A science-fiction tabletop RPG

Leviathan's Wake

Nobody remembers where Earth was. The gates were here before us, and they don't go everywhere. When you need to reach somewhere they don't, you find something enormous and very old going that way — and you ride its wake.

The pitch

A small ship, a found family, and a very long memory

A crew works a small ship from world to world, taking jobs, dodging trouble, and stumbling into wonders and dangers older than anyone remembers — because nobody, not even historians, is entirely sure where humanity actually came from anymore.

Earth became uninhabitable millennia ago. Humanity scattered. Enough time passed, through enough collapses and rebuildings, that the coordinates are simply gone. Earth is myth, not memory — not a conspiracy to unravel, just a permanent low hum of lost history that makes the whole galaxy feel like an archaeology dig.

The default register

Hopeful scrappiness. The universe is not kind and resources are not infinite, but the crew looks out for each other and finds meaning in the open road between the stars.

Space opera · Crew-for-hire · Pulp exploration

Two ways to cross the void

An ancient Precursor gate in space

The gate network

Safe, fast, mapped — and entirely inherited. Someone built it long before anyone alive, and nobody knows how to build more. Trade, law, and politics all live where the gates reach. The network connects however it connects; nobody has ever found a pattern in it.

A ship riding the wake of a Leviathan

Riding a Leviathan

Vast, ancient, space-native creatures migrate along their own half-consistent paths, compressing space ahead of them and letting it expand behind. That turbulent corridor is the wake, and a ship can ride it — with a harness, tribute, and someone who can ask nicely.

How wake-riding works →

At the table

Roll two, beat six

Every check is two dice, added together, against a target of 6. What size those dice are is the whole system: Unskilled rolls 2d4, a Master rolls 2d12.

Perks, not crits

Every 3 points over the target earns a Perk — extra effect layered on the success. Beating a target by a lot is always worth something.

Wounds, not hit points

Three Minor, two Serious, two Critical — the same track for everyone, forever. Nobody gets tougher with experience; they get better at not getting hit.

The default sector

The Fray

Eight star systems strung together by an irregular gate network, plus three more that only a Leviathan can reach. Systems work like nations; the habitable worlds, moons, and stations inside them work like states.

Every system can feed, water, and power itself — and every one of them trades anyway, because self-sufficient and comfortable are very different things.

Systems11 (8 gate, 3 fringe)
Gate links9
Wake routes3
Sector governmentNone. That's the point.