While running Libra and, now, prepping for Not My Destination, I'm still trying to keep up at least a once-a-month cadence for posts about my 2nd edition domain rules, to prove to my players that we're just on a, uh... extended hiatus... and surely the game will restart any minute now...
Last time, I mentioned updating the old Navigator backgrounds to come with delta template-style bonuses, as another angle of character progression.
Each of the 20 now have these bonuses, along with updated abilities and a couple changed names. Additionally, the Comms Operator, Ropemaker, and Salvager backgrounds have been replaced with the new Chemist, Austringer, and Geoglyph Painter.
1. Land-Islander
Your sept-mates hover near the sun, and their feet never touch the earth unless they wish it. The taller the tower, the more weight on the foundation.
Skill: one of Animal Handling/Climbing/Mimicry
Starting Equipment: two dozen livestock birds and an electric, propeller-driven ultralight.
Perk: each night, ask one of the following questions and receive an answer:
- Where is the closest drinkable water?
- How do I avoid the most dangerous creature in the area?
- What is the most fortifiable defensive location around?
- Is something hidden from me here?
- Am I being tracked, followed, or watched?
Achievement: make a newfound land-island safe for human habitation.
Reward: while you are Select, add a die to your sept's foraging rolls.
2. Pilot
Some septs eke out scorned lives on the Volume's surface, their ships irreparable or lost. Count yourself lucky.
Skill: one of Singing/Language: Semaphore/Weather Prediction
Starting Equipment: an extra barrel of fuel and oxidizer (in case of emergency) and a grainy black-and-white thermal monocular.
Perk: While you are at the helm, you have Advantage on all checks of sept-vessel speed or agility. If you find traces of a sept-vessel or structure-born ship of Machine Space, you can track it unerringly.
Achievement: Meet the Dreadnought and escape.
Reward: You may reroll Machine Space encounters. When you are involved in a chase, after both players bid propellant you are told if you bid higher or lower, and can change your bid if you wish.
Sidebar: Hypothetical Ship Rules
Ten Blade Demigod-style domain stats are Out. Under the new system sept-vessels will be made up of particular components (some of which, like reliquaries and weapons lockers, line up with earlier stats, but others are more similar to TBD's assets). These include main engines and reaction control systems, which determine vessel acceleration and agility.
Sept-vessels will now also face checks, like characters - these will not check any pre-set list of stats, but instead gain a bonus from relevant components. Sometimes this will be obvious (a test of the ship's agility benefits from its number of RCS nodes), other times it will be not (I'm sure my players will figure some way to argue that their greenhouse is relevant for some check or another).
I am also going to make the players track propellant now. They deserve it. The Prepare the Engine Array Imperious action will now provide players some quantity of propellant, and a new season action will be added to collect it yourself.
In cases of pursuit between sept-vessels both sides bet a certain amount of propellant to spend - the higher bid accomplishes its goal (to flee or to catch). These bids may be limited by some multiple of your vessel's thrust.
3. Ship-Tender
When the pilot pulls a backflip under gravity with a broken engine, it's your sworn duty to hit them upside the head.
Skill: one of Electrical Engineering/Fleeing/Weaving
Starting Equipment: a wrench set, a set of screwdrivers, a corded power drill.
Perk: you have a finely developed sense for bad luck. If something terrible is about to happen (RFNA geyser, gravity switch, infohazard projection) you get a split second right before it happens to do something.
Achievement: recover your sept-vessel after it was destroyed or immobilized.
Reward: while you are Select, sept repairs and Assets cost half.
4. Foil
You can't remember who started it.
Skill: one of Painted Dueling Knife 2/Drinking/Intimidation
Starting Equipment: a pair of painted dueling knives, a tin of paint-powder, a shield painted with a snarling face.
Perk: a member of your Assembly feuds with you - if you meet, there will be blood. When you are attacked in melee, you may riposte, reducing the incoming damage by 1d6+[to-hit]. If this reduces the damage to 0 or less, your opponent is disarmed.
Achievement: defeat your rival in a fair duel.
Reward: you make fill one of your inventory slots with Fatigue to perform a feat of agility (make a scrambling 20' leap, skitter up a wall, et cetera) - in combat, you may do this even if it is not your turn.
5. Espatier
A practiced hand with the axe and rifle, a survivor of koryos rites of passage (and thus, a full adult), but not yet awarded with steel mask and feather cloak.
