Appearance
Attributes
Lifting Feats
| Feat | Weight |
|---|---|
| One-Handed Lift | 48 lb |
| Two-Handed Lift | 192 lb |
| Shove & Knock Over | 288 lb |
| Carry on Back | 360 lb |
| Shift Slightly | 1200 lb |
Slam
Active Defenses
| Location | DR |
|---|---|
| Torso | ~30 |
| Elsewhere (sealed) | ~6* |
| All (tacsuit worn instead) | 40/20* |
Encumbrance
| Level | Max Wt | Move | Dodge |
|---|---|---|---|
| None (0) | ≤24 lbs | 6 | 9 |
| Light (1) | ≤48 lbs | 4 | 8 |
| Medium (2) | ≤72 lbs | 3 | 7 |
| Heavy (3) | ≤144 lbs | 2 | 6 |
| X-Heavy (4) | ≤240 lbs | 1 | 5 |
Advantages
| Gizmo ×2 | 10 |
| Signature Gear (recon rig) | 2 |
| Absolute Direction | 5 |
| Eidetic Memory | 5 |
| Versatile | 5 |
| Fit | 5 |
| Lightning Calculator | 2 |
| Less Sleep 1 | 2 |
Disadvantages
| Debt (10 levels) — Corvid Financial | −10 |
| Enemy (Marek Solano / Corvid recovery; appears 6 or less) | −10 |
| Obsession (make the GREAT discovery — the find that clears his name) | −10 |
| Gullibility | −10 |
| Unluckiness | −10 |
| Curious | −5 |
| Overconfidence | −5 |
| Phobia (Triskaidekaphobia — number 13) | −5 |
| Sense of Duty (former crew) | −5 |
| Stubbornness | −5 |
| Quirk: Never throws away a broken gadget — hoards salvage | −1 |
| Quirk: Narrates his own plan out loud while he works | −1 |
| Quirk: Won’t start anything important on the 13th | −1 |
| Quirk: Names every piece of his kit | −1 |
| Quirk: Keeps a running log of every anomaly he’s seen | −1 |
Skills
| Name | Lvl | Rel | Pts |
|---|---|---|---|
| Archaeology | 14 | IQ+0 | 2 |
| Astronomy | 14 | IQ+0 | 2 |
| Beam Weapons (Rifle) | 14 | DX+2 | 4 |
| Brawling Parry: 9 | 12 | DX+0 | 1 |
| Cartography | 15 | IQ+1 | 2 |
| Computer Operation | 17 | IQ+3 | 4 |
| Computer Programming | 15 | IQ+1 | 4 |
| Electronics Operation (Comms) | 14 | IQ+0 | 1 |
| Electronics Operation (Sensors) | 19 | IQ+5 | 16 |
| Electronics Repair (Sensors) | 16 | IQ+2 | 4 |
| Engineer (Electronics) | 15 | IQ+1 | 4 |
| Engineer (Starships) | 11 | IQ−3 | 0 |
| Fast-Talk | 14 | IQ+0 | 1 |
| First Aid | 15 | IQ+1 | 1 |
| Free Fall | 12 | DX+0 | 2 |
| Geology (Rock Worlds) | 14 | IQ+0 | 2 |
| Knife | 8 | DX−4 | 0 |
| Mathematics (Applied) | 14 | IQ+0 | 2 |
| Mechanic (Starships) | 10 | IQ−4 | 0 |
| Merchant | 14 | IQ+0 | 1 |
| Navigation (Hyperspace) | 15 | IQ+0 | 1 |
| Navigation (Space) | 16 | IQ+1 | 2 |
| Physics | 13 | IQ−1 | 2 |
| Piloting (High-Performance Spacecraft) | 13 | DX+1 | 4 |
| Prospecting | 15 | IQ+1 | 2 |
| Scrounging | 17 | Per+1 | 1 |
| Search | 16 | Per+0 | 1 |
| Spacer | 15 | IQ+1 | 1 |
| Stealth | 10 base 11 | DX−1 | 1 |
| Survival (Rock World) | 17 | Per+1 | 2 |
| Vacc Suit | 12 | DX+0 | 2 |
Points Summary
| Attributes | 170 |
| Secondary Characteristics | 17 |
| Advantages | 36 |
| Skills | 72 |
| Disadvantages | −75 |
| Quirks | −5 |
| Total (spent) | 215 |
| Earned XP (Session 1) | +5 |
| Earned XP (Session 2) | +5 |
| Earned XP (Session 3) | +5 |
| Earned XP (Session 4) | +5 |
| Earned XP (Session 5) | +5 |
| Earned XP (Session 6) | +5 |
| Earned XP (Session 7) | +5 |
