Star Quest Corebook
Star Quest Corebook
QUEST
UNIVERSAL RULES
TM
Supplements
S1) Exploring Other Worlds
S2) Cities Of Steel
S3) Mercs And Mechs
S4) Inventions
S5) Islands In Space
S6) Wars Of The Worlds
Celendrian Adventures
C1) In Search Of The Nebulous Crystal
C2) Journey To The End Of Light
C3) War On Valantis Major
C4) The Last Flight Of MS-TK3000
C5) The Rings Of Nebulex
C6) The Last Of Her Kind
C7) Temple At The Center Of Time
Outer-Rim Adventures
O1) The Secret People Of Therra
O2) Assassin’s Gambit
O3) Lost In The Paradigm Base
O4) Galvatron’s Revenge
Thyraxion Adventures
T1) Crash On Galvan 8
T2) Judgment Of The Machines
T3) 30000 Ways To Die
STARQUEST RULEBOOK
Credits
Game Designer: Matthew deMille
Cover: Peter J Dansted, Amber M Hague, Kort Kramer, Andreas Rabenstein
Illustrations: Anh Tu Vo - Banu Andaru Adhimuka - Benjamin F. Battiste - Chris Bligh - Dany Boucher
Casey Dale Campbell - John Chandler - Barry Crocker - Jesper Dammare - Peter J. Dansted - Christer Degerman
Cyrene Domogalla - Rachael Doran - Dave Edwards - Louisa Gallie - Scott Gearhart - John Greaves - Jim Patrick Guyer
Amber M. Hague - HM ‘Alang’ Muhammad Hanif - Brook L. Harker - Kenneth Herstad - Fredrik Högberg - Brian Hudson
Oleg Kantorovich - Katharina Kaudela - Kort Kramer - Martin Kurzeja - Thomas Laurfelt - Helena Susann Lindvall
Nicklas Lundqvist - Rob Maddox - Richard James ‘Miaeth’ Mason - Jonathan Mayer - Tyler Meine
Daniel Rodriguez Millan - Samuel John Morell - Nathaniel E. Morgan - James E. Morrison - Jan Peter Müller
Cory ‘KyJin’ Nelson - Andreas Rabenstein - Jani Räty - Patrick Romanowski - Andreas Sandlund
Antti-Ala Tauriala - Andrew Kyle Tubbs - Aleksandar Vjestica - Slawek Wojtowicz
Editing, Graphic Design, Typography: Matthew deMille
Producer: James deMille
Website: www.NewDimensionGames.com
Thanks is also given to all those people who have offered their advice, ideas and enthusiasm to the Starquest game over the
years, and especially to the great, inspiring magicians of the genre, George Lucas and Gary E. Gygax
This text is protected under the copyright laws of the United States of America COPYRIGHT 2005
SECRET 42
Game over man, we
just saw a weather
balloon, and so if it
bleeds we can kill it,
billions and billions of
times, so don’t worry
I’ve got an angle . . .
the force will be with
you always, green?
FOREWORD
Starquest has been taking shape longer than any other game I’ve ever
made, really, though it is also the last to be finished. I grew up with
Star Wars, Star Blazers and other influences before I found medieval
pirate fantasy. One might say that the latter were exercises in making
the former, as the proverbial ‘final frontier’, space indeed, was a game
I didn’t want to make until I could do it properly. It’s the most trying
of all genres, for a game at least, as there is so much to consider, and
every genre I’ve explored so far was an essay in its development. For
twenty years ideas were tried and tested, and all was in readiness, but
I still lacked one central component; a theme, indeed a heart.
I wanted to make a game that ‘did it all’, rather than focusing
on one mythology or subgenre, like every other space or sci-fi game
tends to do. After all, what hasn’t been done already? How would any
game I made be anything other than just another number among the
masses? The answer eluded me for years, until, ironically, I came full
circle to how Fantasia began, as I asked myself not what hasn’t been
done yet, but what hasn’t been done right at all. Between movies,
games and the literature, it seemed everyone was trying too hard to
be some great piece of science-fiction, rather than the space opera,
whimsical adventure and pure fantasy for the future which is what we
already know we love so much.
Therefore, I set out to make a game that feels right, that feels
“That’s how all these other games should have been.” The answer, of
course, was right in front of me all these years, to make a game that
was not unique in its mythology, but unique in its concept, in that it
had no mythology, that it was indeed universal and could be applied
to any other mythos or subgenre.
Starquest has finally come together after over twenty years of
conception, providing an archetypical space fantasy role-playing game,
allowing us to take off into the vast reaches of our greatest dreams . . .
CONTENTS
TABLE OF CONTENTS
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Acceptance: In such a diverse universe as a role- Be fair!: This is the most important rule of all.
playing game, so vivid in play and so heavily For in a shared fantasy so desperately clinging to
reliant on discretion with rules, very often do times the proportions of mere game rules, surrounded by
arise when rules and ‘what is fair’ are in debate, the hopes and dreams of imaginative players, the
simply because an RPG does not try to recreate Game Master truly wields ultimate power, beyond
reality, but is only a drama play, and more often imagination. Indeed, the Game Master must remain
than not, when there is unrest with the rules, it is neutral, for regardless of his own preferences and
because people expect more of them than they visions for the fantasy, his will and the reality for
should. It is better to simply accept what happens, the Players’ Characters is all but inseparable—only
and remember, the dice are impartial, and things the dignity to remain fair keeps them apart, to live
could have gone either way. If every detail about and die by the rules (both of this book and the
‘reality’ was allowed to be argued in a role-playing storyline he has prepared), as the GM makes fair
adventure, the very vivid nature of the game could decisions based not on his own fancies but what
allow anyone to argue until the ends of time, and makes the best gaming experience for all involved.
thus, the game would go nowhere. Use your skill, In a game that relies so heavily on discretion,
hope for the best, and accept wherever things where rules and rolls are easily replaced by mere
happen to end up. That’s all any of us can do. judgment, a Game Master’s power is easily abused.
It must not be so. Indeed, that is one rule that the
Enthusiasm: Role-playing is not just a game, but a Game Master cannot defy.
shared fantasy, and thus, far more than any mere
‘game’, Players are encouraged to show enthusiasm, Keep secrets: Inevitably, through time, Players will
to ‘go the extra mile’ so-to-speak in order to make try their hand at being Game Master, or perhaps
the fantasy better. What kind of fantasy the game sneak a peak at his pages, or simply through trial
offers is precious and personal, but relies on the and error come to know these secrets therein, and
actions of others to create it. When Players show a eventually every statistic will be known to them.
lack of interest, it’s devastating to the private But then, any game, no matter how fun, is traded
fantasies ongoing in the thoughts and dreams of in time, and people move on. But the Game
others present. It takes extra effort on the part of Master should, in order to preserve the excitement
the Players to bring things to life, indeed to not of adventure for his Players, do whatever he can
let their passive ‘activity’ drag down their thoughts to prevent prying eyes into his Book, to sustain
as well. And everyone contributes to the game the element of surprise and surprises yet to come
differently—it is not so much ‘what’ someone does as long as he may.
to add to the fantasy, but that they do something
at all. So, for the common good of your game Responsibility: The rules in the Game Master’s
group, put forth your creative enthusiasm to help Section have been set aside for the Game Master
enrich the fantasy of the role-playing adventure. because they so closely concern the secrets he
reveals to the Players and their Characters as they
Responsibility: The rules in the Player’s Section merit them, through bravery, valor, cunning, quick
have been set aside for the Players because they wit and sheer luck. Thusly, if a rule is within
so closely concern their Characters, and little else. those pages, it is the responsibility of the Game
Thusly, if a rule is within those pages, it is the Master, not the Players, to remember it, calculate
responsibility of the Players, not the Game Master, it, and consider it during game play. Indeed, it is
to remember it, calculate it, and consider it during even considered by some a taboo for Players to so
game play. much as read anything within the Game Master’s
Book, though this is inevitable and thus no issue.
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INSPIRATION: Each and every role-playing game Space Ace: This arcade laser disc game not only
is based upon some sort of literature, printed or gave me a completely different lens through which
unprinted, published or unpublished, filmed, or to view space fiction, but made it seem easy, thus
dreamed. Indeed, each fantasy is inspired somehow, boosting my confidence along with energizing my
somewhere. As for Starquest, this ‘space fantasy’ young imagination.
has been with me since the beginning, serving as
the basis of my earliest dreams, igniting the fires The Fifth Element: A modern-day classic, this film
of my imagination to blast into hyperspace, finding was overlooked by most, but remains a wild romp
the realms of the medieval and piratical. And now, and delightful adventure which captures the tone of
the circle is complete as all the dreams have come adventures in space at their best, and will either be
back to build this whole—this game, this genre, copied by or inspire the work of many writers and
this dream. So now are those fantasies that have gamers for a long time to come, myself included.
helped shape Starquest honored, and explained as
to their power that is within my own heart. Aliens: The classic space horror and its sequel are
These fantasies, be they books, games or both films which provided me a conceptual motion
films, have had in part, great or small, a hand in picture for the gritty, darker side of each and
developing this work. So in addition to tribute are every planet, moon and mystical location that I
these inspirations mentioned in order to provide for will find in the vastness of my own universe.
the newcomer to Starquest perhaps some ‘suggested
reading’, or ‘suggested playing or viewing’. Predator: The original 1980’s film is unique in its
These sources of inspiration are detailed in execution of a cliché, one which was my favorite
their order of influence, and thus closeness to the film for years and continues to inspire my work in
overall themes, mythology and feel of Starquest. unforeseen and unpredictable ways, its influence on
me indeed like the Predator itself, for I never see
Star Wars: These classic films which redefined the it coming.
way films were made and how we looked at space
no longer as a scientific frontier, but as an infinite Other inspirations: Starquest has been inspired by
realm of adventure, appealing to the human spirit many other works of fiction, credited below. They
above all else, certainly captivated me with a most include a long list of movies, games, books and
certain force, one which surrounded me, penetrated other legends of our day and age.
me, and bound my life together.
The Terminator Trilogy
Star Frontiers: This RPG from the early 1980’s is Transformers
a classic that was never given the production effort The Black Hole
it deserved, and has for the longest time been like The Running Man
a derelict ship, lost and forgotten but none-the-less Total Recall
found time and again by game explorers, myself Galaxy Quest
one of them, and it has been a life-support system Men In Black
for my own idea of a space game. Men In Black II
Heavy Metal
Star Blazers: The first cartoon I really watched, at Heavy Metal 2000
a very young age no less, a modern-day ‘serial’ of Blade Runner
sorts and early anime, it’s partially responsible for Dr. Who
my disdain for sugar-coated shows and politically Galaxy Express 999
correct war cartoons where nobody dies, heavily Armageddon
influential on my fledging imagination, and most Pigs In Space
definitely the basis for many of my approaches to Spaceballs
space fantasy and fiction in general. T.R.O.O.P.S.
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ROLE-PLAYING: A role-playing game is like a becomes the fantasy story each of the players are
stage play, one that is unrehearsed, and with no participating in. And so, unlike other games where
audience save for the participants themselves. Role- the players compete against one other, in a role-
playing games are far more advanced than classic playing game all of the participants are encouraged
board and card games, because the entire adventure to work together, their individual additions working
takes place in the collective imagination of all who to create a common, self-perpetuating story that
participate. Thus, it is more than just a game—it’s everybody appreciates and enjoys.
a group storytelling session, one that combines
classic games and improvisational theater shared by Winning and losing: One thing that must be made
all. Indeed, it is an experience. Before any rules very clear is that role-playing games have no
are explained, it shall be told just how to have definitive end where someone can be declared a
that experience. ‘winner’. Instead, a role-playing game goes on
indefinitely. An adventure can end, but the same
To play is the thing: A role-playing game requires characters simply go on to another adventure. Even
no gameboard, for all its action takes place inside a character’s death is not the end, for a Player can
the players’ imaginations. Each player is like an just make up a new character, to rejoin the game
actor, playing the role of a fictitious character, just at the next opportunity the GM provides.
like on the stage, in an ongoing performance that Role-playing games can have a wide range of
is both interactive and unrehearsed. The ‘rules’ of outcomes as well, which are mostly shades of
the game only impose realistic, fair proportions of gray. For example, the Characters may escape from
uncertain things, such as battles. And while much a derelict space ship, but will have failed to find
of the game revolves around numbers, the dice and the secret plans on board. Some would argue that
the rules, the true game is the interaction between they ‘failed’, while others would say that surviving
all the players; the psychology, the narrative, the the alien infested ship is a victory in itself.
dialogue, and most of all the performances, be they In a role-playing game, nobody definitively
dramatic, comedic or even inspirational. Indeed, as ‘wins’ or ‘loses’. Such labels can only be applied
one famous, fictional character is often quoted, to the experience of the game itself. As in life,
“The Play is the thing.” one ‘wins’ if he enjoys himself. It’s that simple.
Really any role-playing game, because of the On the other hand, if someone was a ‘poor sport’,
proportions of its basic rules alone involves a great or ‘tried to win’ in any conventional manner, he
deal of time, commitment, and intelligence, but may be considered the ultimate loser.
more than that, its need for drama demands mature
players who can overcome and rise above all of its
inherent ‘stage fright’, who are willing to put forth
a great amount of themselves, and have a versatile
enough mind to play effectively in all this game’s
varying situations. A ‘good move’ in a role-playing
game is not necessarily the best tactic, nor the
most logical course of action, for the rules and
numbers already account for the intelligence and
cunning of the characters, but the ‘best moves’ are
those that are memorable ones, for indeed, the only
true rewards and honors that the Players can take
with them is the experience of playing—the thrill,
the memories, the fun!
As the time-honored proverb goes, “You get
out of it what you put into it”. Indeed, the more
enthusiastically an RPG is played, the more vivid
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THE BASICS: Role-playing games are extremely personal initiative and their volume proportional to
advanced and complex for a table game. Therefore how active their own Character is. However, there
the basics of this game’s structure are (re)explained are moments when time is critical, such as in a
throughout the following pages. fight, and at such times the game does become
organized into Rounds and Turns. As a rule, one
The dice: It is important to remember that this is ‘Round’ is one full sweep around the game table,
a role-playing game, not a roll-playing game. The wherein each Player gets one ‘Turn’. Note that
dice are indeed heavily involved, but they have Rounds and Turns reflect events, not necessarily
limited uses, and not the most important ones at measurable lengths of time.
that. The dice are overshadowed by the interactive
story that a role-playing game is. Still, the dice are GAME CAMPAIGNS: Role-playing games can
used in many ways, and those unfamiliar with a be played in two ways. The first is a simple ‘one-
role-playing game may find these rolling methods shot adventure’. However, in a role-playing game,
confusing at first. Characters can live on to have many adventures.
A normal roll calls for one dice to be rolled. When the same Character goes on to have more
Many modifiers may be applied to such a roll. than one adventure, then the game becomes a
A percentile roll calls for two ten-sided dice ‘Campaign’. Game Campaigns can go on forever,
to be rolled (or one dice twice). Before rolling, the so long as the Characters continue to survive and
Player must declare which of the dice will read the GM continues to develop a plot around them.
the ‘tens’ column. Usually, this is the larger or the
darker colored of the two dice. If a Player has The goal of a Campaign: Be the Campaign simple
only one dice, then, as a rule, the first dice rolled or complex, short or carried out over years, a
is always the tens column. Whatever the case, once successful Campaign is one that focuses on the
rolled, the dice will then read a number between Player Characters, gives them a chance to develop,
01 and 99. If a ‘00’ is rolled, it does not mean 0, indeed gives them a stage and a story within
but 100. In some cases, when an actual percentage which to develop, bring their fantasies to life, and
is called for, the percentage ‘chance’ given is the triumph through. Indeed, a Campaign that helps
difference the dice must roll with 101 for success. shape Characters as memorable as real people is a
For example, if something is listed as having a triumph in itself.
25% chance of occurring, the dice must read ‘76’ The same Character(s) having their adventures
or higher for the roll to succeed. is the basic skeleton of a Campaign. A Campaign
A total roll is when a number of dice are can have many, many adventures, and added to
rolled and simply added together. For example, a them various levels and depth of story the Game
range of 3-30 would call for a single 10-sided dice Master may develop for the Player Characters,
to be rolled three times and then its rolls added turning the game from a simple, serial adventure,
together. Similarly, some rolls may call for odd into the saga of the Characters’ lives.
ranges, such as 4-13. Know that all such ranges Campaigns become self-perpetuating. For as
given within these rules are attainable by the dice the same Characters continue to have adventures,
provided. Furthering the above example, one could accomplish feats, find treasures and make sacrifices,
roll a single 10-sided dice and add 3 to the result then questions, relationships, and trials will create
to attain that odd range. themselves. Much of the story detail comes out of
nowhere. But that is the beauty of role-playing.
Rounds, Turns and time: Unlike most conventional
table games, a role-playing game does not revolve Time range: So much of role-playing games and
around set turns or rounds. Instead, the one who is most especially their storytelling aspect rely on
the Game Master simply narrates the adventure at discretion, of budgeting and balancing time and
his own pace, and whenever he is not (speaking) rules. It is so easy to want to act out every little
then the Players can speak up as they will, their detail of each Character’s life, but like any good
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story, a certain pace must be established in order STORY POINTS: As Starquest is just as much
to keep the game interesting. This is a game after an interactive story as it is a game, those whose
all, not a movie, and so establishing that pace is imaginative efforts enhance the story are rewarded
done numerically. in a way that transcends all other rules and rolls.
Provided on Table 3 is the Experience Level a They are rewarded with Story Points!
Character should achieve after an approximate
amount of time at the table. This is based on how What are Story Points?: Ask yourself, in a good
difficult the game is, how much time between rolls story, indeed a story you enjoy, is it always the
and rules should be filled in with storytelling, and strongest, largest, and most menacing characters
altogether just how fast (or slow) someone should that are left standing in the end? In a good story,
come closer to 10th Level. it’s the most memorable characters that are the
If the game is noticeably distant from the ones who go on, be they great or small. Strategy,
proportions of Table 3, then it is not properly good moves and knowing the black-and-white rules
paced, and should either slow down a little, adding can only perpetuate one’s survival (and story) so
a little more story depth, or pick up its pace and long. Furthermore, it should not be that the lucky
not be so bogged down in detail. alone enjoy themselves while good performances
are lost to mere chance.
TABLE #3: CAMPAIGN LEVEL RANGES Story Points bind the game together, as they
Experience Level Total hours of play offer assurance that the more one role-plays, the
1 10 better off he will be, until such a point comes
2 25 when luck is surpassed, and memorizing the rules
3 50 seems insignificant.
4 75
Story Points are a special reward system used
5 100
6 125 periodically throughout play in direct proportion to
7 150 how much one offers to the game in terms of
8 200 storytelling. These Points have a great influence on
9 250 rolls and rules alike.
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TABLE #4: EARNING STORY POINTS the direct and indirect enhancement of the game,
Points Performance those who play in a costume befitting the setting
3 Added scenes that complimented the plot should be rewarded with 2 Story Points.
2 Never broke character Describing dice rolls adds a great deal of
2 Played in costume excitement to the game. While the random nature
1 Described dice rolls well and often of dice disallows for a truly structured story, at the
1 Often referred to Players by Character name
same time it actually helps create storylines. But
1 Respected all rules to the gameroom
the details they add to an existing story aren’t
recognized unless people make an effort with them.
If a Player’s performance is memorable for the
Adding scenes is normally the task of the
colorful descriptions he adds to dice rolls, indeed
Game Master, for usually it is the storyteller who
explaining why they fell as they did, he should be
sets the stage. However, he just cannot know the
rewarded with 1 Story Point.
depth of each Player’s soul, and when someone
shares it, offering simple scenes that express their
emotions, it adds a great deal to the story. Simple
scenes such as bartering in the spaceport cantina
about the cost of passage to a star system, passing
out in an air-car by testing a new motion sickness
remedy, or perhaps just bantering about love while
gearing up for a battle—such seemingly trivial little
details, non-profit endeavors and distractions give
greater life to the Characters that are at the heart
of the story. Any Player whose contributions are
memorable, or even made elements of the plot
clearer or more appealing to others should be
rewarded with 3 Story Points.
Never breaking character is wonderful in a
role-playing fantasy. Not that ‘having fun’ is a bad
thing, but the true fun in a fantasy is to feel being
in another place. Players open up their hearts and
dreams with great trust when they develop their
Characters and offer their ideas. It’s a chance to
believe their dreams, indeed live them. But those
dreams are fragile and the image easily shattered,
like a hologram transmission in an asteroid field.
Silliness makes light of the fantasy and destroys it
instantly. And while there is little that can be done
to mature people, one can be encouraged to avoid
being dumb. For when one is of a more mature
mind, not only does he allow others to enhance
the story, but if he is not detracting from the story
he must be adding to it. Indeed, those who do not
break character by faltering into silliness should be
rewarded with 2 Story Points.
Playing in costume adds a great deal of
atmosphere for others, but more than that, being in
costume truly enhances one’s overall performance,
as they feel more like their Character. So, for both
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Naming Characters rather than the Players at Saving one’s life is a use of Story Points that
the game table helps bring the story to life more could be accurately defined as ‘hero power’. For
easily than anything else. If one calls the other even as Players enjoy sitting around a table and
Players by their Character’s names, or he speaks of imagining their Characters’ great adventures, the
himself in ‘third person’ rather than saying “I do Characters themselves within the ‘game reality’ are
this . . .” or speaks of his Character, such as to say almost always dealing with far more difficult and
“Starkiller will try to . . .” he adds to the story. If involving challenges than rules and rolls. Truly, the
one refers to the others by their Character names, Characters are far more aware of the world in
or refers to his own Character and his actions in which they are adventuring, and may very well not
third person more often than not, he should be do something as oversighted as a Player may think
rewarded with 1 Story Point. is best. So, if a Player’s Character dies, he can
Respecting rules is a common courtesy, but immediately spend 5 Story Points to have somehow
role-playing games easily take so much time, and avoided his fate. However, these points must be
become so involving, that people understandably spent at that very moment—once any other Turn is
lose focus on the world around them. It takes an taken, it is too late. An alternative is to spend 3
extra effort to keep in mind respect for the rules Story Points in advance, so that the next time one
of one’s gaming area. He who considers one’s makes a decision which will certainly destroy his
standards should be rewarded with 1 Story Point. Character, then the Character himself will have the
presence of mind not to make that choice. In this
Using Story Points: So, just how do Story Points case, the situation must be life or death, nothing
affect the game? How do these Points ensure that less. For example, choosing to attack a robot army
the performer succeeds where the one who knows all alone is, even though a grim prospect, still an
the rules best does not? How can luck itself be uncertain one. But if there is a detonator fixed to
surpassed in a game of dice? Story Points are, at a door that will blow up the ship if removed, that
a Player’s option, applied to various aspects of the would merit this ruling. In any such instance, the
game, including the modification of dice rolls, thus GM informs the Player outright that his choice
taking luck out of the equation and replacing it would have been perilous. The 3 Story Points, long
with earned drama. spent, have now served their purpose to save the
Modifying dice rolls is the most common use Character’s life. Note that once Story Points are so
of Story Points. After a dice falls, a Player may invested they may not be ‘refunded’.
apply Story Points to it to change its result one Acquiring greater Characters is perhaps the
way or the other. One can modify any roll he best overall use of Story Points. Where once the
himself or the GM rolls—one cannot alter the rolls ‘toughest’ Characters always survive, in Starquest,
of another Player. When a roll is changed, it is the toughest only belong to those who have earned
changed by 1 on the dice for every 1 Story Point their power, not with lucky rolls or even with
spent. Note that this changes the dice roll, not add Experience Points, but who do justice to having
a bonus, therefore, no matter how many Story great Characters by knowing the setting, by adding
Points are spent, a dice cannot be pushed beyond to the story, indeed by earning Story Points and
its natural range. Also note that in the case of using them to create Characters that dice alone
Critical rolls, a Critical ‘Hit’ must be lowered to a cannot. When making a new Character, a Player
miss entirely or else it will remain Critical (the can trade Story Points 1-for-1 into Creation Points
reverse is true with a Critical failure). And, Story to build his new Character with, and so the greater
Points can only be applied to the last dice that is Characters belong to the greater Players.
rolled—once a new dice falls, any previous roll
can never be altered by Story Points.
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20
THE RULE
MENACE
BOOK I
THE RULE BOOK
CHAPTER 2
FOR ALL TECHNOLOGY THE UNIVERSE REMAINS AN UNPREDICTABLE AND PERILOUS PLACE
22
REALMS OF PHYSICS
FOR ALL TECHNOLOGY THE UNIVERSE REMAINS AN UNPREDICTABLE AND PERILOUS PLACE
Combined Ability Checks: Sometimes Characters SEARCHING: In the complex and often alien
will combine their efforts towards a common end. environments of space adventure, there are always
One Character must be selected to actually make countless doors, ducts, screens, snares and other
the roll, with all others who help giving him a secrets hidden from the sight and other senses of
bonus to his roll, based on their collective Ability any adventuring party. Their details are endless,
Scores with the task at hand. The Ability Points of and so their finding is simplified with a single
the one who will actually attempt the Check does roll, called a ‘Searching Check’.
not factor into the total listed on Table 6. For
example, if Xandu Morondu with a 14 Intelligence Making a Searching Check: Anyone can spend
wanted to crack a military code, normally requiring their Turn to make a Searching Check at any time.
a Challenging Intelligence Check, his buddies could The Game Master will then roll a D8, keeping the
help him with deciphering, their total Intelligence result to himself. This roll is modified by any
Points equaling 26, thus giving him +3 to the roll. Skill Level the individual may have pertaining to
what (according to the GM’s notes) is to be found
TABLE #6: COMBINED ABILITY CHECKS there. If the total is 8 or greater, the Character has
Collective help Ability Check bonus found everything hidden in the immediate area. If
100+ +7 the result is less than 8, or there is simply nothing
60-99 +6 to be found at all, the GM will simply inform the
40-59 +5 Player (in whatever descriptive way he wishes) that
30-39 +4
his search turned up nothing.
