311146-Interstellar Rebels (SWADE Microsetting)
311146-Interstellar Rebels (SWADE Microsetting)
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.
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.
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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):
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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.
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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 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
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
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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!
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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
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RX-474 Kael Rasche Kaavuts Tscha
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Rayina Corlin Grugore Torkin Marsook
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Gabryel amadi Kora Dak Thiloit Crosu
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RX-474 Kael Rasche Kaavuts Tscha
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Rayina Corlin Grugore Torkin Marsook
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Gabryel amadi Kora Dak Thiloit Crosu
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