| Earned XP (Session 8) | +5 |
| Earned XP (Session 9) | +5 |
| Earned XP (Session 10) | +5 |
| Earned XP (Session 11) | +5 |
| Earned XP (Session 12) | +5 |
| Earned XP (Session 13) | +5 |
| Earned XP (Session 14) | +5 |
| Available (unspent) | 30 |
Melee Attacks
| Weapon/Mode | Skill | Parry | Damage | Reach | ST | Notes |
|---|---|---|---|---|---|---|
| Brawling punch | Brawling-12 | 9 | 1d−1 cr | C | ||
| Utility knife (thrust) | Knife-8 | 6 | 1d−2 imp | C, 1 |
Ranged Attacks
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| Blaster carbine | Beam Weapons (Rifle)-14 | 5d(5) burn, sur | 10* | 500/1,500* | 3* | 350(3)* | −4* |
Shack Magellan reads as a man who has been everywhere twice and come home broke from all of it. Early forties, lean and restless, built narrow the way people get when they live on ship rations and never sit still. His hair has gone grey at the temples and he cuts it himself, usually a few days past when he should have. There is a permanent squint in a weathered, easy face that finds the joke in most things and trusts far too many of them. His hands never stop. There is always a bit of kit turning over in them, a probe-head or a coil of cable or one of the little canisters of nanomist he calls his “better idea.” Pale hazel eyes, quick and hungry. A sensor loupe pushed up on his forehead and a wrist display he checks the way other men check a watch, and clipped somewhere on him, always, the recon rig that ruined him and might yet buy him back.
His edge is real. Shack invented a better way to scout the unknown, a nanotech recon rig that oozes around corners, down cracks, and into dead ships and relays back what is there before he ever sticks his neck out. It made him briefly valuable, and then it made him reckless. He borrowed big from Corvid Financial to bankroll the expedition that was going to make his name, because his rig had found something out past the charted lanes, or he was sure it had, and Corvid liked sure. Deep into the run a reclamation crew called Sable boarded him, stripped the hold, took the claim and most of the ship, and left him drifting with the debt and none of the payday. The men who did it did not talk and did not miss, and moved through his ship like they had been grown to do exactly that.
When the note came due he could not cover a tenth of it, so he did the only thing a frontier man can do with a debt like that. He ran. Town, then planet, then system. Corvid does not forget, and there is a recovery man named Marek Solano working his file. So Shack took the one job at the far end of nowhere, at MacMillian’s dead-end station, and he keeps chasing the next great find, the one that clears the ledger and gives him back his name. He is Curious, Overconfident, and too trusting to let a mystery lie, which is exactly the kind of loose end the dead system makes of people.
Name, history, and voice are Jay’s to finalize. The physical description and the Corvid / Solano / Sable web are drafts offered for Jay to keep, bend, or replace.