Skill: one of Acrobatics/Demolition/Boarding Axe 2
Starting Equipment: light armor (spacesuit), a boarding axe (medium), a cutting torch (15 minute supply of fuel and oxidizer).
Perk: you move at a flat sprint in zero-gravity, and never lose your (hand-and-)footing.
Achievement: raid a rival sept alone and take five captives.
Reward: recognition as one of the ulfheðnar, and the recipe for their moxibustion compounds (doubled movement speed, two attacks per round, immunity to pain, injury, fear, & unconsciousness, chance of stroke, amnesia, blown blood vessels).
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| hat :) |
6. Shrine Keeper
A carved procession of floating figures winds across your ancestor's shrine, nearly hidden under tied offerings of rakija and foil.
Skill: Theology, plus one of Oratory/Knowing Your Neighbors/Diligence
Starting Equipment: 1 slot each of fine incense and ephedra tea.
Perk: for ritual reasons, you are inviolable. Assuming you keep your pious reputation, and haven't struck first, Navigators must Save with Will in order to harm you.
Achievement: get the chance, whether from artistry, piety, or nepotism, to lead work on the shrine of your assembly-ship.
Reward: you, personally, count as an extra shrine for the purposes of Glory generation and attracting heroes.
7. Lawspeaker
An honorable Navigator will not permit themselves to be slighted. It takes caution to silence their feuds without blood spilled.
Skill: Law, unsurprisingly, plus one of Intimidation/History/Wrestling
Starting Equipment: a stone wrist-guard badge of office, in pure sapphire. Worn by you, and none other.
- Who is really in control here?
- What is about to happen?
- What trait rules this person?
- What here is not what it appears to be?
Achievement: Bring a blood feud between two septs to a peaceful end.
Reward: If you've spent more than an hour with someone, you have a 2-in-6 to predict how they would react to something. This increases by 1-in-6 for spending a week, season, or year in their company. This does mean you have a 5-in-6 to predict the actions of your septmates.
8. Gunsmith Aspirant
The power to kill at a distance, and to make the tools that provide this power, is hidden. Initiation to the gunsmith's society requires both practical skill and spiritual tuning. You are not yet ready.
Skill: one of History/Air Rifle 2/Trajectories
Starting Equipment: lead ball bearings and your tools: forge, barrel-reaming machine, hammers & mandrels, anvil, etc.
Perk: you are immune to Imperious commands. Members of the society will not harm you under any circumstances, and you can expect hospitality from them even if your septs bare their teeth for war.
Achievement: build a rifle that fires further and more accurately than any member of the society. This will require strange technology - hydrogen gas-pistons, subverted computerized targeting systems, etc.
Reward: with a week's effort, you may build a rifle. You are trusted to give rifles as gifts.
9. Foreman
The great Assembly-Ships will, someday, sail to the next world. But there is so much work to be done.
Skill: one of Architecture/Wire-reading ("green plastic tubes with yellow chevrons are filled with molten salt")/Mining
Starting Equipment: 60 feet of PVC pipe in varied lengths, 30 dim LED status lights, an arm-sized bundle of rebar, four tubes of caulk, and a full set of stick welding equipment (twenty rods of consumable electrode, mask, gloves, power supply).
Perk: under your instruction, each person engaged in labor (tearing up walls, repairing a ship, building a bridge, et cetera) counts as two.
Achievement: obtain a treasure the size of your sept-vessel, and send it away to your assembly-ship.
Reward: with your cooperation, the Imperious would be able to take an extra action per Season. You may Build an Asset on the assembly-ship.
10. Katabatist
On the surface of the Volume, like the pupil of an eye, is a six-mile wide hole, and a ten-trillion-mile long tunnel. No one has, yet, made it to its end (apart from the spirits of the dead, of course) - but you've gotten closer than most.
Skill: one of Endure/Tracking/Logistics
Starting Equipment: sixteen apotropaic icons, to cast out your pallidness and your empty eyes, and a red plastic keycard from wherever you went.
Perk: you are beneath notice. Passive machines (those built for noncombat purposes) don't notice you unless you attack them, and you will always be attacked last by combat machines and Firstborn.
Achievement: see the teal light.
Reward: there is something wrong with your eyes. Look into someone else's and they are forced to make a Morale roll. If they fail, they are rooted to the spot until you break eye contact. They may still defend themselves. If they pass, they notice nothing amiss.
11. Lictor
Guards and enforcers for the Imperious, pulled from the warriors of the septs.
