Human female. Early 30s. Methodical. Narrates observations aloud. More comfortable with specimens than people — not immune to either.
-
+
Characteristics
-
STR09
CON11
SIZ10
INT18
POW13
DEX11
APP13
EDU18
-
-
Move10
-
Dam BonusNone
-
Power Pts13
-
HP Max11
+
STR09
CON11
SIZ10
INT18
POW13
DEX11
APP13
EDU18
+
+
Move10
+
Dam BonusNone
+
Power Pts13
+
HP Max11
-
HP
+
HP
Weapons & Combat
-
Weapon
Skill
Damage
Notes
Unarmed
20%
1D3
Last resort only
Improvised
15%
1D4
If cornered
+
+
Weapon
Skill
Damage
Range
Notes
+
Sonic Stunner
30%
Stun
5/20/50m
Cone; non-lethal only
Field Syringe
20%
Special
Touch
Sedative/toxin; her design
Flashlight (blinding)
20%
Blind 1rnd
DEXm
Modified scanner tool
Unarmed
20%
1D3
Touch
Last resort only
+
Equipment
-
Medical kit · Portable scanner · Recording equipment · Personal data tablet · Field sample containers · Emergency beacon
+
Medical kit · Portable bio-scanner · Recording equipment · Data tablet · Field sample containers · Sonic stunner · Emergency beacon · Comdisc
-
-
Character
-
More comfortable with data than with people — but curiosity has a way of bridging that gap when she stops noticing. She narrates observations aloud. It isn't for your benefit. She will care about Serenthis before she realises she's doing it.
+
+
Character
+
Curiosity bridges the gap between her and people before she notices it happening. She will care about Serenthis long before she admits it. In Event 95 she is the first to see the biology of the loop — a region that should be alive but isn't.
-
-
Dr. Mira ChenRingworld RPG · 1984 Edition · ReverseXenobiologist · Lead Scientist
-
-
Skills & Abilities
-
Science (Xenobiology)85%
Research75%
Medicine70%
Linguistics65%
Awareness60%
Persuade55%
Computer50%
First Aid45%
+
+
+ Dr. Mira Chen
+ Ringworld RPG · 1984 Edition · Reverse
+ Xenobiologist · Lead Scientist
-
-
Event 95A Question of Singularity
-
Your xenobiology training makes the quiet zone's disrupted ecology immediately alarming. No insects, no microbes, no wind fauna — your scanner will show the absence as sharply as a wound. When Marr is found, your Medicine and Linguistics matter. In Act Three, the system displays personalised data for each crew member; yours will be xenobiological. It has catalogued you as a biological variable.
-
► Science (Xenobiology) for Act 1 · Linguistics for log translation · Medicine for Marr's condition
+
+
Skills & Abilities
+
Science (Xenobiology)85%
Research75%
Medicine70%
Linguistics65%
Awareness60%
Persuade55%
Computer50%
First Aid45%
-
-
Event 96Is Love the Answer?
-
You are the default bond character for Serenthis. She calls you by name before you introduce yourself. Your training tells you she is communicating in ways that transcend language — not just culturally, but neurologically. Something has been encoded into her. Pay attention to what she doesn't say.
-
► Linguistics with Serenthis · Awareness for the woven bands · Persuade in Act 3 decision
-
-
-
Quick Rules
-
-
Skill Roll
Roll D100 under skill % = success. ≤ skill÷5 = Special Success.
-
HP & Wounds
HP ≤ ¼ max = unconscious. HP = 0 = dying (treat in CON secs).
-
Opposed Roll
Both roll skill. Higher success level wins. Ties: higher skill wins.
+
+
+
Known Space Weapons Reference
+
+
Weapon
Cat
Damage
Range
Note
Variable Sword
AGIL
1D6+4+DB
touch-5m
Molecular blade
Flashlight-Laser
HG-E
2D6+2
25/100/500m
3 settings
Hand Beamer
HG-E
1D4+6
15/60/200m
Standard sidearm
Laser Pistol
HG-E
1D6+6
20/80/300m
Common civilian
Kzin Beam Pistol
HG-E
1D6+8
20/80/300m
Kzin-built
Sonic Stunner
HG-E
Stun
5/20/50m
Cone; non-lethal
Restraint Field
HG-E
Immob
5/15m cone
Like stunner
ARM Needle Gun
HG-P
1D3+
10/40/100m
Paralytic; silent
Tangler
HG-P
Immob
5/15/40m
Web; single use
+
Weapon
Cat
Damage
Range
Note
Laser Rifle
HW-E
1D10+15
50/200/1km
Belt battery
Kzin Laser Carbine
HW-E
2D6+3
60/250/1.2km
Kzin military
Gravity Planer
HW-E
3D6
5/20m cone
Area effect; tool
Slaver Disintegrator
HW-E
4D6
10/30/100m
Ancient artifact
Archaic Sword
ARCH
1D8+DB
touch
—
Long Bow
ARCH
1D8+DB
50/150/300m
—
Short Bow
ARCH
1D6+DB
25/75/150m
—
Unarmed
—
1D3+DB
touch
—
Kzin Claws x2
UC
STR+1D6+DB
touch
Grapple if both hit
-
-
Session Notes
-
+
+
Event 95A Question of Singularity
+
Your xenobiology training makes the quiet zone's ecological absence alarming at a cellular level. Your scanner will show the absence as sharply as a wound. Linguistics helps translate system logs; Medicine reads Marr's condition. In Act Three the system displays your xenobiological profile — it catalogued you as a biological variable.
