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311146-Interstellar Rebels (SWADE Microsetting)

This document is a Savage Worlds adaptation of the Interstellar Rebels micro-setting, providing a framework for gameplay including character creation, adventure scenarios, and mission generators. It outlines the setting's background, character types, and gameplay mechanics, as well as offering a base assault adventure. The document is structured into sections for easy reference, including solo rules and premade characters for players and GMs.

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Conteur Kissanil
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0% found this document useful (0 votes)
58 views

311146-Interstellar Rebels (SWADE Microsetting)

This document is a Savage Worlds adaptation of the Interstellar Rebels micro-setting, providing a framework for gameplay including character creation, adventure scenarios, and mission generators. It outlines the setting's background, character types, and gameplay mechanics, as well as offering a base assault adventure. The document is structured into sections for easy reference, including solo rules and premade characters for players and GMs.

Uploaded by

Conteur Kissanil
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 14

Introduction

This is a Savage Worlds adaption of the Interstellar


Rebels micro-setting. The original was written for
Tricube Tales and is available here. This document
is split into four sections, as follows:

1. Micro-Setting
Pages 3 and 4 can be printed on a single sheet of
paper. They contain everything you need to play
Interstellar Rebels as a micro-setting.

2. Base assault adventure


Pages 5 and 6 can be printed on another sheet of
paper. They provide an example adventure which
you can run either with or without a GM.

author 3. Solo Rules


Richard Woolcock
Richard Woolcock Pages 7 and 8 can be printed on yet another sheet
of paper. They offer an optional set of guidelines
System for playing without a GM, although the tables may
Savage Worlds
Savage Worlds also be of interest for group play.

Background 4. Premade Characters


Figu Design
Figu Design The last six pages can be printed single-sided, cut
out, and shared with your group. Pages 9-11 offer
Story Symbols nine example Novice characters, and pages 12-14
Delapouite, Lorc
Delapouite, Lorc repeat the same characters at Seasoned rank.
Game-icons.net

Illustrations
D e a n S p e n ce r
D e a n S p e n ce r
Expanded Universe
If you enjoy Interstellar Rebels and want to expand
your stories and run further adventures, you may
wish to loot the adventure generators from a few
Some artwork © Dean Spencer, used with of the other Tricube Tales micro-settings:
permission. All rights reserved. Interstellar Bounty Hunters is perfect for stories
about bringing in fugitives warm or cold.
This game references the Savage Worlds game system, available Interstellar Laser Knights has more of a focus on
from Pinnacle Entertainment Group at www.peginc.com. Savage the trials and tribulations of psychically-powered
Worlds and all associated logos and trademarks are copyrights of knights and their deadly laser swords.
Pinnacle Entertainment Group. Used with permission. Pinnacle Interstellar Smugglers focuses on the scoundrels
makes no representation or warranty as to the quality, viability, or and criminals who ply their trade outside the law.
suitability for purpose of this product. Note: The first two are free, while the third can be
downloaded free by clicking on its Publisher Preview.

2
Interstellar Rebels
It has been several years since the Interstellar Empire was shattered, leaving a power vacuum in its
wake. While fragments of the oppressive regime remain scattered throughout the galaxy, its once-
powerful admirals are now little more than petty warlords and pirates squabbling over scraps.
The newly-formed republic strives valiantly to bring order to the galaxy, yet it seems oblivious to the
danger that lingers in the shadows, threatening the peace. There are even rumors that the former grand
admiral of the empire survived and is trying to reunite the disparate factions into a new order.
You are a group of rebels and freedom fighters, ardent warriors who believe there will never be peace
until all surviving remnants of the Interstellar Empire have been hunted down and eradicated.

Character Creation
PCs are created as described in Savage Worlds—or
NPC Variants
Basic civilians have d6 in all attributes, d4 in all
Mission generator
Roll on the following tables to generate the latest
you can use the characters on pages 9-14. Players combat skills, and d6 in any skills appropriate to mission (see the next page for examples).
may choose any race, at the GM’s discretion. their concept. They usually inflict Str+d4 damage The rebels decide to...
The group also begins with a small or medium (knife) or 2d6 damage (blaster), and have Parry 4, A Destroy a facility D Rescue a prisoner
starship. You can create it using the Science Fiction Toughness 5. Advanced civilians increase either B Hunt down a fugitive E Steal plans or intel
Companion, or just treat it as a plot device. Agility, Smarts, or Spirit to d8, and gain d8 in any C Protect those in need F Capture a resource
Most NPCs don’t have full stat blocks. Instead, non-combat skills appropriate to their concept. Which leads them to...
they are split into “basic” and “advanced” variants This covers merchants, laborers, scientists, etc. A A backwater planet D A dead world
of “civilian,” “warrior,” or “psychic.” Basic warriors are like basic civilians, but have B An outpost world E A lawless colony
d6 in combat skills. They may use larger (Str+d6) C A space port/station F A habitable moon