Skill: one of Greataxe 2/Authority/Wrestling
Starting Equipment: a heavy greataxe - an executioner’s tool - and a set of beautiful (+1 to Reaction) clothes patterned with processions of floating figures in spacesuits.
Perk: You are forewarned of any decrees of the Imperious. All doors are open to you. You will not be challenged to duels (though people will plea to the Imperious for aid if they must) - if someone had the temerity to try, you would be entirely within your rights to cut them down where they stood.
Achievement: display exceptional loyalty by punishing your sept, or the sept of one of your allies, at the command of the Imperious.
Reward: Humans must check Morale to begin combat with you - if they fail, Navigators surrender and all others flee. Your allies have Advantage on Morale checks, saves against Fear, and Discipline checks. In mass combat, units you lead have +2 to-hit and damage.
12. Legalist
Why should the law be secreted away in the minds of lawspeakers and selectmen? Why can I not see it before me?
Skill: Language: Spiraling, plus one of Foreign Lands/Oratory/Fleeing
Starting Equipment: a pot of ink, 20 sheets of pressed paper, and a multi-jointed mechanical limb from the foreign Spire, currently attached to no one. Sometimes it twitches.
Perk: you have a contact in the Spire. Choose one:
- Gneyvu Proxy Kodri Lightning-in-Amber - a high-ranking member of the nomenklatura, legally identical to Kodri, the city's Preceptor (charged with public morality, state festivals, and auspicious dates). Sees you as an interesting piece of art. You are, presumably, acquainted with her Navigator house-guard client, Pursuant Hiurma Solange.
- Czcibor Jiva Lightning-in-Amber - veteran of the wars against the painted men. Not one of the augmented Sworn, just a (now retired) professional. I'm sure the goods he keeps asking you to carry for him are perfectly above-board.
- Lisu Pre Lightning-in-Amber - a squire-prosthetist to the cruel and overbearing armiger Azuolas Sworn Trajati Lightning-in-Amber. His skills could, potentially, prove useful - more importantly, unlike the other options he truly sees you as a friend.
- Premysl Lonici Lightning-in-Amber - an acclaimed novelist and philosopher. Ok - to be fair, you haven't actually met her, but you've read enough of her work that you may as well have, or so you think.
Achievement: spend a year under the tutelage of a Spiral philosopher.
Reward: you have taken the first steps up the path of knowledge. Whenever you gain a new unanswered question, record it. When you have access to an archive, library, sage, or so on, roll 1d6. If the result is less than or equal to your number of questions, choose a question and it is answered.
There are other hypothetical goals for a Legalist (or just legalist) PC - the agricultural revolution, telepathy, writing, etc., but the benefits (and drawbacks) of those are clear and obvious. And in some cases include "you are now playing a different domain game". It'll be great.
13. Stowaway
Desperation claimed you.
Skill: two of Foraging/Disguise/Climb
Starting Equipment: Nothing. That's the point, isn't it?
Perk: You take 1 damage per round of exposure to vacuum instead of 1d4.
Achievement: become lost from your sept and make it back.
Reward: wherever you are, you always know the nearest and best hiding place. Even dedicated searchers will not find you.
14. Former Imperious
Just a year ago, your words rang with the unquestionable tone of a monarch. But power waxes and wanes, and now you are a man like any other.
Skill: one of Authority/Artwork/Knowing Your Neighbors
Starting Equipment: a set of jewelry, each displaying a particular Vibe to your fellow Navigators:
- Sapphire diadem: aura of legal authority.
- Four extremely dense bluish-white rings: aura of occulted knowledge.
- Tangled bismuth necklace: aura of courage.
- Bracelet of wound aluminum thread: aura of surplus.
- Titanium cylinder of a cord: aura of piety.
- Copper earrings: aura of military skill.
Achievement: return to your prior position as Imperious.
Reward: power comes easily to one experienced with it. You may take an extra Imperious action each round.
15. Merchant
Why spend blood unless you must?
Skill: one of Logistics/Painted Dueling Knife 2/Smuggling
Starting Equipment: a pallet’s worth of scented purplish lumber, four beautiful tapestries, and a crate of dried ephedra tea.
Perk: When looking at someone, you can tell what they most want. When looking at something, you can tell who would most want it.
Achievement: Make 50 Surplus in a single trade.
Reward: The distance bonus for trade is doubled for you. (Navigators can barter for specific goods, but also for Surplus food or for household goods to distribute for Glory - the value of goods often scales based on the distance between their source and your destination.)
