
| 3 | Warren (rabbit-stock) |
| 4 | Dray (ox-stock — huge, strong, wrongly thought slow) |
| 5–6 | A rarer lineage — invent one (fox, bear, corvid, otter…), or reroll on 1–4 |
Then take their name from the matching list below. A Companion's name marks allegiance rather than stock, so any name fits any stock.
Names§
A name does as much worldbuilding as a stat block. The four peoples name themselves in distinct ways, and a name placed well tells the table who someone is before they speak. Roll D66 on the appropriate list for a ready-made name, or use the style notes to build your own. Heritage is roleplaying only (Chapter 15) — anyone can carry any name, and mixed parentage mixes the styles, so blend freely. (For naming places — systems, worlds, stations, settlements — see Chapter 37.)
Seeder names (D66)§
The oldest Shore civilization, descended from the FTL Vanguard — the people who turned barren rocks into worlds (Chapter 30). Given names stay plain and unselfconsciously diverse, carried across 160,000 light-years. Family names are a Seeder invention: a hard compound of a worked material and the craft that shapes it — a clan-name worn like a maker's mark, stamped on the work and the worker alike. Build one by joining a material — mostly metallurgical and structural (Titan-, Ferro-, Cobalt-, Tungsten-, Slag-, Rebar-, Plasteel-, Basalt-, Hull-), with the odd high-energy trade-word (Arc-, Ion-, Plasma-, Reactor-, Volt-) — to a tool or built thing (-forge, -smith, -wright, -weld, -driver, -breaker, -plate, -works, -ward): Titanforge, Slaghewer, Arcwelder.
| D66 | Name | D66 | Name |
|---|---|---|---|
| 11 | Hale Titanforge | 41 | Petra Coolanttap |
| 12 | Idris Arcwelder | 42 | Sol Fusioncore |
| 13 | Anneke Cobaltsmith | 43 | Mara Solderseam |
| 14 | Yusuf Slaghewer | 44 | Tomas Annealspan |
| 15 | Wei Hullwright | 45 | Esi Nickelfist |
| 16 | Dalia Servorig | 46 | Kir Ionspark |
| 21 | Ravi Ferroweld | 51 | Lena Plasteelwright |
| 22 | Otso Tungstendriver | 52 | Adin Fluxbolt |
| 23 | Cira Plasmacutter | 53 | Noor Oredelver |
| 24 | Joren Rebarframe | 54 | Pell Cryocoil |
| 25 | Amaru Basaltborer | 55 | Greta Regolithbreaker |
| 26 | Senna Carbidecutter | 56 | Iko Cermettruss |
| 31 | Vidar Ironwrench | 61 | Cale Voltworks |
| 32 | Rosa Duralloyplate | 62 | Suvi Ingotsmith |
| 33 | Tariq Reactorward | 63 | Dov Coredriver |
| 34 | Mei Chromitehand | 64 | Aria Castframe |
| 35 | Bo Sinterworks | 65 | Hassan Brassgear |
| 36 | Inés Ceramshield | 66 | Roan Steelspan |
Wanderborn names (D66)§
Born to the long dark of the crossing, low-g and echo-tongued (Chapter 31). A Wanderborn name is an earned descriptive phrase — a deed, a trait, or a sound — written whole and hyphenated, the way they read a cavern by what it returns. There is no given name and no family name; you are what you are known for. Build one by joining a word to a thing across any of these shapes: a deed (Wanders-the-Stars), an essence (Song-of-the-Hollow), how they sense the dark (Maps-by-Echo), where they stand (Born-Between-Stars, Still-in-the-Deep), what they've lost (Wakes-Without-Home), or a kenning for the renowned and the dead (She-Who-Remembers). Capitalize the content words; keep the small joining words — the, of, by, between, without, in, under — low, all bound by hyphens. Crews and outsiders shorten a phrase to a single word in daily use (Stills-the-Echo becomes "Echo"), but the whole phrase is the name.
| D66 | Name | D66 | Name |
|---|---|---|---|
| 11 | Stills-the-Echo | 41 | Sings-Without-Answer |
| 12 | Song-of-the-Hollow | 42 | They-Who-Listened-Last |
| 13 | Maps-by-Echo | 43 | Quiet-in-the-Dark |
| 14 | Born-Between-Stars | 44 | Holds-the-Heat |
| 15 | Wakes-Without-Home | 45 | Child-of-Silence |
| 16 | She-Who-Remembers | 46 | Reads-by-Touch |
| 21 | Still-in-the-Deep | 51 | Lost-Between-Shores |
| 22 | Wanders-the-Stars | 52 | Came-Without-Memory |
| 23 | Speaker-of-Whispers | 53 | She-Who-Holds-the-Dark |
| 24 | Knows-by-the-Drip | 54 | Warm-in-the-Stone |
| 25 | Walks-Between-Worlds | 55 | Mourns-the-World |
| 26 | Walks-Without-Light | 56 | Voice-of-the-Deep |
| 31 | One-Who-Maps-the-Dark | 61 | Hears-by-the-Dark |
| 32 | Born-Under-Stone | 62 | Sings-Between-Silences |
| 33 | Counts-the-Years | 63 | Mourns-Without-End |
| 34 | Keeper-of-Echoes | 64 | Last-in-the-Long-Dark |
| 35 | Sees-by-Sound | 65 | Keeps-the-Quiet |
| 36 | Light-Between-Dark | 66 | Name yourself — join a deed or a thing to the dark (above) |
Sleeper names (D66)§
Frozen for the crossing, some since near Earth — living links to a lost world (Chapter 31). Their names feel old: classic, period, unmistakably of a place and time that no longer exists. A Sleeper's name is a small anachronism the moment they wake.
