WORMWOOD DRIFT

A Rulebook of Grimdark Cosmic Horror Space Opera

Version 0.1


Introduction

Somewhere between the collapse of the Second Expansion and whatever comes next, humanity and its fellow travelers drift through a galaxy that was never built for them. The stars are dying, the void hides things that were old before the first star ignited, and every jump beacon is a small prayer that you’ll come out the other side still yourself.

Wormwood Drift is a complete, table-ready ruleset for running grimdark cosmic horror in a space opera frame: crumbling empires, predatory corporations, desperate crews, and the things in the dark that don’t care about any of it. This book contains everything a group needs to play — task resolution, character creation, combat, starships, psionics, trade, and a referee’s toolkit for building sectors and running horrors — in a single volume meant to be read once and run from indefinitely.

What you need: a handful of six-sided dice (2d6 per roll, plus a scattering of d10s & d6s for Boons and Banes), pencils, character sheets, and players willing to lose a little of themselves to survive.

Tone at the table. Wormwood Drift is not about winning against the dark — it’s about how much of yourself you’re willing to spend to survive it a little longer. Player characters should be competent, resourceful, and rewarded for cleverness; the universe should never be. Keep victories real but costly, keep horrors rare but genuine, and let Scars and Madness accumulate into character rather than punishment.


Table of Contents

  1. Core Mechanics
  2. Character Creation
  3. Skills & Tasks
  4. Personal Combat
  5. Equipment & Gear
  6. Psionics
  7. Starships & Space Combat
  8. Trade & Economy
  9. World & Adventure Generation
  10. Appendices
  11. Supplement: Cosmic Horrors

1. Core Mechanics

Everything in Wormwood Drift resolves through one engine. Learn it once.

1.1 The Roll

Whenever the outcome is uncertain and failure is interesting, roll 2d6 + Attribute + Skill and compare the total to a Target Number (TN) set by the referee.

TNDifficultyExample
6RoutineForcing a stuck airlock
8StandardPatching a hull breach under pressure
10ChallengingTalking down a mutinous crew
12FormidableThreading a derelict’s collapsing debris field
14ExtremeOverriding a corpse-ship’s core while it wakes up
16+Nearly ImpossibleOutrunning something that shouldn’t be able to move that fast

Meet or beat the TN: you succeed. Fall short: you fail, and the referee narrates a cost, complication, or a simple no.

1.2 Attributes

Four Attributes describe a character’s raw capability, each scored 0–4 (2 is human average; see Character Creation for how starting scores are built).

  • Might — muscle, endurance, violence at close range
  • Agility — reflexes, coordination, grace under fire
  • Wits — perception, reasoning, technical aptitude
  • Presence — force of will, charisma, and the stubbornness that keeps a mind intact when the universe tries to unmake it

1.3 Boon & Bane

Circumstances beyond the raw roll are represented by Boon dice and Bane dice — d6s added to the pool by advantageous or adverse conditions (good cover, foul weather, superior gear, the wrong kind of attention).

Before rolling: cancel Boons against Banes one-for-one. What remains is your net dice.

  • Net Boons: roll that many extra d6 alongside your 2d6. Keep the highest 2 dice in the whole pool.
  • Net Banes: roll that many extra d6 alongside your 2d6. Keep the lowest 2 dice in the whole pool.
  • Net dice are capped at ±3. A situation that would grant more simply auto-succeeds or auto-fails at the referee’s discretion.

Referee’s Note: Don’t stack Boons for every small advantage. One or two sources of Boon or Bane per roll keeps the dice pool fast and keeps individual advantages meaningful.

1.4 Effect

Success is rarely just “yes.” Effect measures how well you succeeded:

Effect = (Total Roll − TN), minimum 0, capped at +3 unless a rule states otherwise.

Effect adds to damage, shortens time taken, improves the quality of information gained, or otherwise sweetens a success — the referee applies it narratively wherever no explicit rule covers the case.

