<Cybercore>

You are a pioneer and builder, often working to establish new colonies and settlements in uncharted territory. Perhaps you were part of a colonization mission, recruited for your skills as a builder or engineer, or you may have found yourself in a leadership position after helping to establish a successful community on a new world.

As a settler, you've lived on frontier planets, working the land and building up your community. You have a deep understanding of agriculture, resource management, and self-sufficiency, as well as a close relationship with the natural world around you.

Boosted Skill Options:

Choose one of the following skill boons.

  • Intel - Survival
  • Engineering - Rigging

Legacy Item

Colonist's Tool Kit

A comprehensive set of tools designed for building, farming, and maintaining frontier settlements. Built to last in harsh conditions.

Prefab Shelter Module

A collapsible shelter that can be deployed quickly to establish a base camp or temporary housing. Essential for frontier living.

Resource Scanner

A device that can identify water sources, mineral deposits, and arable land, helping you locate essential resources for settlement.

Knacks and Quirks

Knacks

Survivalist

Colony charter promised arable land and pre-built infrastructure. Colony reality was toxic topsoil, a forty-degree temperature swing, and a landing pad with a flag. You learned to eat what grew, drink what filtered, and shelter in what you could build. Fifteen families landed. Nine are still here.

Farming Expert

The agri-dome ran at sixty percent yield because the soil chemistry was wrong for the seed stock. You reformulated the nutrient mix, adjusted the irrigation schedule, and cross-pollinated three crop variants. Yield hit ninety-two percent by season four. Farming isn't planting and hoping. It's chemistry, biology, and eating your failures.

Resourceful Homesteader

The supply ship comes every sixty days. Things break more often than that. So you learn to see inventory in everything: crashed probes have servo motors. Riverbed clay fires into insulation bricks. Failed crops, composted with local microbes, tripled your tuber yield. Settlers don't buy supplies. They see supplies.

Adaptability

First month: the gravity was wrong, the air tasted like metal. Third month: the gravity was your gravity, the metallic taste meant a storm was coming. Settler bodies don't stay standard-issue for long. Your baseline shifted. You didn't fight it.