24-29 +3
16-23 +2
1-15 +1 Searching with skill: A Searching Check is an
abstract summary of searching an area—if one
specifically looks in a place where something is
indeed hidden, no roll is necessary, and he will be
successful. For example, if Gelloris Ace was in the
ship’s engine room, and the GM knew that there
was a bomb hidden under the control panel, and
the Player of Gelloris stated that he opened up the
control panel, then he would automatically find the
bomb, without having to roll at all.
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Searching again: If a Searching Check fails, one MOVEMENT: Adventurers throughout space will
cannot search that area a second time, because the always have to move into all types of terrain and
Character is convinced that there is nothing there trials, and will either struggle or speed their way
to be found. through them. Just how well each person may
move in different conditions are explained below.
HIDING: Whether hiding in the cargo bay, in a
closet, in a pond or in a crowd, the rule is always Running: Anyone can always run up to the limit
the same. In order to allow for an endless variety of his Modified Movement Rate in a single Round.
of senses, skills and cunning, one simply hides However, if he wishes to go faster, he may for a
(assuming there is adequate cover to do so), and single Turn add 50’ to his Movement Rate with a
he will not be discovered unless anyone looking Physique Check; Casual for Fighters, Challenging
for him can best him on dice. In this matter, the for Rogues, and Critical for Mystics. This roll also
hiding person rolls a D8, while all parties seeking suffers according to the modifiers found below. If
him roll a D6. Tied results are to be re-rolled. If this Check fails, the Character must stop to rest
one has any Skill in Hiding, his Skill Level serves (thus gaining no movement that Round), even if
as a bonus to his roll. the world is falling apart around him.
24
REALMS OF PHYSICS
FOR ALL TECHNOLOGY THE UNIVERSE REMAINS AN UNPREDICTABLE AND PERILOUS PLACE
Climbing: No matter what planet one is on, there Swimming: Sometimes Characters will need to get
is always one thing that is constant, and that is wet, whether to approach something, escape, search
the force of gravity, however strong it may be. If or get where they’re going. Whenever someone has
someone tries to climb something, he must decide to swim, it is assumed he knows how, and so he
his speed and thus his care. The Player decides the can move 30’ in a single Turn. If he wishes to go
number of feet he wishes his Character to climb in further or faster, he can add distance by making a
that Round. If he states nothing it’s assumed he’s Movement Check; Casual for Fighters, Challenging
attempting 10’. Every foot less than 10 that he is for Mystics, and Critical for Rogues. The difficulty
climbing is a bonus to this roll, and every foot of this Check changes depending on how much
above 10 he is climbing is a penalty to this roll. faster or further one wishes to swim in a single
He then makes his Movement Check; Casual for Turn. And, if this Check fails, he will go under,
Rogues, Challenging for Fighters, and Critical for drowning after 1-6 Rounds unless he makes a
Mystics. If he fails, he falls. In addition to gravity Physique Check at the same Class difficulty as
variables, this roll has other modifiers listed below. listed above, which he can attempt each Round.
Falling: Characters have a wonderful (and to the Stealth: Sometimes, Characters are forced to sneak
GM vastly amusing) tendency to fall off of things. about for various reasons. When they do, success
Whenever anyone falls, there are only two types of is measured by making a ‘Stealth Check’. This is
surfaces he can land on—those which are safe to a Movement Check in order to get from ‘Point A’
fall on, and those that are not. The following chart to ‘Point B’ without being noticed by whoever
displays the distance one can fall onto any surface may take offense at his presence; Casual for
for it to be considered ‘safe’. Every 10’ above that Rogues, Challenging for Mystics, and Critical for
is the cumulative -1 penalty to one’s Movement Fighters. The difficulty is further dependent on the
Check to land safely (if realistically possible to do overall conditions one is trying to get through, as
so); Casual for Mystics, Challenging for Rogues, displayed on the following chart. If this Check
and Critical for Fighters. Should one fail to land fails, the Character was in some way undeniably
safely or softly, he will suffer D10 Damage for noticed by who (or what) he was trying to avoid.
every total 10’ fallen (including the ‘safe zone’),
multiplied by the surface factor listed below. TABLE #13: STEALTH
Circumstances Modifiers
TABLE #11: FALLING Heavy darkness or shadows +4
Surface Safety range Damage modifier Cluttered area +2
Water 30’ x2 Evading overwhelming odds +1
Tents or awning 30’ x1 Battle is going on nearby +1
Foliage or trees 20’ x1 Interiors or closely clustered buildings -1
Machinery 10’ x2 Guards are expecting to see an intruder -1
Solid surface 10’ x2 Excessive guards or lights nearby -2
Earth or stone 0’ x3 Great distance to cross -3
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26
REALMS OF PHYSICS
FOR ALL TECHNOLOGY THE UNIVERSE REMAINS AN UNPREDICTABLE AND PERILOUS PLACE
Infections: Any illness, disease, virus or other kind ROGUE RULES: Below are a few miscellaneous
of biological attack is considered an ‘Infection’. rules which serve the sneakier, craftier and more
Whenever anyone is exposed to one, the individual desperate people who skulk through the universe.
must make an Infection Check to resist contracting
it into his system. This is a Genetics Check, its Breaking doors: Some doors may be locked or
difficulty depending on the rarity of the infection sealed. In order to break down such a door, one
(the more commonly known, the more likely there must deliver a single blow of 20 Damage or more.
have been over-the-counter cures and vaccinations No Attack Roll is required, but if the Damage is
developed)—one commonly known would be only less than 20, the Damage ricochets, hitting either
a Casual Check to avoid, but a potent one perhaps the wielder (for all melee weapons) or a random
a Challenging Check, and any alien virus a Critical person nearby (for all ranged weapons), though in
Check—yet this is solely the discretion of the GM. all cases requiring an ‘Attack Roll’ none-the-less,
If the Adventure has specifics about the virus, that but one made with a +8 bonus.
is indeed what one will suffer, but if an Infection
does not have specifics, one roll on the following Lockpicking: If one wishes to pick a normal lock
chart will provide them. All viral grenades use this or bypass security in some hot-wiring fashion, he
chart to determine their effects. Any Infection can may do so if he rolls ‘6’ or better on the D8, but
be reversed by getting ‘surgery’, at a random cost he gets only one attempt per lock.
of 1000 to 4000 credits.
Picking pockets: Normally, one who engages in the
TABLE #16: INFECTIONS art of pilfering has specific targets, whose prizes in
Roll Effects their pockets are detailed by the current Adventure.
17-20 Vomits uncontrollably and so loses 1-8 Turns However, if someone just wishes to get some easy
15-16 Hair falls out or skin changes color money, and makes a successful Skill Check to do
14 Loses reproductive abilities so, the question arises of how much he gets. One
13 Struck blind roll on the following chart can easily answer that.
9-12 Permanent loss of 1 Genetics Point
6-8 Permanent loss of 1-4 Health Points
3-5 Skin melts for 2-24 (2D12) Damage TABLE #18: POCKETS PICKED
1-2 Loses 1-6 Creation Points worth of Features Roll What the thief gets
(Player’s choice for the breakdown) 12 Credit card with 1-100 credits still on it
9-11 Key-card to a vehicle nearby of Value 1-8
5-8 Credit card with 1-20 credits still on it
2-4 Lint, string or nothing
Vaccinations: There are always new vaccines being 1 Something sick which causes an Infection
developed, and people regularly add them to their
system. Every time someone gets a vaccination, he
gets a Vaccination Point. One’s total Vaccination Drugs: There are always illegal or dangerous things
Points give him a bonus to all Genetics Checks, people like, be they yelloweed, deathsticks or some
and all rolls made for him personally on Table 16, other substance. If one wants these, he must pay a
according to the following chart. random 100-600 credits, and then roll on the chart
below to determine what effect they have.
TABLE #17: VACCINATIONS
Points Genetics Checks Rolls on Table 16 TABLE #19: DRUGS
60+ +5 +9 Roll Effect
38-59 +4 +7 8 Gain 10-40 Experience Points
23-37 +3 +5 6-7 Nullifies Fatigue factor for the day
8-22 +2 +3 2-5 Effective wound of 1-6 Damage
1-7 +1 +1 1 Automatic Infection rolled on Table 16
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TABLE #20: LASER CRITICAL HITS Critical Misses: If ever anyone rolls a natural ‘1’
Roll Critical result with an Attack Roll, regardless of all modifiers, he
10+ Target killed has horribly missed, and must also roll immediately
8-9 Clean shot; avoids all Protection to determine the grave misfortune of his folly. If
7 Destroys target’s weapon the result is implausible then the next (numerically)
6 Armor damaged; 1-8 Protection lost lowest result is counted. The dice one uses on
5 Target knocked off nearby height
these charts is the highest facets under his Combat
4 Controls fight; +4 to next Initiative
3 Triple the total Damage done Score (rounded down). For example, someone with
1-2 Double the total Damage done a 7 Combat Score always uses the D6 on these
charts. If ever someone rolls above his range, he
suffers no ill effects at all.
TABLE #21: PROJECTILE CRITICAL HITS
Roll Critical result TABLE #25: LASER CRITICAL MISSES
Roll Critical result
11+ Target killed
10 Target killed horribly; all equipment destroyed 4-9 Power unit empty
7-9 Armor damaged; 1-12 Protection lost 3 Drops weapon; takes 1 Turn to retrieve
5-6 Target knocked off nearest height 2 Target gets free Turn
4 Destroys target’s weapon 1 Hits random friend or ally
3 Controls fight; +3 to next Initiative
1-2 Double the total Damage done
TABLE #26: PROJECTILE CRITICAL MISSES
Roll Critical result
TABLE #22: ALIEN CRITICAL HITS 5-10 Recoil; fall over and spend 1 Turn to get up
Roll Critical result 4 Weapon jammed; requires 1-4 Turns to fix
8+ Target killed 3 Power unit empty
7 Target utterly destroyed; no traces left 1-2 Hits random friend or ally
6 Destroys target’s weapon
5 Clean shot; avoids all Protection
4 Controls fight; +4 to next Initiative TABLE #27: ALIEN CRITICAL MISSES
3 Target knocked off nearby height Roll Critical result
1-2 Double the total Damage done 4-12 Power unit empty
2-3 Hits random friendly or ally
1 Hits self; half total Damage rounded up
TABLE #23: MELEE CRITICAL HITS
Roll Critical result
12+ Target killed TABLE #28: MELEE CRITICAL MISSES
9-11 Target knocked unconscious Roll Critical result
8 Clean shot; avoids all Protection 7 Weapon (or self) flung; 1 Turn to retrieve
5-7 Target knocked off nearest height 5-6 Weapon broken
4 Controls fight; +4 to next Initiative 3-4 Target gets free Turn
1-3 Double the total Damage done 2 Hits random friendly or ally
1 Hits self; half total Damage rounded up
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TACTICS: This combat system is kept simple and Moving: In a single Turn, one can move up to
abstract to avoid making the most intense and their maximum Modified Movement Rate, but
fasted-paced part of the story the slowest, bogged cannot take any other kinds of actions. Moving up
down with details which are just as easily and to 20’ does not take a Turn.
effectively created with description and storytelling.
However, fighting is yet much more than a simple Multiple attacks: Whenever one’s group definitively
‘hit or miss’ scenario, and so are certain situations wins an Initiative either by a margin of 4 or by
given special consideration. Unless stated otherwise, maximizing their dice, he may choose to move so
each of the following tactics require one’s normal swift as to receive multiple Turns to attack. To do
Turn during a combat Round. this, one must make a Combat Check, Challenging
for 2 total attacks, Critical for 3. However, if this
Brawling: Should someone be caught without any Check fails, that particular Character receives no
weapon, there is always good old fashioned fists attack or Turn of any kind at all that Round.
and fury to rely upon. Having no weapon means a
Base Damage of 0 and that he rolls on Table 23 Switching weapons: Withn the fog of war, one has
for Critical Hits and Table 28 for Critical Misses. little time to think, much less perform complex
However, if the Character is of a Fighter Class, he actions outside the dance of battle. If one wishes
will gain a bonus to Attack Rolls of this kind; +2 to switch weapons, he must spend a Turn to do
against his own race category (humans, aliens and so. If one wishes to pass a weapon to another,
droids), and +1 against all others. both Characters must spend their Turns in the
exchange. However, any weapon exchange can be
Range: Most ranged weapons in this very fantastic done without the cost of anyone’s Turn if someone
universe have such range that it is limited only by makes their Challenging Combat Check.
line-of-sight. Indeed, this is any distance weapon’s
range unless it is specifically stated otherwise. All Parrying: In battle, one is always dodging, evading,
melee weapons are limited to but 10’. All thrown rolling with and re-directing blows, hence one’s
weapons use Table 32, which is provided later in Defense Score. However, if a Character decides to
this Chapter. specifically fight the defensive, he may spend his
Turn to ‘parry’, maneuvering into a better position
Re-loading: Whenever someone’s weapon runs out to attack. Each successive Turn which one spends
of power (normally from rolling a Critical Miss or parrying builds a bonus of +2, which adds to his
firing a burst), it takes a separate Turn to re-load. Defense Score until he makes an Attack Roll, and
One can do this without taking a Turn should he then that bonus applies to the Attack Roll itself.
make a Challenging Combat Check. However, if he But whether one hits or misses, when next he
fails, he re-loads improperly, making that particular attacks, his parrying bonus is gone.
power pack forever useless.
Guarding the fallen: When friends and allies are
Firing a burst: Whenever using either a ‘laser’ or knocked unconscious, one may guard against their
‘projectile’ weapon, one can choose to hold down enemies taking easy killing blows against them by
the trigger and create a large hole in his target. If standing over or near them and forcing any attacks
one wishes to do this, the Player must state he is against the fallen against himself. One can guard at
doing so before making his Attack Roll. For doing any one time up to a number of people equal to
this adds one dice value to his Damage Variable his Intuition Score divided by 4 (rounded up).
should he hit. However, regardless of whether he
misses or not, if the Attack Roll dice itself read Taking a blow: A noble sacrifice (and perhaps a
any odd number (7, 13, etc.) then the trigger-happy bitter one), one may at any time, without the use
guy also drained his weapon’s power source, be it of a Turn or Initiative, throw themselves in front
emptying a clip, burning all his fuel, etc. of another who is hit at that moment. The hit is
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addition, each Round that the duel returns to the Disarming: If a combatant wishes to disarm his
one who chose to begin it, a cumulative +1 bonus opponent of a held weapon, he may do so with a
builds for each combatant’s Attack Rolls. Once a Combat Check. If the target’s Defense Score is
hit is landed, whether it kills one’s opponent or equal to or less than the attacker’s Combat, this is
not, both such bonus’ are negated. a Challenging Check. If the target’s Defense Score
is higher than the attacker’s Combat, this is a
Changing armor: Normally, one gets in an out of Critical Check.
all their armor when time is not a critical issue.
However, when time is important, putting on any Fleeing: As a wise old man once said, “There are
and all armor takes a number of Rounds equal to alternatives to fighting.” If one wishes to flee from
the total Protection factor of it all, while taking it battle, he must make a Combat Check to do so.
off requires only 1 Round per item, regardless of The challenge of this Check depends on the odds
its size and burden, as gravity does the work. he is fighting—if the Character and his allies at
least equal or outnumber their foes, the Check is
Limited weapon ranges: Many are the weapons that Challenging, but if one’s foes outnumber his own
are made to either be fired or by design thrown allies, the Check is Critical. If one is successful in
effectively to strike from a distance. On Table 32 finding a way out of the carnage, he can move up
all such weapons are listed. Those that are listed to his maximum Modified Movement Rate. If the
as ‘thrown’ weapons suffer a penalty of -4 to the Check fails however, not only did he not escape,
Attack Roll when thrown, unless one if Proficient but one of those enemies he was attempting to flee
in the weapon type, in which case no such penalty from gets a free Turn to attack him.
applies at all, and his Skill Level is counted
normally beginning from +0. If a weapon is not Shooting a power source: While ‘called shots’ are
listed here, such as lasers, then as a rule it has not normally a part of this game (one is assumed
line-of-sight range. Note that the ranges given are to always be taking the best shots available, as he
a summary of both the physical range possible and would know them, given his skills and savvy), but
effective targeting range, so one can gain a 10% one can target something else entirely—an enemy’s
to the range for every -1 he applies to his Attack. Power unit, be it in his weapon, or even himself
(for robots). If he does, he suffers a base penalty
TABLE #32: LIMITED RANGES of -5 to his Attack Roll, further modified by the
Weapon Manner Range type of Power unit he’s aiming for, and where it
Club Thrown Physique x 2’ is located, according to the following chart. If he
Crossbow Design Physique x 20’
hits, he damages the Power unit, not the individual
Energy net Thrown Movement x 1’
Flamethrower Design 30’-60’ (D4+2) wearing it (though this will most often result in
Grenade Thrown Physique x 4’ not only his but many others’ destruction anyway).
Grenade rifle Design 100’
Gyrojet rifle Design 500’ TABLE #33: TARGETING POWER UNITS
Handgun Design 300’ Power unit External Internal
Knife Thrown Movement x 5’ Antimatter cube +3 -1
Machine-gun Design 1000’ Ballistic clip -1 -2
Minigun Design 2000’ Concentrated proton cube +1 -1
Pulse rifle Design 400’ Dark matter clip -1 -1
Remote disk Thrown Intuition x 3’ Fossil fuel quotion +4 +1
Sawsword Thrown Physique x 1’ Parabattery +2 -3
Shotgun Design 150’ Refined power crystal +0 -3
Spear Thrown Physique x 2’ Standard antimatter unit -3 -4
Staff Thrown Physique x 2’ Standard energy clip -2 -2
Sword Thrown Combat x 1’ Xanthian crystal sphere +3 +1
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DUEL OF THE FATES
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Critical Hits: Whenever anyone rolls the maximum Retreat: Should a commander give the order to flee
on their Attack Dice, he not only hits regardless of the battle, he risks his Turn to do so, rolling on
all a target’s defenses, but he can choose what the the following chart using the D10, and living (or
result of the roll is on Table 36, which nothing dying) by the result. This chart also displays the
can alter or modify. Note that all personal weapons modifier to the next Initiative Roll for themselves
cannot effect a Critical Hit result against vehicles. and their allies alike, no matter their success.
Also note that Critical ‘Misses’ do not occur in
battles between vehicles, as vehicles take so much TABLE #37: VEHICLE BATTLE RETREAT
abuse and their damage is so impersonal. Roll Conditions fled into Initiative
7-10 Flees at once +1
Grouping: When many vehicles are involved in the 4-6 Enemy gets parting Attack Roll -1
battle, rather than roll for each one, they can join 2-3 Can flee if next Initiative is won -0
into groups and make one roll for their entire lot. 1 No escape and enemies get a Turn -2
In this manner, all the ships joining into a group
must be of the same Type (A, H, etc.). However
many ships wish to join together is limited only Tactics: There is no accounting for the variety of
by the individual in command of them, indeed the vehicles and thus the innovative ways that their
one rolling for them that same Round, for they commanders will use them to fight with others. As
must all be using the same Battle Dice in order to such, Players can attempt anything in combat with
‘group’. For when they take their Turn(s), they do
so with a single roll, and thus all are successful or
unsuccessful as a team. Results of their actions are
also rolled as one, with any and all Damage (but
not effects) to their enemies multiplied according to
their total count. For example, if ten space fighters
grouped together and used their common artillery
to attack a mothership, one roll on the D12 would
be made for them all, but if successful, would do
ten times the normal damage from their artillery,
but have only one effective roll on Table 36.
Groups also are targeted as destroyed as a
team. Any enemy attacking any of them will hit
(or miss) all of them as a group with its single
Attack Roll. However, unlike the Damage a group
does, the Damage they suffer is not done to all of
them, but rather the total Damage endured is to be
distributed amongst them all at the discretion of
the commander of the targets. For example, if ten
space fighters were hit for 200 Damage, the one
rolling for their battered group that Round could
have four ships each suffer 50 Damage, or each of
them only 20 Damage apiece, etc.
Groups can disband at any time, but doing so
must be declared before Initiative is rolled. They
need not break as a whole either, as individuals
can leave the group, but once again, the number
and exact ones breaking must be stated before any
Initiative is rolled.
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DUEL OF THE FATES
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a vehicle, so long as they can imagine it and then Miscellaneous accidents: The result of nearly every
describe it to the GM (and visa-versa, though not failed action attempted by a vehicle, be it battle,
often, as the villains that the GM makes decisions fleeing or imaginative tactics, is damage or outright
for tend to be far less imaginative or desperate in destruction for the vehicle (and those within it).
any kind of battle). Therefore, if someone is not Rather than limit this to Damage Points alone, the
attacking or fleeing, anything else he tries revolves following charts are provided. Whenever a vehicle
around description and discretion, but only to the is reduced to 0 Body Points, its commander has
end result of an effect, not any Damage or fleeing. the option of negating the Damage of that blow by
After one’s tactic is decided upon, the number rolling on the chart below that is most appropriate
of successive Turns he forfeits building towards the for how they would normally be destroyed by the
action is the chance in 10 that he succeeds, with Damage itself, and using the Battle Dice that they
whatever it may be. This roll can be aided by one would normally use for their actions that Round.
Skill, and the GM must then deem it applicable
for whatever is being attempted (hence a Player’s TABLE #38: VEHICLES COLLIDING
need to describe it, and the reverse is also true, Roll Result of vehicles colliding
that any tactic that the GM attempts must be fairly 8-12 Scrape up against each other; no damage
weighed by the Players and voted by a majority as 5-7 Weapons explode; 10-60 Damage times speed
plausible to apply, hence why enemies and villains 4 Power unit damaged; rendered inoperable
seldom use tactics at all). If ever one’s successive 2-3 Normal Damage plus 10-40 times its speed
1 Normal Damage suffered to vehicle but also
Turns are broken by trying something else or being
the same amount distributed amongst the crew
hit, so is his chance in 10 of success.
For example, if the mad pilot of a starfighter
wanted to try a kamikaze attack on the bridge of a
TABLE #39: VEHICLES CRASHING
galactic battlecruiser in order to render their shields Roll Result of vehicles crashing
inoperable, he could do it straight out by rolling a 7-12 Vehicle disabled but no damage done to crew
‘10’ on the D10 and thus get past their shields to 6 Power unit rendered inoperable
make the impact, or he could zip around for 3 4-5 Power unit explodes; normal effects
Turns, confusing the cruiser, and then ram into the 2-3 Normal Damage plus 10-100 times its speed
bridge on the fourth, needing a ‘7’ or better on 1 Normal Damage suffered to vehicle but also
the D10 to succeed. If the pilot’s Player argued the same amount distributed amongst the crew
that his ‘Vehicles’ Skill should help, say that he
could know the split-second intervals between when
shields re-charge and thus slip between them, and TABLE #40: VEHICLES EXPLODING
the GM agreed, his Skill Level of 2 would add +2 Roll Result of vehicles exploding
to his eventual D10 roll and thus his chances. 10-12 Vehicle lost but crew may just barely escape
5-9 Crew must immediately escape or perish
Escaping a vehicle: Given that vehicles tend to 2-4 Power unit explodes in the same moment
1 Normal Damage suffered to vehicle but also
crash, burn, explode and otherwise come to a very
the same amount distributed amongst the crew
absolute end, the question almost always arises as
to whether the crew, passengers and party can
escape before the craft is history. In this, one can
TABLE #41: VEHICLES IMPLODING
always attempt to escape at the last moment, but Roll Result of vehicles imploding
to do so requires a Movement Check, using the 11-12 Vehicle lost but crew may just barely escape
Battle Dice of the vehicle for that Turn. And, even 6-10 Crew must immediately escape or perish
if someone does manage to escape, he must still 2-5 Power unit implodes before the vehicle does
deal with the physical conditions surrounding him, 1 Normal Damage suffered to vehicle but also
such as being in the vacuum of space without a the same amount distributed amongst the crew
space suit . . .
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EQUIPMENT
B.C.: Ballistic Clips can be anything from bullets
to miniature missiles to one of many clips making
a bandoleer of collapsible crossbow bolts.
MONEY: There are countless forms of currency in
the universe. However, there are more common and C.P.C.: Concentrated Proton Cubes are inserted into
trusted types as well. The following chart displays the weapon—if destroyed, it blows up, causing the
the most widely known and accepted forms of all one who was holding it 3-18 (3D6) Damage.
currency in any galaxy. The ‘Value’ listed is used
to refer to all purchases throughout this Chapter. D.M.C.: Dark Matter Clips not only duplicate all
For example, a ‘laser pistol’ would cost either 50 the functions of an S.E.C. but they also increase
marks from the unknown Sarillium system or 125 one’s roll for a Critical Hit result by +1.
steel pieces of pirate commonwealth.
F.F.Q.: Fossil Fuel Quotions can be canisters full
of oil, prepared fuel or something in gaseous form,
TABLE #42: COMMON CURRENCY
Currency Value Material but explode for 1-12 Damage if ever they are hit.
Republic credit 100% Various
Gold coin 100% Gold R.P.C.: Refined Power Crystals are small, usually
Sarillium mark 50% Plastic contained in a metal skin but not always, yet ever
Pirate commonwealth 20% Steel safe and stable, and very expensive.
Moon dust 10% Dust
S.A.U.: Standard Antimatter Units are clips which
look like the magazine for any weapon, except that
Burden: The physical burden of any of money, they explode for 10-40 Damage if they come into
regardless of its material, is 1 Encumbrance for contact with any other energy (they are safe inside
every 100 credits (rounded down). a weapon, unless it specifically is destroyed).
Exchange: Any money can be exchanged in really S.E.C.: Standard Energy Clips are simple clips with
any settlement, for any other kind of currency, energy in them capable of powering most weapons.
unless specifically stated otherwise.