📄 Background handouts & references (offered to Jay Vasil / Tim): Corvid Financial - Notice of Default and Recovery (Magellan) · The Anomaly Log (Shackleton Magellan) · Sable Reclamation - Salvage Manifest (Magellan claim) · Recon Rig Spec (Shackleton Magellan).
| Name | Cost | Page | Notes |
|---|---|---|---|
| Gizmo ×2 | 10 | B57 | Twice per session, pull out a small item he could’ve been carrying — undefined until revealed, so it can’t be searched, lost, or stolen first. “Always has the right gadget.” |
| Signature Gear (recon rig) | 2 | B85 | Covers his nanotech recon rig + sensor kit (~$20k of distinctive gear). The one thing Sable / Corvid couldn’t take; foes can’t trace it. |
| Absolute Direction | 5 | B34 | Never lost; +1 Navigation. |
| Eidetic Memory | 5 | B51 | Remembers every scan, map, and anomaly he’s logged. |
| Versatile | 5 | B99 | +1 to improvise, jury-rig, and think creatively. |
| Fit | 5 | B55 | +1 to HT rolls for FP loss and staying conscious; faster recovery. |
| Lightning Calculator | 2 | B66 | Instant, perfect arithmetic — ranges, vectors, yields. |
| Less Sleep 1 | 2 | B65 | One hour less sleep; more hours to work. |
Advantages total: 36
| Name | Cost | Self-Control | Notes |
|---|---|---|---|
| Debt (10 levels) — Corvid Financial | −10 | — | −1/level. Monthly payment = 1% starting wealth × 10 = 10%, from job income first (B26). Wealth is Average (no Wealth trait), so TL11 starting wealth $75,000 (B27) → $7,500/month. The trackable slice of what he owes. |
| Enemy (Marek Solano / Corvid recovery; appears 6 or less) | −10 | — | −20 base (medium recovery team, 6–20) × ½ (6-or-less). He skipped the system, so they surface rarely, but they surface. |
| Obsession (make the GREAT discovery — the find that clears his name) | −10 | 12 | The engine of his choices. |
| Gullibility | −10 | 12 | Believes what he’s told; must roll to doubt an obvious lie. |
| Unluckiness | −10 | — | Once/session the GM can make his worst roll happen. |
| Curious | −5 | 12 | Must roll to not investigate the interesting thing. |
| Overconfidence | −5 | 12 | Certain he’ll succeed; must roll to be cautious. |
| Phobia (Triskaidekaphobia — number 13) | −5 | 12 | His signature superstition. |
| Sense of Duty (former crew) | −5 | — | The people the failed mission cost him. |
| Stubbornness | −5 | — | Won’t be told the discovery isn’t out there. |
| Quirk: Never throws away a broken gadget — hoards salvage | −1 | — | |
| Quirk: Narrates his own plan out loud while he works | −1 | — | |
| Quirk: Won’t start anything important on the 13th | −1 | — | Leans into the phobia. |
| Quirk: Names every piece of his kit | −1 | — | |
| Quirk: Keeps a running log of every anomaly he’s seen | −1 | — | And re-reads it. |
Disadvantages total: −75 · Quirks: −5
Active Defenses
| Location | DR |
|---|---|
| Torso | ~30 |
| Elsewhere (sealed) | ~6* |
| All (tacsuit worn instead) | 40/20* |
Melee Attacks
| Weapon/Mode | Skill | Parry | Damage | Reach | ST | Notes |
|---|---|---|---|---|---|---|
| Brawling punch | Brawling-12 | 9 | 1d−1 cr | C | ||
| Utility knife (thrust) | Knife-8 | 6 | 1d−2 imp | C, 1 |
Ranged Attacks
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| Blaster carbine | Beam Weapons (Rifle)-14 | 5d(5) burn, sur | 10* | 500/1,500* | 3* | 350(3)* | −4* |
Rules Reference
| Roll | Location | Mod |