Setting rules
Interstellar Rebels uses the Heroes Never Die and
melee weapons and blasters, and they have Parry
5, Toughness 9 (4) (from battle armor). Advanced
warriors increase Agility, Strength, Vigor, and all
But they must also deal with a...
A Heavily armed patrol D Trap or ambush
B Dangerous spaceship E Change of plans
More Skill Points rules from Savage Worlds. combat skills to d8, and have Parry 6, Toughness C Debt or favor F Criminal faction
Blasters use the same stats as “lasers” in Savage 10 (4) (from gear and Edges). This covers guards,
Worlds (e.g., treat blaster pistols as laser pistols). troopers, bounty hunters, violent criminals, etc.
Basic psychics are like basic civilians, but have Running the Game
fighting for a Cause
Each player should consider the reason for their
a d6 in their arcane skill, 10 PP, and three Novice
powers (often including confusion, havoc, or stun).
Advanced psychics increase Smarts, Spirit, and
Consider starting the game by asking each player
to run an Interlude, in which they introduce their
character and briefly explain how they became a
vendetta—roll on the following table (and/or the concept-appropriate skills (including their arcane rebel (using the “Fighting For a Cause” table).
“twist” table on the next page) for inspiration. skill) to d8, have 20 PP, and have a few powers of Don’t worry about writing detailed stat blocks
You fight against the empire because... up to Veteran rank (often including puppet and/or for every NPC. Instead, jot down their name and
A They destroyed your homeworld and legacy telekinesis). Note that psychics are rare! concept, and mention their variant. For example,
B Hunting war criminals is a profitable business Laser knights are always Wild Cards, and they Masin Ral the bounty hunter (advanced warrior),
C You seek redemption for your own dark past combine the combat abilities of warriors with the or Jalix Tork the trader (basic civilian). Important
D Someone you love was abducted by them mystical abilities of psychics. It’s also possible for characters are also assumed to be Wild Cards, but
E You have sworn to bring them to justice laser knights to fight like basic warriors, but to use most of them (particularly unnamed ones) should
F Their innocent victims must be protected powers like advanced psychics (and vice versa). be considered Extras.

3
objectives
Described here are examples of objectives for the
Locations
Described here are examples of locations for the
Complications
Described here are examples of complications for
mission generator (first table): mission generator (second table): the mission generator (third table):

1. infiltrate and destroy 1. paradise planet 1. military patrol


The rebels discover the secret location of an old This independent planet is a wild paradise, with Scouts and soldiers patrol the area, either on foot
imperial facility, and there are indications that it high cliffs and vast forests. The dominant native or riding hoverbikes. They are clearly looking for
is still in operation. It must be destroyed! species are large sapient birds. something—or someone.

2. war Criminal 2. volcanic outpost 2. lurking danger


A former imperial officer has established himself Situated on the galactic frontier, this small planet A large unmarked battleship arrives in orbit and
as a crime lord in an independent star system. He was once an imperial outpost. It is famous for its launches a squad of scout ships. Is it hunting the
needs to be captured—or assassinated. black sands and lava rivers. rebels, or does it have a more sinister objective?

3. easy pickings 3. port in a Storm 3. Side mission


The republic’s military is stretched thin, and an This battered old space port has become a regular Someone calls in a favor, or maybe they insist on
enterprising pirate captain is raiding unprotected hangout for outlaws and criminals, a place where a service in exchange for their help. Either way, it
planets with impunity. She must be stopped. you can buy anything, no questions asked. leads to a side mission for the rebels.

4. rescue plan 4. necropolis 4. it’s a trap


A friend or ally of the rebels has been captured by This planet was attacked by the empire and most The mission turns out to be a trap, an attempt to
a powerful warlord for nefarious purposes. The of the inhabitants were killed. While the surface lure the characters into an ambush. However, the
heroes will need to carry out a daring rescue. is still irradiated, pockets of survivors still live in rebels might be able to turn the situation to their
the sprawling underground caverns. advantage if they’re willing to take a risk!
5. planet killer
The rebels learn about a secret imperial project— 5. wild frontier 5. the best-laid plans
a terrible weapon capable of destroying planets! Located on a salty mineral planet with rich plant An unexpected opportunity proves too tempting
There are rumors that the lead scientist survived, life, this former prison colony has evolved into an to resist, but the rebels will need to improvise or
and that the project has been restarted. anarchistic society where might makes right. change their plans during the mission.