38
THE GALACTIC BAZAAR
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Annihilation grenade: This does not explode in the Explosive grenade: This creates a blast of kinetic
conventional manner, but creates a sphere of total energy, fire and shrapnel, hitting its target for the
annihilation 5-10’ (D6+4) in diameter, erasing from listed Damage, but also causing 1-20 Damage to
physical existence everything within it, or perhaps all within an equal radius of feet.
just a piece of something if it is partially in the
sphere and partially outside of it . . . Flamethrower: The classic anti-personnel weapon,
this shoots a stream of flames boiling into a cloud
Blaster: This is a larger or modified or specially of fire at its end.
designed laser pistol or small rifle, ultimately being
an effective and reliable medium between the two. Grenade rifle: This is a gun designed to fire not
lasers nor bullets, but grenades of any sort—the
Crossbow: This primitive weapon is still effective Player must specify what 10 grenades are loaded
enough, as it can be loaded with all kinds of bolts into it but not in any order, as it chamber rotates.
and bombs—if someone takes an additional Turn to
(re)load, he can lock in a bolt that has (previously) Gyrojet rifle: This rifle shoots small, self-propelled
had a grenade fixed to it, thus increasing such a bullets, like miniature missiles.
detonator’s range and accuracy.
Handgun: This is any old-fashioned sort of pistol,
Cyberstaff: Such a staff as this is more than just a from a revolver to an automatic.
shaft—it has cybernetic attachments which allow it
to extend and retract, self-balance and absorb many Heavy laser: In bygone days when these were first
forms of energy, allowing the attacker to drain the invented, they were only mounted on armored cars
life of its target into himself, healing his own lost and military assault vehicles, until someone found
Health by 1 Point worth of wounds for every 6 a way to condense their parts and hand-carry them.
Damage he does with a single blow (rounded up).
Knuckles: These are artificial knuckles which fit
Doze grenade: This releases a cloud of gas which over one’s hand, made of brass, steel or some
will cause a total of 30-80 (D6+2) Health worth of other metal, increasing one’s Damage in ‘unarmed’
living creatures—centered on its target—to collapse combat by their listed +1.
into unconsciousness unless they make a Critical
Genetics Check. Mark-class weapons: The sleek, sable casing of
these weapons harken to darker times and old wars
Energy net: This does not appear as a net at first, that nobody won, their very presence in a battle
but merely a small disc one can enclose within his giving the user +1 to the first Initiative Roll for
fist, but when its single button is pushed it will the entire battle (regardless of what weapons arrive
generate a web of pure energy 10’ square, and thus on the scene later).
cannot be cut or damaged to escape from—anyone
it hits must make a Challenging Movement Check Machine-gun: This is a large caliber rifle with belt-
or become entangled and so immobilized, provided fed ammunition.
that the net is larger than they are tall (under 10’).
Minigun: A small gatlin-gun, this monster has the
Energy whip: Such a weapon appears as a handle firepower to clear the entire field, but it eats up
only, but when activated, creates a whip of pure ammunition fast, going through an entire Ballistic
energy 20’ in length, which in addition to Damage Clip with a single shot.
will cause its targets to make a Genetics Check to
avoid being stunned and immobilized for the next Missile pack: This is a backpack or similar sort of
1-4 Rounds, this Check Casual for all save robots, apparatus with a missile in it, but it only has one
for whom it is Challenging. shot, and after it is used, the housing is useless.
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Mutation grenade: This releases some sort of gas, Pulse rifle: The standard for most military men,
spores or other biological warfare which causes its this compact rifle is a nice balance between close
target to mutate in some horrible way, causing him quarters combat and ranged attack, as it is just as
to permanently lose 3-18 Health, plus 1 Genetics accurate with single shots as it is with bursts.
Ability Point.
Remote disk: This is a metal disc about 6” to 8” in
Nuclear gatlin-gun: A truly intimidating weapon, diameter, with a spinning sawblade edge and a
this long apparatus requires someone of decent homing beacon to its time-space point of origin, so
height to use, given its firing mechanisms being so that once thrown it cuts its way back to return to
far apart—if the operator is 5’ tall or more, he can the hand of the one who used it, stopping its edge
use this effectively, firing radioactive laser, with its rotating just a moment before arrival.
bursts assuring a Critical Hit effect if they find
their mark, or a Critical Miss if not. Rifle: The classic laser rifle is a two-handed
weapon that comes in countless varieties.
Nuclear grenade: This causes a nuclear blast, one
that is ‘small’ by comparison, but still has a radius Sawsword: This is a larger than average sword
of 60’-90’ (D4+5), complete with mushroom cloud, whose blade is akin to a chainsaw, fitted with tiny
causing 100 Damage to everything within it. teeth of hard jewels or strong steel, cutting its way
through anything it can’t by force and angle alone.
Phaser: These small guns seldom appear to be
weapons at all, fitting snugly in one’s palm or Shotgun: Preferred by many to be kept handy for
easily attached to the ends of their sleeves, firing a close encounters, this old fashioned scatter-gun is
short but potent beam of energy. of a kind that is never disabled by loss of power
or even getting wet.
Photon blooper: This massive, cylindrical rifle fires
bolts of photon energy so powerful that they have Shoulder cannon: This mounts to one’s shoulder
a true recoil, causing the user to use one less dice and has cerebral hook-ups so that it turns and aims
value for Critical Miss effects. to match his own center of vision.
Pistol: The classic laser pistol is a single-handed Sungun: This gun shoots concentrated sunlight, an
weapon that comes in countless varieties. effective ‘laser’ beam, but one which causes those
it ‘kills’ to burn up.
Plasma cannon: The credit cost of the Power pack
used is the percentage of the base 10 Damage that Thermal grenade: This will create a small inferno,
this weapon will do—BCs and SECs do 1 Damage burning and melting everything within a radius of
instead of 0.1 only. 10-40’ feet for an equal number of Damage.
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Web: Liquid or other organic material is shot out Total burden: This lists the armor’s Encumbrance.
in a web form which solidifies upon its target, the Every 10 Encumbrance of any armor that exceeds
one hit by it must make a Challenging Movement one’s Movement (rounded up) is the cumulative -1
Check or become entangled and so immobilized, he suffers to all Attack Rolls with it for whatever
losing his next 1-4 Turns. reason (its too heavy, it gets in the way, etc.).
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Arm-bands: These can be metal bands, rings or Lasermesh: This is a tightly-knit, web-like mesh of
some similar device which deflect energy shots, thousands of tiny triangles woven from laser-fibers,
giving Protection against laser weapons only. which thus absorbs energy, protecting one against
laser weapons only but also allowing him to retain
Astro-helmet: A helmet such as this can be a glass some energy if he’s a robot, giving him +1 to all
dome, a skin-tight mask or any other apparatus, his Defeat Rolls on Table 31.
enabling a betasuit, jumpsuit or exoskin to become
environmentally independent for outer space, but if Leather: Whether classic hard-boiled leather armor
the person is ever hit this helmet is destroyed. or a fancy combination of glossy black strips that
accentuate a woman’s physique, this studded and
Battle-mask: This is some sort of complex (and sturdy outfit is just as good at stopping damage as
usually frightening) mask, which has a breathing it is stopping the opposite sex in mid-thought.
apparatus and gas-mask built into it.
Magnetic shoes: These heavy, mechanical shoes can
Betasuit: This is a skin-tight, silk-like outfit which keep one safely fixed to the exterior of any craft
deflects all forms of Damage, however, each time in space, but are not strong enough to resist any
it is hit its Protection factor is lowered by -1, as forceful removal, such as being shot.
it gets ripped, burned and otherwise destroyed.
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TABLE #47: GEAR Allweather blanket: This keeps one warm in cold
Equipment Credit Power Total climates and cool in warm climates, increasing his
Survival cost use Burden Wilderness Movement Rate by +5 miles, and can
Allweather blanket 5 - 8 also be rolled up into such a small volume that it
Canteen 2 - 7 is little larger than a small weapon.
Compass 4 - 2
Electroshock pill 70 - -
Antishock implant: The Character won’t roll Defeat
First-aid kit 12 - 14
Gas-mask 24 - 8 on Table 31 when next reduced to 0 Health (this
Junk-food 1 - 7 implant then used), but instead fall unconscious,
Kitchen kit 38 FFQ 4 unless he chooses to roll, but if he does he must
Rations 1 - 7 live with the result, for better or worse.
Soda-pop 1 - 6
Tent 15 - 10 Backpack: Unlike most other containers, backpacks
Vitasalt pills 20 - 2 do not need to be held and thus free up both
Gadgets hands, while adding +35 to one’s Capacity.
Gun-cleaning kit 10 SEC 10
Hologram 200 SEC 2 Binoculars: These give one a bonus of +4 to any
Jet-pack 500 FFQ 30 Intuition Check that is dependent on sight.
Motion sensor 350 SEC 6
Spectrum goggles 90 SEC 1
Tri-meter 60 SEC 2 Blue-food: There are many alien civilizations out
Univox 80 DMC 4 there whose primary food seems to be blue, quite
Alien a contradiction to the common selections that are
Blue-food 10 - 7 almost all of human design and have every color
Dark-detonator 200 - 5 except that one, but such delights that can best be
Data-detonator 500 - 8 described as blue milk, turquoise sawdust and pale
Dice-detonator 800 - 2 pebbles not only serve their own race well, but all
Food synthesizer 300 CPC 20 species, increasing daily healing by +1 Health, and
Liquid skin 45 - 4 lasts an individual for 7 days.
War paint 30 - 6
Mundane Canteen: This will hold enough water to last an
Backpack 10 - 5
individual 7 days.
Binoculars 15 - 2
Clothes 2 - 5
Communicator 1 - - Clothes: Characters may begin their adventures with
Flare 2 - 1 clothing enough, but if ever their duds are torn,
Flashlight 4 SEC 1 burned, shredded or otherwise made unusable, this
Glowstick 1 - 1 purchase represents a whole new set of clothes.
Grappling hook 9 - 4
Rope 5 - 4 Communicator: This is some sort of small, standard
Sack 1 - 5 communication device, such as a wrist-watch with
Smokes 1 - 1 a screen, a com-link or any other device, which
Tool kit 20 - 9
can communicate with anybody on the same planet
Web-gear 10 - 2
or in a ship within the atmosphere.
Bionic
Antishock implant 300 - -
False body parts 700 - 1 Compass: Such a device must be recalibrated when
Neuralcorder 900 RPC 4 it comes to a new planet, which requires a Player
P.D.T. 10 - - state he’s doing so and make a Casual Intelligence
Safety teeth 70 - - Check, otherwise the Game Master is encouraged
to give false readings at his leisure.
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Dark-detonator: This can be placed upon any bomb Glowstick: When twisted, the chemicals inside this
which will override its countdown, resetting it with plastic stick glow, and last for about 12 hours.
a Challenging Intelligence Check, but if the Check
fails, the new countdown is determined at random; Grappling hook: This is a small metal hook with
a D12 for the Rounds now left. This has one use. several teeth, either collapsible or small enough to
fit easily into a belt, can be thrown as far as three
Data-detonator: This can be placed on any control times one’s Physique Score, and once caught such
panel, computer or other device which holds data, a hook makes for a reliable end to a rope.
and once it goes off, it erases all programs and
commands, though it cannot at all harm the neural- Gun-cleaning kit: Having such a kit assumes one
networks of any robotic brain, as they are all hard- uses it regularly, thus increasing the Base Damage
wired against such detonations. This has one use. of all his laser and projectile weapons by +1.
Dice-detonator: This does not take a Turn to use, Hologram: This is a small hand-held device that
for if held in one’s hand when fate is against the generates a hologram up to human size 30’ away.
individual (i.e. bad dice rolls are out of control) it
will create a dimensional explosion which will jolt Jet-pack: While this does not enable one to truly
time enough to allow him to re-roll one dice of fly, he can slow his fall enough to ensure a safe
his own from this present Turn. This has one use. landing on any surface, and do short jumps of up
to 100’ in a single Turn but must then not use his
Electroshock pill: This potent pill will get one’s pack on the following Round or else it will get
heart going again, so if someone is ‘killed’ but he overheated and explode for 3-24 (3D8) Damage.
is given this within a number of Rounds equal to
or less than his Genetics Score, he will be able to Junk-food: This food, while weighing the same as
re-roll his Defeat result from Table 31, but at one normal rations, tastes better but nourishes less, so
lower dice value than normal. the individual living on this 7-day supply heals at
but half the normal rate, but also gains +1 to his
False body parts: The Character has some body Personality Checks during this time.
parts which are detachable and thus replaceable, to
be stated as to what they are when purchased, but Kitchen kit: A collection of small pots, pans and
they will not function once removed from his core pills which fit snugly together, specially designed
body (indeed his heart and brain). to make alien food safe for anyone to eat once he
adjusts the settings to suit his species, giving him
First-aid kit: There are enough bandages, medicines a +1 bonus to Foraging Checks.
and other items in one such kit to heal 1-6 lost
Health Points on an individual 3 times. Liquid skin: This glue-like oil goes on like lotion
and absorbs the biological properties of one’s skin
Food synthesizer: This device processes any food and copies it, becoming an invisible exoskin which
to simulate the taste and appearance of one’s own covers a wound and nullifies its pain, eliminating
natural environment, making it delicious as well as one’s penalty from Fatigue while his wounds heal,
nutritious, increasing one’s Prime Requisite by +1 though if wounded again since its application this
so long as he continuous to use it. substance must be re-applied. This has three uses.
Gas-mask: When wearing this mask the individual Motion sensor: This device will detect and display
is able to breathe in otherwise toxic environments, anything moving up to a range of 50’, thus giving
but also suffers a -2 penalty to Intuition Checks as away any ambush within that area, and making a
the mask obscures his peripheral vision. Surprise Attack all but impossible.
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Neuralcorder: This can be any combination of tiny ‘blind fighting’ as well as countering the normal
devices, from goggles to retina implants, nano-tech penalty to Intuition Score if that is the alien’s
teeth to a false voice-box, altogether combining to natural Feature.
allow the individual to record what he sees, speaks
and hears so he can confirm it by playback later. Tent: This is a simple, weather resistant cover that
can house up to 200 total Encumbrance (between
P.D.T.: A Personal Data Transmitter keeps a record both Body and Carried Encumbrance). For every
of one’s biological identity, D.N.A. and fingerprint additional 100 capacity ‘worth of tent’, the cost
identification, and can be read by systems designed increases by 5 credits and the tent itself by 10
for it up to a radius of 12 miles, commonly used Encumbrance.
for proof of identity or being found when lost.
Tool kit: The simple tools in this box can be used
Rations: This is a pack of rations, be it military to repair any one item from Tables 44, 45, and 46
preserves, prison steak, alien jerky, stale cookies or if it gets broken, but then the parts from this kit
cinema giveaways, but it keeps one alive and can are entirely used up.
last an individual for 7 days.
Tri-meter: A simple data recorder that works for
Rope: Sold in lengths of 50’, a rope can support most functions, including (but not limited to) visual
up to 200 Encumbrance, but every additional 100 readings, audio recordings and biological analysis,
Encumbrance (rounded down) that is placed upon it altogether giving one +1 to all Tech Checks.
is the cumulative chance in 4 that it breaks.
Univox: This is a universal translator, instantly and
Sack: This takes a free hand to carry, but will add flawlessly interpreting any alien dialect (but not
+45 to one’s Capacity. writing) for 1 Turn if one can successfully use it,
requiring a Challenging Intelligence Check (only
Safety teeth: These are similar to bracers, but ones Casual if the user has the Languages Skill), with
that analyze everything that passes between them, failure penalizing any Reaction Check it may be
ensuring its safety for the subject, thus allowing used for at this time by -2.
the individual a Challenging Intuition Check to be
aware if anything he is eating or drinking is going Vitasalt pills: This pack of pills has 3 uses, each
to harm him, and so they will reject it before its time sustaining someone without water for 1-4 days
harmful effect takes place. as if he were properly hydrated, though he cannot
heal naturally during this time as his body truly
Smokes: A single pack of ‘smokes-sticks’, be they does not have the fluids necessary for regeneration,
cigarettes, death-sticks, anal-air or something else and burns what it does have on normal activities.
all have the same purpose, that of making one feel
better, so much so that using up one full pack will War paint: Sold in small bottles, this thick paint
negate one’s Fatigue penalty for up to 5 Damage. evokes rage and determination within those who
apply it, giving a painted Character +1 to Attack
Soda-pop: A six-pack of the best brand soda-pop Rolls for the duration of one battle, after which
in the galaxy, one of which when mixed with a this paint will have worn off his flesh completely
special pill (given away for free) can give the (due to sweat, blood, burning, etc.), and cannot aid
individual a +2 bonus to his Genetics Check for robot races at all anyway.
staying awake for an entire day.
Web-gear: This is an efficient, often military made
Spectrum goggles: These allow the person to see apparatus of belts, buckles and clips, like a vest,
in different spectrums of light, such as thermal or which will eliminate 12 total Encumbrance between
ultraviolet, eliminating the normal modifiers for weapons, gadgets and mundane gear.
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HAGGLING: Though the universe is vast and so TRANSPORT: The Characters will need to get
is time, some things never change no matter where places, and thus will need to buy passage on many
one goes, including greed. In any galactic market, different kinds of transport, prices and distances of
one can always attempt to haggle for a listed price which are listed on the following chart. Note that
to be lower, or higher if he’s the one selling it. A these are prices for one person’s passage, not for a
Player Character or NPC that’s with the party can group nor to purchase a ship. If the party has that
reduce an item’s cost by making a dice roll. One kind of credit, they should refer to Chapter 6 and
must state the desired percentage change in blocks just outright buy one.
of 5% that will be in his favor if successful, then
roll. The dice used is determined by an Ability TABLE #48: COMMERCIAL PASSAGE
Score, which one depending on the nature of the Transportation Credit Distance Travel
item that is being haggled over. The percentage Land cost traveled time
change, divided by 5, is the penalty to this roll. If Bus 1 20 miles 1 hour
the result is above 10, then the haggler got what Monorail 8 120 miles 1 hour
he wanted for that one item. If not, then no item Taxi 2 80 miles 1 hour
of that type will not be sold to that Character ever Sea
by that particular merchant or in that settlement (as Cargo ship 20 150 miles 3 hours
Luxury liner 50 180 miles 3 hours
word gets around), at least not until circumstances Submarine 80 120 miles 3 hours
significantly change, such as the party saving the Air
city from an alien invasion force. For example, if Commercial plane 50 2000 miles 2 hours
one wanted to reduce 20% off the price of a laser First-class plane 100 3000 miles 2 hours
blaster, and so set its price at 32 credits, he would Hot-air balloon 10 40 miles 2 hours
need to roll above 10 with a -4 penalty. Space
Luxury liner 200 12 lightyears 1 hour
SELLING ITEMS: If someone wishes to sell an Military cargo 60 10 lightyears 1 hour
item, it can easily be sold, for the same price as Refugee transport 80 8 lightyears 1 hour
listed on any of the charts in this Chapter—in the
extensive and civilizations that span endless worlds,
few things are purchased ‘new’, but rather, they’re SERVICES: There are various services that the
traded for other goods or the placeholder of credit. Characters may need at times, so they are provided
In fact, credits are by name only the standard unit on the following chart.
of measurement for any good’s true value. Hence,
the listed price one buys something for is its value TABLE #49: COMMERICAL SERVICES
and he’s probably not buying it new himself. Service Credit cost Value
Carbon-freeze 800 Preserve lost Character
Divorce 10 Breaks a marriage
INSIGNIFICENT EQUIPMENT: All equipment Doctor 10 Heal 1 Health
listed throughout this Chapter is all that will be Funeral 600 +1 to Table 112 rolls
relevant to the game. Doubtless the Characters will Marriage 50 Legalizes a marriage
carry many other items, but they are too small and Poison-work 100-600 The poison’s Potency
too trivial to trouble with. Players’ free description Prostitute 30 3-8 Experience Points
accounts for them, not any rule or statistic. Such Surgery 1000-4000 Reverse one Infection
things as fishhooks, goggles and other articles do Therapy 300 Regain 1 Ability Point
not cost, encumber or count heavily enough to Training 20 1-12 Experience Points
slow down the game with their calculations, nor Translation 10 Translates 1 page
the Character with their own burden. In this, it Vaccination 70 1 Vaccination Point
must be accepted that if an item of equipment is
not found in this Chapter, it should prove unable
to effect any statistical change to the game.
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POWER UNITS: All of the various technologies EXPLOSIVES: Things that explode (intentionally)
have one common need—power. On the following are used for a variety of purposes, anti-personnel
chart are listed all the kinds of Power units one being only one of them, but include opening heavy
can use for the various machines found in this doors, clearing paths and reactivating old locked-up
Chapter. These Power units last indefinitely, indeed engines (try at own risk), amongst others. Devices
until anyone using it rolls two consecutive ‘1’s on used for creating explosions come in an endless
any dice for any function, at which time there is a variety. Indeed, most bombs, mines and other tools
percentage chance equal to its credit cost divided for mass devastation are unique designs of the one
by 10 that the Power only had a brownout rather who ends up setting them off.
than a burnout. For example, if someone operating
a junk lifter powered by a ‘parabattery’ rolled two Acquiring explosives: To purchase or otherwise get
natural ‘1’s in a row, one for it forcing open an possession of any explosive, one must first state
air-lock door and then one for an Attack Roll, he’s the power of what he is trying to get, in terms of
suffering because his lifter is wobbling, and he has the dice it will use for Damage when set off, for
an 80% of the parabattery continuing to work after each dice value increases the cost by a factor of
that point. Note that SECs automatically fail. 10 credits. For example, a bomb that does D6 for
Damage would cost 20 credits, while one that does
TABLE #51: MACHINE POWER SOURCES D10 would cost 40 credits, to begin with. Building
Power unit Credit cost Burden up dice for Damage requires the cost be purchased
Antimatter cube 1000 10 all over again. Furthering the above example, some
Concentrated proton cube 50 3 bomb that did 3D12 Damage would cost a total of
Fossil fuel quotion 100 5 150 credits.
Parabattery 800 20
Refined power crystal 700 1
Encumbrance: Each dice value of any explosive is
Standard antimatter unit 200 2
Standard energy clip 1 1 the cumulative 1 Encumbrance it has. For example,
Xanthian crystal sphere 500 30 a bomb that did D8 Damage would have a Burden
factor of 3.
Antimatter cube: This compressed cube of energy Effects: However or whatever an explosion is made
has no physical structure save for the energy that from is up to the designer to tell us (those caught
is concentrated at its edges, and if damaged will within it will almost certainly not be left to tell
explode for 5-60 (5D12) Damage to all within 20’. the tale), be it plastic explosive, a claymore scatter
effect, or anything else, but no matter the nature
Parabattery: These classic, universal power sources of the blast, its effect will be the same—the total
appear in many forms but most commonly what is Damage done will be delivered to everyone within
best described as a gold ingot with hexegonal sides an equal radius of feet.
rather than pyramidal ones, its metal casing able to
withstand 2-12 (2D6) with any hit, but if ever the Range: Explosives all have the benefit of timers
Damage done exceeds that number, it will explode, and remote detonators—they can be set anywhere,
doing the same amount as rolled to all within 30’. and will ‘go up’ without fail, so long as the one
who sets them is specific about the conditions and
Xanthian crystal sphere: The largest of power units, nothing interferes with this process.
these metallic spheres are a precious substance that
are found and mined on many worlds, named for Disarming: Finding any explosive that has not yet
the one who first discovered them and discovered detonated offers one the chance to disarm it—the
how amazingly stable they are, only exploding for highest singular dice value used in its construction
1-12 Damage for an equal range of feet, and then is the Tech Check required to disarm it safely,
only if they are damaged by intention. with failure causing it to explode instantly!
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MINDWORK: One technology that is ever feared Mind control: This classic device of evil overlords
and yet often forgotten until it is too late is the can be either a mental skill alone, or a technology
kind which attacks one internally, such as insidious which enhances it. Whenever one attempts to work
brainwashing and evil mind-control, among others. mind-control, he must roll equal to or above the
intended victim’s Psyche Score with a Tech Check.
Brainwashing: As difficult as it may be to learn The device he is using can enhance this roll. Note
secrets, and as impossible as it may seem to forget that only one type of device can be used at a time
great tragedy, it is at the same time only too easy or against any one target. If the Tech Check is
to stumble upon a secret one shouldn’t know, and successful, he will be able to dominate the will of
even easier to have anything completely wiped out that individual in every way, shape and form, at
of one’s memory, if the technology is there. There least until he commands him to do something that
are all kinds of ‘brainwashing’ technologies and he would not normally do, at which time he must
even standardized machines that have proven better re-make his Tech Check to retain control. Failure
than other designs. The following chart displays the of any such Tech Check, however, will damage the
more ‘popular’ ones (especially among evil people), mind of the one attempting it, causing him to lose
along with their cost in credits, total Encumbrance 0-2 (D6 -4) Psyche Points. If reduced to ‘0’ in this
wherever they may be stored, and the difficulty of manner he will die, his brain bleeding out his ears.
the Psyche Check one must make to resist. If the
machine’s model is of the same race type as the TABLE #53: MIND CONTROL DEVICES
victim, he will suffer a -2 penalty to his Psyche Device Cost Burden Control
Check to resist, as his own kind know that much Cerebral enhancement 3000 2 +1
Eye-implants 4000 - +2
better how to break him. In any case, if the poor
Full table apparatus 5000 2300 +6
fool fails, he will forget anything and everything Standard control box 6000 60 +3
that the operator wants him to, or just a blanket Terillium goggles 3500 9 +2
wipe of 1-4 years at any point in time. All these Vodox (voice-chip) 1500 - +1
memories can be recovered by someone operating
the same type of machine successfully, by making
a Tech Check for the machine’s ‘Recovery’. If this TIME - SPACE: Time and space are a collective
Check fails, the subject will lose 1-4 Points off his energy that will never will be fully understood, not
Intelligence Score. If his Intelligence drops to ‘0’, any more than the water and currents of planetary
he becomes an NPC with no mind, effectively if oceans, even if they too have been traveled for
not physically dead, altogether lost to the Player. thousands of years. However, there is always some
measure of ever changing understanding, which can
TABLE #52: BRAINWASHING DEVICES give someone who is knowledgeable or skilled with
Apparatus Credit Size or Resistance Recovery it an edge. All factors for the normal exploration
Humane cost burden difficulty Check and use of time-space are already accounted for in
Mindbender 5000 1800 Challenging 8
vehicles and space travel, in Chapters 6 and 7
Stasis-coffin 7000 2400 Critical 7
Venom-helm 4000 60 Casual 6
respectively. However, there are some risks and
Alien rewards for manipulating space-time that one may
Egg-helmet 3500 45 Casual 5 attempt with any kind of technology.