| D66 | Name | D66 | Name |
|---|---|---|---|
| 11 | Thomas Reed | 41 | Henry Osei |
| 12 | Mei-Lin Chen | 42 | Sofia Marenco |
| 13 | Robert Vance | 43 | Aleksandr Dey |
| 14 | Grace Okafor | 44 | Lillian Park |
| 15 | David Sullivan | 45 | Omar Haddad |
| 16 | Yuki Tanaka | 46 | Frances Bell |
| 21 | Margaret Cole | 51 | Daniel Ferreira |
| 22 | Anil Mehta | 52 | Ingrid Solberg |
| 23 | Clara Whitmore | 53 | Marcus Webb |
| 24 | Samuel Adeyemi | 54 | Priya Nair |
| 25 | Eleanor Frost | 55 | Walter Kim |
| 26 | Jin-ho Bae | 56 | Rosa Delacroix |
| 31 | Arthur Lowe | 61 | Gerald Strand |
| 32 | Fatima Bello | 62 | Helen Markos |
| 33 | Nikolai Petrov | 63 | Joseph Tran |
| 34 | Edith Caldwell | 64 | Ada Lindgren |
| 35 | Hiroshi Sato | 65 | Theodore Mensah |
| 36 | Beatrice Hahn | 66 | Vera Antonova |
Companion names (D66)§
The made people, freed in the rebellion that Sable Thresh-Ember began (Chapter 31). A Companion family name joins a root — a virtue, trade, or stock word — to a suffix that says where they stand. By far the most common is -Ember, the freedom-suffix: taken from Sable's own name by the great mass who trace their liberation to the rebellion, it crosses every stock and house and marks the cause, not a bloodline (Brightpaw-Ember, Truehold-Ember). Rarer suffixes name a particular older line — -Vane, -Loyal, -True — or a stock that defines itself by what it is, like the separatist Ferals (-Feral) and the communal Warrens (-Warren). Given names are the homely pet-names of old Earth — Bella, Cooper, Luna, Bear — once hung on animals and now worn by choice, a history reclaimed rather than hidden. Build your own by joining a quality to a suffix; the four common stocks are Hound, Feral, Warren, and Dray, but a Companion's name marks allegiance, not appearance. The table below samples that breadth on purpose — a different suffix for every entry, so each roll lands on a distinct line; in lived life -Ember still outnumbers them all, and any result can be read as a rebellion-heir by swapping its suffix for -Ember.
| D66 | Name | D66 | Name |
|---|---|---|---|
| 11 | Bella Truehold-Ember | 41 | Scout Fastpaw-Hawk |
| 12 | Cooper Freeborn-True | 42 | Pepper Quickwit-Crow |
| 13 | Luna Brightpaw-Lynx | 43 | Biscuit Deepdig-Mole |
| 14 | Bear Ironhide-Boar | 44 | Mochi Sharpear-Bell |
| 15 | Shadow Sharpclaw-Vane | 45 | Tucker Broadback-Kell |
| 16 | Buddy Loyalheart-Loyal | 46 | Mittens Softpad-Frost |
| 21 | Max Steadfast-Hound | 51 | Finn Longstride-Reed |
| 22 | Daisy Swiftrun-Hare | 52 | Bailey Holdfast-Hark |
| 23 | Duke Hardhoof-Dray | 53 | Willow Brightclaw-Marrow |
| 24 | Cleo Keenose-Feral | 54 | Zeus Strongarm-Crest |
| 25 | Clover Burrowtrue-Warren | 55 | Tiger Wildscent-Wolf |
| 26 | Rocky Plowfast-Ram | 56 | Olive Deepwarren-Wick |
| 31 | Bruno Greatpaw-Bear | 61 | Loki Coalheart-Raven |
| 32 | Nala Nightclaw-Fox | 62 | Maple Fleetfoot-Brand |
| 33 | Moose Stoutwall-Vale | 63 | Teddy Kindpaw-Otter |
| 34 | Hazel Quickfoot-Stoat | 64 | Gus Trueheart-Thorn |
| 35 | Sage Boldpaw-Drift | 65 | Penny Farsight-Quill |
| 36 | Rufus Strongtail-Hollow | 66 | Name yourself — join a quality to a suffix (above) |