6. hijack hijinks 6. Swampy moon 6. Crime lord


A former imperial cruiser has been turned into a This large temperate moon is covered in swamps A fearsome crime lord has risen to power, but her
pirate vessel. It would make an excellent upgrade and rocky canyons. It is home to several smaller goals and motives are unclear. She could prove to
for the rebels, but they’ll need to capture it first. colonies and some dangerous native wildlife. be a dangerous enemy—or a powerful ally.

adding a Twist to the Story


For further inspiration, roll two dice on the table below and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For example,
B C might indicate loyalty, happiness, hope, love, friends, or family, while rolling D B could represent a jetpack, a spaceship, transportation, speed, discovery,
or power, and D F might symbolize a duel, a battle, melee combat, peace, justice, honor, or a literal laser sword.
AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF

4
Interstellar Rebels: base assault
The rebels have recently discovered the location of a secret imperial base on a small planet near the edge of an asteroid field, and it appears to still be in
operation. Its purpose is unknown, but as a former military research facility, it is likely being used to design a terrifying weapon. Perhaps some of the
imperial technology can be liberated and repurposed, but the prime objective of this mission is to infiltrate the base and blow it up!
This adventure is split into a series of scenes, each of which defines one or more challenges for the players to overcome. Read and resolve each scene before
proceeding to the next, with the players making choices and narrating their characters’ actions as usual. The reader is encouraged to expand and embellish the
adventure, add details and flavor as the story unfolds, and provide the players with opportunities to interact with each other and roleplay their characters.
Due to the various challenges in this adventure, players need to make careful use of their Bennies. The GM is encouraged to award Bennies for entertaining
narrative, roleplaying Hindrances, or even as compensation for unlucky rolls—as a rule of thumb, try to give each player 1 Benny per hour of play.

orbital approach
The rebels can approach the planet in a variety of
entering the base
After landing their ship and making their way to
different ways. Outlined below are a few possible the base, the rebels will need to find a way inside.
options, but players should also be encouraged to Described below are a few different options.
propose and narrate their own solutions (you can
reference the examples below for mechanics). technology
The rebels could pry open the security panel, and
Stealth try to disable the lock. One character rolls their
The rebel ship could fly through the asteroid field choice of Electronics, Hacking or Thievery—at a
and try to avoid detection. The pilot must make a –4 penalty to the roll! On a failure, the lock jams,
Piloting roll at –2 to navigate safely. and the rebels must find another way inside.
If the pilot fails their roll, the spaceship scrapes
against an asteroid, and the crew is tossed around blasters
violently—everyone needs to make a Vigor roll at The rebels could blast (or force) the doors open
–2 or suffer Fatigue from Bumps & Bruises. and charge into the base. This can be resolved in
a similar way to a Dramatic Task, except there is
Speed one token per PC, and the rebels must collect all
The rebels could swoop in fast and make a rough of the tokens in a single round, using their choice
landing before the base has time to fully activate of either Shooting or Strength. If the rebels fail to
its gun turrets. Everyone has to make a Vigor roll collect all the tokens, a squad of enemy soldiers
or suffer Fatigue from Bumps & Bruises. will arrive before the doors can be breached, and
the crew comes under fire; resolve this outcome
deception as a dangerous Quick Encounter at –1 (once the
The rebels could block their transponder, or even fight is over, the rebels can enter the base).
transmit a false code, then attempt to bluff their
way past the base’s security check. One character Combat
is nominated to make a Persuasion roll at –4. The rebels could ambush the troopers patrolling
If the deception fails, the ship will come under outside the base, then take and utilize their access
fire—everyone has to make a Vigor roll at –1 or keys to open the doors. This can be resolved as a
suffer Fatigue from Bumps & Bruises. dangerous Quick Encounter.

5
Searching the base
Once the rebels are inside the base, they’ll need to
confrontation
Eventually, the rebels reach the reactor room and
Escaping the base
With the timer counting down, the rebels need to
find the reactor room and plant their explosives. step inside. But they need to defeat the guardian leave the facility. Outlined below are a few routes
But there will be many dangers along the way! before they can plant their explosives! they might take, but the players can also propose
Roll to see what the rebels encounter, then roll Roll d6 to see which type of guardian the rebels alternative solutions. Anyone failing this trait roll
again. Keep doing this until you roll an encounter must fight, and resolve the combat encounter. suffers 2d6 damage, or 3d6 on a critical failure.
the rebels have already faced—instead of running Once the rebels have beaten the guardian, they
it again, proceed to the Confrontation. can narrate how they plant the explosives and set utility hatch
Failing a trait roll (except in Quick Encounters) a timer, then they’ll need to flee the base! The rebels clamber out of a utility hatch and flee

A/B fearsome foe


causes 2d6 damage, or 3d6 on a critical failure. into the night. Each player makes a Stealth roll to

A under fire
avoid attention from the gun turrets.
The rebels see a cloaked man sitting cross-legged
The rebels come under fire while heading down a in the center of the reactor room, as if waiting for front entrance
corridor. Each player must make an Athletics or them. He rises smoothly to his feet, draws a laser There’s no time for subtlety! The rebels rush out
Agility roll at –2 to dive behind cover. sword, then somersaults toward them! the front of the base, surprising and taking down