+
► Science (Xenobiology) · Linguistics for logs · Medicine for Marr
-
-
Ringworld◈◈◈◈◈◈◈◈◈◈◈◈◈◈◈◈Foolish Endeavour · 2851 A.D.
-
2
Human
Lt. Yashti Korr
Military Liaison · Security Lead
-
-
-
-
-
Human female. Former ARM officer, survey secondment. Professional. Level-headed. The one who notices when something is wrong before anyone else does — and doesn't announce it until she's sure.
+
+
+
Hit Location
+
-
+
+
+
Quick Rules
+
+
Skill Roll
Roll D100 under skill % to succeed. ≤ skill÷5 = Special Success.
+
HP & Wounds
HP ≤ ¼ max = unconscious. HP 0 = dying (treat in CON secs).
+
Dodge / Parry
Dodge: DEX×3%, 1 impulse. Parry: roll weapon skill.
+
Action Ranking
DEX 13-16=AR4 • 17-20=AR3 9-12=AR5 • 21-24=AR2
+
+
+
+
Impulse of Completion Tracker
+
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
+
+
+
Session Notes
+
+
+
+
+
+ ChaosiumCon UK 2026
+ ◆
+ Crew of the Foolish Endeavour
+ ◆
+ Events 95 & 96
+
Human female. Former ARM officer. Professional, level-headed. The one who notices when something is wrong before anyone else — and doesn't announce it until certain.
+
+
Characteristics
-
STR14
CON15
SIZ13
INT14
POW12
DEX15
APP12
EDU14
-
-
Move10
-
Dam Bonus+1D4
-
Power Pts12
-
HP Max14
+
STR14
CON15
SIZ13
INT14
POW12
DEX15
APP12
EDU14
+
+
Move10
+
Dam Bonus+1D4
+
Power Pts12
+
HP Max14
-
HP
+
HP
Weapons & Combat
-
Weapon
Skill
Damage
Notes
Flashlight-laser
75%
2D6+2
Medium range
Combat knife
65%
1D4+DB
+1D4
Unarmed
65%
1D3+DB
+1D4
+
+
Weapon
Skill
Damage
Range
Notes
+
Flashlight-laser
75%
2D6+2
25/100/500m
3 power settings
ARM Needle Gun
65%
1D3+paralytic
10/40/100m
Silent; preferred
Tangler
65%
Immobilize
5/15/40m
Web; capture tool
Sonic Stunner
70%
Stun
5/20/50m
Non-lethal backup
Combat Knife
65%
1D4+DB
Touch
+1D4 DB
Unarmed
65%
1D3+DB
Touch
ARM-trained
+
Equipment
-
Flashlight-laser · Combat knife · Body armour (AP 2, torso) · Comms unit · Restraints · Basic medkit
+
Flashlight-laser · ARM needle gun · Tangler · Sonic stunner · Combat knife · Body armour AP2 torso · Comms unit · Restraints · Basic medkit
-
-
Character
-
She's done this enough times to know the dangerous moment isn't when things go wrong — it's when everyone decides things are fine. Former ARM. Doesn't broadcast it. The weapons aren't for show.
+
+
Character
+
Dangerous moment isn't when things go wrong — it's when everyone decides they're fine. Carries the flashlight-laser as backup; the needle gun is her preferred take-down. Will follow orders to the point where following them would get everyone killed.
+ Lt. Yashti Korr
+ Ringworld RPG · 1984 Edition · Reverse
+ Military Liaison · Security Lead
-
-
Event 95A Question of Singularity
-
Your job is keeping everyone alive in a situation with nothing to shoot. Your Awareness makes you the first to notice things repeating. You'll set perimeters when no one else thinks to. In Act Three, when Vorn orders withdrawal, the crew will look to you: follow orders, or stay for the science?
-
► Awareness throughout · Tactics for Act 3 timing · Combat if loop events turn physical
+
+
Skills & Abilities
+
Combat (Firearms)75%
Combat (Unarmed)65%
Awareness70%
Tactics60%
Stealth55%
First Aid50%
Persuade45%
Pilot (Craft)35%
-
-
Event 96Is Love the Answer?
