From the encrypted memoirs of "Vex," retired Commission Adjuster
"The galaxy is loud. The Concord screams about freedom, the Accord barks orders, and the Rift... the Rift just howls. It’s easy to get lost in the noise. That’s why we exist. To cut through it.
They call us by a dozen names. 'Specialists' when they’re being polite. 'Liabilities' when they’re not. The Commission calls us Adjusters—people sent to correct a rounding error in a ledger, usually by removing the person who noticed it. The Syndicate calls us Silencers. And the Chronologists? They don't call us anything. They just point at a timeline deviation and wait for us to make it stop.
We don't have the luxury of heavy armor or divine mandates. We have training. We have tech. We have the discipline to sit perfectly still for three days in a radioactive vent, waiting for a mark to walk past a window.
In this galaxy, a single mistake doesn't just get you killed. It bankrupts your family, taints your soul, or drops you into a timeline where you were never born. So we don't make mistakes. We measure twice, cut once, and disappear before the blood hits the floor."
Operative
The Starfall Galaxy is a setting defined by scarcity, ancient danger, and the high cost of failure. In a universe where time is currency and reality is fragile, the Operative is the ultimate survivor. They are the scalpel to the Soldier’s hammer—professionals who solve problems with a single shot, a stolen code, or a knife in the dark.
This article explores the Operative class in the Starfall setting, detailing their role, narrative hooks, and how they integrate with the galaxy’s unique mechanics like Devotion and Reputation.
Class Role: Precision Striker & Skill Specialist
Key Attribute: Dexterity
In Starfall, the Operative is the master of efficiency. Where other classes might rely on brute force or flashy magic (risking Rift-Taint or wasting precious Yoms), the Operative excels at getting the job done with minimal resource expenditure.
The Economy of Action: In a game where Time is Money, an Operative’s ability to bypass obstacles (locks, guards, bureaucracy) rather than fight through them saves the party actual currency (Yoms).
Rift Navigation: High-level Operatives often serve as non-magical Navigators, using their supreme piloting and reflex saves to manually thread the needle of a Rift-Gate when the psychic dampeners fail.
Faction Agents: The Operative is the quintessential faction agent. They are the troubleshooters for the Commission, the enforcers for the Ebon Syndicate, and the "paradox correctors" for the Chronologists.
Faction Hooks
1. The Chronologists Guild: "Cycle-Keepers"
Role: You are the scalpel used to excise paradoxes. When a timeline begins to drift because a specific warlord survived a battle they shouldn't have, you are sent to "correct" the error.
Reputation Hook (Major Favor): "Silence the Echo." A localized time-loop in the Outer Sphere is being caused by a rogue scientist. Infiltrate his lab (which resets every hour) and disable the device without triggering the failsafe.
2. The Ebon Syndicate: "Debt Collectors"
Role: Enforcers of the black market. You ensure that deals are honored and that those who can't pay their Yoms pay with something else.
Reputation Hook (Moderate Favor): "The Repo Job." A Free Captain has defaulted on a loan of refined Rift-fuel. Board their ship in transit, bypass security, and jettison the cargo into a Syndicate pickup zone without alerting the crew.
3. The Commission: "Adjusters"
Role: Corporate espionage and deniable assets. You steal prototypes from the Archivists, plant evidence on rivals, and ensure negotiations go the Commission's way.
Reputation Hook (Minor Favor): "Competitive Analysis." Break into a rival corporation's local office and download their Q4 projections. Do not kill anyone; bodies generate paperwork.
Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Perception: Expert in Perception
Saving Throws: Trained in Fortitude, Expert in Reflex, Expert in Will
Skills: Trained in one skill determined by your specialization; Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Attacks: Expert in simple guns; Expert in martial guns; Trained in advanced guns; Trained in simple weapons; Trained in martial weapons; Trained in unarmed attacks
Defenses: Trained in light armor, Trained in unarmored defense
Class DC: Trained in Envoy DC

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