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| Red Cloud Confrontation in Landscape |
16. Chemist
A sept-vessel has breath, and life, and rushing blood.
Skill: Chemistry, plus one of Mathematics/Brewing/Wire-reading
Starting Equipment: a small scale, eight round metal bottles, a hand drill.
Perk: when you spend a domain action foraging for fuel (see the Pilot) you also immediately collect or synthesize two of the following:
- An extra slot of fuel (if you're boring).
- A vial of the dissociative mead of poetry.
- A canister of fuel and oxidizer for cutting torches or firebombs.
- A simple sedative, for use against pain and to aid sleep.
- An ill-tasting poison (2d6, save for half).
- A glass ampoule of metal-eroding acid.
Achievement: Learn secrets of chemistry not known to Navigators.
Reward: your list of possible syntheses expands to include:
- A block of modern plastic explosive.
- Actual working antibiotics.
- A canister of metal foam that rapidly expands and solidifies on contact with air.
17. Exorcist
Sacrifices in the present world turn into pure springs and beautiful orchards in the next. Shirk your responsibilities and the dead of the next world crawl back to this one, spreading malfunction and disease.
Skill: one of Medicine/Theology/Vigilance
Starting Equipment: eight honey-soaked antiseptic bandages, eight doses of anesthetic injection, a pair of drums.
Perk: at a glance, you can see someone's current and maximum HP, if they are ill, and (if they are) whether or not they will recover. +2 on reaction rolls with Navigators - they often recognize you from your travels from before your Selection.
Achievement: save the life of the Imperious, a Spiral noble, one of the Crowned of the Walker-Herds, et cetera.
Reward: with an hour's examination you can determine the cure to any ailment. You automatically pass checks to remove Fatal Wounds from others. While you are Select, the Care action improves the injuries of your septmates as if three seasons had passed.
18. Austringer
Both of us built for the sky.
Skill: one of Tracking/Fine Motor Skills/Animal Handling
Starting Equipment: either a 0g-adapted actual, literal bird of prey (with hood, food, et cetera) or a drone control sphere and its pair.
Perk: knowing how to use the above. The falcon can track unerringly and harry targets at long distances (fatal to small creatures, quadcopters, and so on, but only severely inconveniencing and slowing to humans), while the drone has a light, a camera, and a small two-fingered grasping hand.
Achievement: catch and tame a great beast or vast machine.
Reward: along with the obvious, your example makes falconry common among your septmates - when any Select raises NPCs to join them on an adventure, one may come with your choice of bird or drone.
19. Skald
Navigators are, with the exception of the Imperious, fiercely egalitarian. It is your responsibility to insult the great and the good. Drag them back to earth with you.
Skill: one of Poetry/Sleight of Hand/Fleeing
Starting Equipment: a clattering horn, a vial of the mead of poetry, a jaunty hat.
Perk: each season, either choose to receive an unkind rumor on a certain topic, or add a rumor of your own into the ecosystem.
Achievement: insult the Imperious to their face and get away with it.
Reward: you can hold the attention of any crowd as long as you keep talking. Watch them hang on your words. Even if they’re here to kill you, they can’t help but listen.
20. Geoglyph Painter
Glowing geoglyphs cover the inside of the Volume. Each is a visual aid for a songline - a map-fable.
Skill: one of Foreign Lands/Memorization/Artwork
Starting Equipment: 50 pounds of glowing glass chunks (to be powdered and used for geoglyphs) and your choice of songline to a distant hex region:
- the Spire, favored-city and greatest of the oases. All septs have a songline to the edge of the Spire, to enter through its airlock - yours places you inside it, without their notice.
- an endless expanse of columnar joints, each made of house-sized metal cubes. The foreign men of the Vault carve their walking cities out of these blocks, and set them to wandering among them.
- a maze of black glass tunnels hidden in the lands of the dead, where faces of pointillist light dance and whisper behind the walls.
- cenote chambers, past the Spire, where the city’s enemies mass for war.
Perk: whenever you Wander to a new land-island or hex region, you automatically record it as a songline. (Characters can take routes to known land-islands, or choose to explore Machine Space to see if something turns up. Non-geoglyph painters have to spend domain action to codify and memorize the songline to their new discovery so it can be repeated and transmitted. Traveling over recorded songlines lowers your random encounter risk.)
Achievement: venture to the Spire, the Vault, the Ghostfields, and the Cenotes.
Reward: if you ever hear the name of a location, you immediately know exactly where it is.
| the Atacama Giant |





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