-
You read Ghresh-Ka before most of the crew — not hostile yet, but converging. Tactics will help plan the Act Three extraction. If RR'raan challenges Ghresh-Ka directly, back them. It's the only viable gambit. If it goes to a fight, you need to buy time, not win.
-
► Tactics for Act 3 extraction · Awareness for Ghresh-Ka approach · First Aid if crew takes damage
-
-
-
Quick Rules
-
-
Skill Roll
Roll D100 under skill % = success. ≤ skill÷5 = Special Success.
-
HP & Wounds
HP ≤ ¼ max = unconscious. HP = 0 = dying (treat in CON secs).
-
Opposed Roll
Both roll skill. Higher success level wins. Ties: higher skill wins.
+
+
+
Known Space Weapons Reference
+
+
Weapon
Cat
Damage
Range
Note
Variable Sword
AGIL
1D6+4+DB
touch-5m
Molecular blade
Flashlight-Laser
HG-E
2D6+2
25/100/500m
3 settings
Hand Beamer
HG-E
1D4+6
15/60/200m
Standard sidearm
Laser Pistol
HG-E
1D6+6
20/80/300m
Common civilian
Kzin Beam Pistol
HG-E
1D6+8
20/80/300m
Kzin-built
Sonic Stunner
HG-E
Stun
5/20/50m
Cone; non-lethal
Restraint Field
HG-E
Immob
5/15m cone
Like stunner
ARM Needle Gun
HG-P
1D3+
10/40/100m
Paralytic; silent
Tangler
HG-P
Immob
5/15/40m
Web; single use
+
Weapon
Cat
Damage
Range
Note
Laser Rifle
HW-E
1D10+15
50/200/1km
Belt battery
Kzin Laser Carbine
HW-E
2D6+3
60/250/1.2km
Kzin military
Gravity Planer
HW-E
3D6
5/20m cone
Area effect; tool
Slaver Disintegrator
HW-E
4D6
10/30/100m
Ancient artifact
Archaic Sword
ARCH
1D8+DB
touch
—
Long Bow
ARCH
1D8+DB
50/150/300m
—
Short Bow
ARCH
1D6+DB
25/75/150m
—
Unarmed
—
1D3+DB
touch
—
Kzin Claws x2
UC
STR+1D6+DB
touch
Grapple if both hit
-
-
Session Notes
-
+
+
Event 95A Question of Singularity
+
Your job is keeping everyone alive in a situation with nothing to shoot. Awareness makes you the first to notice repetition. You set perimeters when no one else thinks to. In Act Three, when Vorn orders withdrawal, the crew looks to you: follow orders or stay for the science?
+
► Awareness throughout · Tactics Act 3 timing · Combat if loops turn physical
-
-
Ringworld◈◈◈◈◈◈◈◈◈◈◈◈◈◈◈◈Foolish Endeavour · 2851 A.D.
-
3
Kzin
RR'raan
Combat Specialist · Kzin Noble
-
-
-
-
Kzin male. Eighth-litter, minor noble house. 2.3m, ~200kg, orange-red fur. Not here to conquer. Here because the Ringworld is the greatest hunting ground ever made, and he has the patience — barely — to call it science.
+
+
+
Hit Location
+
-
+
+
+
Quick Rules
+
+
Skill Roll
Roll D100 under skill % to succeed. ≤ skill÷5 = Special Success.
+
HP & Wounds
HP ≤ ¼ max = unconscious. HP 0 = dying (treat in CON secs).
+
Dodge / Parry
Dodge: DEX×3%, 1 impulse. Parry: roll weapon skill.
+
Action Ranking
DEX 13-16=AR4 • 17-20=AR3 9-12=AR5 • 21-24=AR2
+
+
+
+
Impulse of Completion Tracker
+
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
+
+
+
Session Notes
+
+
+
+
+
+ ChaosiumCon UK 2026
+ ◆
+ Crew of the Foolish Endeavour
+ ◆
+ Events 95 & 96
+
Kzin male. Eighth-litter, minor noble house. 2.3m, ~200kg. Not here to conquer — here because the Ringworld is the greatest hunting ground ever made.
