Campaign Toolkit
Four systems that talk to each other. Species built here become the carriers your equipment is sized for and the natives of the worlds you roll; the campaign tech level below governs what any of them can build.
Race Point Ledger · v6
Assemble a custom species from priced biological aspects. The instrument tracks your Race Point (RP) budget live and enforces the build rules as you go — spend points on advantages, refund them with real drawbacks.
Every player species is built on 12 RP. Advantages cost points; drawbacks refund them.
System Survey Ledger · v1
Roll a world and the things living on it. Every native species comes out as a real xenotype build — matching temperature band, atmosphere and terrain — and exports straight into the species compiler's library.
Modular Frame Ledger · v1
Pick a hull, then build outward on a grid. Every part takes real space on a real deck, draws power, adds mass, and has to physically fit. Wheels, treads, legs, rotors, screws, jets, thrusters — bolt on whatever gets you where you're going.
There is no single point budget. A vehicle is limited by physics and space instead, and four things have to balance:
Three more dials sit on top of that:
Placement rules the grid enforces for you: parts marked edge must touch the outer hull, running gear must sit on the lowest deck, masts and sails on the top deck, and a multi-deck vehicle needs a stairwell or elevator at the same cell on both decks to connect them.
Numbers are a first draft, deliberately generous, and meant to be retuned at your table.
The hull sets your grid, how many decks you may build, and the mass you start with. Changing it clears anything that no longer fits.
Every part in the catalogue is written at human scale. Building the same design around a different body multiplies its mass, its hold and its price — a walker for something ant-sized costs a fraction of the human version, and the same walker at kaiju scale is a shipyard project. Speed is unaffected, because thrust scales with the mass it has to move.
What the frame, structure and armour are actually made from. Lighter material means more speed from the same engine — and a great deal more money across the whole build.
Choose a part on the right, then tap a cell to drop it in. Once placed, drag it anywhere that will take it, double-click to rotate, or select it and press R to rotate and Delete to remove. Each part carries its own shade of its category colour, so two of the same kind side by side stay legible.
Design Ledger · v2
Design the gear rather than shop for it. Every item is a frame, a mechanism, a material, a set of components and a level of craftsmanship — and those five choices decide its weight, cost, tech level, legality and which of the nine damage types it deals or turns aside.
Designed items go to the locker, then into a loadout, where carry capacity comes from your species' Strength × 10 lb × its size multiplier — and the defence table folds in your species' own resistances.
Everything you have designed. Load one back into the designer to modify it, or send it to the loadout.
Encounter Ledger · v1
Roll a scene. Difficulty buys a threat budget, and the generator spends it on real opposition — species from your library, equipment out of the designer, vehicles off the grid, standing on whichever world you last surveyed. Everything it does not have, it invents.
Sector Ledger · v1
Somewhere to go and someone to owe. A seeded star map of systems and routes, the settlements on them, the factions that hold them, what it costs to cross between them with each kind of FTL drive, and whether the run pays for itself.
Research Ledger · v1
Bring back something strange and find out what it is. Every specimen holds findings at different depths and in different domains, and what you learn depends entirely on how you look at it — the same stone tells you one thing in your hand and something else under an electron microscope. Enough understanding unlocks what you can build.