B Crossing the bridge


The man is an advanced laser knight with the any guards standing in their way. Everyone must
First Strike, Frenzy and Level Headed Edges, and make an Athletics roll to escape, fleeing the base
The rebels come to a retracted bridge. They must he is joined by one trooper (a basic warrior with moments before it explodes.
use their grapple lines to swing across the gap— a blaster pistol) per PC. The man has already cast
each player must roll Athletics or Strength. deflection and telekinesis before combat begins, and escape pod
C maze of Corridors
he wields a Laser Sword (Str+d6+8; AP 12). The characters could use an escape pod to shoot

C/D robotic troopers


themselves out of the base, if they can hack into
The corridors of this facility are a veritable maze! the terminal. One rebel has to roll Electronics or
Each player must make a Smarts or Notice roll to A squad of cyborg troopers stands in the reactor Hacking at –2; if they fail, everyone must make an
avoid becoming lost or triggering a trap. room, opening fire the moment the rebels enter Athletics roll at –2, representing their last-ditch

D Sentry robots
the door. These robotic killers are heavily armed effort to flee on foot before the base explodes.
and armored, and they fight to the death.
A squad of robots patrols the junction ahead. The
rebels can sneak past them with a Stealth roll at
–1, or sprint past with an Athletics roll at –2. If
The rebels face one cyborg trooper (advanced
warrior) per PC. The troopers have blaster rifles
and Toughness 12 (6), and their cybernetic brains
the flight home
After escaping the base, the rebels make their way
they fight, it’ll be a dangerous Quick Encounter. grant them Improved Arcane Resistance! back to their ship and depart the planet, pursued

E laser trap E/F advanced robot


by enemy starfighters. Resolve as a Challenging
Dramatic Task—one player rolls Piloting, and the
The doors seal shut and laser beams sweep across A dangerous-looking robot unfurls itself with a others can assist with Support rolls.
the room. The rebels can evade the lasers with an whirring noise as the characters enter the room, If you wish to extend this scenario, roll once or
Agility or Athletics roll at –2, or find a safe hiding its multiple blasters rotating to face the rebels as twice on the following table for inspiration.
spot with a Notice roll at –2. an energy field flickers to life around it! The rebels discover that...
A The guardian was part of a larger conspiracy
F Closing walls
The stats for the robot are the same as those of
the mech in the Savage Worlds bestiary, except it is B A high-ranking imperial officer ran the facility
With a grinding sound, the walls start closing in! a Wild Card, it has Improved Level Headed and C Republic spies had already infiltrated the base
The rebels can make Athletics rolls at –2 to run Rock and Roll!, and its forcefield gives Improved D This was just one of several related facilities
to the far door, or they can make Notice rolls at Block and Improved Dodge. The robot’s blasters E The secret project was a planet-killer weapon
–2 to find a nearby hidden exit. are treated as a Gatling Laser (see Savage Worlds). F Illegal cloning experiments recently took place

6
Lone REbel among the Stars
The lone rebel is a popular trope for this style of setting, making it an ideal scenario for solo play.
Scene Progression
The adventure is divided into a series of “scenes,”
much like a movie, each of which usually focuses
These guidelines provide a way to play Interstellar Rebels without a GM, rolling on random “oracle” on a specific place or action sequence. Whenever
tables and interpreting the results to build a compelling story on the fly. a new scene begins, describe what you expect to
Before you begin playing, write down the main plot for the mission (using the mission generator), and encounter (rolling on the tables for inspiration if
think up two subplots (rolling on the twist table for inspiration). Describe the opening scene in two or you wish), then roll on the “curveball table” to see
three sentences—consider where you are and what you’re doing when the adventure begins! if the scene deviates from your expectations.
Now proceed with the game as usual, except instead of a GM narrating the story and answering your
questions, you roll dice, reference oracle tables, and interpret the results in a way that fit the narrative. Scene Challenges
But always go with your initial instincts, don’t spend too much time overthinking your answers! Each scene, pick one of the following challenges,
incorporating it into the narrative (the mechanics

