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Beyond Codex

Flexible Science-Fiction Roleplaying

Build the map. Define the drive. Discover what waits beyond the next node.

What Is Beyond?

Beyond is a science-fiction roleplaying game built for speed, clarity, and play at the table.

It is a game of crews moving between worlds, taking jobs, making decisions, and dealing with the consequences.

You are not managing a spreadsheet. You are not tracking every item or expense.

You are playing capable people in a dangerous, connected universe.

The Core Idea

Everything in Beyond is built around a few simple principles.

  • Use one core roll to resolve uncertain actions
  • Define characters by what they have done, not by skill lists
  • Assume competence unless it matters
  • Replace accounting with judgment
  • Describe worlds in words, not numbers
  • Keep the focus on decisions and consequences

If a rule does not create a decision, it does not belong.

The Characters

Player characters are not ordinary citizens.

They are the ones who move.

They travel between worlds, take risks, and operate where systems break down or overlap.

They may be:

  • Free traders carrying cargo and secrets
  • Scouts exploring unknown routes
  • Agents investigating problems others avoid
  • Mercenaries selling their skills
  • Scientists chasing discovery
  • Smugglers, diplomats, journalists, or something harder to define

Your Careers describe where you have been. Your actions define who you are.

The Universe

The galaxy is not a map of distances. It is a network of connections.

Worlds are linked by routes. Some are close. Others are difficult or dangerous to reach.

No single authority controls everything.

Some worlds are tightly governed. Others are chaotic. Most exist somewhere in between.

Technology varies. Cultures differ. Assumptions break down quickly.

> If you stay in one place, you miss the game.

How Play Works

When something matters, roll:

2d6 + Attribute + Career

Target Numbers:

  • 9+ Routine
  • 12+ Difficult
  • 15+ Extreme

If success is obvious, do not roll. If failure is meaningless, do not roll.

Roll only when the outcome matters.

Equipment And Wealth

Characters are assumed to have what they reasonably need.

If a Technician needs tools, they have them. If a Soldier needs field gear, they have it.

Only unusual, rare, or expensive items require rolls.

Wealth replaces detailed money tracking. It reflects access, resources, and influence rather than exact currency.

Worlds

Worlds are described using simple Codes and Tags.

Codes give the broad shape of a world. Tags define what makes it interesting.

A world should be understandable at a glance.

If you cannot describe a world in one sentence, refine it until you can.

Starships

Starships are defined by what they can do, not by weight, cost, or components.

They are tools for action, not objects to manage.

A ship should be playable at a glance.

What Drives Play

Play emerges from:

  • The crew’s purpose
  • Jobs and opportunities
  • Factions and conflicts
  • The characters’ own goals

Characters do not act because the system tells them to.

They act because something matters.

Getting Started

To begin play:

  1. Create characters using Character Creation
  2. Review Careers
  3. Define a campaign frame
  4. Create or choose a few Worlds
  5. Introduce factions or tensions
  6. Take a job

That is enough to start a campaign.

The Golden Rules

Assume competence.

Roll only when it matters.

Keep the game moving.

Make decisions, not calculations.

A Final Note

Beyond is not about simulating a universe.

It is about creating one at the table.

If something gets in the way of play, ignore it.