Neuralizer 9500 5 Critical 9
Spider-helm 8500 13 Critical 8 Stopping time: Any device that ‘stops time’ will, if
Stasis-cage 4500 2000 Challenging 10 destroyed, cause everyone and everything within a
Robotic range of feet equal to the Rounds it would have
Eraser 8000 850 Critical 11 effected multiplied by 10-100 to vanish forever.
Magnet-bed 6000 1200 Challenging 9
Program-gun 4000 24 Casual 8 Teleportation: Whenever one teleports into another
physical object, he is dead, and usually a mess.
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Body Points: Every robotic machine has what are TABLE #55: GENERAL ROBOT TYPES
called ‘Body Points’, the equivalent of a normal Function Credit Primary Health
Character’s Health Points. The ‘Fatigue’ factor for Entertainment cost function Score
Damage suffered penalizes all of the robot’s rolls Dancer 1500 Agility 11
and numbers for functioning, as well as increasing Gigolo 2000 Romance 15
the Removal Check for its Power unit. If a robot’s Performer 2300 Storytelling 21
Body Points are reduced to 0, it is automatically Industrial
destroyed beyond repair. Laborer 3000 One Technology +2 27
Mechanic 2800 All Technologies +1 22
Scientist 2400 Science 20
Combat: Unless a robot is designed for combat and
Military
will thus have specific abilities, they can make an Guard 2600 One Weapon +3 20
Attack Roll the same as anybody, albeit with a -5 Infantry 3200 All Weapons +1 24
penalty, and if successful doing 1-10 total Damage. Pilot 2500 Navigation +2 22
Personnel
Power units: All robots, even Characters, have a Butler 1600 Negotiation +1 15
power supply. Unless specifically stated otherwise, Doctor 1700 Medicine 14
all power units are internal. The following chart Servant 1900 Languages 16
displays the different types of Power units that the
various robots can use, along with the range of
Body Points any such type of Power can handle Programs: Robots are physically designed for one
(one’s Body or Health Points must fall within this specific function, though their electronic brains can
range in order for this Power unit to be used), and certainly be programmed for other tasks. They can
the difficulty of the Tech Check to remove it. effectively be programmed any Skill the same as a
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Character, at a cost equal to normal Skill Points Transformation: Some robots can change their form
used, multiplied by 100 credits. However, after the into a vehicle or similar machine. This is a special
credits are spent, one must make a Tech Check to ability which must be worked into the framework
install this addition to the robot (which most often of their basic design from the very beginning, or
includes some hardware as well as the software). If is the product of extremely advanced, even archaic
this Check fails, a normal Malfunction Roll must technology; for a robot to have this ability costs a
be made on Table 50. If this results in the robot flat fee of 100 credits for every Health Point that
losing all its Programs, it will none-the-less keep it has, and the vehicle it transforms into must also
its primary function. One can have a Program be purchased separately, the costs combined even
professionally installed with no chance of failure as the machines themselves are. The vehicle must
for an additional 50% to the total cost. have Body Points within 10 more or less than the
Player Character robots can buy improvements robot’s own Health Score, and for every additional
for their mechanical selves, not only Skills but just ‘transform’ ability that one buys at full price he
about anything that normally requires the use of can increase the Body’s range of difference by a
Creation Points (not Powers), at a cost equal to further factor of 10 or have an additional vehicle
the Points it would normally require multiplied by he turns into (which must be purchased at its full
100, +100 more for each Experience Level he has, price normally).
as the older a robot gets is also the more worn
out it becomes. For example, a 4th Level robot PC New robot designs: Players will doubtless at some
could buy a Proficiency with ‘laser weapons’ for a point want to design their own type of robot, and
total of 3000 credits. Note that even Characters run there’s no reason they cannot. However, the types
the risk of improper installation, with their primary found on Table 55 are those that have been proven
function being their initial Special Skill as rolled. through time and are the sum total of countless
Some Programs are cheaper than others, and creative and innovative minds, so the chances that
have the same cost for both PCs and for mindless the Character can make something better are slim
machines alike, meaning they do not increase in to nothing, as he must find his way through the
cost for a PC’s Experience Level. schematic of the following basic system.
The primary function cost in Creation Points,
TABLE #56: ROBOT PROGRAMS multiplied by 100, is the basic cost in credits for
Program or function Credit Installation the new robot model.
Basics cost Check The robot’s Health can be chosen, but it costs
Common speech 100 2 100 credits per Point up to 11 Health, with each
Duty discretion 150 3 additional Point beyond that costing a cumulative
Service discrimination 250 4 factor 100 credits. For example, a new robot type
Specific language 100 2 whose body chase made for an effective 15 Health
Features Score would cost a total of 2500 credits.
Computer interface 500 5 One’s Skill Level with Robotics can reduce
Etiquette 200 3 the cost of either primary function, body or even
Protocol 200 2
Translation 300 5
Programs, but it is always a gamble. Each Skill
Specialties
Level one has is his chance in 12 that he reduces
Cooking 100 3 costs by 100 credits, and, one can do this as many
Engineering 500 4 times as he has Skill Level. However, each time
Languages 300 4 this Check does not succeed, it will add 100-400
Medicine 300 5 credits to the total cost, due to all kinds of
Religion 200 5 complications (insulting the parts supplier, blowing
Science 400 3 things up, etc.). It comes down to the question of
Storytelling 100 3 whether or not using high intelligence to bypass
mundane costs is intelligent at all.
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TABLE #58: CLONING MODIFIERS Power: All cloning devices require a Power unit to
Aspect D. N. A. operate. The credit cost of the unit, divided by 5,
Abilities X M H D B Z C T is the percentage chance (rolled by the GM) of it
Combat +1 -1 -2 +0 +3 +0 +1 -1 lasting all the way through the process. If not, the
Physique +4 +3 +0 -1 -1 -2 +2 +0 cloner must re-make his Tech Check (with a new
Movement +2 -2 +1 +1 -2 +0 +2 +2 Power unit, but with no time or materials lost).
Genetics +3 -1 -2 -2 +1 +2 -1 -4
Presence -1 +2 +3 +1 +2 +2 +0 +2
Intelligence +1 +0 -1 +2 -2 +3 +0 -1 Building en-mass: Once any clone is successfully
Intuition +2 -1 +1 +3 +2 +3 +0 +1 made, an additional Tech Check can be made to
Psyche -2 -2 +4 -2 +1 -2 +0 +1 ensure the survival of the D.N.A. code so countless
Personality -1 +0 -1 -3 +1 +0 +1 +0 copies can be manufactured with no rolls being
Unique +0 +1 +2 -1 -2 -4 +1 -3 necessary. The difficulty of this last Check is that
Health of an average of all the Scores that were copied
1-14 -1 +1 +2 +1 +1 +2 +1 -1 from the original, rounded up (those Scores which
15-24 +2 +2 +0 +0 +2 +2 +1 -3 were left to be a ‘0’ do not figure into this).
25-29 +1 +3 -2 -2 +1 +0 +1 -5
30+ +0 -1 -4 -5 -2 -4 +1 -6 Cloning Characters: Clearly the greatest advantage
Skills for villains is to clone armies, while the greatest
Talents -1 +0 -1 +1 +2 +0 +0 -1 reason for Player Characters to make clones is to
Proficiencies -2 +1 -1 +1 +0 +2 +0 -1
duplicate themselves, out of some form of survival.
Specialties -2 -1 +0 +1 +1 +3 +0 -1
Features
So, if ever a Player Character (or well developed
Personality +0 +1 +1 -1 +3 +2 +0 -5 NPC) is cloned, there are many things to consider,
Sensory -3 -2 -3 +0 +1 +2 +0 +1 for both the Player and the GM alike.
Physical -3 +0 +1 +1 +2 +0 -2 +1 First and foremost, any Character clone cannot
Bizarre -4 -1 -2 -3 -1 +0 -4 -5 use any Universal Power, and furthermore, for each
living clone of the original, that original individual
suffers a cumulative penalty of -1 to his own
Mixing D.N.A.: Second only to survival, the best ability to use any and all Universal Powers.
reason for cloning is gene-splicing, indeed mixing Story concerns will be utilized by the GM, as
D.N.A. to make new, improved species. This is a he sees fit, such as cases of mistaken identity, or
very dangerous science, one that has both its great identity theft, or criminal alibi—having a clone is
risks and its great rewards. When someone wishes a perfectly balanced double-edged sword, one that
to mix anyone’s D.N.A. he can certainly attempt to is able to do exactly as much harm as it can good
do so, but it makes an already complex process all for someone whose double is running around and
the more difficult. whose actions are based solely upon the discretion
One must select the base D.N.A. Type that he of the GM, who may or may not be pleased with
is working from (keeping true to the base body he a Character buying himself a ‘second life’ of sorts.
purchased). Then, every Type shifted from that
base D.N.A. Type on Table 58 is the cumulative -1 Recycling clones: A question which often arises in
to the Tech Check to incorporate that aspect of the the bloody wake of a massacred clone is whether
other into the one, while every Type to the right or not it can be ‘recycled’, its raw materials used
is the cumulative -2 penalty. For example, to make again. Whether dead or otherwise shut down for an
a clone of a demi-human, with D.N.A. Type ‘D’, indefinite period, the whole concept is cloning is
but mix in the Physique Score from a human, with that it creates a living duplicate, the raw materials
Type ‘X’, would effect a total penalty of -4 to the transformed upon the process of making the clone
Tech Roll, as the demi-human base has a -1 to the in the first place. A clone cannot be ‘reused’ any
roll outright, and D.N.A. Type X is three Types to more than a normal (dead) person could be used
the left from a demi-human’s Type D. to create a clone to begin with.
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COMPUTERS: All kinds of computers are a way COMMON STUFF: The universe is full of little
of life, of business, and of solving problems. They devices and otherwise commonplace technologies
are as commonplace as weapons, aliens and robots. that can still make a difference on any adventure,
Normally, computers simply make the technological and so they are here afforded their due attention.
levels of all other equipment, hardware and vessels
possible, though sometimes a Character will need Security: There are security systems on so many
to push a computer’s capabilities much further than doors that one should expect to find them rather
normal to accomplish a specific and often critical than to not. Given the infinite variety of security,
task. The following chart displays the Tech Check adventurers quickly learn infinite varieties of crafty
required to accomplish specific computer tasks, as and cunning ways to bypass them. To safely and
well as the modifier one receives for rolling on effectively bypass any technological security system
Table 50 should he fail. All computers require an (as opposed to physical blockades and doors that
isolated Power unit to function, whose credit cost, have been welded shut), one needs to roll the D6,
divided by 10, must equal or exceed the difficulty requiring a ‘5’ or ‘6’ in order to be successful. If
of Task, or else that Tech Check will fail and the this roll fails, the security system has been tripped
Power unit itself will be drained. in the worst possible way.
Intellect will, if one has an Intelligence Score
TABLE #59: COMPUTER TASKS of 14 or higher, give this roll a bonus of +1.
Exceptional task Task Check Malfunction Skill with computers, in any form or degree,
Analysis 9 +1 will give this roll a bonus of +1.
Communication 10 -1 Wounds of any nature, to any degree, will
Hacking 6 +0
penalize this roll by -1.
Shut down 10 -2
Translation 5 +3
Force-fields: Many things call for a ‘force field’,
from security gates to personal armor to a barrier
Analysis: This task can identify all the statistical for garbage smelting. Force-fields act the same as
properties of any one object or organism. armor, blocking all Damage (even the minimum of
1 not getting through), but being intangible and so
Communication: The incredible distances through made of pure energy they require a great source of
space often need to be bridged by some form of power and the hardware to manage it. Every 10’
communication, and when normal equipment fails, square of 1 Protection a force-field offers also has
Characters can make some makeshift connection in a cumulative 5 Encumbrance and requires a Power
any number of ways. source of 20 credits in value. For example, a 20’
square force-field offering 5 Protection would have
Hacking: This involves the infiltration of a system 150 (5+10+15+20+25 x2) Encumbrance and require
in order to steal credits, with a successful Check a power unit that cost at least 200 credits. Force-
simulating a successful ‘Pick Pockets’ roll, though fields can be set to block any number of Damage
a failed Check results in a criminal record, and if up to the maximum roll possible on the designer’s
‘1-4’ is rolled on Table 18, nothing is acquired. Tech Dice, though no roll needs be made, with
every additional 2 value of Protection setting the
Shut down: Through the network controlled by the new difficulty for a now required Tech Check. In
computer, one can shut remotely down any one either case, the square footage of the field does
function of any other technology, provided that he not matter when considering its strength (the size
can make a normal Tech Check for what he is only matters for power use). For example, someone
shutting down, turning off or otherwise overriding. who uses a D8 for all of his Tech Checks and
had a Proficiency for ‘common stuff’ at Level 3
Translation: The computer can translate any one could set a gate up to withstand every blast of 11
language or dialect until the communication ceases. Damage. If he wanted to boost it to guard against
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a blast of 25 Damage, he would have to make a Holograms: Many means of communication and
normal Tech Check (his Skill Level not helping as entertainment use holographic images. These can
it was already accounted for in the base Protection) range from a simple hand-held device that projects
at a difficulty of 7. a tiny image of the ship whose technical data is
contained within the device itself to a wrist-band
Blast-doors: In many spaceships and space stations that creates a full-sized duplicate of one’s head and
are heavy doors used for sealing off areas from voice a good distance away for communication
invasion, explosion, the vacuum of space and other purposes. Holograms are endless in their variety
hazards. When any ‘blast doors’ are closed, they and purposes, however, they can offer no means of
cannot be opened for 1-6 Rounds, not even by the statistical advantage, given that anyone can easily
ones at the controls who sealed them. Any and all recognize a hologram for what it is. In effect, all
blast doors require 100 total Damage to destroy holograms serve only as story enhancement tools,
(though not necessarily with a single blow), unless allowing one narrative freedom, but nothing more.
specified otherwise. If used in some tactical way, one must have the
hologram specified on his Character Sheet, which
Message pods: Many are the messages sent across encumbers 10, and a Casual Intuition Check can
the stars, between worlds, cultures and even alien still detect a hologram’s point of origin.
races. Much of the time they are sent in a capsule
or container of some sort. Unless stated otherwise, REPAIR: Anyone who is learned in some kind of
any message pod is designed to survive any sort technology generally knows how to repair it, at
of explosion or other damage that may result due least in theory. Repair is relatively simple in rules
to the vessel it’s sent aboard crashing, and opening for the Players, if not in reality for the Characters.
it requires an Intelligence Check; Casual for robots, First, one must acquire materials, which will cost a
Challenging for aliens, and Critical for humans. random percentage of the normal cost of whatever
he is going to repair. This ranges from 10%-50%,
rolled on D6 -1, multiplied by 10. However, if the
result is a ‘1’, the cost is 50% plus another such
roll. This can continue indefinitely, with the cost
for parts continuing to rise in blocks of 50% so
long as one continues to roll ‘1’s. Once someone
has the materials he needs, working on the damned
thing requires a number of man-hours equal to the
total number of credits it took for parts. After this
time has passed, the individual overseeing all this
repair (as the man-hours will almost certainly be
divided up among many) will make a Tech Check
as normal for the technological process that failed
(indeed re-rolling what failed to cause this repair).
If successful, it is fully fixed as if new. If not, the
time spent on fixing it is wasted, though not the
materials unless the Tech Check was a natural ‘1’
on the dice, though in either case the technology
is still in need of repair. Note that failure of such
a ‘Repair Check’ does not constitute any roll for
malfunction (on Table 50) unless the Player wishes
to gamble—he can recover the time lost for failed
repair and immediately try again if he first risks a
roll and its potential consequences on Table 50.
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ATV: An all-terrain-vehicle can be anything from Frigate: A larger military vessel, perhaps the best
jeep with a roll-cage to a large armored car with a combination of speed, maneuverability and capacity
separate engine on each of its massive four wheels. for weapons, often serving as the flagship for a
small fleet.
Barge: A small to mid-size hulk used for carrying
cargo or passengers across vast expanses of terrain, Hovercraft: This is a small, personal vehicle, one
such as a junk barge or even a slave barge. which has a large inflated tube around it, designed
to hover a few feet above smooth terrain such as
Battleship: The pride of any fleet, such a vessel as fields or water, but if its engines fail has either a
this contains the best designs and most advanced soft landing or the ability to simply float.
technology of its military—it has to.
Liner: These enormous vessels are really cities in
Bike: This can be any kind of single-passenger space, a self-contained paradise with the outer hull
bike, from a classic cycle to a hovering one, to of a ship.
one known and named purely for its speed.
Researcher: These large scientific vessels are built
Cruiser: Built more for durability than anything to allow research to carry on at length in the deep
else, such vessels as these come from light to very reaches of space, and so are designed with full
heavy-duty in design, always look crude but do living accommodations, making them to be almost
their job well. a small space station that merely looks like a ship.
Destroyer: A smaller warship, these vessels often Skiff: This is a small sort of barge or ship, which
make up the bulk of a fleet, their maneuverability is usually nothing more than a hull and narrow
and arsenal greater in proportion to their size thus deck, and perhaps a wind or solar sail.
making them superior to the larger warships and
motherships in many ways. Skimmer: Short-range personal vehicles such as
these are the common craft on city streets and air-
Dropship: Usually a military vehicle, these craft are ways, able to hover above solid ground but need
made to house a small group of people and then to be refueled too often for long-distance travel.
free-fall into an atmosphere, their cramped space
allowing only small engines made for flying short Sloop: This small, spacefaring vessel is the ideal
distances to a ‘drop zone’. craft for small crews who make short jumps into
space and who wish to hide quickly and easily.
Explorer: This is a smaller scientific vessel, built
for quick missions and maximized for speed so it Speeder: This is a small craft which can seat up
can find things in the vast reaches of space, and to four people, hovering a few feet off the ground,
then larger, better equipped vessels come to them. and so is adaptable to land, sea, desert and ice.
Fighter: The classic ‘star fighter’, there are many Transport: This is a larger, conventional transport
makes an models of these craft, from multi-winged vessel for people, be it a sleek luxury plane or a
craft to racy ‘sportsmodels’. military troop transport, for the engines and speeds
tend to have little difference between the two.
Freighter: This is some sort of small freighter, its
shape and inner workings almost always unique to Twinpod: These are two (or more) single-man
its one-time maker, indeed so the vehicle looks to ‘pods’ attached by a single engine, most often for
be little more than a larger version of whatever use in higher altitude civilizations.
junk is being hauled in its cargo hold.
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Accommodations: Aside of the one-man pilot seat, Food stores: This is a pack of food and water
no vehicle has any extra room, so this is either a which can last an individual for 100 total days, or
cramped cabin or at least a seat for one additional rationed amongst many day-for-day. The food and
person, costing 1% of the vehicle type’s basic cost. water alike is pressurized, so that it must be kept
within special tanks or similar compartments aboard
Atomic energy generator: This device can re-charge the vehicle itself—if taken out, its Encumbrance
any R.P.C.s, S.A.U.s, S.E.C.s, parabatteries and ratio goes up to that of normal ‘rations’ and water.
antimatter cubes that have been partially or fully
drained or damaged. Each time it is used, however, Galaxy charts: This is a collection of graphs, discs,
the Encumbrance of the Power unit being restored data, papers and programs which combine to give
is the percentage chance that it overloads, causing one a better sense of space wherever he is going.
the entire vehicle to shut down for 1-6 hours, save Altogether, they grant one a +1 bonus to rolls on
for vital systems (life-support, gravity, etc.). a single chart, chosen from Tables 74-78.
Cargo hold: This is added cargo space, which will Gangway: This is a relatively short, temporary hall
increase the vehicle’s normal capacity by a factor to connect one vehicle to another in any hostile
of 10 Encumbrance for every 1 credit spent on it, environment, allowing for safe passage between the
up to a maximum of its normal capacity—adding two. It has an air-lock, and can up to 300’ long.
more cargo space beyond that increases the cost by
a factor of 1 credit more. For example, if a simple Gravity anchor: This device is a gravity amplifier
land-speeder was to buy extra space on its back, which can lock onto anything that has some metal
say where one could carry some power-converters in it, keeping the vehicle ‘anchored’ to it (this is
or a couple of robots, he could raise his speeder’s not strong enough to pull something out of its own
capacity from 400 to 700 by buying ‘cargo space’ orbit unless the vehicle itself is larger than it and
worth 30 credits, or from its base of 400 to 1600 thus the Power unit behind the anchor is stronger).
with a total of 240 credits (400 + 800 + 1200). The range of any such anchor is 1 mile for every
300 credits spent on it.
Cloaking device: This device will cause a vehicle
to become invisible to all normal forms of vision, Heavy artillery: This is a placement of one or a
indeed rendering it ‘invisible’. However, each and few large guns, such as battleship turrets, used for
every Round it is maintained there is a cumulative the main salvos in vehicle combat. If used against
5% chance that it drains the vehicle’s Power unit anything else, they will use their normal dice from
for effective Damage in an equal amount. Table 35 to make the Attack Roll, and anything
hit that is smaller than a vehicle will be destroyed.
Common artillery: This is an array of small guns,
of manned turrets or cannons, used for close-range Homing beacon: This device will send out a signal
combat between vehicles. If used against anything which will create a specific frequency so that it
else, they will use their normal dice from Table 35 can be traced and pinpointed by any computer that
for the Attack Roll, hitting for 100-600 Damage. has the code. The distance this device can send its
signal depends on its sheer size and thus its power
Deflector shields: This engine will generate energy capacity—every 100 cumulative credits one spends
which covers the surface of the vehicle, giving it a on such a device is the number of lightyears that
bonus of +1 to all rolls on Tables 36 and 37. The it can send its signal, as well as its Encumbrance.
shields can be focused double on any one side as For example, to have a homing beacon with a 3
well, leaving all other sides open but increasing its lightyear range would cost a total of 600 credits
bonus to +2 for rolls involving that side. Shields (100 + 200 + 300) and would encumber 600 as well.
can only be switched once each Round, but they
do not take any time to do so.
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Radar jammer: This enables the vehicle using it to the depths of space so that its message gets to its
scramble radar beams and thus make itself look as destination—if something blocks radio waves then
nothing more than some sort of space debris, such the digital code may still get through, etc. It can
as an asteroid. A radar-using vehicle can still spot send messages almost any distance. Every lightyear
it, however, if it is moving and then their own of distance away it is being received is the total
Navigator makes a Challenging Intuition Check. percentage chance that it fails.
Radar reflector: This enables the vehicle using it to Survival gear: This is a pack of gear that should
somehow become ‘invisible’ to radar, whether it is aid normal life-forms on most planets, and includes
reflecting the radar beams, allowing them to ‘pass an allweather blanket, binoculars, a full canteen,
through’ the craft, bending them around it, etc. A compass, first-aid kit, flare, flashlight and rations.
radar-using vehicle can still spot it, however, if its
Navigator can make a Critical Intuition Check. Time-space anchor: This device measures a specific
moment and place in space, so that the vehicle can
Self-destruct: This will cause the entire vehicle to remain there as a fixed point in space, or at least
explode! One can set this on a timer, or simply a fixed to some other object like a planet or meteor.
red button one should never push. In any event, if
a vehicle does self-destruct, it is really causing all Tradinium asteroid: This is a rare and valued form
of its Power unit(s) to explode, causing maximum of asteroid, which if used to supplement an engine
Damage according to the potential for such power will boost its performance, adding +1 to its rolls
to everyone aboard the ship and for an equal on Table 74.
number of feet beyond it in all directions equal to
the vehicle’s normal maximum Body Points. Warp booster: This is a large engine that is not a
vehicle in itself, but tows smaller vessels through a
Spare parts: This is enough material to repair 10 warp, thus enabling them to achieve greater jaunts
lost Body Points worth of Damage to any vehicle of distance through time-space than they normally
(rounded up). Applying this, however, requires a would, or at least to allow them less power drain
number of man-hours equal to the total amount of when doing so. This will grant a bonus of +1 to
Body Points being repaired. Note, however, that rolls made on Tables 75 and 77. It can be used
the normal roll for making repairs must still be only twice but must then be repowered itself, at a
made (explained at the end of this Chapter). cost of 500 credits.
Subspace radio: This is a complex communication Wave-motion engine: This is a specialized engine
device which sends a combination of signals—radio that processes energy in ‘wave-motion’, in essence
waves, digital codes and others, combined like an reshaping space-time to the effect of new realities,
intangible D.N.A. strand to bypass all obstacles in and thus miraculous things like instantaneous travel
as opposed to propulsion. This engine-amplifier will
enable any one roll generated by the vessel to be
one dice value higher (D4 to D6, D8 to D10, etc.)
but at the expense of the vehicle losing all power
except vital systems (life-support, gravity, etc.) for
1-10 Rounds and effectively cause the Power unit
itself to be drained by 10-40%.
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USING VEHICLES: The basic functions of any USED VEHICLES: All vehicles get used, worn
vehicle all considered, there are still a few things out and then either repaired, discarded, sold, or
that may be called on in desperate situations. junked, and the rules for this are provided below.