Simple Questions
When asking a question that requires a yes or no
Complex Questions
If a question cannot be answered with yes or no,
for each option are described in Savage Worlds):
• Networking: This option can be chosen once
per mission, and it’s worth 1 Victory Point (VP).
answer, decide the likelihood and roll a d6: If the roll on the table below, and then for the intensity, • Quick Encounter: Pick an appropriate trait;
likelihood is “very likely,” then the answer is yes interpreting the result to fit the question. You can there is a cumulative –1 penalty if you’ve already
on 2+, while “likely” is yes on 3+, “maybe” on 4+, also roll on the “curveball table” if you wish. used the trait for a Quick Encounter this mission.
“unlikely” on 5+, and “very unlikely” on a 6. If you The answer involves... This is worth 1 VP, or 2 VP if it’s “dangerous.”
roll below the target number, the answer is no. AA Agility DA Investigation • Combat: The VP value is calculated based on
AB Agreement DB Jealousy the foes you face: 1 VP for 3 civilians, or 2 basic
adding a Caveat AC Anger DC Love warriors (or psychics), or 1 advanced warrior (or
You can roll a second d6 to add a possible caveat AD Arrival DD Neglect psychic). A laser knight or any other Wild Card is
if you wish: 1-2 adds a but, and 5-6 adds an and. AE Attainment DE Obstacles worth 2 VP for basic, or 3 VP for advanced.
Describe a caveat in the context of the question. AF Betrayal DF Prevention • Chase: Calculate VP the same as combat.
For example, if you ask whether a door is locked, BA Communication EA Pride • Dramatic Task: The VP value is based on the
the answer might be “yes and secure,” or “yes but BB Conflict EB Property difficulty rating—2 VP for “challenging,” 3 VP for
the panal is easily hacked,” or “no but the door is BC Control EC Punishment “difficult,” and 4 VP for “complex.”
very heavy,” or “no and the door is also ajar.” BD Creation ED Pursuit • Social Conflict: Resolve as usual. Earning 0-3
BE Deception EE Rejection tokens is worth 0 VP, 4-5 is 1 VP, and 6+ is 2 VP.

Scaled Questions
Some questions cover things like “how far away,”
BF Desire
CA Discovery
CB Friendship
EF Revenge
FA Setback
FB Strength
If you earn 0 tokens, the Big Bad gains 1 VP!

Victory and Defeat


“how long,” “how big,” etc. The easiest way to ask CC Generosity FC Technology If you win the challenge, you receive the specified
such questions is to describe both extremes—for CD Health FD Theft number of Victory Points (VP), while if you lose,
example, “on a scale of 1-6, where 1 means there’s CE Information FE Transformation the mission’s “Big Bad” earns them instead. If you
a thunderstorm and 6 indicates a clear and sunny CF Intelligence FF Trust reach the goal of 10 VP, the mission succeeds; if
sky, how good is the weather today?” the Big Bad reaches the goal, the mission fails.
Checking Intensity If one of you finishes with double (or more) the
Weighted Results Roll a third d6 for intensity: F (or A) is “extreme,” VP of the other, then the outcome is conclusive,
If a scaled question should be more likely to land E (or B) is “moderate,” D (or C) is “mild”). Rolling otherwise it’s a narrow victory or defeat
at one extreme or the other, roll two or three dice 1-3 indicates the meaning of the word is reversed Note: For GMless cooperative games, multiply
and use the highest or lowest result. (e.g., F F A is interpreted as “extreme mistrust”). the goal (i.e., 10 VP) by the number of PCs.

7
Random Events
Try to drive the story forward whenever possible.
Random Species
Always approach the story from your character’s
Random Worlds
The galaxy is full of weird places, and sometimes
If the adventure starts running out of steam, and perspective, limiting questions to things they can you might take a wrong turn, or discover an area
you need to breathe some excitement back into it, observe or would know. But be sure to introduce of unexpected interest (or danger) while on your
you can always generate a random event! other characters to the scenes as well! way to visit another world.
Roll to generate a random event... Roll to generate an alien species... Roll to generate a world or structure...
AA Accident/hazard DA Injury/sickness AA Animal-like hybrids DA Little gremlins AA Ancient satellite DA Jungle world
AB Amazing invention DB Military invasion AB Aquatic creatures DB Microorganisms AB Artificial world DB Junkyard planet
AC Ambush/attack DC Mutiny/treachery AC Artificial beings DC Monstrous slugs AC Barren rocky planet DC Lakeland realm
AD Apocalyptic event DD Mysterious deaths AD Bird-lizards DD Mutated humanoids AD Cloudy planet DD Metastructure
AE Betrayal/trickery DE Orbital blockade AE Crystalline entities DE Parasites and hosts AE Dangerous moon DE Mining world
AF Bounty hunter DF Pandemic/disease AF Eldritch horrors DF Porcine brutes AF Dark world DF Ocean planet
BA Changing climate EA Piracy/sabotage BA Elemental beings EA Reptilian bipeds BA Desert planet EA Orbital platform
BB Cryptic clues EB Radiation/poison BB Enormous worms EB Sapient plants BB Distant rim world EB Primitive world
BC Damaged starship EC Rampaging monster BC Feral teddy bears EC Shapeshifters BC Dwarf planet EC Rogue planet
BD Distress signal ED Religious conflict BD Frog-like people ED Short gray people BD Ecumenopolis ED Space station
BE Escape pod EE Rise of a tyrant BE Giant bugs EE Small furry critters BE Fetid swamp planet EE Subterranean realm
BF Explosion/fire EF Shocking news BF Hooded little folk EF Snake-like species BF Forest paradise EF Super-Earth
CA Famine/drought FA Spying/subterfuge CA Horned predators FA Spindly spiders CA Gas giant FA Temperate world
CB Fear/superstition FB Starship battle CB Huge mammalians FB Tall thin humanoids CB Generation starship FB Tidally-locked body
CC Fleeing fugitive FC Strict laws/customs CC Humans (or similar) FC Tentacled terrors CC Habitable moon FC Volcanic planet
CD Floating debris FD Superweapon CD Incorporeal entities FD Towering giants CD Hostile world FD Wasteland planet
CE Horrific infestation FE War/revolution CE Insectoid colonies FE Vampiric species CE Ice planet FE Water world
CF Implausible crisis FF Witch hunt CF Large hairy bipeds FF Winged creatures CF Inhabitated asteroid FF Wrecked starship
Roll for characteristics about their society... Roll for information about the location...

