Playtest Alpha— unfinished and still changing.
Rulebook

Reference — Glossary

Key terms of Wanderstar, mechanical and setting, in one place. Chapter pointers lead to the full treatment.

Advantage — Rolling 3D6 and keeping the highest two. Granted by a relevant characteristic, Boon, or situational edge; costs Momentum to activate in play. Doesn't stack, and cancels against Disadvantage. (Ch 6)

Ally — A Contact firmly in your corner, who will take real risks for you. The warmest disposition band. (Ch 35)

Ark — A vessel that carried people to or through the Shore. FTL arks arrived in years or decades; ballistic arks take centuries to millennia, and some are still arriving — or lost. (Ch 29)

Armor — The flat value damage must meet to inflict trauma. Base 3 for a person, plus gear; cover adds to it. (Ch 10, 24)

Assist — Paying the Momentum cost of another character's Advantage from your own pool, when the fiction supports you helping. One Assist per roll; doesn't stack. (Ch 7)

AthleticsSkill (Dexterity). Running, climbing, jumping, swimming, and feats of agility under pressure; the basis of the Dodge reaction. (Ch 23)

Bane — A freeform tag that imposes Disadvantage when relevant. Never costs XP; the first two at creation give +5 XP each, and any invoked Bane earns 1 XP per session. (Ch 9)

BiologySkill (Education). Living systems: medicine, anatomy, xenobiology, ecology; the core of diagnosis and treatment. (Ch 23)

Boon — A freeform tag that grants Advantage (for 1 Momentum) when relevant. Costs 5 XP. (Ch 9)

Broken — The second Mental trauma node; a severe psychological break needing a full recovery session. (Ch 10)

BureaucracySkill (Intellect). Working institutions and their paperwork: permits, tariffs, regulations, and procedure. (Ch 23)

Career — A prior-life path worked through during character creation, built from four-year terms that grant skills, events, and risk. One of twelve (Military, Academic, Drifter, Scout, Merchant, Criminal, Medic, Diplomat, Engineer, Enforcer, Entertainer, Agent); entered by passing an entry test. (Ch 17)

Career event — The D66 result rolled on a career's own events table after a term that ends in Success, Setback, or Hard Exit (a Disaster skips it): skill advances, XP, contacts, gear, and the occasional trauma. Distinct from the Life Event rolled after every term. (Ch 17, 21)

Characteristic — One of the six traits (Strength, Dexterity, Endurance, Intellect, Education, Social Standing), each with its own entry below. Grants Advantage/Disadvantage, not numeric bonuses. (Ch 6)

CharmSkill (Social Standing). Winning people over through warmth and rapport rather than logic or threat. (Ch 23)

ChemistrySkill (Education). Substances and reactions: synthesizing compounds, identifying toxins, formulating treatments. (Ch 23)

Close QuartersSkill (Strength). Hand-to-hand and melee combat; the basis of the Parry reaction and fighting at Engaged range. (Ch 23)

CommandSkill (Social Standing). Leading and directing others: orders that get followed, rallying a group, holding authority. (Ch 23)

CommunicationsSkill (Intellect). Operating comms gear, coded channels, and dead drops; keeping signals flowing across distance. (Ch 23)

Companions — The fourth people: anthropomorphic, engineered from animal stock by the Seeders, freed after the rebellion of Sable Thresh-Ember. Common lineages: Hounds, Ferals, Warrens, Drays. (Ch 15, 31)

Contact — A named NPC your character knows; also the default disposition band (cordial, helps within reason). (Ch 35)

CrackingSkill (Intellect). Electronic intrusion: defeating locks, breaking encryption, subverting drones and sensors. (Ch 23)

Credit (Cr) — The Shore's currency. Cr1 ≈ a day's small comforts. (Ch 28)

D66 — Roll two dice read as two digits (tens, then ones) for a result from 11–66 — 36 even outcomes. Used for career, gear, event, and contact tables. (Ch 1)

DeceiveSkill (Intellect). Lying, conning, and misdirecting: false identities, cover stories, bluffs. Opposed by Psychology. (Ch 23)

Destructive — A weapon trait marking a weapon built one scale band up; inflicts 2 trauma against smaller targets. (Ch 24, 12)

Dexterity — The characteristic of agility, speed, and coordination. Governs Athletics, Driving, Piloting, Sneaking, and Ranged Weapons, and the initiative roll. (Ch 6, 8)

Disadvantage — Rolling 3D6 and keeping the lowest two. Free to receive; earns 1 Momentum. Cancels against Advantage. (Ch 6)

Disposition — Where a Contact sits on the spectrum: Ally, Contact, Rival, Enemy. Shifts over a campaign. (Ch 35)

DrivingSkill (Dexterity). Operating ground and atmospheric vehicles under ordinary or hostile conditions. (Ch 23)