Escape options: Most vehicles have some sort of Regaining power: Whenever power is lost, it is
escape modality, be it an ejector seat, a lifeboat or measured in percentages. To regain power requires
something similar. A roll on the following chart is 1 day of maintenance on the engine in some form,
made to determine the escape modality of each and such as recharging crystals, tinkering with tubes,
every vehicle. As a law, there is enough reserve re-routing power to a reactor core, etc. to get back
power or escape-pods for everyone aboard. 1-4%, increased by 1% for each Spacetravel Skill
the vehicle’s Engineer has. Regaining power can
TABLE #66: ESCAPE MODALITIES also be done instantly in any spaceport at the cost
Roll Escape modality of 100 credits for every 1% restored. Note that an
7-8 Beamed to nearest world or ship engine cannot run while being replenished, so lost
6 Digitally beamed to nearest world power percentages cannot rise during any journeys.
2-5 Lifeboat or escape-pod
1 ‘Flushed’ into garbage bin and dumped
Repairing ships: Repairing ships is difficult, for it
is a matter of time, money, and finding out just
what the problem is—it is not always clear what
Stunts: There are some odd ins and outs with how
went wrong somewhere within a million different
vehicles behave and what they can be pushed to
circuits, wires, chips, tubes and other gizmos. Thus,
do, beyond the imaginings but not necessarily the
to repair a vehicle requires a number of man-hours
hopes of their owners (or even their designers). On
equal to the Body Points being fixed, and then the
the sea or the ground or even in the air, one can
Engineer rolls a D10, applying any one Skill the
attempt stunts with a vehicle provided he can make
GM deems applicable to the roll. If the result is
a Control Check, indeed rolling against the listed
‘8’ or higher, all repairs were successful, but if not
difficulty on the appropriate table below, with the
the time was wasted (though not the materials).
failure of any such Check calling for a roll on the
Table whose number is listed according to the
Selling ships: Generally, ships can be sold back at
stunt being attempted. The dice used for all such
almost their initial cost. They go for a base 50%
stunts is a D12. In addition, one can use Driving
of what was paid for them, increased by 2% for
Specialty Skill in place of any Control Check.
each Skill Level applicable from the bridge crew’s
positions. Note that only the maximum Level of
TABLE #67: SURFACE STUNTS
Check Attempted stunt Failure
each applicable Skill applies. For example, it would
6 Jump an area 50’ across Table 39 be common to sell a ship for 64% its original cost
8 Sudden stop and turn around Table 38 if its Navigator had (Navigation) Skill at Level 3
9 Jump an area 100’ across Table 39 and its Engineer had (Spacetravel) Skill at Level 4.
10 Barrel-roll to avoid a hit Table 40
11 Jump an area 300’ across Table 39
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FREIGHTERS AND FIGHTERS
ALL OF THE UNIVERSE IS LIMITED TO ALL OF ONLY ONE PLANET WITHOUT A SPACESHIP
TABLE #69: VEHICLE CONDITION Vehicle names: One may wish to give his vehicle
Roll Vehicle’s condition a name. Provided below is a list of classic names
100 Former military use; +10% to Body Points to inspire whatever one might wish to name their
90-99 Brand new; +1 to all rolls in its first battle fantasy hot-rod. Note that the following names are
88-89 Former police use; +1 to all Control Checks not a part of this game itself, and so none of
82-87 Smuggler bays; secret 100-800 cargo capacity these names should be taken for your own vehicle.
80-81 Discover 10-100 credits hidden inside it
72-79 Has an extra seat already installed
Andromeda
58-71 Just needs a new paint job
53-57 Runs even though it shouldn’t Argo
50-52 Engine makes funny noises at times Ark
45-49 Unsightly wreck; -1 to Reaction Checks U.S.S. Enterprize
40-44 Diseased; must be fumigated for 1-6 days Event Horizon
33-39 Minor battle damage; -1-4% Body Points U.S.S. Excalibur
31-32 Blows too much smoke; not allowed in cities Millennium Falcon
27-30 Illegal record; add 5% to base cost Nostromo
23-26 Stalls often; -1 to all Control Checks N.S.E.A. Protector
14-22 Power unit depleted; needs to be replaced Star Pac
9-13 Major battle damage; -5-20% Body Points
Stardestroyer Avenger
6-8 Power unit unstable; will explode if used
3-5 Former criminal’s vehicle; widely known Sulaco
1-2 Engine dies forever next time it’s shut off U.S.S. Signus
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TERRAIN HAZARDS: There are some hazards Mountaineering: The time and effort necessary to
that occur throughout the universe. The more often climb and round mountains is already dangerous to
encountered perils are explained below, in order to one’s hopes, but when he has to scale cliffs and
provide common rules and game balance, and also climb crags, that’s when the mountains become
avoid improvisational rules during the already tense truly hazardous. Aside from the normal rules for
line of an Adventure. More unique situations will climbing in Chapter 2, which are for Encounters
have their own rules provided within the text of and isolated incidents, the summary of an entire
each Adventure. day’s scaling, inching, climbing and cringing is a
Physique Check, the difficulty based purely on how
Sinkholes: Where there are sinkholes, and the party high, hard, frozen and fearful the mountains are, at
is not specifically probing for such a peril, when the GM’s discretion. Failure of such a daily Check
they cross over one, each Character must make an will result in the Character suffering 1-10 Damage
Intuition Check. The difficulty depends on the type internally (falls are reserved for Encounters), and
of terrain, with Casual for jungles and alien lands, so no Protection will help him.
Challenging for deserts, and Critical for arctic and
lunar worlds. Sinkholes do not occur in other kinds Destruction: Cave-ins, space stations going to self-
of terrain. Those who fail will fall in, and must destruct and other hazards often leave the party in
make a Casual Physique Check to haul themselves a frantic flight for their lives, as the place falls
out. If they fail they can try again, but it is now apart around them. Unless an Adventure’s text says
a Challenging Check, and then they can always try otherwise, when a place begins to collapse, the
again with a Critical Check. However, if they fail party will have to travel a specific range of feet to
a third time, they go under and die. If they do reach minimal safe distance, and during this time,
nothing, they will sink slowly, at the rate of one they must avoid falling debris, explosions and other
Check difficulty every 1-6 Rounds. Anyone nearby dangers; each Round, the GM will roll a dice to
can easily haul them out. determine what potential Damage is done. On the
first Round, he rolls D4, the second D6, and so
Radiation: When radiation is encountered, in any on up in dice values until each Round after the
form or to any degree, it is hazardous to all kinds fifth it’s always D20. This Damage will occur to
of life, be they human, alien, robot, or something everyone who cannot make a Movement Check to
else. Radiation is measured in Degrees, ranging avoid it. The difficulty of this Check is Casual in
from 1-6, the same as poisons in Chapter 2, only open spaces such as docking bays, Challenging in
Vaccination does not guard against it, and one has enclosed areas such as hallways, and Critical in the
to make their Genetics Check every Round that he worst of places such as caverns.
remains exposed to it until it effects him or he
leaves its hazardous range. Storms: Normally, bad weather simply slows down
one’s Wilderness Movement Rate. However, some
Atmosphere: For the sake of storytelling, and for storms can be so intense as to be deadly, such as
fantasy in general, it can be safely assumed that sandstorms, snowstorms, blizzards, acid rain, cosmic
all inhabited worlds that the party visits will have ray bombardment, and the like. Whenever such
similar enough environments so that air is not at dangerous weather occurs, the party had best seek
all a problem. However, there are times when air shelter, for in addition to the normal penalties to
is suddenly lost, or at least fading fast. In such Movement Rate, staying out in it will cause each
cases, each Round air is ‘escaping’, all creatures Character 1-4 Damage each day, and prevent their
who do not clearly have some sort of atmospheric normal natural healing from occurring. Furthermore,
independence will suffer 1-4 Damage as well as a anyone who dies as a result of such suffering will
cumulative -1 penalty to all Ability Checks, Attack be so badly damaged by the elements that their
Rolls and Special Skill Checks. D.N.A. will be damaged as well, penalizing any
future Cloning Checks by -3.
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SPACE TRAVEL: The methods used to traverse TABLE #75: SPACE-WARP TRAVEL
space rely on both the means of propulsion and of Roll Success of space travel
navigation. There are a few more common methods 9-10 Successful journey
used by civilization, proven through time, error and 8 Unstable journey; Control Check required
7 Space anomaly; Table 80
need, each of which are explained below. However, 5-6 Unknown warp
no matter the means of space travel, they are all 4 Vehicle’s power unit damaged 10%-100%
the same in one respect in that they are a jaunt 1-3 Lost; Navigation Roll required
between two points, with such vast distances in-
between them as to allow zero margin for error in
calculation of the journey. Therefore, whenever one Geespeed: This manner of propulsion is named for
makes a trip using any of the following means to gravity and the ‘G’s involved, deriving from old
traverse space, the pilot must roll on its respective military terms, as they were the first to learn of
chart to determine success, or lack thereof, with gravity-propulsion from alien races. In this manner,
what is called a ‘Space Roll’. This roll gains a gravity is artificially created to bend the targeted
bonus equal to the pilot’s ‘Spacetravel’ Skill Level. destination point in space towards the craft, so it
If more than one such Character on the command skips the time-space in-between. However, this is
deck has such a Skill, only the highest Skill Level dangerous as the gravity-amplifiers are always very
applies to any one roll. unstable and unpredictable in their requirements for
power, with the slightest miscalculation pulling the
Lightspeed: This manner of propulsion is slightly vehicle towards some other point in space.
misnamed, a holdover from when such speed was
first attained, for now all vehicles can travel at TABLE #76: GEESPEED TRAVEL
several times this speed. Yet no matter the speed Roll Success of space travel
itself the science remains the same, that the vehicle 8-10 Successful journey
can accelerate to the speed of light and faster, 6-7 Unstable journey; Control Check required
navigating by means of a computer to chart a clear 4-5 Space anomaly; Table 80
course from start to stop. However, a computer can 2-3 Vehicle’s power unit damaged 10%-100%
make mistakes, and so a roll must be made each 1 Lost; Navigation Roll required
time a vehicle goes from one point to another at
the speed of light.
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SOMETIMES THE GREATEST ENEMY OF ALL CAN BE THE TERRASCAPE OF AN ALIEN WORLD
TABLE #77: LIGHT-LINE TRAVEL Unknown warps: Sometimes vehicles simply wander
Roll Success of space travel into a ‘mis-shaped’ area of time-space, a pocket or
7-10 Successful journey whirlpool or some other unknown anomaly which
6 Unstable journey; Control Check required causes them to be lost in both time and space, the
4-5 Space anomaly; Table 80 vessel reappearing somewhere entirely random, but
3 Unknown line all the same chosen by the Game Master.
2 Vehicle’s power unit damaged 10%-100%
1 Lost; Navigation Roll required Control Checks: Whenever a spaceship encounters
even the slightest imperfection it can mean the end
of everyone. When there is the possibility that the
SPACE HAZARDS: There are infinite dangers ship can lose control, someone on the command
out in the endless depths of space, though some deck must make a ‘Control Check’ to keep the
are more frequently encountered than others, due to entire ship from crashing. It is a given that the
the similar paths that civilizations seek out. Those craft is losing control due to some interference in
more common hazards that occur due to low rolls space, some gravitational pull, so the only question
on Tables 74-77 are detailed below. really is exactly what is causing it—what will the
ship crash into if the roll fails? The Control Check
Navigation Checks: If a Space Roll results in the and the fate of the vessel are one and the same,
vehicle making a ‘misjump’ or otherwise getting with the GM rolling on the following chart to
lost, the pilot can make a ‘Navigation Check’ to determine what object has crossed the ship’s path,
regain the course. This is a roll on a D8, needing and thus what one must roll equal to or above on
a result of ‘8’, modified by the highest Navigation the D10 to keep from colliding with it, with any
Skill Level amongst all on the command deck. If failure to do so resulting in the vehicle suffering
this roll fails, the GM will roll on the following the listed Damage to its Body Points. One can use
chart to determine the fate of the vehicle. Driving Specialty Skill in place of the otherwise
required Control Check.
TABLE #78: LOST IN SPACE
Roll Time spent being lost TABLE #79: INTERSTELLAR CRASHES
10 Takes 1-8 days to get back on course Roll Check Potential collision
7-9 Takes 1-4 weeks to get back on course 5-10 4 Habitable planet; 1000-12000 DMG
4-6 Takes 1-12 months to get back on course 4 5 Comet; 2000-16000 DMG
2-3 Takes 1-6 years to get back on course 2-3 6 Asteroids; 3000-18000 DMG
1 Takes 1-100 years to get back on course 1 8 Meteor shower; 3000-24000 DMG
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EXPLORING THE COSMOS
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Nebula: There are countless stars, truly billions and Asteroids: Asteroids floating freely and entire fields
billions of them—but where do they come from? of these titanic rocks are always a danger to ships.
A nebula is a field where stars are created. It can It will add 1-12 lightyears to any voyage to round
be beautiful to behold, but dangerous if a new star asteroids safely. If one is mad enough to try to go
forms while one is nearby. Coming to any such through them, he should know that the possibility
field of limitless energy will instill within someone of successfully navigating in an asteroid field is
enough thoughts to earn 100-500 Experience Points, approximately—no, you’re probably better off not
rolled on a D6 -1. If the result is ‘1’, then a new knowing. Suffice it to say that each lightyear one
star indeed forms, its radiation and sheer power must make a Control Check to avoid being hit for
causing the vessel 100-10000 Damage. 10-1000 Damage to his vehicle. This Check is a
D10 roll needing equal to or above a number that
Star: The countless stars which form the backdrop is rolled that same Round by the GM on the D6.
to every adventure and every dream about what One can choose to make a Driving Skill Check in
greater life lies beyond one’s borders can be just order to maneuver successfully and not need make
as deadly as they are beautiful, especially for those the Control Check at all.
who seek them. If one comes too close to a star,
his vehicle will take 100-400 Damage from the Meteor shower: On the unfortunate occasion that
intense heat, and everyone on board must make a meteors shower a vehicle, space station or other
Genetics Check to avoid going blind. This Check place where there is life, they will bombard it with
is Casual for humans, Challenging for aliens, and 1-20 fiery meteors every Round, for 1-12 Rounds,
Critical for robots. However, passing close to any and the meteors in a given Round will effectively
star will also enable any vehicle’s Power unit to make an Attack Roll against all vehicles using D10
become fully recharged and repaired by the raw and delivering 100-600 Damage if they hit. So, the
energy floating nearby. GM will roll a lot of dice, as each meteor will hit
(or miss) with that single Attack Roll, and all will
Nova: Sometimes a star can suddenly become far do the same Damage.
brighter, as if it is exploding, but then shrink back
down to its original state. The GM will roll a D4.
If the result is ‘4’, it burns out, becoming a dead
world or ‘dwarf’. If he rolls ‘2-3’, then it is a true
nova and will cause 100-1200 Damage to the craft
and 2-40 Damage to all inside of it. If he rolls a
‘1’, it is a supernova, which will cause ten times
that amount of Damage. However, if it does not
destroy the vehicle, it will fully recharge its Power
unit, whatever it may be.
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Cosmic-rays: Whenever a vehicle and its passengers CHARTS AND ROUTES: The universe has no
are bombarded by cosmic rays, it will either hurt map, no solid design, but endlessly do all manner
them, mutate them, or destroy them. Humans will of intelligent species try to make one none-the-less.
simply suffer 3-30 Damage against which there is Indeed, though the rotation of planets is always
no Protection. Aliens will have 1-6 Creation Points slightly changing, and novas occur and black holes
worth of their Features re-arranged by open rolls swallow things, it is a testament to the courage of
on Table 103, acquiring new Features as rolled and so many that in many galaxies the solar systems,
giving up old ones at the victim’s choice to get stars and cosmos have been well mapped, and are
the Points to ‘pay’ for it, with any leftover Points continually mapped, leaving some well established
on the last roll simply given to him to acquire the routes through space. Using all these courses and
new Feature. Robots will have their Power unit establishing new ones is difficult but rewarding.
drained, and destroyed if it is at all explosive, but
if they can make a Genetics Check they may not; Shortcuts: Normally, the pilot of any vehicle has
the Player will choose the difficulty, with Casual and uses all the updated charts for where he’s
simply resulting in no explosion, Challenging no traveling, so much so that this is worked into the
explosion or drain at all, and Critical resulting in normal rules for all forms of travel. However, if
being fully recharged and restored to full Health. someone tries to use galactic charts in a maverick
or unusual way, most often to deal with a most
Black holes: The vehicle and all hands aboard are unusual situation, such as recalibrating engines for
simply doomed, for there is no escape from such a a short jaunt through the cosmos, he rolls on the
powerful force as this. Indeed, so strong is the pull following chart to see just how successful he is in
of a black hole that even light cannot escape it, doing so. By rolling on this chart, the commander
hence its name. This whirlpool of darkness is a of a vehicle commits to a gamble and thus tries
tear in the fabric of space-time itself. To avoid a something in space, and must live with whatever
black hole, the commander of a vessel must come the results may be. One such roll may be made
up with some drastic plan of action, thus calling for each day of space travel.
for a Unique Ability Check, with the fate of his
ship and everyone aboard living or dying by his TABLE #81: SHORTCUTS
success or failure. This Check is Casual if he is in Roll Radical advantage
an ‘interstellar’ ship, Challenging if only using a 94-100 Avoid all space anomalies for 1-4 days
‘flying’ one, and Critical if it’s anything less, like 70-93 Gain 1-8 lightyears of distance this day
some sort of surface craft or escape pod. 60-69 +20 bonus to next roll on Table 80
30-59 No advantage
20-29 Vehicle’s Power unit damaged 10%-40%
13-19 -10 penalty to next roll on Table 80
5-12 Lose 1-6 lightyears of distance this day
1-4 -30 penalty to next roll on Table 80
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other action besides piloting the ship, forgetting the Homing drive: Most beings have some sort of link
task at hand, with the vehicle simply continuing on to their home, be it instinctual, skillful, a program
whatever course was set before, and carrying out or some other drive to maintain a connection to
that task to the best of it’s limited ability. their place of origin, however deeply buried it may
be within them. This connection seldom comes to
No maps: One may note the absence of maps of the surface, but when it does, it is strong indeed,
the fantasy cosmos within this gamebook. This is and unmistakable. As it is, no statistic or story arc
for the fundamental reason that whenever a game’s can overrule any Character’s ability to recognize
rules try to definite the mythology itself, it tends his home when he comes there. Indeed, if a race
to limit the game’s scope. In this game, there is could trace its history back to a derelict space ship
no definitive galaxy, no center of its universe. This in the middle of the desert, its own origins long
allows for neutrality of rules that can be fairly and lost to history, many would make a pilgrimage to
unobtrusively applied to any galaxy, new or old, see it and they would surely find it, and even one
official or unofficial, indeed endless, as outer space who knew not the tale of his people would feel at
should be. Maps showing portions of systems are home if he came there by accident. Civilization is
provided in their own Sourcebooks, but not within not a place, no matter the size and complexity of
the core rules themselves. its cities and sciences, but rather it is an idea, a
feeling of security and direction, which one’s own,
Unknown routes: An argument with no answer, a internal compass will never read wrong, and no
conundrum indeed, is much like routes through the game rules can disguise.
depths of space, being undefinable and defying any
one definitive answer. Such as it is, a common
debate amongst space-faring adventurers (and the
gamers who play them) is about finding a ‘better’
route through space than those already known, be
it faster, or less dangerous, or to some other boon.
The argument has its merits, for all routes were
unknown at some point and had to be established,
so why cannot more yet be found? Unfortunately,
this does not work in a game environment, as this
would ultimately lead to nothing less than turning
an adventure game into an exploration game, with
a vast majority of the time spent in making maps
rather than rolling dice and having fun. Should this
conundrum ever arise, by a Player or even the GM
himself, the game’s ruling is that while better ways
do exist, they are found through the use of rolls
on Table 81, and that is the best any Character
can ever do. If a Player wishes to keep a separate
log at the game table, he may indeed trace these
routes and use them again, without needing to roll,
but he must be exacting in Point A and Point B
and what results from Table 81 lie in-between the
beginning and ending and where, indeed keeping as
meticulous of personal notes as would his fantasy
Character with the actual maps in his world.
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Resisting arrest: When (and if) the authorities do Unrealistic situations: Of course, one can quickly
arrive, a Police-force will arrive to detain them. If see how this legal system can make for wholly
they surrender willingly, they will be taken away, unrealistic situations. Yet, just remember, this game
to court, perhaps prison, or to some new adventure deals with the ‘unrealistic’ all the time. The vast
scenario prepared by the Game Master. If they do reaches of space and their infinite cultures, species
not wish to ‘go quietly’, the situation immediately and prejudices are not easily contained by the
becomes a battle, and is dealt with on a normal, walls of a court room. If an extremely unlikely
competitive basis of PCs VS NPCs. If they do not situation develops as a result of trial, the GM
resist or are subdued, then their next consideration must simply create some plausible reason for it.
will indeed be a new Adventure, or the cold, hard For example, during the trial a Character may
rules of this gamebook . . . have let slip out criminal activities from years past
he was never tried for, or the judge may be a
COURT: Whenever any Characters are arrested for government pawn trying to silence him, etc.
their crimes, their adventure is going to detour for
a short while with a foray into a legal adventure. Sneaky Players: Some Players will try and be
sneaky, thinking they can escape prison. Well, the
Preparing for trial: When a Character is to brought rules are a little sneakier. Indeed, if ever a Player
before some loathsome judge, rather than drag out wants his Character to try some daring escape
an entire courtroom drama, it will be summarized from incarceration before (or after) going to trial,
with a simple roll. This roll is prepared (perhaps his success depends solely on the Game Master’s
by a lawyer) with many modifiers. discretion. The GM is simply given full authority
to decide whether or not it is in the best interests
TABLE #84: TRIAL PREPARATION of the Adventure for the escape, however elaborate
Character’s condition Modifier it is described, to prove successful or not. Thusly,
Has a government-based Occupation +2 this becomes a new sort of trial, with the Player’s
Each Skill Level with Negotiation +1 storytelling ability alone presenting his case, and
Solid alibi (GM’s discretion) +1 the GM acting as judge without jury. Ultimately,
Each Magnitude of the crime committed -1 most escape attempts will result in a battle with
Has been convicted of any crime in this -3 the guards, and so the GM can just sit back and
civilization in the past let the dice judge the situation. But first, a word
of caution to Players—being in prison also means
being without weapons or equipment, so be ready
Going to trial: Once one has ‘prepared his dice’ to fight a very one-sided battle.
for trial, it is time to roll, indeed a D10 roll made
by the GM with all of one’s modifiers applied, Throwing away the key: If and when a Character
with the total determining the quality of one’s has simply gone too far and earned himself a very
courtroom battle, verdict, and sentence (if any). If lengthy stay in the Iron Bar Hotel, the Player
one wishes to role-play the trial, all other Players should simply accept this and make up a new
must agree, but the most one can accomplish is to Character. The GM is fully within his right to
solidify his alibi for its normal bonus. declare any such Character lost, the same as if he
had been killed, abducted, or otherwise a goner.
TABLE #85: TRIAL SUMMARY The only difference is that such Character Sheets
Conditions Total
should be kept on file, in the event that they may
Character is acquitted 7+
Imprisonment for 1-12 days 4-6
be released in the future for whatever reason. Note
Imprisonment for 1-12 months 3 that, during this time, the GM is free to alter an
Imprisonment for 1-12 years 2 ‘NPC’ in any way he sees fit due to the rigors of
Death sentence up to 1 prison, of any alien world, and so even if a lost
Character does reappear, he may be very different.
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Body disposal: This can mince, grind, slice, dice, Statue: Having such a distracting sight will give
liquefy or otherwise destroy beyond recognition any anyone used to being in the home a bonus of +1
and all organic substances at the rate of 10 (Body) to their Initiative Rolls against their enemies if all
Encumbrance in a single Round. of the trespassers have never been there before.
Chair: Normally just a piece of furniture, this also Table: While they’re normally used for eating at,
makes a handy weapon, with a 2 Base Damage, playing games on and gathering around to plot the
but if it does 5 total Damage or more it breaks. overthrow of society, tables have a much more
immediate use, that of a 5 Base Damage if a body
D.N.A. scanner: This will reveal the D.N.A. Type is thrown into it, which unfortunately then breaks
of anyone who places his hands against its large the table so it can’t be used as such again.
circles, which are usually mounted on a wall.
Video system: If one is often living in his home
Dream pillow: This pillow plays scads of images he’s assumed to be regularly using this, and so he
and lucid visions into one’s head while he sleeps, will be honing his reflexes, giving him +1 to a
allowing him full rest for normal healing despite single Movement Check during the course of each
any external influence that may be at work. game session (not necessarily each Adventure).
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MISCELLEANY OF SOCIETY: Civilization is Random city encounters: When the PCs wander
an illusion, a jungle disguised by steel skyscrapers around town, they may need to find something of
whose predators wear suits and whose scavengers no real value to the story to hold their interest . . .
wear uniforms. Yet like any jungle there are also
springs, fruits, groves and gardens tended by those TABLE #88: CITY ENCOUNTERS
well-meaning immortals who have stepped out of a City zone Encounter in the city
fairytale and into our crude mechanical society if Government (generalized)
only for a while to lend a helping hand or an ear 11-12 Official giving speech nobody cares for
of sympathy. Altogether, society and its cities are a 8-10 Cocky politician crowing about himself
6-7 Priest giving a sermon in a plaza
great maze, filled with dangers and rewards around
4-5 Regimental guards practicing parading
every corner. Indeed they are universal in this way, 3 Funeral procession
and so rather than make a rulebook as large and 1-2 Protesters getting arrested
as complex as a city and its social structure itself, Military base
the following pages will provide universal answers 12 Riot aftermath leaves a pistol behind
to what dangers may be lurking around the corners 11 Film crew at work
and just what sort of rewards they may offer. Of 10 Infantry jog by in routine training
course, the detailed Encounters and notes of an 6-9 Routine police patrol for illegal arms
Adventure will further develop these situations, as 4-5 Clones protesting for equal rights
they do all the core rules, but if ever the game is 2-3 Robots protesting for equal rights
in need of an idea or a quick answer to what is 1 Clones and robots fighting over rights
out there in the city, one for which no Adventure Industrial
12 Beautiful woman getting arrested
material has been prepared, the charts and rulings
10-11 Turbo band playing in the alley
provided throughout the following pages will help 8-9 Street fighters surrounded by bike-ring
provide it. The rolls for these rules are always 7 Freakazoid scrounging in the garbage
made by the Game Master, unless he specifically 5-6 Muggers beating up an old lady
allows a Player to roll for his own sake. This is 4 Old lady beating up muggers
to maintain the balance of play and to avoid the 3 Children doing drugs
confusion of who gets to roll for what and when. 1-2 Robots breaking into fuel drums
Rural areas
12 Merchants offering 10% off all weapons
11 Merchants offering 20% off all ‘gear’
10 Merchants offering 30% off all foods
9 Gamers in a café
8 Traffic jam
7 Street vendors arguing and fighting
6 Panhandler asking for money
5 Food vendor being eaten by alien fruit
4 Police chase goes whizzing by
3 Wrecked car still smokin’
2 Carjackers working their trade
1 Alien animal escaped from the zoo
Seedy areas
9-10 Gambling stage opens for a teleshow
8 Gypsy dancers
7 Fortune teller
5-6 Solicitation by prostitute
4 Belligerent drunk insulting the party
2-3 Violent drunk attacking the party
1 Attack by muggers
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Wandering the city: When Characters take to just TABLE #90: NON PLAYER CHARACTERS
wandering off in some new city or town, the game Roll XP Ability Skill Max Max
and the reality are usually not very different—the Humans Level Score Level DS HP
Player may not know where he wants to go. So, 20 4 18 +3 15 19
the question arises, when adventurers just wander, 19 3 17 +3 14 18
where do they tend to end up? Where do space- 18 2 16 +2 14 17
17 2 15 +2 13 16
faring fighters hang out or find solace?