1.5 Criticals

If the two dice you keep and add together are both 6s, you’ve scored a Critical Success — the action succeeds automatically regardless of TN, and Effect gains +2. If the two dice you keep are both 1s, you’ve scored a Catastrophe — the action fails regardless of what the total would have been, and the referee introduces a complication that outlasts the scene.

1.6 Opposed Rolls

When two characters act directly against each other (a grapple, a bluff, a duel of wills), both roll 2d6 + Attribute + Skill; the higher total wins, and Effect is the margin between the two results.

1.7 Resolve

Alongside Might, Agility, Wits, and Presence, every character tracks Resolve — a fifth pool, not an Attribute, equal to 10 + Wits + Presence. Resolve is a character’s mental defense against dread, madness, and psionic backlash. It is spent throughout play and recovers in full after meaningful rest between sessions.

At 0 Resolve, a character is Broken: every roll suffers a permanent Bane die until Resolve rises above 0, and the referee may call for an immediate roll on the Madness Table (Section 6.3), whether or not psionics are involved. See Section 4.4 for Resolve lost to fear in combat, Section 6.2 for Resolve spent on psionics, and Section 11 for Resolve lost to horrors directly.

1.8 Worked Example

Mireille (Agility 3, Stealth 2) tries to slip past a checkpoint. The referee sets TN 10 (Challenging — the guards are alert). Poor lighting grants a Boon; her torn jacket snagging on a rail imposes a Bane. They cancel, leaving a flat 2d6+3+2 roll. She rolls a 4 and a 5 — total 9, plus her modifiers: 9+3+2 = 14. That beats TN 10 by 4, capped to Effect +3 — she doesn’t just get past, she also has time to palm something off a supply crate on the way through.


2. Character Creation

Characters in Wormwood Drift are built through a Directed Lifepath — four guided stages that produce a complete, playable person with history, scars, and reasons to be out here instead of somewhere safer. Every Attribute begins at 1; Background and Career terms raise them from there, so most characters finish chargen sitting at 2–3 in their strongest Attributes.

Design Note — No Death at Character Creation. Older lifepath games famously let you die before play starts, rolling badly on a career table and never making it to the table. Wormwood Drift removes that entirely. Every failed roll during character creation produces a Scar — a survivable cost — instead of a corpse. The grimdark belongs to play, not to chargen.

2.1 Stage One — Origin

Choose a Background (see 2.5). This sets a starting Attribute bonus, a free skill rank, a piece of signature gear, and one Scar.

2.2 Stage Two — Formative Event

Roll or choose one event from the table below. Each grants a skill rank and a Scar of its own — the thing that shaped you before you ever left home.

d10Formative EventGrants
1Survived a colony collapseSurvival; Scar: flinches at sudden silence
2Raised by a religious orderOccultism; Scar: haunted by a broken vow
3Indentured to a corporationStreetwise; Scar: owes a debt that never shrinks
4Lost a sibling to the DriftNavigation; Scar: won’t fly the same route twice
5Trained in a military academyGun Combat; Scar: obeys orders, even bad ones
6Apprenticed to a smugglerPilot; Scar: can’t resist a locked door
7Witnessed a First Contact go wrongLore; Scar: −1 Resolve around unknown xenoforms
8Grew up in a derelict habitatEngineer; Scar: hoards scrap obsessively
9Studied under a mind-touched mysticWillpower; Scar: hears things that aren’t there, rarely
10Escaped indenture through violenceMelee; Scar: can’t be touched without warning

2.3 Stage Three — Career (2–3 Terms)

Choose a Career Path for each of 2–3 terms (roughly four years apiece). Each term grants two skill ranks — allocated as the player likes among the Path’s listed skills — a piece of gear, a Contact, and raises one Attribute by +1 (maximum 4). You may repeat a Path or switch between terms; this is a career, not a sentence, though it can feel like one.