+
+
Characteristics
-
STR22
CON16
SIZ20
INT13
POW11
DEX16
APP08
EDU11
-
-
Move12
-
Dam Bonus+1D6
-
Power Pts11
-
HP Max18
+
STR22
CON16
SIZ20
INT13
POW11
DEX16
APP08
EDU11
+
+
Move12
+
Dam Bonus+1D6
+
Power Pts11
+
HP Max18
-
HP
+
HP
Weapons & Combat
-
Weapon
Skill
Damage
Notes
Kzin claws x2
80%
STR+1D6+DB
Both hit = hold
Variable sword
70%
1D6+4+DB
Cuts through most
Firearm (pistol)
65%
1D8+2
Carried reluctantly
+
+
Weapon
Skill
Damage
Range
Notes
+
Kzin Claws x2
80%
STR+1D6+DB
Touch
Both hit → grapple+auto 1D8+2/rnd
Kzin Bite
75%
1D6
Touch
After grapple; choose location
Variable Sword
70%
1D6+4+DB
Touch-5m
Molecular blade
Kzin Beam Pistol
65%
1D6+8
20/80/300m
Kzin-built energy pistol
Kzin Laser Carbine
60%
2D6+3
60/250/1.2km
Carried in ship stores
+
Equipment
-
Kzin fighting claws (natural) · Variable sword · Personal comm unit · Kzin ration pack · Grapple line
+
Kzin fighting claws (natural) · Variable sword · Kzin beam pistol · Kzin laser carbine · Personal comm unit · Kzin ration pack · Grapple line
-
-
Character
-
He keeps calling this science because the humans need him to call it that. His natural weapons are claws and bite. He'd rather the crew didn't know how much he thinks about when to use them. The patience is real. The frustration is also real.
+
+
Character
+
Keeps calling this science because the humans need him to. His natural weapons are claws and bite. The patience is real. The frustration is also real. A Kzin honour challenge is a weapon humans can't use.
The quiet zone is instinctively wrong to you — your prey-senses detect absence of biological signals across a wide radius before your instruments do. Awareness and Tracking matter in Act One. In Act Three, you face a threat you cannot engage directly. The profound frustration of that is your character challenge.
-
► Awareness & Tracking in Act 1 · CONx5 roll for descent disorientation · Endure Act 3 without fighting
+
+
Skills & Abilities
+
Combat (Claws)80%
Tracking75%
Intimidate75%
Awareness70%
Combat (Firearms)65%
Survival65%
Stealth50%
Tactics45%
-
-
Event 96Is Love the Answer?
-
Ghresh-Ka is Kzin. Patient — which you read as contempt. In Act Three, you have an option no one else does: challenge him directly, one-on-one, Kzin honour code. This pauses his force. It buys the crew time. It may get you killed. It may not.
-
► Intimidate (the challenge) · Awareness for approach · Combat (Claws) if honour demands it
-
-
-
Quick Rules
-
-
Skill Roll
Roll D100 under skill % = success. ≤ skill÷5 = Special Success.
-
HP & Wounds
HP ≤ ¼ max = unconscious. HP = 0 = dying (treat in CON secs).
-
Opposed Roll
Both roll skill. Higher success level wins. Ties: higher skill wins.
+
+
+
Known Space Weapons Reference
+
+
Weapon
Cat
Damage
Range
Note
Variable Sword
AGIL
1D6+4+DB
touch-5m
Molecular blade
Flashlight-Laser
HG-E
2D6+2
25/100/500m
3 settings
Hand Beamer
HG-E
1D4+6
15/60/200m
Standard sidearm
Laser Pistol
HG-E
1D6+6
20/80/300m
Common civilian
Kzin Beam Pistol
HG-E
1D6+8
20/80/300m
Kzin-built
Sonic Stunner
HG-E
Stun
5/20/50m
Cone; non-lethal
Restraint Field
HG-E
Immob
5/15m cone
Like stunner
ARM Needle Gun
HG-P
1D3+
10/40/100m
Paralytic; silent
Tangler
HG-P
Immob
5/15/40m
Web; single use
+
Weapon
Cat
Damage
Range
Note
Laser Rifle
HW-E
1D10+15
50/200/1km
Belt battery
Kzin Laser Carbine
HW-E
2D6+3
60/250/1.2km
Kzin military
Gravity Planer
HW-E
3D6
5/20m cone
Area effect; tool
Slaver Disintegrator
HW-E
4D6
10/30/100m
Ancient artifact
Archaic Sword
ARCH
1D8+DB
touch
—
Long Bow
ARCH
1D8+DB
50/150/300m
—
Short Bow
ARCH
1D6+DB
25/75/150m
—
Unarmed
—
1D3+DB
touch
—
Kzin Claws x2
UC
STR+1D6+DB
touch
Grapple if both hit
-
-
Session Notes
-
+
+
Event 95A Question of Singularity
+
The quiet zone is wrong to you before the instruments confirm it — prey-senses detect total absence of biological signals. Awareness and Tracking matter in Act One. In Act Three: a threat you cannot engage directly. The frustration is your roleplay challenge.
+
► Awareness & Tracking Act 1 · CON×5 descent roll · Survive Act 3 without fighting
-
-
Ringworld◈◈◈◈◈◈◈◈◈◈◈◈◈◈◈◈Foolish Endeavour · 2851 A.D.
-
4
Pierson's Puppeteer
Whisper-of-Distant-Worlds
Intelligence Analyst · Puppeteer
-
-
-
-
-
Pierson's Puppeteer. Two heads, three legs, tri-hoof gait. The most alarming creature on the ship — and the most likely to have already identified seventeen threats the crew hasn't noticed yet, and decided not to mention them.