16 2 14 +2 13 15
15 1 13 +2 12 14
TABLE #89: RANDOM DESTINATIONS 14 1 12 +1 12 13
Roll Where the wandering one ends up 13 1 11 +1 11 12
90-100 Spaceport 11-12 1 10 +1 11 11
86-89 Harbor or wharf 9-10 0 9 +1 10 10
84-85 Capital building 6-8 0 8 +1 10 10
79-83 Corporate headquarters 4-5 0 7 - 9 10
76-78 Arena or stadium 2-3 0 6 - 9 9
63-75 Merchant square 1 0 5 - 8 9
52-62 Academy Aliens
47-51 Library or archives 20 4 17 +3 15 15
46 Artist colony 19 3 16 +3 14 14
40-45 Corner café 18 2 15 +2 13 13
39 Health club or spa 17 2 14 +2 12 12
37-38 Conservatory 16 1 13 +2 11 11
36 Research facility 15 1 12 +1 10 10
35 Maintenance garage 13-14 1 11 +1 10 9
34 Shuttle or bus stop 10-12 0 10 +1 10 8
30-33 Prison 7-9 0 9 +1 10 7
22-29 Bar or pub 4-6 0 8 - 9 6
15-21 Temple compound 1-3 0 7 - 8 5
12-14 Theater Robots
11 Commons or park
20 3 16 +4 15 24
10 Celebrity row
19 2 15 +4 14 22
8-9 Hospital
18 2 14 +3 13 20
7 Mortuary
17 1 13 +3 12 18
5-6 Red-light district
16 1 12 +2 11 16
1-4 Junkyard
15 1 11 +2 10 14
13-14 0 10 +1 9 12
9-12 0 9 +1 8 10
Non Player Characters: While NPCs are mostly just 4-8 0 8 - 7 8
‘background characters’, occasions may arise when 1-3 0 7 - 6 6
common sense will demand an answer to a number Others
of questions, such as what one particular Ability 19-20 3 15 +2 15 18
Score might be, or what Skill he may have with a 17-18 2 14 +2 14 16
particular task. Rather than roll up statistics for 15-16 2 13 +1 13 15
every NPC to come along, a GM can quickly and 13-14 1 12 +1 12 14
fairly determine the statistic called for by using the 11-12 1 11 +1 11 12
9-10 1 10 - 10 10
following chart. For example, the PCs go into the
7-8 0 9 - 9 9
local bar looking for a translator—the GM can just 5-6 0 8 - 8 7
say there are 5 locals hanging out in there, and so 3-4 0 7 - 7 5
roll 5 times to see what Skill Level (if any) that 1-2 0 6 - 6 3
each of them have with ‘Languages’.
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SOMETIMES THE GREATEST WILDERNESS OF ALL CAN BE THE METAL MAZE OF CIVILIZATION
GRAVITY: Gravity is the most prevalent energy of a weapon is used, its Base Damage plus a D4
in all the cosmos. It holds all planets and other roll, multiplied by 10, is one’s Floating Movement.
celestial bodies together. It defines space and time. And finally, if ever someone floating about crashes
And, it the basis for all measurements and thus the into something, it is the same as falling, with the
rules for any game. Indeed, gravity, while universal Damage suffered equal to his Floating Movement
and for the most part very simple, is extremely Rate. So, be careful—in zero-gravity, the recoil of
important in many unique ways. a pistol is as mean as the firepower at the muzzle.
To avoid crashing, one must make a Movement
Normal gravity: Most of the time, gravity is well Check, its difficulty based on the speed at which
regulated and not at issue at all. Indeed, unless an he is going; Casual Checks for those who have
Adventure calls for such a dramatic change, all pushed themselves about, Challenging for those that
areas of civilization are assumed to have consistent are pushed by a projectile weapon, and Critical for
gravity, including all space stations, spaceships, and those whose movement is due to anything else.
inhabited worlds. While one could argue that they
would have at least slight differences, for the sake Artificial gravity: There are a few things to note
of the fantasy one must take on faith that all the concerning artificial gravity. First, for it to be used
races who work together to maintain a balanced at all, its technology will have found a very low-
civilization have found a common level of gravity grade use of power for its constant use, and so the
to live by, naturally or artificially. This reasoning loss of power is never a problem unless a vessel’s
can (and should) also be extended into the air and Power (unit) is completely lost. Second, artificial
environment as well, for any planet whose gravity gravity can easily be increased or shut down by
is similar enough to the other habitable worlds in the controls on any vehicle’s command deck.
the galaxy is also going to have an atmosphere of
about the same pressure.
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Details: Only basic functions of unknown powers Universal Dice: All of the Universal Powers will at
are provided in this Chapter, leaving Players free times call for random numbers, and the stronger
to elaborate on them as they prefer, creating ways one is with his respective Power, the greater value
they are perceived, or perhaps Knightly Orders that of dice he will use for many of its rolls. For each
are based upon them. Doubtless Players will want Power will designate one normal Ability Score to
to add some degree of detail to the nature of their determine the value of its ‘Universal Dice’. The
Power, and inevitably gain statistical advantages at dice one will use thus will be of the highest value
the same time. However, whether one talks about equal to or less than that particular Ability Score.
microscopic life-forms in his family’s bloodline or For example, Psionic Forces depend on Psyche, so
a galactic holy grail kept in the temple of the a Character with a Psyche Score of 11 would
cosmic crystals, no amount of storytelling will alter always use the D10 when the successful use of his
the statistics found throughout this Chapter. These Psionic Power called for any Universal Dice roll.
Powers are universal, after all, because they cannot Thusly, to use a D20, one must have an Ability
be understood or measured, and can only maintain Score of ‘20’ that is key to their respective Power,
the balance of the game by remaining mysterious. which few ever do.
88
UNIVERSAL MYSTICAL FORCES
THE UNIVERSE HAS POWERS BEYOND WHAT ANY HERO OR VILLAIN CAN POSSIBLY IMAGINE
Critical success: Whenever one rolls a natural ‘20’ Detection: Those who are linked to the cosmos by
for success with a Universal Power and the Check a Universal Power can sense the presence of others
still succeeds with all modifiers considered (as the with similar strengths. Anyone who has any kind
maximum on such rolls doesn’t guarantee success), of Universal Power has a chance to detect anyone
he will have achieved some great accomplishment, else nearby with a similar Power. The GM is to
rolled on the chart below using his Universal Dice. call for an Intuition Check, the difficulty depending
on the nature of the Powers and distance involved.
TABLE #92: ULTIMATE SUCCESS If successful, one will sense the presence of the
Roll Critical result other, but only what Universal Power they have
10+ Restored to full Health and any lost Powers and what vehicle or world they are on.
6-9 Gain a free Turn Casual Checks are all that is required if the
2-5 Double Experience Points for this success target is within 1000’ and is or was personally
1 If in combat gains +1 to next Initiative Roll known by the sensing Character or has the same
Universal Power as him.
Challenging Checks are required if the target
Critical failure: Whenever one rolls a natural ‘1’ to is somewhere on the same vessel or planet but no
use a Universal Power, the Check fails regardless closer than 1000’ but is or was personally known
of all modifiers, and what’s more, he will suffer by the sensing Character or has the same Universal
some great setback, rolled on the chart below Power as him.
using his Universal Dice. Critical Checks are required if the target is on
the same vessel or planet as the sensing Character
TABLE #93: ULTIMATE FAILURE but has never met him and has a different
Roll Critical result
Universal Power than him.
10+ No ill result
6-9 No Experience Points gained for this success
4-5 Power’s effect rebounds on Character Resistance: Being closer to the cosmos as is any
2-3 Incapacitated for 1-6 days being with a Universal Power, he can quickly and
1 Loss of that entire Universal Power until he effectively measure the will, the strength and the
gains an Experience Level Power of any other, and perhaps resist it—anyone
with any Universal Power can attempt to resist the
effects of any other. Rolling with the D20 if the
Power is of the same kind he possesses, or using
his Universal Dice against all other Powers, if he
can roll equal to or above the total result made by
his adversary to effect him, he can avoid its effect
entirely (though that adversary still gets Experience
Points and all other modifiers for successfully, if
not effectively, using his Universal Power).
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UNIVERSAL MYSTICAL FORCES
THE UNIVERSE HAS POWERS BEYOND WHAT ANY HERO OR VILLAIN CAN POSSIBLY IMAGINE
him that same Turn—because they are—giving him Serenity: In battle, one can enter into a trance,
a bonus to his next roll equal to a Universal Dice clearing all his thoughts and calming himself. Each
roll, provided that the focused roll is normally one Round the Character must decide whether or not to
that can be penalized by Fatigue, and if failed will remain in this trance or renew his attack. Once he
drain the individual to 0 Health and thus force a leaves this trance, he will have a (cumulative)
normal Defeat Roll on Table 31. bonus of +2 for every Round he spent in serenity.
This bonus applies to the Character’s next Attack
Healing: By laying on of hands, giving a kiss of Roll, Ability Check, or Defeat Roll. However, if
cosmic life or in some other way healing a person, one is attacked during his trance, his focus is lost,
one can restore an amount of Health equal to a and having had to defend himself, the Character
Universal Dice roll, but if this does not restore the loses the bonus he was building.
subject to his maximum Health, the healer himself
takes on the exact Damage that he just healed. If Strength: The individual can feel the invisible and
the two are immediate family, the Damage taken to others intangible world made up by his power,
by the healer will be cut in half (rounded down). and so use leverage unseen by others to push, pull
and otherwise move objects, such as adjusting the
Influence: One’s power can have a strong influence switch on a door, causing a weapon to fly into his
on the weak minded, and so with a successful use hand, or simply fudging the result of a gambling
of it, he can force one sentient creature to do his dice, provided it is no further away than 10’, with
will for that Round, should the target fail a Psyche a cumulative penalty of -1 to the Check for each
Check, its difficulty dependent on how much out of the following factors that apply:
of character the command is for him. For example,
getting a servant, who is used to taking orders, to Every additional 10’ away the object is
take the powerful person to see his master would The individual willingly discarded the object
require him to make a Critical Check to resist, but The object is larger than 10 Encumbrance
causing a guard to forget his orders and so let the The object is larger than 100 Encumbrance
very people he’s looking for simply move along The object is the size of a small vehicle
would be a Challenging Check and may take a The object is the size of a personal starship
minute of hesitation, while telling an intergalactic
gangster to sell or just give up his favorite trophy Swordshield: One can use a lasersword to generate
would require only a Casual Check to resist. a protective barrier, either by spinning it, doing a
series of complex maneuvers for blocking shots, or
Lightdashing: The individual is able to run at what perhaps focusing on the cosmic crystals that power
seems like great speed, skipping through time as a it and thus create some unknown field. Whatever
stone skips across water, so that he appears and the case, by doing so he will create a barrier with
disappears with each step as he races along, thus a radius of 10’ for every ‘plus’ of the sword, and
able to flee a battle and at the same time move an block an equal number of Damage. For example, a
additional distance that Turn equal to a Universal lasersword +3 could be used to generate a field
Dice roll multiplied by 10’ laterally, or 2’ vertically 30’ wide that serves as 30 Protection. However, the
upwards, or 5’ vertically downwards. one using the lasersword must stand in place and
cannot attempt anything else, for when he does the
Quickening: When one gains an Experience Level, field is broken. The maximum people who can
he may focus on universal forces rather than the take cover behind such a shield is equal to their
present physical world, gaining a free Turn to try total Encumbrance divided by 10. Furthering the
this, and if successful, gain a bonus to his roll on above example, 300 Encumbrance worth of bodies
Table 130 equal to the maximum of his Universal and carried equipment (including the wielder of the
Dice, but if this Power fails, suffering a penalty of lasersword) would be shielded. Anyone who is not
-10 to his roll on Table 130. fully protected by the shield is not protected at all.
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UNIVERSAL MYSTICAL FORCES
THE UNIVERSE HAS POWERS BEYOND WHAT ANY HERO OR VILLAIN CAN POSSIBLY IMAGINE
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UNIVERSAL MYSTICAL FORCES
THE UNIVERSE HAS POWERS BEYOND WHAT ANY HERO OR VILLAIN CAN POSSIBLY IMAGINE
Hunting: In battle, one can enter into a trance, Quickening: When one gains an Experience Level,
focusing all his thoughts and exciting himself. Each he may focus on universal forces rather than the
Round the Character must decide whether or not to present physical world, gaining a free Turn to try
remain in this trance or renew his attack. Once he this, and if successful, gain a bonus to his roll on
leaves this trance, he will have a (cumulative) Table 130 equal to the maximum of his Universal
bonus of +2 for every Round he spent getting his Dice, but if this Power fails, suffering a penalty of
hate focused. This bonus applies to the Character’s -5 to his roll on Table 130.
next Attack Roll, Ability Check, or Defeat Roll.
However, if one is attacked during his trance, his Shadowdashing: The person is able to run at what
focus is lost, and having had to defend himself, seems like great speed, skipping through time as a
the Character loses the bonus he was building. flame suddenly twists shape, so that he appears
and disappears with each step as he races along,
Influence: One’s power can have a strong influence thus able to flee a battle and at the same time
on the weak minded, and so with a successful use move an additional distance that Turn equal to a
of it, he can force one sentient creature to do his Universal Dice roll multiplied by 10’ laterally, or
will for that Round, should the target fail a Psyche 2’ vertically upwards, or 5’ vertically downwards.
Check, its difficulty dependent on how much out
of character the command is for him. For example, Strength: The individual can feel the invisible and
getting a servant, who is used to taking orders, to to others intangible world made up by his power,
take the powerful person to see his master would and so use leverage unseen by others to push, pull
require him to make a Critical Check to resist, but and otherwise move objects, such as adjusting the
causing a guard to forget his orders and so let the switch on a door, causing a weapon to fly into his
very people he’s looking for simply move along hand, or simply fudging the result of a gambling
would be a Challenging Check and may take a dice, provided it is no further away than 10’, with
minute of hesitation, while telling an intergalactic a cumulative penalty of -1 to the Check for each
gangster to sell or just give up his favorite trophy of the following factors that apply:
would require only a Casual Check to resist.
Every additional 10’ away the object is
Lightning: By laying conjuring and firing lightning The individual willingly discarded the object
from his hands, one can without any Attack Roll The object is larger than 10 Encumbrance
cause an amount of Damage equal to a Universal The object is larger than 100 Encumbrance
Dice roll, but if this does not penetrate the total The object is the size of a small vehicle
Protection of the subject, the attacker himself will The object is the size of a personal starship
suffer a penalty of -1 to his next Initiative Roll. If
the two are by any definition allied (such as being Swordshield: One can use a lasersword to generate
family, lord-apprentice, etc.) the penalty will be -2. a protective barrier, either by spinning it, doing a
series of complex maneuvers for blocking shots, or
Masking: The individual can take on the properties perhaps focusing on the cosmic crystals that power
of another creature of the same basic race type it and thus create some unknown field. Whatever
(human, alien, or robot) which establish his identity the case, by doing so he will create a barrier with
by touching him. He must state what properties he a radius of 10’ for every ‘plus’ of the sword, and
is taking on before rolling, as each one penalizes block an equal number of Damage. For example, a
his roll by -2. These features will last for a total lasersword +3 could be used to generate a field
number of Rounds equal to a Universal Dice roll. 30’ wide that serves as 30 Protection. However, the
one using the lasersword must stand in place and
Voice cannot attempt anything else, for when he does the
Thumbprint field is broken. The maximum people who can
Retinal signature take cover behind such a shield is equal to their
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98
ATTACK OF
THE PLAYERS
BOOK II
THE PLAYER’S BOOK
CHAPTER 10
THE STORY OF THE GREATEST OF ALL ADVENTURERS BEGINS WITH YOUR IMAGINATION
100
CREATING YOUR CHARACTER
THE STORY OF THE GREATEST OF ALL ADVENTURERS BEGINS WITH YOUR IMAGINATION
Characters: Each Player will need to give his Homes and races: One may wish to give a name
individual Character a personal name. Provided to his homeworld or alien race (if any). Provided
below is a list of classic characters that have below is a list of sample names from popular film,
inspired the tales told in this genre, from film, novels and other sources. However, note that the
page and myth, serving as best a list as possible following names are not a part of this game itself,
to inspire what one might wish to name their so do not mistake them as part of this game or its
fantasy alter-ego. However, note that the following own mythologies. Planets are designated by an
names are not a part of this game itself (else we asterisk (‘*’).
would get sued out of the galaxy by Imperial
Lawyers), and so none of these names should be Zardon*
taken for your own Character. Sith from Korriban
Wookies from Kashyyyk
Luke Skywalker Hutts from Tatooine
Han Solo Hoth*
Princess Leia Organa Dagobah*
Obi-Wan Kenobi Naboo*
Chewbacca Twi’lek
C-3PO Iscandar*
R2-D2 Gamalons
Derek Wildstar The Comet Empire*
Sandor Mangalors
Nova Cybertron*
Mark Venture Vulcans
Captain Abraham Avatar Klingons
Sergeant Knox Romulans
Space Ace Dexter Borg (from everywhere)
Kimberly
Major Corben Dallas
Leeloo
Father Vito Cornelius
DJ Ruby Rhod
Ripley
Corporeal Hicks
Private Hudson
Major ‘Dutch’ Schaeffer
Poncho
Spock
Captain Jean-Luc Picard
Commander William Riker
Data
Commander Peter Quincy
Dr. Lazarus
Captain Queeze
Rando
Spazmoto
Maximilian
V.I.N. C.E.N.T.
Spaceman Spiff
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BUILDING A BODY
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BUILDING A BODY
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Angels are highly evolved beings or those who a metallic costume. They gain +1 to their Intuition
come from the most advanced societies, altogether Score but suffer -1 to their Movement Score. All
appearing divine to most other species, if only for droids have D.N.A. Type R.
their well groomed beauty or their magical-seeming Androids appear as human as anyone, though
technology, or the truly divine power born of the they are fully synthetic, indeed a truly ‘artificial
peace in their hearts. They gain +1 to their Unique person’. They gain +1 to their Genetics Score but
Score but suffer -1 to their Combat Score. All suffer -1 to their Personality Score. All androids
angels have D.N.A. Type A. have D.N.A. Type Z.
Cyborgs are some combination of machinery
and living tissue, such as a robotic skeleton under
an exoskin of flesh and blood, or a true humanoid
with so many artificial enhancements as to become
half-robot. They gain +1 to their Physique Score
but suffer -1 to their Unique Score. All cyborgs
have D.N.A. Type C.
Technomorph are some strange combination of
living flesh, dead machinery, pure energy and other
things, like a ‘rubber robot’ or something just too
weird to describe. They gain +1 to their Movement
Score but suffer -1 to their Physique Score. All
technomorphs have D.N.A. Type T.
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FEATURES: There are countless aliens, ‘droids Big ears: The Character has oversized ears, which
and other kinds of characters roaming around every may be long, pointy, and perhaps even jiggle when
spaceport and ‘uninhabited’ planet, and there are he laughs. They grant him a +1 bonus to Intuition
new ones finding their way to the galactic hubs all Checks when hearing is the primary sense, but also
the time. As a result, there are no achetypical alien cost him -1 to Presence Checks with humans, as
races or robot models for a Player to choose from they do not take such big ears seriously.
for his Character. Instead, he will use his Creation
Points to design his own unique race or robot. He Breathe fire: The Character can somehow breathe a
may outright purchase Features at their listed cost fiery cloud. This can be used to effect an Attack
in Creation Points, or spend 2 such Points for a Roll, delivering 1-6 Damage if it hits. This breath
single roll and live with the result, for better or has a range equal to the Character’s Unique Score
worse. One can only select a Feature that is of a in feet.
D.N.A. Type that matches his basic race type. If
he rolls something that is not compatible with his Breathe frost: The Character can somehow breathe
D.N.A. Type, he gets 1 Creation Point back, but a chilling cloud. This can be used to effect an
does not get that trait for his Character, thus Attack Roll, delivering 1-4 Damage if it hits. This
losing only 1 Point for the gamble. Note that each will not necessarily kill the target if it drops him
Character can only acquire each Feature once. If to 0 Health, for if he can make a Critical Genetics
rolled again, it is the same as rolling something Check, he will go into suspended animation instead
not compatible with his D.N.A. for a number of days equal to the Damage of the
frost that put him there. This breath has a range
Battle-rage: The Character is capable of entering a equal to the Character’s Physique Score in feet.
‘red rage’ in combat. To do so requires a Psyche
Check, the difficulty dependent on the situation he Breathe poison gas: The Character can somehow
is in, with each of the following factors that apply breathe a toxic cloud. This can be used to effect
decreasing the difficulty by one value—any Player an Attack Roll, delivering if successful Poison of a
Characters have been killed, he has a story-proven Potency equal to the Character’s Genetics Score
grudge with any of the enemies, the greatest Base divided by 6 (rounded down).
Damage amongst the party is less than the highest
Protection factor amongst the enemy, and the party Claws or talons: The Character has claws or talons
is outnumbered 2-to-1 or more. For example, if the at the ends of his hands, feet, or both. This will
party was ‘only’ outnumbered, the Check would be increase his Damage in unarmed combat by +1.
Critical. However, if they were outnumbered and a
Player Character had already fallen, then the Check Colored skin: The Character has skin of some odd
would be Challenging. If all four factors apply, no color, such as blue or green. This is the surface
Check is necessary—the red rage is on! This rage reflection of different genetics, increasing a random
lasts 2-12 Rounds, and during that time the violent Ability Score by +1. When rolling, ‘1’ results in
Character gains +4 to Attack Rolls and Initiative. Combat, up to ‘10’ for one’s Unique Ability. But
this has its drawbacks also, as this skin color will
Big brain: The Character has an increased brain in forever penalize one’s Reaction Checks by -1.
size and in capacity. This looks rather grotesque,
increasing his Presence Score by +1 if demi-human Computer interface: The Character is able to plug
or lowering it by -1 if humanoid. However, either into almost any computer directly, either through a
race type will always use the D20 for Intelligence mechanical arm, cerebral cable, etc. He can bypass
Checks, no matter the difficulty. At the Player’s security without any of the normal rolls and rules
option he can have his brain be enormous, moving if he makes an Intelligence Check. The difficulty
his modifiers to +2 and -2 respectively, but at the of this Check depends entirely on the value of the
cost of -1 to both Physique and Movement Scores. information or accomplishment he is going for.
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Digital braille: The Character is able to ‘read’ the TABLE #103: ALIEN FEATURES
data on tapes, discs, chips and other electronic and Feature Possible Creation Total
computer devices simply by touching them. He can Personality D.N.A. Points roll
thus read data without the device having power. Battle-rage B, H, M 4 96-100
However, he or the party must commit their next Fluffing B 3 95
Turn to immediate use of this data, with all of the Genius A, D 5 94
Pain tolerance A, B, H 3 91-93
potential benefits or consequences, after a Unique
Riddlespeech A, D, H 3 89-90
Ability Check is made to read it. The difficulty of Stupidity B, D, H 2 88
this Check is dependent on the potential gain. Taunting D, H 2 86-87
Sensory
Emotions: The Character has some sort of special Big brain D, H 6 85
chip or other mechanism which allows him to truly Digital braille A, H, M 6 84
feel emotions rather than simulate them by various Feline eyes A, B, H 2 80-83
programs. This will grant the robot +1 to Presence Keen hearing A, D, B 1 75-79
and Personality Checks alike when dealing with all Keen sight A, D, B 1 70-74
organic life, but at the same time cost him a -1 Sixth sense A, D, H 6 68-69
penalty to all Reaction Checks. Seventh sense A, D 7 67
Spectrum vision A, D, B 4 66
Tracking B, D 4 65
Energy form: The Character is composed of some
Physical
form of energy rather than crude matter. Thusly,
Big ears B, D, H 2 63-64
he has no weight and 0 Body Encumbrance. The Claws or talons B, M 2 60-62
type of energy he’s composed of does not need to Colored skin B, D, M 2 50-59
be specified, and if it is, it cannot be used to his Extra limb B, D 6 49
advantage or detriment—a body composed of solid Fangs B, D, H 2 46-48
gamma rays could just as easily be strengthened by Fur or body hair B, H 1 42-45
a shower of them as he could be broken apart by Gills B, D, H 4 40-41
his native energy. Horns B, D, H 1 36-39
Large wings B 8 35
Energy sustenance: The Character is able to draw Pipe-bones A, D, H 9 33-34
Prehensile tongue B, H 6 32
nourishment from non-physical energy, such as
Scaly-skin B, D 3 30-31
electricity, dark matter, etc. While he can eat food Short B, D, H 3 27-29
and drink fluids normally, he has an alternative. Small wings B, D 5 26
The Player must specify the form of energy he can Strange skin A, B, D 2 20-25
draw upon, and so long as he has it with him, he Tail B, D 3 19
survive. As a rule, one can only draw upon Power Tall A, B, H 3 16-18
packs described in Chapter 4, with its credit cost Webbed hands or feet B, D, M 2 15
the number of days it will sustain him. If used for Zardonian features A, D, H 7 14
something else during that time, the Power supply Bizarre
functions normally, with any bad rolls which occur Breathe fire B, M 4 13
accounted for simply by the Character’s gluttony. Breathe frost B, M 5 12
Breathe poison gas B, M 6 11
Energy form A, M 9 10
Etiquette: The Character is designed, amongst other Energy sustenance A, H, M 7 7-9
things, for proper manners and social graces, thus Regeneration A, H, M 3 6
his body is able to move in detailed ways that he Plasicity D, H 5 5
normally would not, such as extremely versatile Shapeshifting A, H 8 4
fingers or eyebrows. This allows him to re-attempt Special blood A, B, H 9 2-3
any Reaction Check anyone else failed in the same Venom sacks B 6 1
Round, but using the same modifiers as before.