PathSkills OfferedTypical Gear
Void CorpsGun Combat, Pilot, SurvivalSidearm, void suit
Merchant MarinePilot, Persuade, EngineerTrade goods, cargo manifest
Corporate EnforcerGun Combat, Command, StreetwiseArmor, corporate credentials
Scavenger CrewEngineer, Survival, StealthCutting torch, scrap detector
Colonial MilitiaGun Combat, Command, MedicineRifle, field kit
Cult InitiateOccultism, Willpower, LoreRitual tools, forbidden text
XenoarchaeologistLore, Navigation, MedicineField scanner, sample kit

Every term carries a chance of a Hard Term: after choosing skills, roll 2d6. On a 2, this term went badly — take an additional Scar instead of the Attribute increase, but keep every skill and item gained. You are never removed from play; you are simply marked by it.

2.4 Stage Four — Muster Out

Roll or choose one Muster Out benefit per completed term: extra credits, a rank or title within your final Path, a ship-share, or a Rival (an NPC who remembers you badly). Finish with starting credits equal to (Terms × 1,000cr) plus any Muster Out credit results.

2.5 Backgrounds

BackgroundAttribute BonusFree SkillSignature GearScar
Colonial Stock+1 MightSurvivalWorn tool-kitDistrusts corporate tech
Void-Born+1 AgilityPilotPersonal void suit−1 Resolve under open sky
Corporate Scion+1 PresencePersuadeCredit chip, false nameSomeone is always watching
Hive-Descended+1 WitsEngineerNeural interface jackDiscomfort in true solitude
Machine-Grafted+1 MightEngineerIntegral cyberlimb−1 Resolve near AI collapse

2.6 Broad & Narrow Skills

Every skill in Wormwood Drift is learned at the Broad level first — general competence across a whole field — and may later be deepened into a Narrow specialization (see Section 3.2, Cascades). Broad ranks range 0–3; a Narrow specialization adds a further +1 (Focused) or +2 (Expert) when the exact task matches it.

2.7 Scars

A Scar is a permanent, one-line trait with a small, consistent mechanical effect — usually a Bane die in a specific, recurring circumstance — written collaboratively by player and referee at the moment it’s earned. Scars are never removed. They are collected, and by the time a character carries three or four, players often find they’ve become the most interesting thing on the sheet.


3. Skills & Tasks

3.1 The Consolidated List

Wormwood Drift uses eighteen Broad Skills — enough to cover the game’s full scope without drowning a character sheet.

SkillCategoryAttributeCascades Into
AthleticsPhysicalMight
MeleePhysicalMightBlades, Improvised, Powered
StealthPhysicalAgility
Gun CombatPhysicalAgilitySlug, Energy, Archaic
PerceptionPhysicalWits
PilotTechnicalAgilityGrav, Void, Void-Jump
EngineerTechnicalWitsDrives, Life Support, Weapons
HackingTechnicalWits
MedicineTechnicalWitsTrauma, Xenobiology
PersuadeSocialPresence
DeceiveSocialPresence
CommandSocialPresence
StreetwiseSocialPresence
LoreKnowledgeWitsXeno, Occult, Corporate, Colonial
NavigationKnowledgeWits
SurvivalKnowledgeWits
OccultismOccultPresence
WillpowerOccultPresence

Physical skills cover the body: what it can do, take, and notice. Technical skills keep ships flying, systems working, and bodies alive. Social skills cover what you can get other people to do. Knowledge skills cover what you know and where you can survive. Occult skills cover the game’s psionic and horror-adjacent mechanics — see Sections 6 and 11.

3.2 Cascades

A Cascade is a Broad Skill that branches into two or more Narrow Specializations. When you use a Broad Skill outside any specialization you hold, apply your full Broad rank. When the task matches a Narrow Specialization you’ve taken, add the Focused or Expert bonus on top.

Example: Kess has Gun Combat 2 (Broad) and Gun Combat: Slug (Focused, +1). Firing an unfamiliar energy rifle, she rolls 2d6 + Agility + 2. Firing her own slug pistol, she rolls 2d6 + Agility + 2 + 1.