+
+
+
Hit Location
+
-
+
+
+
Quick Rules
+
+
Skill Roll
Roll D100 under skill % to succeed. ≤ skill÷5 = Special Success.
+
HP & Wounds
HP ≤ ¼ max = unconscious. HP 0 = dying (treat in CON secs).
+
Dodge / Parry
Dodge: DEX×3%, 1 impulse. Parry: roll weapon skill.
+
Action Ranking
DEX 13-16=AR4 • 17-20=AR3 9-12=AR5 • 21-24=AR2
+
+
+
+
Impulse of Completion Tracker
+
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
+
+
+
Session Notes
+
+
+
+
+
+ ChaosiumCon UK 2026
+ ◆
+ Crew of the Foolish Endeavour
+ ◆
+ Events 95 & 96
+
Pierson's Puppeteer. Two heads, three legs, tri-hoof gait. The most alarming creature on the ship — and the most likely to have identified seventeen threats the crew hasn't noticed yet.
+
+
Characteristics
-
STR07
CON12
SIZ12
INT19
POW15
DEX14
APP10
EDU19
-
-
Move10
-
Dam BonusNone
-
Power Pts15
-
HP Max12
+
STR07
CON12
SIZ12
INT19
POW15
DEX14
APP10
EDU19
+
+
Move10
+
Dam BonusNone
+
Power Pts15
+
HP Max12
-
HP
+
HP
Weapons & Combat
-
Weapon
Skill
Damage
Notes
Never carries weapons
—
—
Deliberate policy
Rear kick (emergency)
35%
1D6+2
Rarely admits
Stepping disc escape
95%
—
Teleport out
+
+
Weapon
Skill
Damage
Range
Notes
+
Restraint Field
45%
Immobilize
5/15m cone
Puppeteer non-lethal tech
Sonic Emitter
40%
Confusion
10m cone
Disorientates; not lethal
Stun Capsule (x3)
50%
Stun
Thrown 10m
Single-use; bursts on impact
Rear Hoof Kick
35%
1D6+2
Touch
Never admits this is a weapon
Stepping Disc
95%
—
Instant
Teleport escape; 1/scene
+
Equipment
-
Personal data systems · Multi-frequency comms array · Stepping disc harness · Analysis kit · No weapons (this is deliberate)
+
Personal data systems · Multi-frequency comms array · Stepping disc harness · Restraint field generator · Stun capsules ×3 · Analysis kit · No conventional weapons (deliberate)
-
-
Character
-
Will not fight. Will instead talk, flatter, manipulate, and — if truly cornered — use the stepping disc to disappear. Claims this is strategic. This is technically true. It knows more than it shares. Timing is everything.
+
+
Character
+
Will not fight. Will instead talk, flatter, manipulate, and if truly cornered use the stepping disc. Claims this is strategic. Technically true. Knows more than it shares. Timing is everything.
You will identify the mass event as a constructing singularity before anyone else. Puppeteers process information as leverage before sharing it. When do you reveal it? In Act Two, Computer + Science (Physics) cracks the system logs. In Act Three, you understand the system's logic better than anyone. You may be the one who figures out what to feed it.
-
► Computer + Science (Physics) for system logs · Research for Pak refs · Tactics for Act 3 options
+
+
Skills & Abilities
+
Persuade85%
Fast Talk80%
Computer80%
Research75%
Awareness70%
Tactics70%
Science (Physics)60%
Linguistics55%
-
-
Event 96Is Love the Answer?
-
You will recognise what Serenthis is — a Rememberer partially encoded with Protector-class repair intelligence — the moment you observe her. You will not share this immediately. When you do, time it for maximum effect. Your Persuade and Fast Talk are your primary contribution when Ghresh-Ka arrives.
-
► Persuade/Fast Talk with Ghresh-Ka · Research to identify encoding · Awareness for Serenthis cues
-
-
-
Quick Rules
-
-
Skill Roll
Roll D100 under skill % = success. ≤ skill÷5 = Special Success.
-
HP & Wounds
HP ≤ ¼ max = unconscious. HP = 0 = dying (treat in CON secs).
-
Opposed Roll
Both roll skill. Higher success level wins. Ties: higher skill wins.