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Exoskin: The Character has some sort of false skin of a fight. If one has the Feature of ‘fur’ or ‘body
or outer covering, be it plastic flesh, transparent hair’, this bonus will be +2.
skin revealing his inner workings, etc. It is much
less in appearance than what is normally possible Fur or body hair: The Character has hair on more
in a universe where humans are the prototype, as than just his head—he can have as much hair as
this external skin is not designed for looks, but for he likes. This will grant him a +1 bonus to all
durability. Indeed, this offers a natural 2 Protection rolls on Table 72 for enduring the elements.
against all forms of Damage.
Gender specific: The Character is of a design that
External power supply: The Character’s power took the trouble to make him appear clearly male
source is visible on his exterior, unlike most other or female, even if he (or she) is indeed still all
robotic beings whose power is internal. This allows mechanical. This will serve to counter of up to -2
it to be more easily replaced, and thus requiring penalties on Presence Checks, though not a bonus
no Tech Check is required to do so, but it also in the normal sense—a Presence Check must be
has the distinct disadvantage of being much easier penalized for this bonus to count.
to be damaged—any implausible Critical Hit made
against the Character hits his power supply instead. Genius: The Character has an intelligence far above
most other races, due perhaps to coming from an
Extra limb: The Character has an extra limb, such enlightened culture, possessing some divine light, or
as a third arm, a second nose, etc. The GM will some other reason. But whatever that reason may
decide which Ability this most benefits, and that be, it grants one +3 to Intelligence Checks when
individual will gain a +1-3 increase to that Score. everyone else has failed (so he should roll last). If
Furthermore, whenever he gains an Ability Point as more than one Character has this Feature both can
a result of advancing an Experience Level, but did indeed be successful at the same time.
not roll high enough on Table 130 to choose just
where it applies, he can indeed apply it to the Gills: The Character has gills, like any aquatic
Ability enhanced by his additional appendage. creature, and can thus breathe underwater, though
this does cost him -1 to his Physique Score.
Fangs: The Character has sharp, pointy teeth! They
could be short and sweet, or good for opening up Horns: The Character has one or more horns on
cans, doors, or jowls. Whatever the case is, they his head, giving him +1 to Presence Checks when
increase one’s Damage in unarmed combat by +1. he deals with humans (who tend to fear them).
If one wishes to spend an extra 3 Creation Points,
his fangs can have the added advantage of being Keen hearing: The Character has extremely acute
able to fully drain poison from a wound safely if hearing. This grants him +1 to Intuition Checks
he makes the normal Check to avoid its effects. when hearing is the primary sense. However, if
one takes ‘big ears’ as a Feature as well, the two
Feline eyes: The Character has eyes like a cat, will combine for a bonus of +3 instead of +2.
with tall black slits, and changing color depending
on the environment. This gives him night vision, Keen sight: The Character has extremely sharp
reducing the normal -4 ‘blind-fighting’ penalty to eyes. This grants him +1 to Intuition Checks when
only -2, the difference indeed becoming a bonus if vision is the primary sense.
he takes on Blind-fighting as a Special Skill.
Large wings: The Character has wings, ones large
Fluffing: The Character is able to make his hair enough to fly with. Indeed, he will can fly at will,
stand on end like a cat when danger is present, using all the normal rules for movement. His Base
giving him a +1 bonus to the first Initiative Roll Flying Movement Rate will be equal to his Body
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Encumbrance multiplied by 10. One cannot use TABLE #104: ROBOT FEATURES
these wings if he is wearing a backpack. Feature Possible Creation Total
Personality D.N.A. Points roll
Life-support: The Character is capable of entering Emotions R, T, Z 3 96-100
into a state of suspended animation. He will gain a Etiquette R, Z 2 95
+1 bonus to his rolls on Table 31, but if he still Pain tolerance C, R 1 83-94
Protocol R, Z 2 82
‘dies’ thereby, he will instead remain in this state
Stupidity R, T, Z 1 81
until he is restored to full Health, at which time
Sensory
he must make a Critical Genetics Check. If he is Computer interface C, R, Z 5 76-80
successful he wakes up. If not, he will drop back Digital braille C, R 4 74-75
down to 0 Health and must start healing again Keen hearing C, R, T 1 70-73
from there. Of course, such an individual can Keen sight C, R, T 1 67-69
easily be destroyed, so this Feature means nothing Spectrum vision C, R 2 60-66
if his body is in some way clearly obliterated. Translation C, R, Z 3 50-59
Physical
Liquid metal body: The Character is not composed Big brain C, T 6 49
of any solid pieces—his entire mass is a glob of Claws or talons T 3 48
liquid metal which never solidifies and retains all Exoskin R, T 5 46-47
Extra limb R, T 5 39-45
memories throughout it. This gives one both the
External power supply R, T 3 31-38
Features of ‘shapeshifting’ and ‘regeneration’ for Fangs T 3 30
the cost of this one trait alone. Gender specific C, R, Z 2 18-29
Life-support C, R, T 9 16-17
Pain tolerance: The Character is somehow able to Pipe-bones C, T, Z 4 13-15
channel out pain, disconnect it, perhaps even like it Short C, R, Z 3 8-12
or feed off of it. In any event, he does not suffer Tall C, T, Z 3 7
any penalty to his Defense Score for wounds, no Bizarre
matter how severe they are. Breathe fire C, R 4 5-6
Breathe frost C, R 5 4
Breathe poison gas C 6 3
Pipe-bones: The Character has bones which are Liquid metal body C, T 9 2
hollow, such as pipes, and filled with fuel, indeed Transformation R, T 8 1
his ‘blood’, be it in liquid or gaseous form. This
can make one exceptionally heavy or light, raising
or lowering his Body Encumbrance by 20 or 10, Protocol: The Character is designed, amongst other
respectively (Player’s choice). Best of all, this is a things, for social compatibility within court and
self-contained system, so he has no need for food political arenas, so his voice and mannerisms have
or any external nourishment. a great capacity for change and alteration. This has
the added advantage of being able to re-attempt a
Plasicity: The Character can slightly ‘stretch’ his failed Personality Check if someone new enters the
limbs, up to a total number of feet with all limbs scene in the Round following his last Check.
at any time equal to his Genetics Score.
Regeneration: The Character heals incredibly fast,
Prehensile tongue: The Character has a tongue that even so much that wounds may close while others
is eerily long and able to be controlled, almost as watch in amazement. Whenever he takes Damage,
a third arm, and indeed can be used as such. All this individual can make a Genetics Ability Check
normal actions are effectively Physique Checks, but to suffer 1-4 less Damage as he heals so fast. The
at 2 Points below his normal Ability Score. If he difficulty of this Check depends on the Damage
is fighting alone against any number of enemies, done; the difference of 20 and the Damage dealt
this tongue will increase his Initiative Rolls by +1. by the blow (rounded up) is the dice value rolled
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with. For example, if the Mercury assassin T-1138 Short: The Character is shorter than most, allowing
was hit with a laser blast for 13 Damage, he him to go beneath the normal 51” minimum with
would use the D8 to avoid suffering it. But if the height, indeed by 1-12 inches less, this roll gaining
blow was for only 5 Damage, he would use the +2 for each additional Creation Point one spends.
D20. If such a Check fails however, the Character
will suffer a shock and be rendered unconscious Sixth sense: The Character has a sixth sense which
for the next 1-6 Rounds. This will indeed prevent grants him a tremendous perceptual advantage in
him from making a ‘Defeat’ Roll on Table 31 if the physical environment. Any time that he fails an
the blow put his Health to ‘0’ or less. Intuition Check, he may attempt to re-roll it. If he
does this on the same Turn, he suffers a penalty
Riddlespeech: The Character is of a race whose of -3 to the roll. If he does this on his next Turn,
ways of speaking are either eccentric or rooted in it is the same Check as before. He cannot attempt
deep wisdom, but sound altogether confusing to it at any later time, however. And, if he fails, he
most other people. Difficult to master, this speech will collapse into unconsciousness for 1-6 Rounds.
is. However, when dealing with anyone who has
any Universal Power, grant +1 to one’s Presence Small wings: The Character has small wings, ones
and Personality Checks, this ability does. which cannot provide enough lift to allow him to
truly fly, though he can glide down from really
Scaly skin: The Character has scales covering most any height and land softly. One cannot use these
if not all of his skin. This will serve as a counter wings if he is wearing a backpack, unless he pays
to -1 penalties on Genetics Checks, though not a to have the backpack modified, which costs a total
bonus in the normal sense—a Genetics Check must number of credits equal to the difference of his
be penalized for this bonus to count. However, if Physique Score and 30.
one takes ‘colored skin’ as a Feature, this becomes
a true bonus. Special blood: The Character has blood that is in
some way very different, such as it being acid, or
Seventh sense: The Character has some sort of fuel, or glowing with inherent energy. The Player
spiritual sense. If he has any Universal Power, he must define exactly what its power is, for it will
will be able to roll the results of failure before he more than likely be drawn upon (literally) by the
makes the roll to use the Power itself, thus having party at some point. When it is, it can only effect
an idea of the potential consequences should he try a statistical difference to the game using the D4,
to use his Power. However, to focus enough to be for whatever function it serves. For example, using
so perceptive requires reliance on unseen forces it to fuel a combustion engine would require an
which help, thus costing the individual a number Intelligence Check, but one made using the D4
of Experience Points equal to his Experience Level rather than the D20, D12 or D6. If the Player ties
multiplied by 10, plus as negating any such Points his Unique Ability into the story of his blood, its
that he may receive for the use of the Power if he inherent dice shall be D6 instead of D4. But no
decides to follow through with it. matter what it is, every time it is used, the result
of the roll costs the Character the same amount of
Shapeshifting: The Character is able to change his Health worth of normal wounds.
surface appearance to resemble something else. He
can alter his facial structure, fingerprints, and cover Spectrum vision: The Character’s normal vision is
any wound. However, he cannot change his eyes, in some other spectrum of light, such as thermal,
voice, or scent. One must concentrate to hold this infra-red, ultraviolet, etc. This will cost him -3 to
alteration however, similar to holding one’s breath, his Intuition Score, however, he will always have
and so he suffers a penalty of -3 to all physically vision, regardless of light conditions or even in
related Ability Checks while doing so, and will absolute darkness, thus the normal modifiers for
revert to his normal form if knocked unconscious. ‘blind-fighting’ do not apply to him.
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Strange skin: The Character has unusual properties Translation: The Character is fluent in millions of
for his surface skin, such as it being like tree-bark forms of communication throughout the galaxy. He
or jerky. This does not include scales, as those are cannot speak them, however, unless he is returning
a separate Feature. This grants the individual a +1 the speech of another, as he must interpret their
bonus to all Presence Checks but induces a penalty slang, degree of cultural advancement, and other
of -1 to all Personality Checks. factors. Thusly, he does not have any additional
languages of his own, but can always receive and
Stupidity: The Character ‘suffers’ from being an translate the dialect of others, should he make an
irredeemable idiot, a fool, a totally lost cause (like Intelligence Check. The difficulty of this Check is
a useless amphibian sidekick). That said, just who dependent on the type of race that is speaking to
would want to have this Feature? The one who him; Casual for humans, Challenging for all robots,
wants to receive the balancing bonus of +1 to his and Critical for all aliens.
Defense Score as people underestimate him, even if
it does cost him -1 to both his Intelligence and Venom sacks: The Character has venom sacks, like
Intuition Scores. a serpent. This gives him the ability to create his
own poison, of a Potency equal to his Genetics
Tail: The Character has a tail. What he does with divided by 5 (rounded up). However, to make it or
it is up to him. It does, however, help his balance, just spew it out requires losing Health, at 3 Points
thus giving him +1 to Jumping Checks and any per poison Potency. Moreover, one cannot create
other roll that clearly depends on balance above all poison unless he has been in combat during the
else, such as getting down a corridor in a starship last 24 hours, as his body needs to react to the
being knocked about by asteroids. danger and thus build up internal defenses. Thus
he cannot load up on poison between Adventures
Tall: The Character is taller than most, allowing (when recovering Health is a non-issue).
him to exceed the normal 7’ limit to height, indeed
by an additional 1-12 inches, this roll increased by Webbed hands or feet: The Character has some
+2 for each additional Creation Point one spends. thin skin or membrane between his fingers, in his
armpits, between his toes, under his ears, or some
Taunting: The Character comes from a culture that combination thereof. These grant him a +2 bonus
is just talented with insulting, antagonizing or just to all Swimming Checks.
outright annoying others, intentionally or not. For
him, the normally Critical Personality Check that is Zardonian features: The Character has some fine
required to distract others for 1 Round is only a features which may or may not mean he has blood
Challenging one. of the legendary lost star system ‘Zardon’, which
almost every galactic culture names in some form
Tracking: The Character is somehow able to follow or another. Such people were powerful. Whether
the trail of others, be it sniffing their scent, seeing this individual is descended from them or not, he
some otherwise invisible motion residue, etc. This will none-the-less gain a bonus to all his rolls on
grants him the ability to track in conditions which Table 130 whenever he gains an Experience Level.
would otherwise make tracking impossible, indeed This bonus is dependent on one’s type of race.
when there are no physical clues to follow.
TABLE #105: ZARDONIAN FEATURES
Transformation: The Character is able to alter his Race Advancement roll bonus
form to become some other kind of machine of Humanoids +5
relatively equal size, such as a speeder-bike, heavy Demi-humans +3
laser, etc. He must select one form that is his Angels +7
mechanical ‘alter-ego’. Rules for transformations are
fully detailed in Chapter 5.
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Age: Normally, age is not an issue, as adventures HOME: Apart from a Character’s home itself
tend to dominate one’s life and happen in such (which he is free to describe as he will), a Player
rapid succession that they come full circle with the may wish to develop the tale of his homeworld.
story of their journeys with the Character at about
the same age as when he began them. Still, if one Known star system: Humans and aliens who come
wishes to be significantly young or old, he may from a known planet, whether in a Sourcebook or
certainly do so, with the applicable changes. the GM’s own Campaign design, will gain a bonus
Youthful Characters will gain +1 to both their of +3 to their Background Roll (next Chapter).
Physique and Movement Scores but suffer -1 to
both their Intelligence and Personality Scores. Unknown star system: If one chooses to be from
Older Characters will gain +1 to both their an until now unheard of planet or place, he will
Intelligence and Personality Scores but suffer a -1 suffer a penalty to his Background Roll (next
to both their Physique and Movement Scores. Chapter) depending on what he is; -1 for humans
Extremely old Characters, such as those who and -3 for aliens, though he will gain an increase
have endured a generation or two while waiting for of +1 to a random Ability Score.
lost Characters to return will suffer -2 to both their
Physique and Movement Scores, and -1 to their Planet destroyed: The Character’s homeworld may
Combat and Health Scores, but will gain +3 to have been destroyed, perhaps recently, or in the
their Intelligence Score. ancient past, but altogether leaving him forever a
refugee and thus increasing his Intelligence Score
Eye color: Apart from one’s size and strength, by +1, but at the same time costing him -1 to
there are colorful characteristics of him that reveal either his Genetics or Personality Scores.
his soul, his spirit, and his lifeline. Wherein most
may see only trivial details of color, the wise see Manufactured: The Character could have been in
the true measure of a man. Players should give some way artificially made and so he would have
extra thought and care to choosing this aspect of no homeworld at all (and never did), whether he
their Character, if only to give themselves a bonus was manufactured, cloned, etc, thus suffering him a
to retinal security scans . . . -4 penalty to his Background Roll (next Chapter)
but at the same time granting him +2 Skill Points.
Hair color: Hair color should be emphasized at
least a little, as it is prominent in many cultures
and recognized as a characteristic of true beauty,
nobility, and even pure birth by some, and may be
what makes or breaks one’s audience with an alien
overlord, or his daughter . . .
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ORIGINS OF AN ADVENTURER
EVERY GALACTIC ADVENTURER HAS A TALE TO TELL EVEN BEFORE THE ADVENTURE BEGINS
Royalty: The Character is either royalty or has had Space pirate: The Character has spent some time
reason to spend a good deal of time around such. as a pirate. However, as is always the case, those
He will begin his adventures with 500-2000 (5D4) who gain the most lose the most, and with pirates
Credits. He can gain 100-1000 more, or he can it’s a faster process than one would expect, leaving
have 1-4 Royalty Points, or he can be the owner this individual with only 10-60 Credits. However, it
of a single cosmic treasure (rolled by the Player or stands to reason that he still has (or could find) a
selected by the GM). reliable weapon, enabling him to use this initial
money to buy any one weapon off of Table 44 at
Servant: The Character has been the aide, emissary, half the listed price (rounded down).
butler or some other servant to a powerful person,
standing by his side for years until fate or sheer Successful businessman: The Character owns (or
desire compelled him to leave and seek his own did once own) a small business, such as a cantina,
power. However, he will have learned well and death-stick ring, freight-service, an entertainment
wise from constantly being in-between high and complex, or something else entirely. He will have
exalted people, starting his adventures apart from saved enough money when he finally left his trade
them with 100-1000 credits. to total 200-800 (2D4) credits.
Shipowner: The Character owns or once did own a Wealthy family: The Character is part of or at the
ship, which he either chartered or used himself. In least friends with a family which has (or had) so
any event, he will begin his real journeys into the much money that managing it became either their
depths of space with 300-1200 (D10+2) credits. If business or their bane. In any event, this individual
he uses this to buy a spaceship, he will get it for managed to get away with 300-1800 Credits.
half the listed cost on Table 60.
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IT IS YOUR DESTINY
EVERY GALACTIC ADVENTURER HAS A TALE YET TO BE TOLD BY THE VERY COSMOS ITSELF
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Homeworld lost: The Character still has, visits or MARKS OF FATE: Many Characters have some
perhaps even loves his homeworld, but will see it sort of mark indicating their fate. The following
or know it to be destroyed during the course of chart is optional, but a Player can only roll on it
his adventures, for whatever reason the GM devises once, using his Destiny Dice. The mark he gets by
or his own storytelling can account for. Given that this roll he is free to describe but must somehow
only the greatest of Adventures will have even the tie in with his Destiny (of Table 113). The ‘Gain’
possibility of an entire planet being obliterated, this and ‘Loss’ are always +1 and -1 (respectively) to
is something which will probably occur ‘off-screen’ the Ability Score listed, due to his fate.
at some point—whenever the destined Character
rolls three consecutive ‘1’s amongst any dice for TABLE #116: MARKS OF FATE
any reason, it is because there has been a great Roll Mark Gain Loss
disturbance in the balance of the cosmos, indicating 8+ Player’s choice - -
that his beloved homeworld is, for whatever reason, 6-7 Special eyes UQE PHY
gone, whether it was sucked into a black hole, 5 Medallion PSY PER
destroyed by an incredible new space station or 3-4 Scar PHY GEN
whatever reason the Player wishes to speak of—its 2 Tattoo PRE ITN
his tale to tell. This will not alter the statistics 1 Birthmark PER CBT
rendered by his ‘Home’ choice (from Page 113).
Losing a friend: The Character will witness the MENTORS: Some Characters are learned of their
death of some other Character he is close to, be it destiny by a mentor. As this is normally just a
an NPC or even another PC. Whenever a PC dies, storytelling option, it can yield no statistical gain
he will indeed be this great loss to him if both of unless the destined Character rolls on the following
their Players are friends outside of the game or if chart, using his Destiny Dice. He has to spend 4
their Characters have established a true camaraderie of his own Creation Points for every roll, and the
(though the GM has the final say in this matter). benefit goes to his chosen mentor, whoever he is.
The grief will give the destined Character a single
re-roll to be used that same game session or not at TABLE #117: MENTORS
all, though whatever the new result is he must live Roll Mentor’s strength
by its results, for better or worse. 9+ +1 to Universal Power Checks
5-8 +1 to Unique Ability Score
1-4 +1 to Intelligence Ability Score
Unknown child: The Character comes across one
who, whether he knows it or not, is his long lost
child. This new individual can be any NPC or
even PC who is of the same D.N.A. Type and
MESSENGERS: Some Characters are learned of
their destiny by a messenger, who then becomes
whose Unique Ability Score is described the same.
no more. A Player can roll once with his Destiny
If it is an NPC then the Player of the destined
Dice to determine how he learned of his fate, then
Character has the option of taking him as a new
once more to determine the effect it has on him.
Character when they meet, and thus discarding or
otherwise ‘retiring’ his current one. On the other
hand, if someone claims to be the destined one’s TABLE #118: MESSENGERS
Roll Messenger’s nature Change
lost child or parent, then they can take over him
10+ Divine intervention +1 UQE
and make the PC and NPC, if he fails a Psyche 6-9 Old wise man or mentor +1 INT
Check. This Check will only be Casual if the PC 4-5 Knights discover and train +1 PSY
is of a higher Experience Level than the imposing 3 Family member’s dying breath -1 PSY
NPC, Challenging if they are equal, and Critical if 2 Found in city now destroyed -1 PHY
the NPC is of a higher Experience Level than the 1 Secret or forbidden order -1 UQE
destined (or doomed) PC.
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ULTIMATE FATE: The tale of one’s fate shall Marriage: The Character’s destiny is to find true
end either in obscurity or greatness. For the total love and then get married. This may happen at
number of rolls one made with his Destiny Dice any time, perhaps with an NPC as provided in an
(on Tables 114-118) is in the end the chance on adventure, or perhaps even with another PC. All
that same dice that he also has an ‘Ultimate Fate’. the same, once the two are wed, the Character has
If he does not make this roll, he must roll it again fulfilled his destiny. Such a height of the story
with each and every Experience Level he attains. will earn one 5 Story Points, and if he decides to
Once he has determined Ultimate Fate, then he no settle down with his love, indeed to retire the
longer rolls—his destiny is determined, by one last Character, he will receive an additional 10.
roll with his Destiny Dice on the following chart.
If one achieves his Final Level before he achieves Redemption: The Character’s destiny is to redeem
his Destiny, he has the option of re-rolling it, but the story of a past Character. This can be anyone
he can re-roll it only once. that the new PC has a rightful connection to, such
as being someone’s family or apprentice. All the
TABLE #119: ULTIMATE FATES same, once the hero has undone the mistakes or
Roll Destiny malice of the other, the Character has fulfilled his
11-12 Player’s choice destiny. Bringing the story full circle thus will earn
10 Wealth one 5 Story Points, plus an additional 1-3 (D6) for
7-9 Marriage every Level he attained.
5-6 Heroism
3-4 Redemption Vengeance: The Character’s destiny is to destroy a
2 Corruption specific person, creature or group. This can mean
1 Vengeance
simply slaying one’s main foe, or perhaps utterly
destroying him and eradicating the very legacy of
his evil. All the same, once the avenger has
Corruption: The Character’s destiny is to give in to
dispatched his destined enemy, the Character has
the darker side of the universe, to become wholly
fulfilled his destiny. Ending the story with such
and irrevocably corrupted, befitting his nature, to in
blood and bane will automatically increase one
effect become the opposite of what he has always
Ability Score of the Player’s choice to 20.
tried to be, indeed to become the very thing that
he has always fought against. Once he has gained
Wealth: The Character’s destiny is to become rich.
his Final Level, he will give in to darkness and so
This may mean wealth of credits or perhaps some
become an NPC under the GM’s control, using his
other form of money. All the same, once one has
skills and strengths for the opposite effect of what
amassed a pre-determined amount of wealth, one
he once did, including the survival of all the other
chosen by the Player, then his Character will have
PCs. If he has any Universal Power, it becomes
fulfilled his destiny. The greater the fortune told of
‘Dark Force’ at this point. Note that since one can
in one’s story, and thus the longer it takes to
re-roll his Destiny upon reaching his Final Level,
achieve it, the wealthier he will be, not only with
this doomed individual can re-roll his Destiny first,
money, but with memories of the tale as well, for
before giving in to the dark side.
the total credit value he wins, divided by 5000
(rounded down), will be the additional number of
Heroism: The Character’s destiny is to be revered
Story Points he will earn for it.
as a great hero, whether he always intended to do
so, or not, or even redeemed himself through some
great act of valor. He can find such an end by
being the sole victor of any battle that is worth
10000 Experience Points or more. Once he does,
he will gain 10 Story Points.
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&+$37(5 Class type: This lists the type of character that the
Class is, be it a Fighter, a Rogue or a Mystic.
FIGHTERS This base type determines many factors for the
ROGUES Character throughout the rules.
MYSTICS Prime Requisite: Each Character has a single
Ability Score that is more important to him than
the rest. This is one’s ‘Prime Requisite’. This
Ability must be exceptional (14) or higher. If a
Character does not have an exceptional Score with
that Ability he cannot be that particular Class. If
he has no exceptional Scores he cannot have a
Class, but can choose one once he gains its Prime
CLASS Requisite, in the meantime having 9 Defense Score.
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NON PLAYER CHARACTERS: Many another CLASS CHANGES: There are always a few
game defines everything in its world with the rules odd, enhanced or unique things that set everyone
set out in their core books. However, in Starquest, apart from their own kind, and so there are always
only those rules presented in Book 1, the Rule a few options with an otherwise ‘locked’ Character
Book indeed, apply to all of this reality. The rules Class. The answers to common questions about all
presented in this volume, the Player’s Book, are Character Classes are provided below.
used with discretion, applying only to the Players,
their Characters and those that have a specific part Changing Character Classes: As many behold that
to play within their story. All others, background a Class is merely a ‘profession’, they might argue
characters indeed, do not necessarily adhere to the that it can be changed, like going from one job to
bulk of rules that make up Player Characters. another. Even if a Class were anything less than
the path of life it truly is, indeed if it were ‘only
Understanding Character Classes: It is important to a job’, it would still take a great deal of time to
remember that a Character Class represents an learn a new trade as absolute in its difference as
exceptional individual. Most people in the world there being only ten such trades in all of society.
have no Character Class at all. Indeed, only the Altogether, one’s Class cannot be changed, not for
Player Characters, and the exceptional NPCs that any reason within these rules, at least.
they meet and might join with, and some of their
enemies, have such classification. Dual Character Classes: As with changing Classes,
some like to think that a person can have two
Common people: Most common folks, having no separate mind-sets, indeed two Classes at the same
Character Class, do not advance in Levels—they time, but this would involve nothing less than one
are all Level 0, and will always remain that way. literally having a dual-personality or being insane,
and then neither side would be as efficient as the
Class is supposed to be, relegating him to being a
Madman, or simply a fool with no Class at all.