3.3 Filling the Gaps

Two categories are easy to shortchange in space opera games, so Wormwood Drift gives each real weight:

  • Social: Persuade, Deceive, Command, and Streetwise each cover distinct ground — Persuade earns willing cooperation, Deceive plants a false belief, Command compels through authority or fear, Streetwise finds what a place doesn’t advertise.
  • Technical: Engineer and Hacking are split deliberately — Engineer keeps a ship’s body alive, Hacking fights for control of its mind. A ship can be mechanically sound and still be lost to whoever owns its systems.

3.4 Untrained Use

A character with 0 ranks in a skill may still attempt most tasks, rolling 2d6 + Attribute only, with a Bane die if the task requires real training (Medicine, Hacking, Pilot, Engineer, Occultism). Pure Attribute checks — Athletics, Perception, raw Willpower — never carry this penalty.


4. Personal Combat

4.1 Stamina & Lifeblood

Every character has two combat pools, on top of Resolve (Section 1.7):

  • Stamina = 10 + Might + Agility. Represents grit, footing, and the will to keep fighting. Damage comes here first.
  • Lifeblood = 5 + Might. Represents the body itself. Once Stamina hits 0, further damage is taken directly from Lifeblood.

At 0 Stamina, a character is Winded — every roll gains a Bane die until Stamina recovers above 0 (a Standard Athletics or Medicine check in a lull restores 1d6 Stamina). At 0 Lifeblood, a character is Dying: unconscious, bleeding out, and will die in a number of rounds equal to their Might unless stabilized by a Medicine check (TN 10).

Character creation guarantees you reach the table. Nothing after that does.

4.2 Attacking

Roll 2d6 + Attribute + Skill against the target’s Defense: 8 + their Agility + situational Boon/Bane. On a hit, roll the weapon’s damage dice and add Effect, then subtract the target’s Armor (see 5.2) before applying the remainder to Stamina, then Lifeblood.

4.3 Dynamic Initiative

Initiative is not fixed for a whole fight — it’s fought for every round.

At the start of each round, every combatant rolls 2d6 + Agility (no skill) as a Reflex Check; the highest total acts first, descending from there. Before rolling, a character may declare:

  • Reckless — gain a Boon on the Reflex Check, but take a Bane on your first action this round.
  • Cautious — take a Bane on the Reflex Check, but gain a Boon on your first action this round.

This is re-rolled every round, so the turn order — and the tension of choosing when to be bold — shifts constantly.

4.4 Resolve in Combat

Facing something genuinely wrong — a xenoform that moves incorrectly, a corpse that’s still talking — calls for a Resolve Check (2d6 + Presence + Willpower vs a TN set by the horror’s Fear Rating; see Section 11.2). Failure costs Resolve equal to the Fear Rating and may impose the Shaken condition: a Bane on all rolls until the scene ends.

4.5 Called Shots

Targeting a specific location — a weapon hand, an exposed joint in armor, a sensor lens — imposes a Bane on the attack roll but ignores a number of points of Armor equal to the attacker’s Effect. Riskier, but often the only reliable way through heavy plating.

4.6 Worked Example

Dray (Agility 3, Gun Combat 2) fires his slug rifle at a raider in Light Composite armor (DR 2, Defense 9). He rolls a 6 and a 4 — total 10 — plus Agility 3 and Gun Combat 2, for 15: a hit, with Effect 3 (capped). His slug rifle deals 3d6; he rolls an 8, adds Effect 3, for 11, then subtracts the raider’s Armor 2. The raider takes 9 damage to Stamina — likely enough to drop them to 0 and leave them Winded before the fight is even half over.