|---|---|---|
| 3–4 | Skull | –7 |
| 5 | Face | –5 |
| 6–7 | Right Leg | –2 |
| 8 | Right Arm | –2 |
| 9–10 | Torso | — |
| 11 | Groin | –3 |
| 12 | Left Arm | –2 |
| 13–14 | Left Leg | –2 |
| 15 | Hand | –4 |
| 16 | Foot | –4 |
| 17–18 | Neck | –5 |
| — | Vitals | –3 |
| — | Eye | –9 |
Source: GURPS Basic Set 4e, p. B552
| Speed/Range | Size | Linear Measure |
|---|---|---|
| 0 | 0 | 2 yd |
| -1/+1 | ±1 | 3 yd |
| -2/+2 | ±2 | 5 yd |
| -3/+3 | ±3 | 7 yd |
| -4/+4 | ±4 | 10 yd |
| -5/+5 | ±5 | 15 yd |
| -6/+6 | ±6 | 20 yd |
| -7/+7 | ±7 | 30 yd |
| -8/+8 | ±8 | 50 yd |
| -9/+9 | ±9 | 70 yd |
| -10/+10 | ±10 | 100 yd |
| -11/+11 | ±11 | 150 yd |
| -12/+12 | ±12 | 200 yd |
| -13/+13 | ±13 | 300 yd |
| -14/+14 | ±14 | 500 yd |
| -15/+15 | ±15 | 700 yd |
Source: GURPS Basic Set 4e, p. B550
Equipment
| Qty | Item | Cost | Weight | Location | Notes | |
|---|---|---|---|---|---|---|
| 1 | Nanotech recon swarm (“nanomist”) | $1,000 | 2 lb | Belt canister (one) | Oozes around corners / into wrecks, relays A/V/IR. The heart of his invention. Surveillance swarm, nanobot, flier chassis (UT35, UT37): $500 base +100% for the flier = $1,000 for his one-square-yard swarm, about 2 lb (UT37); TL11, LC3. One canister, one swarm; it always refills (cinematic consumables house rule). Commanded by Swarm Controller software, Complexity 4 (UT37) — confirmed; runs on his wrist computer (C5–6). | |
| 1 | Nanobugs ×several | ~$100 ea | neg. | Belt pouch | Drop-and-watch scouts (−18 to spot). | |
| 1 | MiniHUD + earpiece comm | ~$50+ | neg. | Worn | Swarm feed to his eye; +1 to fast-info skills. | |
| 1 | Multiscanner / small radscanner | ~$1,000 | 0.5 | Chest rig | +2 Electronics Op (Sensors). | |
| 1 | MicroNav | (confirm) | neg. | Wrist | Absolute Timing, +2 Navigation. | |
| 1 | Bug detector | ~$500 | 1 | Kit | Knows when he’s the one being watched. | |
| 1 | Portable tool kit (Electronics Repair) | ~$1,200 | 10 | Pack (droppable) | Field fixes for the rig; the swing item for encumbrance. | |
| 1 | Personal computer (wrist/tiny, C5–6) | ~$1,100 | 0.5 | Wrist | Computer Op / Programming. | |
| 1 | Light vacc suit (sealed) | (confirm) | ~10 | Worn | Vacc Suit 11 — non-negotiable. Lightest sealed option to protect Basic Lift 24. | |
| 1 | Monocrys vest | ~$300 | 2 | Worn | Concealable torso DR. | |
| 1 | Monocrys tacsuit (TL11) | ~$3,000 | 15 | Worn (alternative) | DR 40/20* all locations, flexible; full DR vs cut/imp, half vs everything else. Doesn’t limit DX; biomedical sensors built in. Sealed + climate control (−40°F to 120°F) only when paired with an air mask or combat infantry helmet. C/24 hr. NBC Suit skill to don/doff fast. LC2. | |
| 1 | Blaster carbine | ~$9,200 | 5.6 | Sling | Beam Weapons (Rifle) 14. | |
| 1 | Survival kit + personal basics | ~$300 | 3 | Pack (droppable) | Survival 16 off the ship. | |
| 1 | Spare power cells | ~$300 | 1 | Pouches | Reloads for carbine + rig. | |
| 1 | Extra load from 1.2G gravity (B350) | — | 45 lb | — | Temporary — Dinon I gravity (1.2G). Not an object: the extra effective weight high gravity adds, (body 165 lb + gear as ticked on the live sheet 60 lb) × 0.2 = 45 lb (B350). Keep it ticked. Remove when the crew leaves Dinon I. |
Load-Out: Station Issue
| Qty | Item | Cost | Weight | Notes | |
|---|---|---|---|---|---|