Education — The characteristic of formal, learned knowledge. Governs Biology, Chemistry, Political Science, System Operations, and Electronics. (Ch 6, 8)

Effect — How far a roll clears or misses the target: (2D6 + skill) − 8. Colour by default; matters where a trait calls for it. (Ch 11)

The Ejection — Years ~3,000–5,000: arks launched off the too-fast Wanderstar toward Shore orbits as it passed through the LMC. (Ch 29)

ElectronicsSkill (Education). Building, diagnosing, and repairing electronic devices and circuits. (Ch 23)

Endurance — The characteristic of stamina, toughness, and resilience. Governs Survival, and substitutes wherever staying power matters more than speed or wit. (Ch 6, 8)

Enemy — A Contact who actively wants you to fail; a recurring threat, not a resource. (Ch 35)

EngineeringSkill (Intellect). Designing, building, and repairing major systems: drives, reactors, structures, craft. (Ch 23)

Entry test — The 2D6 ≥ 8 roll to enter a career, with the career's characteristic granting Advantage or Disadvantage (free in creation). Pass and you enter and gain four fixed skills at Trained; fail and you take +5 XP, 1 trauma, and a wandering term. A later attempt at a career you've failed takes a flat −2. (Ch 17)

Expert — The top skill rank (+3). (Ch 8)

ExplosivesSkill (Intellect). Demolitions and area munitions: placing charges, breaching, lobbing explosives. (Ch 23)

Faction — A power larger than any one person (corporation, gang, government, movement, guild, and so on) whose ambitions shape a region. Defined by an agenda, a reach, and an influence clock, not a stat block. (Ch 34)

Faction clock — A progress clock (4, 6, or 8 segments) tracking how close a faction is to its current agenda. Ticks up or down between sessions on the faction turn; when it fills, the faction succeeds and the sector changes. (Ch 34)

First Boarding — Year 0 of the canonical timeline: the first colonists descend beneath Wanderstar's surface. (Ch 29)

FTL Vanguard — The first wave to jump ahead to the Shore; became the Seeders. (Ch 29)

Hardpoint — A craft's weapon mount; how many weapons it can carry. (Ch 26)

Heavy WeaponsSkill (Strength). Crew-served and shoulder-fired ordnance needing bracing or a mount. (Ch 23)

Heritage — Which of the four peoples a character belongs to. Purely roleplaying; no mechanical effect. (Ch 15)

Intellect — The characteristic of reasoning, perception, and quick thinking. The most widely used; governs Recon, Tactics, Cracking, Engineering, Negotiate, Deceive, and many more. (Ch 6, 8)

Jump — FTL travel between hexes; Jump-N = max parsecs per jump. Every jump takes one week, cut off from the universe. (Ch 27)

Maimed — The second Physical trauma node; a severe, lasting injury needing a full recovery session. (Ch 10)

Marked / Mark — A note placed on a skill when you fail a test at Trained+, rolled for advancement at session end. (Ch 20)

Mastery — A signature technique unlocked by holding a skill at Expert (+3). Bought for 20 XP, earned in play (never at character creation), it grants a permission — a rule bent, a feat unlocked — rather than a higher number; the +3 cap still holds. Full D6 menus per skill in Ch 23. (Ch 20)

MechanicalSkill (Strength). Hands-on work with machines: stripping and rebuilding engines, fabricating and repairing hardware. (Ch 23)

Misjump — A jump gone wrong: the ship arrives late or is flung off course, sometimes far. How ships get lost. (Ch 27)

Momentum — Per-session resource (starts at 3, caps at 6). Gained from Disadvantage rolls and trauma; spent to activate Advantage. (Ch 7)

Mook — A minor adversary that drops on one solid hit. (Ch 40)

NegotiateSkill (Intellect). Bargaining and deal-making: haggling, brokering, finding terms both sides accept. (Ch 23)

NetworkSkill (Social Standing). Working your web of contacts for favors, introductions, and tips. (Ch 23)

Oracle — The solo/co-op tool that answers yes-or-no questions with no GM: 2D6 vs 8, with Advantage if Yes is Likely and Disadvantage if Unlikely; 8+ = Yes. Its Adv/Dis is free of Momentum. (Ch 43)

Patron — The source of a job, not a relationship — though many patrons become Contacts. Generated by who's hiring, the job, the catch, and the payoff. (Ch 38)

PhysicsSkill (Intellect). The hard math of matter, energy, and motion, including jump travel and route plotting. (Ch 23)

PilotingSkill (Dexterity). Flying spacecraft and small craft, from atmospheric landings to hard maneuvering. (Ch 23)

Political ScienceSkill (Education). How power is structured and exercised: governments, factions, institutions. (Ch 23)