5. Equipment & Gear

5.1 Weapons

WeaponDamageRangeCostTraits
Combat Knife1d6+MightReach20crSilent
Vibro-Blade2d6+MightReach150crArmor Piercing 1
Slug Pistol2d6Short100crReliable
Slug Rifle3d6Long300crTwo-Handed
Energy Carbine2d6+1Medium600crOverheats on Catastrophe
Scattergun3d6Short250crBane beyond Short range
Grenade4d6Thrown80crArea, one use

5.2 Armor

ArmorDREncumbranceCost
Padded Undersuit11 slot50cr
Light Composite22 slots400cr
Military Hardsuit33 slots1,200cr
Powered Exoframe44 slots5,000cr (requires Engineer to maintain)

Armor’s DR is subtracted from every hit that connects, after Effect is added to the damage roll.

5.3 Tech & Field Gear

  • Void Suit — survive vacuum for hours, not days; encumbers Stealth.
  • Field Medkit — grants a Boon on Medicine checks; 3 uses before resupply.
  • Scanner Rig — grants a Boon on Perception or Lore checks made to identify a contact or anomaly.
  • Cyberware — mechanical augmentation grants a fixed bonus to one Attribute-based task, but each installed piece costs 1 point of maximum Resolve, permanently, until removed by a qualified surgeon (Medicine TN 12).

5.4 Encumbrance

Every character can carry Might + 4 slots of gear without penalty. Each slot over that limit imposes a cumulative Bane die on Athletics, Stealth, and Reflex Checks. Most handheld gear is 1 slot; armor and heavy tools cost as listed above.


6. Psionics

Not everyone who touches the dark between stars comes back with only nightmares. Some come back changed.

6.1 Disciplines

Psionics are organized into six Disciplines, each with three Tiers of power. A character needs the Occultism skill and a Willpower rank of at least 1 to access a Discipline at all, and may take Disciplines only up to their Willpower rank — nobody masters all six.

DisciplineTier 1Tier 2Tier 3
TelepathySurface readSend a thoughtForce a compulsion
PrecognitionFlash of dangerShort foresightReroll fate itself
BiokinesisNumb painAccelerate healingRewrite a wound
TelekinesisNudge an objectLift and throwCrush from a distance
Void-SightSense a Ghost is wrongSee through a Ghost’s disguiseSee what a horror actually is
Astral ProjectionBrief out-of-body glimpseTravel a short distanceLeave the body behind entirely

Using any power is a task: 2d6 + Presence + Occultism vs a TN set by Tier (Tier 1: TN 8; Tier 2: TN 11; Tier 3: TN 14).

6.2 Cost & Madness

Every psionic attempt — success or failure — costs 1 Resolve per Tier attempted. A character at 0 Resolve cannot safely use psionics at all; attempting anyway is an automatic Catastrophe.

6.3 Pushing

A failed psionic roll may be Pushed: reroll it once, but take an additional point of Resolve damage and roll on the Madness Table below, regardless of whether the pushed roll succeeds.

d10Madness (roll once per Push, or whenever Resolve hits 0)
1–2Minor — a tremor, a stammer, a flinch. Fades with a night’s rest.
3–4Fixation — an intrusive compulsion (counting, checking locks, avoiding a color). Lasts the session.
5–6Phobia — a specific, debilitating fear (Bane on all rolls when exposed). Lasts until addressed in play.
7–8Fracture — a delusion the character genuinely believes. Referee and player build it together. Long-term.
9Break — the character is unplayable for the rest of the session; the referee narrates what they do.
10Vessel — something used the opening. This is no longer entirely your character’s mind. Permanent; see Section 11.2.

Risk/Reward: Psionics are powerful specifically because they’re dangerous. A Tier 3 power can turn a losing fight, but the Push that gets you there might cost you the character in a slower, worse way than dying would have.


7. Starships & Space Combat

7.1 Ship Stats

Every ship has Hull (its Lifeblood), Armor (DR against weapons fire), and four Systems: Engines, Weapons, Sensors, Life Support. Each System can be damaged independently — a ship at full Hull can still be blind, unarmed, or drifting.