| 1 | Electric Stun Wand (TL9) | $100 | 1 lb | MacMillian security issue. sw/thr cr + HT-5(2) aff non-lethal knockdown/paralysis. Shortsword skill (defaults DX-5). B cell, 20 strikes. LC4. | |
| 1 | Sonic stun rifle (TL10) | $2,000 | 5 lb | Beam Weapons (Rifle)-14; HT-4(5) aff, Acc 6, 60/180, 56(3), ST 5†, Bulk −3, LC4. Non-lethal. | |
| 1 | Nanoweave Tactical Vest + trauma plates (TL10) | $1,500 | 18 lb | DR 70/10* torso (24/10* vest +46 plates) & 24/10* groin; flexible. When kitted this replaces the Monocrys vest and lands him around Medium. LC2. | |
| 1 | Combat Infantry Helmet (TL11) | $2,000 | 5 lb | DR 36/24 head. B/24 hr. LC2. | |
| 1 | Fragment grenade (TL11) ×3 | ~$120 | ~1.5 lb | Thrown (Throwing skill). Fragmentation burst; signed out per mission. LC3. |
The story so far
- Session 1The Ragged Edge of Space →Shackleton Magellan reads a room like a system diagram, looking for the input nobody is watching and the output nobody has secured.
- Session 2The MacMillian Anomaly →Shack has spent enough weeks on MacMillian Station to read its paperwork the way he reads a dead relay, hunting the one wire that carries current when nothing is supposed to be on.
- Session 3Buckle Up, Motherfuckers →They made him squadron leader for the run, which he took the way he takes most authority, as a set of variables he was now responsible for.
- Session 4The Case of the Missing Courtesan →He spent one of his gizmos on a tracker and put it on the ship’s transponder relay, quiet, no ping, answering only to his own frequency.
- Session 5Hostile Takeover →He staged the scene before security arrived, which is a thing he did not used to know how to do.
- Session 6The Albatross Takes Flight →He spent four days with the manuals and the cube and came out of it more unsettled than he went in.
- Session 7The Goodwin Contract →The ship told him a secret on the way in, and it was worse than a malfunction.
- Session 8A Crappy Plan Comes Together →The plan needed a badge and Shackleton remembered where one was.
- Session 9Snakes on a Catwalk →The scanner found what a sewer wall does not advertise: vibration sensors and noise sensors, a dense net of them in the earth around the perimeter.
- Session 10Six Shooters and Four Arms →Shackleton took the Peric IV D run as the quiet job and asked the ship how to get there.
- Session 11The Cost of a Clone’s Life →Shack read the plains on the way in: mines, domes, gangs of identical men, and gardens sized to feed a workforce.
- Session 12That Would Be a Mistake →The blind jump put The Albatross into the Katha System behind a line of ships waiting at the gate from Peric.
- Session 13Albatross Security LLC: The Zenith Job →Shack read the job board for Six, who could not find it, and turned up a security contract with no limit on hires.
- Session 14Iced Tea →Rock made a good case for doing nothing, and Shack told him so, and then said he did not care.
Connections
People
Allied with
- Kate Broadbeck NPC warmAccepted payment and a signal device to act as his informant inside Agramunt's quarters.1 session: Session 05 - Hostile Takeover
Knows
- Hildebrand Panza NPC neutralUnaware; Shackleton recognised him from a security scan he ran months earlier.1 session: Session 04 - The Case of the Missing Courtesan
Sought by
- Marek Solano NPC hostileWorking Shack's file with unhurried patience; already two systems into the chase.
