Playtest Alpha— unfinished and still changing.
Rulebook

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.

D66They'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.

D66They 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).

D66HeritageThey read as…
11–23SleeperOut of time — old-world name and manner, still half-waking from the crossing
24–36WanderbornPale, elongated, huge close-range eyes, a faint constant chitter; raised in the long dark
41–53SeederShorter, stockier, weathered; hardy, plain-spoken, generations deep on the Shore (Chapter 31)
54–66CompanionEngineered animal-stock; their stock marks allegiance, not just looks — roll it below

On a Companion result, roll D6 for stock:

D6Stock
1Hound (dog-stock)
2Feral (cat-stock)
3Warren (rabbit-stock)
4Dray (ox-stock — huge, strong, wrongly thought slow)
5–6A 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.

D66NameD66Name
11Hale Titanforge41Petra Coolanttap
12Idris Arcwelder42Sol Fusioncore
13Anneke Cobaltsmith43Mara Solderseam
14Yusuf Slaghewer44Tomas Annealspan
15Wei Hullwright45Esi Nickelfist
16Dalia Servorig46Kir Ionspark
21Ravi Ferroweld51Lena Plasteelwright
22Otso Tungstendriver52Adin Fluxbolt
23Cira Plasmacutter53Noor Oredelver
24Joren Rebarframe54Pell Cryocoil
25Amaru Basaltborer55Greta Regolithbreaker
26Senna Carbidecutter56Iko Cermettruss
31Vidar Ironwrench61Cale Voltworks
32Rosa Duralloyplate62Suvi Ingotsmith
33Tariq Reactorward63Dov Coredriver
34Mei Chromitehand64Aria Castframe
35Bo Sinterworks65Hassan Brassgear
36Inés Ceramshield66Roan 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.

D66NameD66Name
11Stills-the-Echo41Sings-Without-Answer
12Song-of-the-Hollow42They-Who-Listened-Last
13Maps-by-Echo43Quiet-in-the-Dark
14Born-Between-Stars44Holds-the-Heat
15Wakes-Without-Home45Child-of-Silence
16She-Who-Remembers46Reads-by-Touch
21Still-in-the-Deep51Lost-Between-Shores
22Wanders-the-Stars52Came-Without-Memory
23Speaker-of-Whispers53She-Who-Holds-the-Dark
24Knows-by-the-Drip54Warm-in-the-Stone
25Walks-Between-Worlds55Mourns-the-World
26Walks-Without-Light56Voice-of-the-Deep
31One-Who-Maps-the-Dark61Hears-by-the-Dark
32Born-Under-Stone62Sings-Between-Silences
33Counts-the-Years63Mourns-Without-End
34Keeper-of-Echoes64Last-in-the-Long-Dark
35Sees-by-Sound65Keeps-the-Quiet
36Light-Between-Dark66Name 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.

D66NameD66Name
11Thomas Reed41Henry Osei
12Mei-Lin Chen42Sofia Marenco
13Robert Vance43Aleksandr Dey
14Grace Okafor44Lillian Park
15David Sullivan45Omar Haddad
16Yuki Tanaka46Frances Bell
21Margaret Cole51Daniel Ferreira
22Anil Mehta52Ingrid Solberg
23Clara Whitmore53Marcus Webb
24Samuel Adeyemi54Priya Nair
25Eleanor Frost55Walter Kim
26Jin-ho Bae56Rosa Delacroix
31Arthur Lowe61Gerald Strand
32Fatima Bello62Helen Markos
33Nikolai Petrov63Joseph Tran
34Edith Caldwell64Ada Lindgren
35Hiroshi Sato65Theodore Mensah
36Beatrice Hahn66Vera 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.

D66NameD66Name
11Bella Truehold-Ember41Scout Fastpaw-Hawk
12Cooper Freeborn-True42Pepper Quickwit-Crow
13Luna Brightpaw-Lynx43Biscuit Deepdig-Mole
14Bear Ironhide-Boar44Mochi Sharpear-Bell
15Shadow Sharpclaw-Vane45Tucker Broadback-Kell
16Buddy Loyalheart-Loyal46Mittens Softpad-Frost
21Max Steadfast-Hound51Finn Longstride-Reed
22Daisy Swiftrun-Hare52Bailey Holdfast-Hark
23Duke Hardhoof-Dray53Willow Brightclaw-Marrow
24Cleo Keenose-Feral54Zeus Strongarm-Crest
25Clover Burrowtrue-Warren55Tiger Wildscent-Wolf
26Rocky Plowfast-Ram56Olive Deepwarren-Wick
31Bruno Greatpaw-Bear61Loki Coalheart-Raven
32Nala Nightclaw-Fox62Maple Fleetfoot-Brand
33Moose Stoutwall-Vale63Teddy Kindpaw-Otter
34Hazel Quickfoot-Stoat64Gus Trueheart-Thorn
35Sage Boldpaw-Drift65Penny Farsight-Quill
36Rufus Strongtail-Hollow66Name yourself — join a quality to a suffix (above)