7.2 Bridge Positions & Action Cards

Space combat runs on Action Cards — a small hand dealt to each bridge station at the start of a combat, representing that station’s real options under fire. Cards are chosen (not drawn randomly) and played simultaneously, then resolved in Dynamic Initiative order (Section 4.3), using the Pilot’s Reflex Check for the whole ship.

StationCardTNEffect
PilotEvasive Burn10Ship gains a Boon against all attacks this round
PilotSlingshot12Ship gains an extra action next round
PilotRam9Deals Engine-based damage to both ships; high risk
PilotSilent Running11Ship becomes a Ghost to enemy sensors for one round
GunnerFocus Fire9Attack roll gains a Boon
GunnerSuppressing Volley8No damage; imposes a Bane on target’s next action
GunnerCalled Shot11Targets a specific enemy System directly
EngineerReroute Power9Restores 1d6 to a damaged System
EngineerEmergency Patch10Restores 1d6 Hull
EngineerOverclock12Grants a Boon to one other station this round; a Catastrophe imposes a Bane on that station next round
SensorsLock Contact10Resolves a Ghost, or grants the Gunner a Boon against it
SensorsJam11Imposes a Bane on an enemy’s attacks this round
CommsHail8Opens dialogue; may avert combat entirely
CommsBroadcast Distress9May draw help — or worse — depending on what’s listening
CaptainRally the Crew10Grants a Boon to one station of the Captain’s choice
CaptainFull StopAutomatic; the ship holds position and every station gains Cautious this round

7.3 Abstracted Missiles

Rather than tracking individual warheads, missile fire resolves as a single Salvo: the firing ship rolls 2d6 + Gunner’s skill against the target’s Point Defense TN. Effect determines how many missiles from the salvo get through — each one that connects deals fixed damage to Hull or a targeted System, bypassing Armor entirely. Nothing wears a hardsuit against a warhead.

7.4 Sensor Ghosts

Every contact beyond Short range starts as a Ghost: an ambiguous blip the referee has fully detailed but the players have not. A Sensors check (TN 10, or TN 14 for a Ghost actively hiding what it is) resolves a Ghost into a known contact — a ship, a derelict, a debris field, or something that was never meant to show up on a scope at all.

Referee’s Note: Not every Ghost needs to be resolved. Half the dread of deep space is the blip that never quite explains itself before it’s gone — or before it’s close.

7.5 Bridge Drama

No single station wins a ship fight alone. A Gunner without a Sensor lock is shooting blind; an Engineer without power routed from somewhere is patching a dead system; a Pilot without a Captain’s call is guessing what the crew actually needs. Build encounters that require at least three stations to cooperate within a single round.


8. Trade & Economy

8.1 Legwork, Not Luck

Cargo doesn’t sell itself, and Wormwood Drift doesn’t let a single lucky roll turn a hold full of goods into a fortune. Selling or buying a shipment is Legwork — a short sequence played out at the table:

  1. Find a Buyer — Streetwise or a Contact, TN set by how legal (or illegal) the goods are.
  2. Appraise — Lore or Streetwise, to know what the goods are actually worth here.
  3. Haggle — Persuade or Deceive, opposed by the buyer’s Presence + Streetwise.

Each step’s Effect adjusts the final price up or down; skipping a step — selling in a hurry, to whoever’s buying — means selling at a flat 50% of listed value with no further rolls.

8.2 Credits & Cargo

Goods are priced abstractly in Cargo Lots (roughly a ship-hold’s worth of a given commodity) rather than tracked unit by unit. A Lot’s base value depends on its legality and the wealth of the world it’s sold on:

Cargo LotLegalityBase Value
Raw OreLegal800cr
FoodstuffsLegal600cr
Manufactured GoodsLegal1,200cr
Medical SuppliesRestricted2,000cr
WeaponsRestricted2,500cr
Unlicensed XenotechIllegal4,000cr
Ritual ArtifactsIllegal5,000cr+ (referee sets, if it can be priced at all)

8.3 Debt, Not Doom

Ships in Wormwood Drift can carry Debt — to a bank, a syndicate, a patron who expects favors instead of interest. Debt is tracked as a segmented Debt Clock (typically 8 segments) rather than a monthly payment that can bankrupt a crew overnight.