Curveball Table
Roll to check if there’s a curveball. If so, interpret
AA At one with nature DA Reliant on tech
AB Bribery/corruption DB Respect for prowess
AC Code of honor DC Riches mean power
AA Binary star system DA Post-apocalyptic
AB Dangerous diseases DB Powerful storms
AC Deadly beauty DC Prison realm
the result within the context of the mission. AD Confusing etiquette DD Rigid caste system AD Dying environment DD Psychic emanations
Roll 2d6, on a double something happens... AE Cutthroat politics DE Rival factions AE Eldritch horrors DE Ruins of civilization
AA Actively advance the story in some way AF Disgusting customs DF Scientific minds AF Emotional influence DF Shrieking winds
BB Generate a new event (roll on the table) BA Genetic engineering EA Sickening diet BA Fierce predators EA Sprawling forests
CC Introduce a new person (roll on the table) BB Hereditary rulers EB Superstitious BB Floating islands EB Strange sounds
DD Describe a new place (roll on the table) BC Hive minds EC Technology-driven BC Forbidden zone EC Tenacious vermin
EE Add an unexpected twist (roll on the table) BD Insular views ED Tireless builders BD Hard to breathe ED Thick fog or mist
FF Interrupt scene with an action sequence! BE Intricate rituals EE Tricky/treacherous BE High gravity EE Towering peaks
If something happens, roll another d6... BF Materialistic EF Trusting/gullible BF Incompatible food EF Toxic environment
A The scenario change is negative for you CA Might makes right FA Unforgiving laws CA Incorporeal entities FA Unstable weather
B Relates to the main plot in some way CB Oppressive regime FB Unusual beliefs CB Low gravity FB Untamed lands
C Relates to the primary subplot in some way CC Pacifistic outlook FC Utopian veneer CC Mysterious vistas FC Unusual terrain
D Relates to the secondary subplot in some way CD Primitive beliefs FD Violent tempers CD Natural defenses FD Valuable resources
E Introduces (or relates to) a new tertiary subplot CE Psychically gifted FE Warlike culture CE Pitch darkness FE Vast wilderness
F The scenario change is positive for you CF Rebellious nature FF Wealth disparity CF Poisonous rain FF Vile stench

8
RX-474 Kael Rasche Kaavuts Tscha

race: Robot Edges Race: Human Edges Race: Wushak Edges


Ruthless (Major) Alertness Adaptable Connections Cannot Speak (growls) Mr. Fix It
Construct Muscular (Strength d6)
Outsider (Major) Skills attributes Skills Towering (Size +1) Skills
Vow (Major) Athletics d8 Agility d8 Athletics d8 Athletics d6
Common Knowledge d4 Smarts d6 Common Knowledge d6 attributes Common Knowledge d6
attributes Fighting d8 Spirit d6 Fighting d10 Agility d6 Electronics d8
Agility d8 Notice d4 Strength d6 Healing d6 Smarts d8 Fighting d8
Smarts d4 Persuasion d4 Vigor d6 Notice d6 Spirit d6 Notice d6
Spirit d4 Piloting d6 Persuasion d6 Strength d8 Persuasion d4
Strength d8 Repair d4 Derived Stats Piloting d6 Vigor d6 Repair d8
Vigor d8 Shooting d10 Pace: 6 Shooting d8 Shooting d6
Stealth d8 Parry: 7 Stealth d4 Derived Stats Stealth d4
Derived Stats Toughness: 9 (4) Pace: 6
Pace: 6 Gear Gear Parry: 6 Gear
Parry: 6 Blaster pistol (2d6; AP 2) Hindrances Blaster pistol (2d6; AP 2) Toughness: 10 (4) Blaster pistol (2d6; AP 2)
Toughness: 10 (4) Combat blade (Str+d8) Code of Honor (Major) Laser sword (Str+d6+8; Combat knife (Str+d4)
Battle armor (+4) Heroic (Major) AP 12) Hindrances Battle armor (+4)
Hindrances Battle armor (+4) Loyal (Minor)
Bloodthirsty (Major) Mean (Minor)
Impulsive (Major) Ruthless (Major)