Places
Located at
- MacMillian Station IV Location neutralTook the MacMillian 'security' job at the dead end — far enough out to stay ahead of Corvid's recovery man.7 sessions, Session 01 - The Ragged Edge of Space to Session 07 - The Goodwin Contract
Visited
- Aethel City Sewers Location3 sessions, Session 07 - The Goodwin Contract to Session 09 - Snakes on a Catwalk
- Firetemic Tower Location3 sessions, Session 07 - The Goodwin Contract to Session 09 - Snakes on a Catwalk
- Storage B-342 Location3 sessions, Session 07 - The Goodwin Contract to Session 09 - Snakes on a Catwalk
- Katha System Location2 sessions, Session 11 - The Cost of a Clone's Life to Session 12 - That Would Be a Mistake
- Peric IV D Location2 sessions, Session 09 - Snakes on a Catwalk to Session 10 - Six Shooters and Four Arms
- Processing II Location2 sessions, Session 02 - The MacMillian Anomaly to Session 04 - The Case of the Missing Courtesan
- Chae-gul 147 Location1 session: Session 12 - That Would Be a Mistake
- House of Parts Location1 session: Session 07 - The Goodwin Contract
- Meridian Esplanade Location1 session: Session 13 - Albatross Security LLC - The Zenith Job
- Roberts Estate Location1 session: Session 11 - The Cost of a Clone's Life
- Shipping and Receiving Sector Location1 session: Session 04 - The Case of the Missing Courtesan
- The Comets Tail Location1 session: Session 01 - The Ragged Edge of Space
- 07-Delta Station Location
- Corwin II Subterranean Landing Bay Location
Organisations
Captured by
- Sable Reclamation Faction hostileBoarded Shack's expedition mid-run, stripped the hold and claim, and left him with the debt.
Enemy of
- Aethel Safety Bureau Faction hostileCornered him in the sewer catwalks; he bluffed them with a snake and shook the pursuit.1 session: Session 09 - Snakes on a Catwalk
Indebted to
- Corvid Financial Faction hostileBorrowed big to fund the expedition that ruined him; the note came due and he ran.
Things
Created
- Stealth Tracking Gizmo Item neutralBuilt it from a Gizmo during the flight home.
Studies
- Alien Navigation Device Item neutralStudied it across the three-hour flight home and worked out what it does.5 sessions, Session 04 - The Case of the Missing Courtesan to Session 10 - Six Shooters and Four Arms
Owns
- Kinetic Logistics ID Card Item neutralSearched the body and recovered the card.2 sessions, Session 04 - The Case of the Missing Courtesan to Session 05 - Hostile Takeover
- Monocryst Tactical Suit Item neutralHis worn protection on the 07-Delta raid.1 session: Session 05 - Hostile Takeover
Owned by
- 40mm EMP Device Item neutralShackleton's gadget.1 session: Session 09 - Snakes on a Catwalk
- Job Network Frequency Code Item neutralHolds the code.1 session: Session 09 - Snakes on a Catwalk
- Smart Rope Item neutralShackleton's gadget.1 session: Session 09 - Snakes on a Catwalk
Events
Participated in
- The Chae-gul 147 Breakaway Eventcaught the beacon on sensors; plotted the blind jump1 session: Session 12 - That Would Be a Mistake
- The Esplanade Sniper Eventsent nanomachines into the room and found the rifle1 session: Session 13 - Albatross Security LLC - The Zenith Job
- The Katha Lockdown Eventphoned a tip to station security under his own name1 session: Session 12 - That Would Be a Mistake
- The Roberts Estate Storm Raid Eventrode in Roberts's vehicle1 session: Session 11 - The Cost of a Clone's Life