  • Missing a scheduled payment fills 1 segment.
  • A filled clock doesn’t repossess the ship outright — it triggers an escalating complication (a collector aboard, a blacklist at a station, a saboteur) that the crew resolves through play.
  • Paying down Debt in a lump sum clears segments directly.

Design Note: Classic ship-mortgage pressure makes for great spreadsheets and exhausting play. Here, debt is a rising story problem, not a monthly math problem — the dread in this game should come from what’s outside the hull, not the bank statement.


9. World & Adventure Generation

9.1 Generating a Sector

A Sector is a grid of systems, generated as needed rather than all at once. For each system the crew approaches, roll or choose:

Roll (2d6)PopulationGovernmentNotable Feature
2–3AbandonedNoneDerelict infrastructure
4–5OutpostCorporate CharterResource extraction
6–7ColonyCouncil/ElectedOngoing dispute
8–9EstablishedAutocraticStrategic chokepoint
10–11Major HubImperial RemnantSomething buried nearby
12Roll twice; the world contradicts itself

Add a one-line Threat to any system that will matter this session — a cult, a corporate blockade, a signal that shouldn’t be repeating.

9.2 Referee Tools

  • Countdown Clocks: track threats too large for a single roll (a ship’s hull breach, a cult’s ritual, a system’s descent into blockade) as 4–8 segment clocks that fill on relevant failures or the passage of time.
  • Fronts, not Plots: prepare 2–3 active dangers per sector rather than a fixed plot. Let the crew’s choices decide which one reaches the end of its clock first.

9.3 Encounters

d10Deep Space Encounter
1Distress beacon, on a loop, days old
2Derelict, hull intact, drive core cold
3Patrol demanding boarding rights
4Debris field hiding something salvageable
5Another crew, also running from something
6A Sensor Ghost that won’t resolve
7Cultist vessel, running dark
8Anomalous readings — gravity, time, or both
9Pirate wing, opportunistic
10Something that was never a ship at all

9.4 Adventure Seeds

d6Seed
1A colony’s entire population is broadcasting the same dream
2A corporate ship offers triple pay for a cargo run with no manifest
3A derelict matches the registry of a ship reported destroyed decades ago
4A Contact calls in a favor that requires breaking into somewhere sealed for a reason
5A signal from beyond the sector’s charted edge repeats a single, decaying word
6Two Fronts (9.2) are about to collide, and the crew is standing in the middle

10. Appendices

10.1 Quick Reference

  • Core Roll: 2d6 + Attribute + Skill vs TN. Meet or beat to succeed.
  • Boon/Bane: cancel 1-for-1; net dice join the pool, keep best 2 (Boon) or worst 2 (Bane).
  • Effect: Total − TN, minimum 0, capped at +3.
  • Criticals: both kept dice show 6 = Critical Success; both show 1 = Catastrophe.
  • Combat: Attack vs Defense (8 + Agility). Damage + Effect − Armor = harm to Stamina, then Lifeblood.
  • Initiative: 2d6 + Agility, every round. Reckless/Cautious trade a Reflex Boon/Bane for a first-action Boon/Bane.
  • Resolve: 10 + Wits + Presence. 0 Resolve = Broken (permanent Bane, roll Madness).

