Rules Reference

The Codex

Every rule, searchable and expandable. Click a card to read the full rule, or listen to a recorded reading.

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CH. I

Core Mechanics

1.1 The Dice Pool
Core

All actions in Made in Space are resolved by assembling a dice pool of six-sided dice (d6s). The size of the pool is determined by your relevant Attribute (rated 1–5) plus your relevant Skill (rated 0–3). Roll the pool, and count each die showing 4, 5, or 6 as a hit.

Example Mira has Agility 3 and Pilot 2, giving her 5 dice when attempting a difficult void manoeuvre. She rolls 2, 4, 5, 1, 6 — three hits. The difficulty was 2, so she succeeds with one hit to spare.
1.2 Success & Strain
Core

Every test has a Difficulty rating from 1 (routine) to 5 (legendary). Match or exceed the difficulty with your hits to succeed. Hits that exceed become excess hits — spend them on boons. If you fail, you may still succeed at a cost: take Strain equal to the shortfall, or accept a complication.

Example Dax needs 3 hits to hack a security node. He rolls only 1. He can fail cleanly, or accept 2 Strain and disable the node — but trigger a silent alert.
1.3 Momentum
Core

Momentum is a shared resource tracked 0–6. Excess hits beyond the difficulty can be banked as Momentum. Spend it to add bonus dice, act outside the turn order, or reduce incoming damage. Momentum decays by 1 at the start of each new scene.

CH. II

Combat

2.1 Initiative
Combat

When a conflict begins, every participant makes an Awareness + Reflex test. Participants act in descending order of hits scored. On a tie between a player character and an NPC, the player acts first.

2.2 Actions & Reactions
Combat

On your turn you have 1 Action and 1 Minor Action. You also have 1 Reaction per round — typically to dodge, parry, or take cover.

2.3 Damage & Armour
Combat

Each weapon has a Damage rating and a Pierce value. Damage is applied to Resilience first; when Resilience reaches zero, damage carries over to Wounds.

CH. III

Starships

3.1 Ship Statistics
Ship

Every vessel is defined by six statistics: Hull, Drive, Systems, Weapons, Shields, Cargo. Each is rated 1–5. Ship actions use the same dice pool system, substituting ship stats for character attributes.

3.2 Void Travel
Ship

Travel between star systems requires a Void Jump. The pilot makes a Drive + Systems test against the route difficulty. Failure may deposit the ship off-course.

CH. IV

Trade & Economy

4.1 Currency
Trade

The galactic standard currency is the Veth Mark (⬡). Characters begin play with Marks equal to their Background's starting wealth.

4.2 Market Mechanics
Trade

Prices fluctuate based on collective player activity. Buying raises prices; selling lowers them. Prices mean-revert toward baseline over time. A Commerce + Awareness test reveals price trends.