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Technetronic

In a cosmos of infinite possibilities, sometimes the most rewarding path is to seek an innovation, or line of study to call your own; to focus one’s life work on technological research and advancement. Entire enclaves have answered this call, making it a way of life, devoted to a specific project. Perhaps the community is focused around the development and care of artificial intelligence, or maybe they seek to develop a galaxy-shaking medicine. Still others may be pursuing more ambitious goals, such as the secret of eternal life or unlimited energy.

Technetronic enclaves might be the descendants of scientific exploration teams previously sent on generation ships to far corners of the galaxies or stationed in remote locales; others, however, form spontaneously and teach their children in the ways of their mutual interest. These in particular often see their work as a religious calling. Whether the inspiration that brought them together is attributed to destiny, the work of a deity, or the voice of the universe, such folk see each innovation as a tribute to a higher cause.

Cultures with these values often raise their children communally, taking shifts to alternately care for the children, devote themselves to their craft, and attend to the regretfully mundane requirements of survival. In light of this last issue, some settlements or groups of this culture seek out or are given funding by factions who seek their focused skills. While the cost of innovation is steep, the spectacular works are undeniable. Many of the Fleet’s finest vessels and technologies have their origins in technetronic think-tanks.

As a group, members of this culture honor both general-use technology (robotics, computers, starships), as well as the obscure, such as tech specialized to the geological or astronomical conditions unique to a given planet, including tectonic stabilizers, geothermal power plants, gamma ray dampeners, or subspace living quarters. As their family structure is communal, it is uncommon for an individual to follow the interests of their parents (if they even know who they are). Instead, many take up a facet of the work practiced by their people. Those whose interests lie elsewhere can appeal to be allowed to travel to a more suitable technetronic enclave if they are fortunate, but others never find such welcome. It is these that most commonly become voidrunners, finding that their knowledge (if not love) of science makes them valued crewmates.


Characters raised in a technetronic culture share a variety of traits in common with one another.

Enclave Specialization. You have grown up learning a particular scientific approach, as much a part of your identity as the color of your eyes. You gain proficiency with your choice of computers and one other specialist tool and your choice of land, air, or space vehicles. Also, you gain proficiency with Science and one of your choice from Engineering, Medicine, or Nature.

Hereditary Expert. You gain two specialities from Science or the skill you chose from Enclave Specialization. In addition, you know the related jargon so well, you can always use it to assert something confidently. When you use either Deception or Persuasion to make a point related to these specialties, you gain your expertise die from the specialty and use your choice of Intelligence or Wisdom for your ability check.

Ingrained Expertise. You gain an expertise die on Science checks, to a maximum of 1d10, exceeding the usual limit on expertise die.

Languages. You can read, sign, speak, and write Common, Machine, and one other language.