10.2 NPC Template

FieldNotes
AttributesMight / Agility / Wits / Presence, typically 1–3 for mooks, up to 4 for named threats
Key SkillOne skill at Broad 2–3, relevant to their role
Stamina / LifebloodUse the PC formula, or a flat 8/6 for disposable mooks
Armor0–3 as appropriate
SpecialOne distinguishing trait or tactic, no more

Sample NPCs

  • Corporate Enforcer — Might 2, Agility 2, Wits 1, Presence 2. Gun Combat 2. Stamina 12 / Lifeblood 7. Armor 2. Special: calls in reinforcements if Winded.
  • Void Cultist — Might 1, Agility 1, Wits 2, Presence 3. Occultism 3. Stamina 8 / Lifeblood 6. Armor 0. Special: immune to Fear from its own patron.
  • Scavenger Captain — Might 2, Agility 2, Wits 3, Presence 2. Engineer 2, Streetwise 2. Stamina 11 / Lifeblood 7. Armor 1. Special: knows every back route out of a fight.
  • Rogue Shipmind — Wits 4, Presence 2. Hacking 3. Systems only, no Stamina/Lifeblood. Special: cannot be reasoned with once past 50% Hull damage — only shut down.

10.3 Conversion Notes

Porting material from classic lifepath or UWP-style sci-fi systems:

  • Collapse multi-digit stat lines to the 0–4 Attribute scale by taking (original stat − 6), floor 0, ceiling 4.
  • Treat any old “Hit Points” total as Stamina + Lifeblood combined, split roughly 2:1.
  • A world’s old UWP-style string maps directly onto the Section 9.1 table — population and government columns translate almost digit for digit.
  • Old-school career-death results become Scars, full stop. Nothing in this system kills a character before the first session.

11. Supplement: Cosmic Horrors

The things out here were never meant to be fought fairly. Use this section sparingly — a horror that shows up in every session stops being cosmic.

11.1 Running Horrors

  • Horrors ignore Armor unless stated otherwise; they don’t harm the way weapons do.
  • Never give players a full stat block mid-scene. Describe effects. Reveal numbers only when a fight is unavoidable.
  • Most horrors work better as Countdown Clocks (Section 9.2) than as combat encounters — the crew’s real objective is usually escape, containment, or simply surviving long enough to matter.
  • A horror’s Fear Rating sets the TN for Resolve Checks made in its presence (Section 4.4) and the Resolve cost of failing that check.

11.2 Fear Rating Reference

Fear RatingResolve Check TNResolve Cost on Failure
181
2102
3123
4144
5165+ (referee’s discretion)

11.3 Bestiary

The Long ChorusFear Rating 3. A drifting mass of fused, still-living bodies that broadcasts a harmony no two listeners describe the same way. Cannot be fought conventionally; Hacking or Engineer TN 12 severs its broadcast. Anyone who listens for more than one scene must Push a Resolve Check or begin humming along.

ThreadlessFear Rating 2. Something that used to be a person, still moving on muscle memory, no longer connected to anything that could be called a self. Stamina 10 / Lifeblood 8, Armor 0, Melee 2. Special: takes no penalty from Winded — it was never using Stamina to begin with.

A Door That RemembersFear Rating 4. Not a creature. An airlock, a hatch, a threshold that has learned to open onto somewhere other than where it should. Cannot be harmed. Void-Sight (Tier 2) identifies it before use; Engineer TN 14 seals it permanently. Anyone who passes through unknowingly does not necessarily come back as themselves.

The Patient HullFear Rating 3. A derelict that isn’t empty — it’s digesting, slowly, and everything aboard it has been for a very long time. Hull 40, Armor 2, no functioning Systems of its own; it slowly repurposes any ship that docks with it (Engineer TN 12 per hour docked, cumulative Bane on failure, to resist).

Vessel (see Madness Table result 10, Section 6.3) — Fear Rating varies. A player character who rolled the worst possible Madness result is not removed from play — they are handed to the referee as raw material. What looks out through their eyes now has its own Fear Rating, its own agenda, and, for a while, the party’s total trust.

Closing Note for Referees: Wormwood Drift is built to run fast and hit hard. Keep the dice light, keep the horrors rare, and let your table’s dread come from not knowing what the next Ghost on the sensors turns out to be.


Wormwood Drift is complete as written — everything needed to build a crew, fly a ship, and lose your mind slowly enough to enjoy it. Godspeed. Watch the sensors.