+
+
+
Known Space Weapons Reference
+
+
Weapon
Cat
Damage
Range
Note
Variable Sword
AGIL
1D6+4+DB
touch-5m
Molecular blade
Flashlight-Laser
HG-E
2D6+2
25/100/500m
3 settings
Hand Beamer
HG-E
1D4+6
15/60/200m
Standard sidearm
Laser Pistol
HG-E
1D6+6
20/80/300m
Common civilian
Kzin Beam Pistol
HG-E
1D6+8
20/80/300m
Kzin-built
Sonic Stunner
HG-E
Stun
5/20/50m
Cone; non-lethal
Restraint Field
HG-E
Immob
5/15m cone
Like stunner
ARM Needle Gun
HG-P
1D3+
10/40/100m
Paralytic; silent
Tangler
HG-P
Immob
5/15/40m
Web; single use
+
Weapon
Cat
Damage
Range
Note
Laser Rifle
HW-E
1D10+15
50/200/1km
Belt battery
Kzin Laser Carbine
HW-E
2D6+3
60/250/1.2km
Kzin military
Gravity Planer
HW-E
3D6
5/20m cone
Area effect; tool
Slaver Disintegrator
HW-E
4D6
10/30/100m
Ancient artifact
Archaic Sword
ARCH
1D8+DB
touch
—
Long Bow
ARCH
1D8+DB
50/150/300m
—
Short Bow
ARCH
1D6+DB
25/75/150m
—
Unarmed
—
1D3+DB
touch
—
Kzin Claws x2
UC
STR+1D6+DB
touch
Grapple if both hit
-
-
Session Notes
-
+
+
Event 95A Question of Singularity
+
You will identify the mass event as a constructing singularity before anyone else. Puppeteers process information as leverage before sharing it. Computer + Science (Physics) cracks the system logs. In Act Three you understand the system's logic better than anyone.
+
► Computer + Science (Physics) for logs · Research for Pak refs · Tactics Act 3
-
-
Ringworld◈◈◈◈◈◈◈◈◈◈◈◈◈◈◈◈Foolish Endeavour · 2851 A.D.
-
5
Human
Tomas Veld
Chief Engineer · Secondary Pilot
-
-
-
-
-
Human male. Mid-40s. The ship isn't falling apart because Tomas doesn't sleep. Practically-minded, quietly loyal. The person you want next to you when something explodes.
+
+
+
Hit Location
+
-
+
+
+
Quick Rules
+
+
Skill Roll
Roll D100 under skill % to succeed. ≤ skill÷5 = Special Success.
+
HP & Wounds
HP ≤ ¼ max = unconscious. HP 0 = dying (treat in CON secs).
+
Dodge / Parry
Dodge: DEX×3%, 1 impulse. Parry: roll weapon skill.
+
Action Ranking
DEX 13-16=AR4 • 17-20=AR3 9-12=AR5 • 21-24=AR2
+
+
+
+
Impulse of Completion Tracker
+
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
+
+
+
Session Notes
+
+
+
+
+
+ ChaosiumCon UK 2026
+ ◆
+ Crew of the Foolish Endeavour
+ ◆
+ Events 95 & 96
+
Human male. Mid-40s. The ship isn't falling apart because Tomas doesn't sleep. Practically-minded, quietly loyal. The person you want next to you when something explodes.
+
+
Characteristics
-
STR13
CON14
SIZ12
INT15
POW12
DEX14
APP11
EDU16
-
-
Move10
-
Dam Bonus+1D4
-
Power Pts12
-
HP Max13
+
STR13
CON14
SIZ12
INT15
POW12
DEX14
APP11
EDU16
+
+
Move10
+
Dam Bonus+1D4
+
Power Pts12
+
HP Max13
-
HP
+
HP
Weapons & Combat
-
Weapon
Skill
Damage
Notes
Flashlight-laser
45%
2D6+2
Backup weapon
Engineering tools
60%
1D6+DB
Improvised
Unarmed
35%
1D3+DB
+1D4
+
+
Weapon
Skill
Damage
Range
Notes
+
Flashlight-laser
45%
2D6+2
25/100/500m
Set to cutting beam
Engineering Laser
55%
1D6+8
5/20/50m
Tool converted; imprecise
Gravity Planer
50%
3D6
5/20m cone
Area; engineering tool
Arc Welder
55%
1D6+4
Touch-2m
Improvised; short range
Unarmed
35%
1D3+DB
Touch
+1D4 DB
+
Equipment
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Engineer's toolkit · Portable power cell · Flashlight-laser · Diagnostic scanner · Repair materials · Hard environment suit
Doesn't argue about what can't be changed. Does argue about what can. Has opinions about maintenance schedules, power systems, and people who treat equipment carelessly. Quietly loves the Ringworld more than he admits.
+
+
Character
+
Doesn't argue about what can't be changed. Does argue about what can. Carries the gravity planer as an engineering tool that happens to also flatten people. Quietly loves the Ringworld more than he'll admit.
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Tomas VeldRingworld RPG · 1984 Edition · ReverseChief Engineer · Secondary Pilot
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Skills & Abilities
-
Engineering80%
Repair75%
Pilot (Spacecraft)65%
Computer60%
Science (Physics)55%
First Aid50%
Combat (Firearms)45%
Awareness40%
+
+
+ Tomas Veld
+ Ringworld RPG · 1984 Edition · Reverse
+ Chief Engineer · Secondary Pilot
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-
Event 95A Question of Singularity
-
Your Engineering flags immediately that the Spire is drawing power far beyond its stated function. Science (Physics) + Computer will work together on the logs. In Act Three, if anyone can feed the system the structural data it needs to complete a clean calculation, it's you. You understand what it's asking for.