Provenance — Where a piece of gear came from; sets its TL band when rolling random gear. (Ch 24)

PsychologySkill (Intellect). How minds work: reading people, motivation, counseling. The usual counter to Deceive. (Ch 23)

Radiation rating — A separate armor value vs the Radiation trait and radiation hazards; 0 for an unprotected body. (Ch 13, 24)

Ranged WeaponsSkill (Dexterity). Firing handheld guns and thrown weapons; the most common attack skill in a firefight. (Ch 23)

ReconSkill (Intellect). Observing and interpreting surroundings: spotting ambushes, tails, the detail out of place. The counter to Sneaking. (Ch 23)

Remote WeaponsSkill (Intellect). Operating any weapon you aren't holding: drone guns, turrets, automated mounts. (Ch 23)

ResearchSkill (Intellect). Finding the true answer in a sea of sources: archives, records, databases. (Ch 23)

Rival — A Contact who works against you but not to destroy you; can be turned. (Ch 35)

Scale — The size-band ladder (S0–S3) and the rules for fire crossing between bands. (Ch 12)

SCU — Standardized Container Unit; the measure of cargo for trade. (Ch 28)

Seeders — The FTL Vanguard's descendants; oldest Shore civilization. Shorter, stockier, hardy; created the Companions. (Ch 15, 31)

Setback / Hard Exit / Disaster — Career term-roll outcomes (5–7 / 3–4 / ≤2) that end a career, the latter two with trauma. (Ch 17)

Shaken — The first Mental trauma node; rattled but functional. Clears with rest or first aid. (Ch 10)

The Shore — The Large Magellanic Cloud (~160,000 ly), humanity's destination and present home. (Ch 30)

Significant Action — The one meaningful thing you do on your turn (attack, aim, first aid, etc.). (Ch 11)

Sleepers — The cryo people, frozen before/during the voyage and still waking in the present. Living links to lost worlds. (Ch 15, 31)

SneakingSkill (Dexterity). Moving unseen and unheard: hiding, tailing, slipping past watchers. Opposed by Recon. (Ch 23)

Social Standing — The characteristic of status, reputation, and force of personality. Governs Network, Command, and Charm. (Ch 6, 8)

Spark — In oracle play, a doubles result on the scoring dice: the world adds something unbidden, turning the answer into "yes, but…" / "no, but…" (or triggering an interrupt). Kept 6-6 = "yes, and…"; kept 1-1 = "no, and…". (Ch 43)

Standing — How a faction regards the crew, using the Contact disposition spectrum (Ally / Contact / Rival / Enemy) applied to a whole organization. Tracked as fiction, not a score. (Ch 34, 35)

Strength — The characteristic of physical power and muscle. Governs Close Quarters, Heavy Weapons, and Mechanical, and eases the Military and Enforcer career paths. (Ch 6, 8)

SurvivalSkill (Endurance). Staying alive in hostile environments; resists most hazards and is rolled to give first aid. (Ch 23)

System OperationsSkill (Education). Running the consoles and control systems of ships, stations, and facilities. (Ch 23)

TacticsSkill (Intellect). Reading a battle and directing it: planning, positioning allies, anticipating the enemy. (Ch 23)

Term — A four-year span of a career during creation; grants skills, events, and risk. (Ch 17)

Term roll (term test) — The roll made from a career's second term onward to see how it goes, carrying a baseline Advantage (3D6 keep highest two; a Disadvantage in the career's characteristic cancels it to a flat 2D6). Outcomes: 8+ Success, 5–7 Setback, 3–4 Hard Exit, ≤2 Disaster. A career's first term auto-succeeds with no term roll. (Ch 17)

Thread — An open loop in a GM-less campaign — a question, debt, goal, or danger — kept on a list and pulled forward to drive scenes when the oracle hasn't. (Ch 44)

Trained — The skill rank (+0) where the Untrained penalty disappears; the key threshold. (Ch 8)

Trauma — Wanderstar's harm system; no hit points. Marks on the Physical and Mental tracks. (Ch 10)

Technology Level (TL) — A world's place on the 0–15 energy ladder. Descriptive, never a dice modifier. (TL reference; Ch 24)

Wanderborn — The people who rode the full crossing awake; underground-adapted (pale, elongated, large eyes/ears, echolocating). Deepest memory of the voyage. (Ch 15, 31)

Wanderers — The player characters: people who don't stay put. (Ch 2)

Wanderstar — The sunless rogue planet humanity rode toward the Shore; also the game's title. Now gone into intergalactic space. (Ch 2, 29)

Wounded — The first Physical trauma node; hurt but functional. Clears with rest or first aid. (Ch 10)

Wrecked / Offline — Second-track craft damage nodes (Hull / Systems); need a yard to repair. (Ch 25)