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Cover of Hull & Ledger

Hull & Ledger

Solo roleplaying game · by Lilith · in English
Game AI: Graphics, Text PDF, A4, Letter
Published 7 October 2026 · On Quisicosas since 8 October 2026
Featured in the newsletter of 8 October 2026 (on Substack)

What it is about

You run a four-person salvage crew and a second-hand tug that owes 90,000 to Hallam & Vey Mutual Credit. You have twelve contracts to clear the note. Take a job, fly it, get paid, then spend downtime at Pell's Yard fixing the hull, treating the crew and making a payment. When the twelfth contract is done the whole balance falls due, and the crew goes aboard one last derelict, the Margery Hale . Checks are d6 pools: every 5 or 6 is a hit. Crew members gather stress and harm, crack under pressure and sometimes die. The tug burns fuel and takes damage to its Hull . The lender keeps count on the Ledger . What's in the 51-page book: Rules with a contract played out start to finish, and a sample crew ready to fly 24 contract cards in four job types (Breach, Haul, Extract, Hunt) and 12 twist cards to print and cut A derelict generator with 36 rooms, 36 salvage results and the Wake, plus map sheets The twelve-contract campaign with a brief and a log question for each, the Margery Hale finale with its own map and rooms, and four endings A d66 table of log prompts, one question to answer after every job Crew, ship, job and manifest sheets, the Ledger, a downtime log and a two-page quick reference A contract takes 30 to 45 minutes. A full campaign runs about eight hours over as many sittings as you like.

More by Lilith

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