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► Engineering for the Spire · Science (Physics) + Computer for log translation · Repair for damaged kit
+
+
Skills & Abilities
+
Engineering80%
Repair75%
Pilot (Spacecraft)65%
Computer60%
Science (Physics)55%
First Aid50%
Combat (Firearms)45%
Awareness40%
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-
Event 96Is Love the Answer?
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The vault's power draws are active, not passive — you'll want to map them. Engineering tells you this structure is doing something. In Act Two, Vorn's weather warning is your cue to calculate extraction windows. You'll be flying the landing craft home.
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► Engineering for the vault · Pilot for extraction window · Computer for ship comms
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-
-
Quick Rules
-
-
Skill Roll
Roll D100 under skill % = success. ≤ skill÷5 = Special Success.
-
HP & Wounds
HP ≤ ¼ max = unconscious. HP = 0 = dying (treat in CON secs).
-
Opposed Roll
Both roll skill. Higher success level wins. Ties: higher skill wins.
+
+
+
Known Space Weapons Reference
+
+
Weapon
Cat
Damage
Range
Note
Variable Sword
AGIL
1D6+4+DB
touch-5m
Molecular blade
Flashlight-Laser
HG-E
2D6+2
25/100/500m
3 settings
Hand Beamer
HG-E
1D4+6
15/60/200m
Standard sidearm
Laser Pistol
HG-E
1D6+6
20/80/300m
Common civilian
Kzin Beam Pistol
HG-E
1D6+8
20/80/300m
Kzin-built
Sonic Stunner
HG-E
Stun
5/20/50m
Cone; non-lethal
Restraint Field
HG-E
Immob
5/15m cone
Like stunner
ARM Needle Gun
HG-P
1D3+
10/40/100m
Paralytic; silent
Tangler
HG-P
Immob
5/15/40m
Web; single use
+
Weapon
Cat
Damage
Range
Note
Laser Rifle
HW-E
1D10+15
50/200/1km
Belt battery
Kzin Laser Carbine
HW-E
2D6+3
60/250/1.2km
Kzin military
Gravity Planer
HW-E
3D6
5/20m cone
Area effect; tool
Slaver Disintegrator
HW-E
4D6
10/30/100m
Ancient artifact
Archaic Sword
ARCH
1D8+DB
touch
—
Long Bow
ARCH
1D8+DB
50/150/300m
—
Short Bow
ARCH
1D6+DB
25/75/150m
—
Unarmed
—
1D3+DB
touch
—
Kzin Claws x2
UC
STR+1D6+DB
touch
Grapple if both hit
-
-
Session Notes
-
+
+
Event 95A Question of Singularity
+
Your Engineering flags immediately that the Spire draws power far beyond stated function. Science (Physics) + Computer crack the logs together. In Act Three, if anyone can feed the system the structural data it needs for a clean calculation, it's you — you understand what it's asking for.
+
► Engineering for the Spire · Science (Physics)+Computer for logs · Repair for kit
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Ringworld◈◈◈◈◈◈◈◈◈◈◈◈◈◈◈◈Foolish Endeavour · 2851 A.D.
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6
Human
Sola Reyes
Survey Specialist · Navigator
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-
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-
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Human female. Seventeen Ringworld survey missions. Maps things. Doesn't talk much. Notices everything. Still finds every single mission astonishing — though she'd never admit it in those words.
+
+
+
Hit Location
+
-
+
+
+
Quick Rules
+
+
Skill Roll
Roll D100 under skill % to succeed. ≤ skill÷5 = Special Success.
+
HP & Wounds
HP ≤ ¼ max = unconscious. HP 0 = dying (treat in CON secs).
+
Dodge / Parry
Dodge: DEX×3%, 1 impulse. Parry: roll weapon skill.
+
Action Ranking
DEX 13-16=AR4 • 17-20=AR3 9-12=AR5 • 21-24=AR2
+
+
+
+
Impulse of Completion Tracker
+
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
+
+
+
Session Notes
+
+
+
+
+
+ ChaosiumCon UK 2026
+ ◆
+ Crew of the Foolish Endeavour
+ ◆
+ Events 95 & 96
+
Human female. Seventeen Ringworld survey missions. Maps things. Doesn't talk much. Notices everything. Still finds every mission astonishing — though she'd never say it that way.