9
Rayina Corlin Grugore Torkin Marsook

Race: Human Edges Race: Gremlin Edges Race: Human Edges


Adaptable Ace Brainy (Smarts d6) Arcane Background Adaptable McGyver
Diminutive (Size –1) (Psionics): deflection,
attributes Skills Low Light Vision havoc, stun attributes Skills
Agility d8 Athletics d6 Agility d8 Athletics d6
Smarts d6 Common Knowledge d6 attributes Skills Smarts d8 Common Knowledge d6
Spirit d6 Fighting d6 Agility d8 Athletics d6 Spirit d6 Fighting d8
Strength d6 Healing d6 Smarts d8 Common Knowledge d4 Strength d6 Notice d8
Vigor d6 Notice d6 Spirit d6 Fighting d6 Vigor d6 Persuasion d6
Persuasion d6 Strength d4 Notice d6 Repair d8
Derived Stats Piloting d10 Vigor d6 Persuasion d4 Derived Stats Shooting d8
Pace: 6 Shooting d8 Psionics d10 Pace: 6 Stealth d6
Parry: 5 Stealth d6 Derived Stats Shooting d8 Parry: 6
Toughness: 9 (4) Pace: 6 Stealth d8 Toughness: 9 (4) Gear
Gear Parry: 5 Thievery d8 Blaster SMG (2d6; AP 2;
Hindrances Blaster pistol (2d6; AP 2) Toughness: 8 (4) Hindrances RoF 4; two hands)
Overconfident (Major) Combat knife (Str+d4) Power Points: 10 Gear Big Mouth (Minor) Combat knife (Str+d4)
Stubborn (Minor) Battle armor (+4) Blaster pistol (2d6; AP 2) Ruthless (Minor) Battle armor (+4)
Thin Skinned (Minor) Hindrances Combat knife (Str+d4) Suspicious (Minor)
Curious (Major) Battle armor (+4) Vengeful (Minor)
Greedy (Major)

10
Gabryel amadi Kora Dak Thiloit Crosu

Race: Human Edges Race: Vuldrin Edges Race: Cephid Edges


Adaptable Charismatic Agile (Agility d6) Alertness Bite (Str+d4) AB (Psionics): confusion,
Dependency (sunlight) Semi-Aquatic healing, mind reading
attributes Skills Never Sleeps Skills
Agility d8 Athletics d6 Athletics d6 attributes Skills
Smarts d6 Common Knowledge d6 attributes Common Knowledge d6 Agility d6 Athletics d6
Spirit d8 Fighting d6 Agility d8 Fighting d6 Smarts d8 Common Knowledge d6
Strength d6 Healing d6 Smarts d8 Healing d4 Spirit d6 Fighting d4
Vigor d6 Notice d6 Spirit d6 Notice d8 Strength d4 Notice d6
Persuasion d8 Strength d6 Persuasion d4 Vigor d6 Persuasion d4
Derived Stats Piloting d4 Vigor d6 Piloting d4 Psionics d10
Pace: 6 Shooting d8 Shooting d10 Derived Stats Research d8
Parry: 5 Stealth d8 Derived Stats Stealth d8 Pace: 6 Science d8
Toughness: 9 (4) Pace: 6 Parry: 4 Shooting d6
Gear Parry: 5 Gear Toughness: 9 (4) Stealth d4
Hindrances Blaster pistol (2d6; AP 2) Toughness: 9 (4) Blaster rifle (3d6; AP 2; Power Points: 10
Greedy (Minor) Combat knife (Str+d4) RoF 3; two hands) Gear
Jealous (Major) Battle armor (+4) Hindrances Combat knife (Str+d4) Hindrances Blaster pistol (2d6; AP 2)
Quirk (Minor: Boaster) Cautious (Minor) Battle armor (+4) Arrogant (Major) Battle armor (+4)
Death Wish (Minor) Hesitant (Minor)
Vengeful (Major) Mild Mannered (Minor)

11
RX-474 Kael Rasche Kaavuts Tscha

race: Robot Edges Race: Human Edges Race: Wushak Edges


Ruthless (Major) Alertness Adaptable Connections Cannot Speak (growls) Jack-of-All-Trades
Construct Assassin First Strike Muscular (Strength d6) Mr. Fix It
Outsider (Major) Double Tap attributes Frenzy Towering (Size +1) Sweep
Vow (Major) Nerves of Steel Agility d8
Smarts d6 Skills attributes Skills
attributes Skills Spirit d6 Athletics d8 Agility d6 Athletics d6
Agility d8 Athletics d8 Strength d8 Common Knowledge d6 Smarts d10 Common Knowledge d6
Smarts d4 Common Knowledge d4 Vigor d6 Fighting d10 Spirit d6 Electronics d8
Spirit d4 Fighting d8 Healing d6 Strength d8 Fighting d8
Strength d8 Notice d4 Derived Stats Notice d6 Vigor d6 Notice d6
Vigor d10 Persuasion d4 Pace: 6 Persuasion d6 Persuasion d4
Piloting d6 Parry: 7 Piloting d8 Derived Stats Repair d10
Derived Stats Repair d4 Toughness: 9 (4) Shooting d8 Pace: 6 Shooting d6
Pace: 6 Shooting d10 Stealth d6 Parry: 6 Stealth d6
Parry: 6 Stealth d8 Hindrances Toughness: 10 (4)
Toughness: 11 (4) Code of Honor (Major) Gear Gear
Gear Heroic (Major) Blaster pistol (2d6; AP 2) Hindrances Blaster pistol (2d6; AP 2)
Hindrances Blaster pistol (2d6; AP 2) Laser sword (Str+d6+8; Loyal (Minor) Combat knife (Str+d4)
Bloodthirsty (Major) Combat blade (Str+d8) AP 12) Mean (Minor) Battle armor (+4)
Impulsive (Major) Battle armor (+4) Battle armor (+4) Ruthless (Major)