- The Rocky Pass Ambush Eventrecon swarm on the ridge; stunned one sniper; tracked targets for Six; scorched a raider; missed the thief1 session: Session 11 - The Cost of a Clone's Life
- The 07-Delta Raid Eventfound the vehicle part; spotted the moved vehicles; severely wounded
- The Coordinate Shakedown Event
- The Corwin II Facility Raid Eventcracked the terminal; ordered the drone shot; covered the ramp
- The Firetemic Tower Raid Eventcloned Edvin's badge; fire suppression grenade down the shaft; mapped the 17th floor through jamming
- The Goodwin Contract Eventtransponder-spoof cover plan; garage reconnaissance
- The House of Parts Handoff Eventcaught the sleight of hand; found the blank transponders
- The Pratrock Takeover Eventfought clear and escaped
- The Processing II Anomaly Event
- The Sewer Breakout Eventscanned for sensors; drew the drone and the squad; EMP; snake bluff; hidden basement; urban escape
- The Shipping Sector Ambush Eventidentified the trigger box; stunned and captured an attacker; searched the body
- The Storage B-342 Handoff Eventarrived through a service gate on a false identity just before lockdown; received the frequency code
Mentions
Sessions
- Session 01 - The Ragged Edge of Space
- Session 02 - The MacMillian Anomaly
- Session 03 - Buckle Up Motherfuckers
- Session 04 - The Case of the Missing Courtesan
- Session 05 - Hostile Takeover
- Session 06 - The Albatross Takes Flight
- Session 07 - The Goodwin Contract
- Session 08 - A Crappy Plan Comes Together
- Session 09 - Snakes on a Catwalk
- Session 10 - Six Shooters and Four Arms
- Session 11 - The Cost of a Clone's Life
- Session 12 - That Would Be a Mistake
- Session 13 - Albatross Security LLC - The Zenith Job
- Session 14 - Iced Tea
People
- Agata Nicodemo
- Aliya Pontecorvo
- Bergljot Peric
- Edvin
- Harding Roberts
- Hasib Eberhardt
- Holger Graeme
- House of Parts Robot
- Julija Borja
- Leocadia Zavia
- Marlo Petrak
- Megan
- Nat Marinov
- Peter Goodwin
- Rock Lavey
- Ronin Sanchez
- Roselyn Monroe
- Samina Ventura
- Six
- Solveig Kaufer
- Surendra Antonescu
- The Hotel Sniper
- The P.E.T.A. Activist
- Wilton Agramunt
- Zigurds Sloan
Places
- Aethel
- Aethel Security Checkpoint
- Aethel Starport
- Aethel Subway Station
- Bamboo Union 103 Lodge
- Davis Electronics
- Docking Ring
- Entertainment District
- Escape Shaft 35B
- Furosuto Supaia Spaceport
- Hidden Basement
- Motel District 7
- Nova Nexus
- Peric Provisions
- Perihelion Super 8
- Processing I
- Relay Station 11
- Royale Hotel
- Section 102
- Section 103
- Sewage Discharge Room
- The Krusty Sextant
- The Main Line
- The Silk Abbey
- Thides Cast Studio
Organisations
- Albatross Security LLC
- Apex Bio Cleaning Corporation
- Channel 7 News
- Millennial Cleaning and Janitorial Services
- The Bamboo Union
Things
- Alien Metal Chunks
- Apex Bio Cleaning Van
- Apice Security Contract
- Autopilot Kill Switch
- Benji's Pet Tag
- Brianna's Earring
- Cybernetic Eye
- Electronic Trigger Box
- Federal Transponder
- Firetemic Fire Suppression Grenades
- Firetemic Tower Cargo Automaton
- Gary Johnson's Corporate Pad
- Grazer Pistol (Pattern)
- Grazer Rifle
- Kate's Distress Signal
- Limpet Mines
- Mining Maintenance Vehicle
- Network Adapter Gizmo
- Omni Rifle
- Paper Pith Helmet
- Tangler Grenades
- The Albatross
- The Marshal's Evidence Bag
- The Montgomery
- Type II3-A
- Vortex Engine