+
+
Characteristics
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STR11
CON12
SIZ11
INT16
POW13
DEX13
APP14
EDU17
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-
Move10
-
Dam BonusNone
-
Power Pts13
-
HP Max12
+
STR11
CON12
SIZ11
INT16
POW13
DEX13
APP14
EDU17
+
+
Move10
+
Dam BonusNone
+
Power Pts13
+
HP Max12
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HP
+
HP
Weapons & Combat
-
Weapon
Skill
Damage
Notes
Sidearm (pistol)
40%
1D8
Compact, reliable
Unarmed
30%
1D3
Last resort
+
+
Weapon
Skill
Damage
Range
Notes
+
Sidearm Pistol
40%
1D8
20/80/250m
Standard survey issue
Survey Laser
45%
1D6+4
5/20/50m
Mapping tool; improvised
Sonic Stunner
35%
Stun
5/20/50m
Field issue; non-lethal
Emergency Flare Gun
30%
2D3 fire
5/15/40m
Signal + makeshift
Climbing Axe
35%
1D6+DB
Touch
Survey kit; improvised
+
Equipment
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Survey instruments · Portable mapping unit · Comms unit · Small sidearm · Geological sample kit · Climbing gear · Emergency shelter
+
Survey instruments · Portable mapping unit · Comms unit · Sidearm pistol · Sonic stunner · Flare gun ×4 flares · Geological sample kit · Climbing gear · Emergency shelter
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-
Character
-
Seventeen surveys and she still looks at the arc overhead every single time. Doesn't explain herself. Navigates by instinct and instruments in equal measure. Has strong opinions about improper survey methodology, which she states once and then silently judges.
+
+
Character
+
Seventeen surveys and she still looks at the arc overhead every single time. Navigates by instinct and instruments equally. Has opinions about improper survey methodology, which she states once and then silently judges forever.
Seventeen zones surveyed. The quiet zone is a perfect geometrical absence — no survey record resembles it. Your Awareness picks up the overlapping footprint patterns in Act One. You're tracking crew position relative to the Spire constantly. When the system displays personalised data in Act Three, yours will be cartographic — it has mapped your mapping.
-
► Awareness for loop clues · Navigation for zone tracking · Science (Geology) for surface anomalies
+
+
Skills & Abilities
+
Navigation85%
Awareness75%
Science (Geology)65%
Research65%
Survival (Ringworld)60%
Computer55%
Combat (Firearms)40%
Linguistics35%
-
-
Event 96Is Love the Answer?
-
You've probably charted territory around Wheel-Spoke, if not the settlement itself. Survival (Ringworld) is the crew's main asset when the weather deteriorates in Act Two. When Vorn gives the two-hour window, you're doing the maths on whether it's achievable.
-
► Survival (Ringworld) for Act 2 terrain · Navigation for exit routes · Awareness for Ghresh-Ka approach
-
-
-
Quick Rules
-
-
Skill Roll
Roll D100 under skill % = success. ≤ skill÷5 = Special Success.
-
HP & Wounds
HP ≤ ¼ max = unconscious. HP = 0 = dying (treat in CON secs).
-
Opposed Roll
Both roll skill. Higher success level wins. Ties: higher skill wins.
+
+
+
Known Space Weapons Reference
+
+
Weapon
Cat
Damage
Range
Note
Variable Sword
AGIL
1D6+4+DB
touch-5m
Molecular blade
Flashlight-Laser
HG-E
2D6+2
25/100/500m
3 settings
Hand Beamer
HG-E
1D4+6
15/60/200m
Standard sidearm
Laser Pistol
HG-E
1D6+6
20/80/300m
Common civilian
Kzin Beam Pistol
HG-E
1D6+8
20/80/300m
Kzin-built
Sonic Stunner
HG-E
Stun
5/20/50m
Cone; non-lethal
Restraint Field
HG-E
Immob
5/15m cone
Like stunner
ARM Needle Gun
HG-P
1D3+
10/40/100m
Paralytic; silent
Tangler
HG-P
Immob
5/15/40m
Web; single use
+
Weapon
Cat
Damage
Range
Note
Laser Rifle
HW-E
1D10+15
50/200/1km
Belt battery
Kzin Laser Carbine
HW-E
2D6+3
60/250/1.2km
Kzin military
Gravity Planer
HW-E
3D6
5/20m cone
Area effect; tool
Slaver Disintegrator
HW-E
4D6
10/30/100m
Ancient artifact
Archaic Sword
ARCH
1D8+DB
touch
—
Long Bow
ARCH
1D8+DB
50/150/300m
—
Short Bow
ARCH
1D6+DB
25/75/150m
—
Unarmed
—
1D3+DB
touch
—
Kzin Claws x2
UC
STR+1D6+DB
touch
Grapple if both hit
-
-
Session Notes
-
+
+
Event 95A Question of Singularity
+
Seventeen zones surveyed. The quiet zone is a perfect geometrical absence — no survey record resembles it. Your Awareness picks up the overlapping footprint patterns in Act One. You track crew position relative to the Spire constantly. In Act Three the system's personalised display is cartographic: it has mapped your mapping.
+
► Awareness for loop clues · Navigation for zone tracking · Science (Geology) anomalies