12
Rayina Corlin Grugore Torkin Marsook

Race: Human Edges Race: Gremlin Edges Race: Human Edges


Adaptable Ace Brainy (Smarts d6) Arcane Background Adaptable Brawny
Dodge Diminutive (Size –1) (Psionics): deflection, Level Headed
attributes Quick Low Light Vision havoc, stun attributes McGyver
Agility d8 Thief Agility d8
Smarts d8 Skills attributes Smarts d8 Skills
Spirit d6 Athletics d6 Agility d10 Skills Spirit d6 Athletics d8
Strength d6 Common Knowledge d6 Smarts d8 Athletics d8 Strength d8 Common Knowledge d6
Vigor d6 Fighting d6 Spirit d6 Common Knowledge d4 Vigor d6 Fighting d8
Healing d8 Strength d4 Fighting d6 Notice d8
Derived Stats Notice d8 Vigor d6 Notice d8 Derived Stats Persuasion d6
Pace: 6 Persuasion d6 Persuasion d4 Pace: 6 Repair d8
Parry: 5 Piloting d10 Derived Stats Psionics d10 Parry: 6 Shooting d8
Toughness: 9 (4) Shooting d8 Pace: 6 Shooting d8 Toughness: 10 (4) Stealth d8
Stealth d6 Parry: 5 Stealth d10
Hindrances Toughness: 8 (4) Thievery d10 Hindrances Gear
Overconfident (Major) Gear Power Points: 10 Big Mouth (Minor) Blaster SMG (2d6; AP 2;
Stubborn (Minor) Blaster pistol (2d6; AP 2) Gear Ruthless (Minor) RoF 4; two hands)
Thin Skinned (Minor) Combat knife (Str+d4) Hindrances Blaster pistol (2d6; AP 2) Suspicious (Minor) Combat knife (Str+d4)
Battle armor (+4) Curious (Major) Combat knife (Str+d4) Vengeful (Minor) Battle armor (+4)
Greedy (Major) Battle armor (+4)

13
Gabryel amadi Kora Dak Thiloit Crosu

Race: Human Edges Race: Vuldrin Edges Race: Cephid Edges


Adaptable Charismatic Agile (Agility d6) Alertness Bite (Str+d4) AB (Psionics): confusion,
Elan Dependency (sunlight) Fleet-Footed Semi-Aquatic healing, mind reading
attributes Luck Never Sleeps Rapid Fire Power Points
Agility d8 Scavenger attributes Scholar (Science)
Smarts d6 attributes Skills Agility d6
Spirit d8 Skills Agility d8 Athletics d8 Smarts d8 Skills
Strength d6 Athletics d6 Smarts d8 Common Knowledge d6 Spirit d6 Athletics d6
Vigor d8 Common Knowledge d6 Spirit d6 Fighting d6 Strength d4 Common Knowledge d6
Fighting d6 Strength d6 Healing d6 Vigor d6 Fighting d6
Derived Stats Healing d6 Vigor d8 Notice d8 Notice d8
Pace: 6 Notice d6 Persuasion d4 Derived Stats Persuasion d4
Parry: 5 Persuasion d8 Derived Stats Piloting d4 Pace: 6 Psionics d10
Toughness: 10 (4) Piloting d4 Pace: 8 Shooting d10 Parry: 5 Research d8
Shooting d8 Parry: 5 Stealth d8 Toughness: 9 (4) Science d8
Hindrances Stealth d8 Toughness: 10 (4) Power Points: 15 Shooting d6
Greedy (Minor) Gear Stealth d4
Jealous (Major) Gear Hindrances Blaster rifle (3d6; AP 2; Hindrances
Quirk (Minor: Boaster) Blaster pistol (2d6; AP 2) Cautious (Minor) RoF 3; two hands) Arrogant (Major) Gear
Combat knife (Str+d4) Death Wish (Minor) Combat knife (Str+d4) Hesitant (Minor) Blaster pistol (2d6; AP 2)
Battle armor (+4) Vengeful (Major) Battle armor (+4) Mild Mannered (Minor) Battle armor (+4)

14

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