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Navigation: The Character is very knowledgeable Survival: The Character is knowledgeable of where
about space, his Skill Level giving an equal bonus to find food, water and other bounty in one kind
to all Navigation Checks if he is either the ship’s of environment, of which he must choose from
navigator or on the command deck (though only those listed below, his Skill Level the bonus to his
the maximum Skill Level applies if more than one Foraging Checks in such lands (though only the
individual is present with such a Skill). maximum Skill Level applies if more than one
individual is present with such a Skill).
Negotiation: The Character is skilled with words,
conversation and convincing others of his point of Civilization
view, as his Skill Level gives him an equal bonus Temperate
to any Reaction Check that he makes—for this Tropical
bonus to apply to group reactions, this individual Desert
Character has to be the one actually doing the Volcanic
speaking, indeed rolling the dice. Arctic
Alien
Packing: The Character is clever and efficient when Atmospheric
packing supplies, with each Skill Level reducing Undersea
his carried Encumbrance by 5, and that of anyone Lunar
else he wishes by 2.
Technology: The Character knows his stuff well
Searching: The Character is cunning, clever, and enough to make a good technobabbe argument to
good at guessing where others (may have) hidden anyone, especially himself and fate, his Skill Level
certain kinds of things, of which he must select offering an equal bonus to his Tech Checks with a
from below, with his Skill Level for it giving him specific technology, chosen from those listed below.
an equal bonus to his Searching Checks whenever
such a discovery (as known by the GM) is there Explosives
to be found. Mindwork
Time-space
Specific technology Robotics
Secret doors Cloning
Tracks Computers
Traps Common stuff
Hiding Characters Vehicles
Cosmic treasures
People and places (in a civilization) Weaponry: The Character is well trained with a
general type of weapon, from which he must select
Spacetravel: The Character is very knowledgeable of those listed below, his Skill Level offering him
about a certain kind of engine or means of space an equal bonus to Attack Rolls and Defense Score
propulsion, his Skill Level granting an equal bonus while using any such weapon.
to all Space Rolls made if he is either the ship’s
engineer or on the command deck (though only the Lasers
maximum Skill Level applies if more than one Projectiles
individual is present with such a Skill). Alien
Melee
Lightspeed Grenades
Space-warp Heavy gear
Geespeed Unarmed combat
Light-lines Cosmic treasures
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SPECIALTIES: Such skills as these are neither Blind-fighting: When deprived of his sight and
enhanced or improved traits, but rather they are senses, the Character can still use other senses, a
remarkable abilities that set one apart from others, successful Skill Check negating the normal penalty
for no other Characters can ever even so much as applied to ‘blinded’ Characters for the duration of
attempt these tasks. Each new Character rolls up a single battle or Encounter.
one free Specialty Skill. This does not detract from
his Skill Points. The dice used to roll this is listed Cooking: The Character is able to prepare food or
on Table 121. To use a Special Skill, the Player liquids in such a way, using only makeshift means,
rolls D20, requiring equal to or above the number as to make them safe to consume. One Check can
listed in correspondence with his Class for him to prepare or purify enough food and drink to nourish
succeed (‘F’ for all ‘Fighter’ Classes, ‘R’ for all up to 10 people.
‘Rogue’ Classes, and ‘M’ for all Mystic Classes).
If one wishes to improve their skill with any Disguise: The Character is inventive, clever and
Specialty, they may do so, using the Proficiency cunning when it comes to masking or hiding his
system as for so many other D20 rolls. features, a successful Skill Check enabling him to
pass himself off as someone else to both the living
TABLE #122: SPECIALTIES eye as well as security cameras and other devices.
Roll Specialty Cost F R M It requires a Critical Intuition Check on the part of
20 Roll twice more - - - - anyone to see through any disguise (though only
19 Wisdom 7 13 15 7 Challenging for someone of the exact same race).
18 Romance 6 17 15 14
17 Invention 5 16 17 18 Driving: The Character has either confidence or the
16 Agility 4 15 10 13 skill to perform otherwise impossible stunts with
15 Pilfering 4 11 6 10 any vehicle, such as having a dune-buggy jump a
13-14 Science 4 12 15 16 ravine. With a successful Skill Check, he can go
12 Poisons 3 10 8 14
beyond a normal Control Check and do anything
11 Medicine 3 7 13 10
9-10 Languages 3 9 8 7 with a vehicle, so long as it is physically possible
8 Storytelling 2 8 9 8 for that craft. Moreover, making this Skill Check
7 Religion 2 15 16 10 supersedes the normal Control Check.
6 Blind-fighting 2 11 13 14
5 Disguise 2 15 10 12 Farming: The Character is knowledgeable about all
4 Driving 1 8 12 16 foods, of what is good and what is not. With a
3 Cooking 1 7 12 10 successful Skill Check, he can procure food and
2 Farming 1 8 7 12 water (or its equivalent) for 1-4 people, seemingly
1 No worthy skill - - - - from out of nowhere. However, this roll is only
made after people consume it, as alien foods can
take hours to reveal ill effects such as vomiting,
Agility: The Character is very nimble and acrobatic and thus if this Check fails, it will cause everyone
when it comes to catching, swinging from and who ate of it 1-6 Damage each.
utilizing chance objects, and managing otherwise
miraculous landings. With a successful Skill Check Invention: The Character has an innovative mind.
he can accomplish a perfectly safe landing, even if With a successful Skill Check, he can push any
it is not realistically possible. This roll is penalized number in Chapter 5 beyond its normal range by a
by -1 for every 10’ he is above the ‘safety range’ factor of 1. However, this Skill Check is made last
determined by the surface he’d otherwise land on. of all rolls associated with the technology being
For example, if one tumbled 50’ through the trees, worked on, and if it fails, the entire operation will
he may, with a -3 to his roll, maneuver through fail, destroying everything and thus costing a lot of
the branches and redirect his fall for no Damage. credits to replace.
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Languages: The Character has traveled or studied Romance: The Character is well learned in the art
so much he can speak or simulate languages well of seduction, or is experienced in courtship, or is
enough to understand and communicate with them. just an old smoothie. Whatever the case may be,
With a successful Skill Check, he can speak and with a successful Skill Check he can make anyone
read any language he comes across. One Check is of the same exact race and opposite gender totally
allowed for each language—if he succeeds, he can fall for him. However, if this Check fails, then he
always understand that dialect, but if he fails, he cannot attempt this again with that individual for a
cannot attempt another Check for it until he gains full 1-10 days. Furthermore, if someone has this
an Experience Level. Skill themself, they can make a Skill Check to
resist, and better yet, if the one attempting to woo
Medicine: The Character is wise in the ways of them fails, a successful Check ‘in defense’ can win
healing, binding wounds and treating poisons. With over the initiator instead! In any event, those under
a successful Skill Check, one can heal 1 Health the sway of another will always believe him, will
Point of a wound. Successful or not, only one not allow him to be harmed, and will go so far as
such healing Check may be made on each person to die to protect him! But one can only have one
per day. Apart from that however, this skill may person under romantic influence at any one time.
also, with a separate Skill Check, neutralize any
and all poison within a single body. However, this Science: The Character is well learned in the hard
latter effect has its roll penalized by the poison’s sciences established throughout the cosmos. With a
Strength (Table 15). successful Skill Check, he can know the statistical
capabilities of any device (from Chapter 5) that he
Pilfering: The Character is good at being quiet and can physically see, or the exact nature of a vehicle
cunning, and thus easily able to pick pockets. With (from Chapter 6) that he can board. One must take
a successful Skill Check, he can remove one small this Skill anew for each individual setting (i.e.
item from a person. An item’s Encumbrance is the Sourcebook) in order to know the nature of the
penalty to one’s Skill Check. If a Check fails, the technologies and sciences found there.
intended victim becomes aware of the Character,
and gains a free Turn to act as he will. Storytelling: The Character is a great storyteller.
With a successful Skill Check, he can spin a good
Poisons: To use this skill requires enough foul (or yarn or blend tales together, or unravel them just
fun) ingredients for an effective cost of 100 credits the same, ultimately revealing the truth (or lack of
per Potency of the poison. Once mixed, one may it) in any one rumor that the party has heard (but
with a successful Skill Check create a single bottle must be rolled for when it is first heard, not later).
of poison or an antidote for one poisoned person.
Either way, each Potency of the poison that is Wisdom: The Character possesses some degree of
dealt with penalizes one’s roll by -2. If this Check wisdom, which he applies to his life in some ways
fails, the ingredients are mismixed and ruined. (but not necessarily all), availing him a simple yet
universal strength. The difference between intellect
Religion: The Character is well learned in the old and wisdom is a subtle one. For example, one may
ways and histories of many forbidden, forgotten or posses the intelligence to know that smoking green-
mystical things. With a successful Skill Check, he sticks will melt his lungs one day, but having the
can either recognize the nature of any creature wisdom to resist how good they make him feel is
(from Chapter 21) when encountered and know all another matter altogether. With a successful Skill
its statistics, or name the exact statistical properties Check one can detect the truth (or lack thereof) in
of an cosmic treasure (of Chapter 22) that he can any single message or claim made by another, or
physically see. One must take this Skill anew for resist any temptation, or reduce the Story Point
each individual setting (i.e. Sourcebook) in order to cost a ‘life save’ by 2 at the moment this is used
know the nature of creatures and treasures there. (i.e. after the Points have been spent).
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Universal Power: The Character is able to use one Rogues: Rogue Classed Characters can gain an
Universal Power (from Chapter 9). He must choose advantage simply by watching others and quietly
which one it is, from Tables 94-99. He will then mimicking their successes until they adopt such
spend his Universal Points, the amount of which skills for themselves. However, this can distract
he has determined by his Character Class, to see them from other matters. When a Rogue achieves
what he can accomplish by virtue of this Power. A an Experience Level, he may at that time (and no
Character can indeed develop a Proficiency with all later) decide that he is ‘training’, voluntarily taking
such Powers, the same as with weapons, survival a penalty of his choosing to his Intuition and/or
or anything else, but he must build the Skill for Defense Score, to a maximum between the two
each specific accomplishment, not the Power as a equal to his current Experience Level. This penalty
whole. Furthermore, a Proficiency with a Universal will remain until he achieves his next Level. At
Power’s possible accomplishments increases the roll that time, he will receive a free number of Skill
to succeed, not the Universal Dice used for effects. Points equal to the penalty he chose, which can
only be used for Skills that other current party
TRAINING: The party of Player Characters and members have, lest they are lost.
NPCs will posses a wide range of skills, secrets
and special traits that make them all the more Mystics: Mystic Classed Characters find personal
unique characters, thus increasing the spectrum of power in studying the merits and inner strengths of
interest amongst the group. Yet as they journey others. However, this can amaze and even confuse
together, and share in danger and reward, they will them, as others achieve things beyond what one
become closer together and yet further apart, as may have thought possible. Whenever a Mystic has
they pursue their own destinies, and learn from unused Skill Points, he may give them to another,
each other as well. It is the latter that is important single Character. The total is the number of times
here. For if the party members can loan each other he can re-roll the D100 on Table 130 when he
equipment and credits, then it stands to reason that attains his next Experience Level, though if the
they can also train each other with their various Character he gave the Points to dies before that
skills. There are three separate ways in which this time, this bonus will be lost.
can be an advantage to the party, depending on
the Character Class of the one who is learning.
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ORGANIZATIONS: Once someone has decided TRADEMARKS: At the Player’s option, he can
upon his Occupation, he may wish to be part of have a ‘Trademark’ for his Character, helping to
an ‘Organization’ that uses his skills and abilities. define his personality. This costs a number of
One is encouraged to develop the story details of Creation Points as displayed on the following chart.
the Organization he is a part of. However, if he With each new Experience Level a Player can drop
wishes for any statistical benefits therefrom, he has a Trademark if he takes on a different one, paying
to get them using the following chart. For every 2 the difference cost. Any Trademark is an edge or
Creation Points a Player spends, he gets one roll insight into the Character, brought on by his life
on this chart to determine the benefits of working experiences up to this point from doing his job,
for whatever Organization that he does. honing his skill, and living the lifestyle which such
a path leads to (and through, hopefully). A Player
TABLE #125: ORGANIZATIONS is encouraged to take a Trademark that suits the
Roll Benefits of the Organization role-playing style he intends for the Character (and
10 +1 to rolls when using the Organization’s that is why he can and even should change it as
established primary Skill or Ability he advances in Levels, if his style ends up being
9 Bonus 500 credits every time one gets Pay something too far removed from his Trademarks).
7-8 +1 to Trial Rolls as the Organization helps Remember that every Trademark reflects how the
5-6 Bonus 100 credits every time one gets Pay
Character acts—not necessarily the Player.
1-4 No benefits
TABLE #126: HUMAN TRADEMARKS
Trademark Creation Points
Independent Characters: It is perfectly reasonable
By-the-book 2
for one not to have his Organization specified. In Cocky 3
fact, most choose not to, as it is mostly just a Defeatist 2
‘background detail’ anyway. So, if someone doesn’t Egomaniac 4
wish to be part of any kind of Organization, he Greedy 3
does not have to. Know-it-all 4
Maverick 3
Names of Organizations: No matter what details a Mysterious 4
Player gives to his Character’s Organization, it at Naive 2
the least should have a name. Provided below is a Paranoid 3
Proper 3
list of classic organizations that have inspired the
Romantic 2
tales told in this genre, from movies, books and Scoundrel 4
popular legends. However, note that the following Superstitious 4
names are not a part of this game itself, and so
none of these names should be taken for your own
galactic organization, company or secret order. By-the-book: The Character in insistent on doing
everything he can ‘by the numbers’, almost as if
The Colonial Marines he will be judged in some afterlife for breaking
Cybercorp any protocol, a trait which grants him +1 to all
The Galactic Empire Intelligence Checks but at the same time costs him
The Galaxy Grenadiers -1 to all Personality Checks.
The Jedi Knights
M.I.B. (Men In Black) Cocky: The Character is not only good at what he
N.A.S.A. (Never A Straight Answer) does but he knows it all too well, and is not at
The Rebel Alliance all shy about reminding people of that fact, a trait
Space Truckers Interstellar which grants him +1 to all rolls with his Prime
Star Force Requisite Score but at the same time costs him -1
Star Law to all Reaction Checks.
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CLASS ADVANCEMENT: Besides one’s sheer RANK: Throughout the vast reaches of space, the
experience and Experience Points, there are other countless militaries, militias and monsters all seem
ways he can improve or advance, based on his to follow the same structure of organization, indeed
Character Class. Whenever someone rolls a natural of rank and recognition of leadership thereby. Any
‘20’ on the D20 for an action related to his Class Character can gain military rank at any time, if his
(Attack Rolls for Fighters, Special Skill Checks for actions and accomplishments work against someone
Rogues, Universal Power Checks for Mystics), he to the benefit of another. Though like any military,
may choose to forgo all of the Experience Points there are strict guidelines for this—promotion and
gained as a result of the action and instead roll for rewards are seldom left to a story decision alone.
some immediate improvement on one of the charts
below (whichever one is appropriate for his Class). Earning rank: Whenever anyone does something of
This roll is always made using the dice of the significance, the group, organization or nation that
highest value equal to one’s Experience Level, and benefits may very well promote him. Provided on
rounded up. For example, a Character of Level 5 the following chart are all ‘Merit Point’ awards for
would use the D6. various actions or accomplishments. Creation Points
can be used to get Merit Points at a 1-for-1 ratio.
TABLE #131: FIGHTER ADVANCEMENT The Merit earned by any victory is applied to
Roll Fighter gain Table 134 to acquire Rank. Two numbers will be
7-10 Gain +1 to all Attack Rolls listed, divided by a slash. The first number is for
4-6 Gain 1 Skill Point the one in command of any operation that achieves
2-3 No advancement such a victory (if there is a commander at all).
1 Lose Experience Points equal to what would
The second number is for all who are under his
have been gained by considering this as luck
command or help achieve the victory.
The credit bonus is an outright reward, rolled
by the GM, and divided equally amongst the team.
TABLE #132: ROGUE ADVANCEMENT
Roll Rogue gain
6-10 Gain +1 to all Special Skill Checks TABLE #134: EARNING RANK
4-5 Gain 1 Skill Point Action or accomplishment Merit Credit
2-3 No advancement In times of war earned bonus
1 Lose Experience Points equal to what would Rescue someone His Rank 200-800
have been gained by considering this as luck Destroy an enemy city 15/2 300-600
Destroy an enemy base 12/1 100-600
Destroy an enemy outpost 6/1 100-400
Destroy an interstellar vehicle 8/3 100-400
TABLE #133: MYSTIC ADVANCEMENT Destroy a flying vehicle 4/1 30-180
Roll Mystic gain Destroy a surface vehicle 2/0 20-120
5-10 Gain +1 to all Universal Power Checks Fail any mission -5/0 -
3-4 Gain 1 Skill Point Refuse any mission -10/0 -
1-2 No advancement In times of peace
Discover an uncharted planet 20/0 300-800
Capture an infamous criminal 10/1 Bounty
Rescue someone His Rank 50-300
Kidnap anyone -10/-2 -
If commissioned in secret
Assassinate someone His Rank Bounty
Steal essential data 8/1 100-600
Destroy an unallied merchant 4/0 100-400
Fail any mission -6/0 -
Refuse any mission -8/0 -
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Earning royalty: The strength of anyone’s claim to TABLE #139: ROYAL DISCOUNT
any royal title is measured by their Royalty Points. Goods and services Royalty
At any time, one can weigh their Points on the Weapons (44) 20%
following chart. Weapon enhancements (45) 10%
Armor (46) 30%
Gear (47) 40%
TABLE #137: EARNING ROYALTY Commercial transport (Table 48) 50%
Status or specialty Royalty Commercial services (Table 49) 60%
Married to someone of royalty 7 Robots and vehicles 20%
Highest Ability Score is Presence 5 Power units 10%
Child of past PC who was royalty 4
Pure; no Features (of Table 103 or 104) 3
Highest Ability Score is Unique 2
Rightful owner of a noble heirloom 1 OTHER ADVANCEMENT: Aside of the various
ways in which one can advance their Character as
detailed within this Chapter and indeed this Book,
Royal titles: How much nobility is necessary for the countless Adventures that one will have shall
any title of royalty is displayed on the following doubtless offer many other, unforeseeable forms of
chart. As titles are recognized universally (at least gain, power or improvement, but they are always
by those civilizations where titles mean anything at unique and so cannot be set down into black-and-
all) any title will be just as good in one place as white rules here.
in any other. However, it must be noted that any
person can only have royal title in one place at
any time. To move one’s title to another place is
to do no less than change citizenship.
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GAME MASTER
BOOK III
THE MASTER’S BOOK
CHAPTER 18
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MASTER OF THE UNIVERSE
THE GREATEST ENEMY AND ALLY FOR ANY HERO IS THE GAME MASTER OF THE UNIVERSE
The title of Game Master: He who is accepted as expressions, hands and immediate surroundings to
the Game Master should be treated with respect. both describe and (to a certain extent) enact the
He sacrifices his chance to play and adventure in events unfolding around the Players’ Characters.
order to provide others with that opportunity. It’s a Also, the GM should consider not to be non-
noble sacrifice. Players who argue with or seek to descriptive. One should try not to sound like an
change the GM aren’t showing him the respect he adding machine, simply throwing out numbers and
deserves. However, it is the Game Master’s task as expecting them to constitute a story. The GM
well to remind the Players of this. Remember, as should clothe every naked number with at least a
GM, it is your game, and your word is law. If little bit of description, or read it with a reaction
others disrespect your title, then they should try and not the number itself. It helps the Players far
making the sacrifice of being GM. more to hear “You are gravely wounded” than to
hear “You take 6 Health Points of Damage.”
QUALITY GAME MASTERS: There is much, One can tell the quality of a story by the
much more to being a Game Master than simply interest of its audience—the more the Players see,
memorizin rules or probing through this gamebook. hear and feel the world you create for them, the
For upon the shoulders of the GM is the greatest more energy they will offer to the game in turn,
burden of a game, indeed its quality. Anyone who and thus the interactive story builds upon itself.
is a true GM is concerned about how to do this The more the Players believe in the make-believe
job to the best of his ability. However, know right the better is the storyteller, and the better the
away that there is no ‘correct’ way to be a GM. game will be for it.
Like any art form, a GM’s quality is made up of
all his individual strengths, all blending together to Preparation: A quality Game Master is one who is
form his own, unique style. It is a passion play of prepared. Beyond the basics of gaming materials,
preferences, likes and dislikes. What is ‘good’ is this means adequate preparation of an adventure,
what everybody likes. To help the GM recognize and both the ability and willingness to take the
his own strengths, and what more people like in game in whatever direction the Players may (wish
role-playing games, the time-tested and honored to) go, all with seamless improv. There is no
practices of GMing are explained below. telling how far a party will go in a single game
session, and so one should ‘over prepare’, having
Be a storyteller: A role-playing game is like an enough material to last longer than the party could
interactive novel. And like any story, the quality of possibly go as far as game session’s clock allows.
the experience depends mostly on the ability of the
storyteller. The Game Master must be a storyteller Improv: Inadequate or even non-existent rules is a
first, and a rulemaster second. fear for many Game Masters. However, know that
More than anything else, the Game Master there aren’t rules for everything—there shouldn’t
should be descriptive, bringing the fantasy universe be. All the rules that are important to delivering a
to life solely by speaking with fluid, unencumbered Starquest adventure are included already. If there
narrative. With words alone, from describing the arises a situation with no rule to cover it, it is a
color of the sunset to the ozone smell of burning situation either not befitting a Starquest story, or it
robots, the GM should concentrate on the details is one that is better resolved without a ruling or a
that bring the fictional realm to life. roll. For at any time when a rule seems to be
In addition, any techniques a normal storyteller ‘missing’, simply bridge the gap between rules and
might use to interest or excite a crowd the GM reality with your ability as a storyteller. If the
should feel free to use—if an alien’s footsteps or Players need the security that solid rules offer,
slithering crawl echoes in the hall, then the Game remember that the Game Master’s own judgment of
Master might clop his feet on the floor beneath the a situation and story as a whole is as solid, and
table, or slide his hand along the rim. The GM as ‘fair’, as any rule could be.
should do everything that he can with his voice,
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Never back up: The Game Master should always movie, one which his actors will indeed create
be careful to set such a playing pace that everyone performances for him to draw inspiration and even
(especially himself) can play comfortably, without ideas from. For it is just as much the GM’s
having to hold reigns on the rules. If one goes too responsibility as it is that of the Players to keep
fast, mistakes will be made. But when mistakes are the game moving, and keep it interesting. The GM
made, one cannot back up the game in order to may be the storyteller, providing the strange worlds
‘replay them right’. Instead, one simply needs to in which the Players live their dreams, but the
recognize that if the game’s pace is not allowing Players, out of sheer respect (both for the GM and
everyone to consider all that they should, just slow the game in as a whole) should be offering their
down a little, thus allowing more attention to be own story details at the same time as their GM is
paid to all things. As for the awkward moment of offering the overall tale, their efforts complimenting
the made mistake, the GM should simply use his the greater story that binds them all and entertains
best storytelling ability to ‘cover it up’, explaining them by entertaining the GM in their turn (and not
why things happened as they did, and move on, just through accidental mishaps). All told, in the
taking care not to make the same mistake again. end, the GM is but an equal member of the game
group, and when he feels weighed down by the
Keep the game balanced: Role-playing games have duty he has elected, he should sit back and enjoy
so many detail rules and so many things left to what unfolds before him.
discretion, that a balance is difficult to maintain.
Unlike chess and other conventional games, where Dealing with poor Players: Alas, despite the best
the rules are absolute, the abstract nature of a role- intentions of the Game Master, Players can be
playing game lends itself more to interpretation and ‘poor sports’ and ruin a game in countless ways,
innovation. The rules themselves set the proportions and you as the Game Master must be prepared to
for the game, but that is all. And while a Game meet their unreasonable attitudes while at the same
Master is encouraged to be a storyteller and a time maintain the game’s fun for everyone else.
even judge of reality he must never let his opinion Here’s a few suggestions to resolve more common
dictate what the carefully balanced rules already problems which arise.
have done. There is a place for storylines, and a Poor sports occur simply because of human
place for rules, and they should not interfere with nature, which is so competitive. If somebody feels
each other. The balance of rules and story must be angry or cheated, about the rules or anything else,
carefully maintained at all times. the GM should stop the game immediately and try
to resolve the situation. First, one should try to
Maintain control: Remember, you as the Game calm the Player down, listen to his side of the
Master run the game—nobody else does. One story, and make an impartial decision upon it. The
should not let any of the Players become the GM. GM should remind the Player (and himself) that
As a mediator, the GM should always listen to everybody is simply trying to enjoy themselves,
disputes and misunderstandings, and make as fair and possibly trying to live their personal fantasies
of judgments as you possibly can. But no matter that any kind of poor sportsmanship so easily and
how much any Player ‘knows the rules’, or no often irrevocably disrupts. Unfortunately, everyone
matter ‘how good a GM he is’, remember (and more than likely plays the game with friends, and
remind others if needs be) that you are the GM grouches come in endless varieties, too. If there is
now, and whatever you must decide upon, your no choice, one should consider the sanctity of his
decision is absolute and final. social circle above the game. After all, it is only a
game, and friendships are worth more.
Give-and-take: It is easy for Players to expect too Unreliable Players can arrive late, or won’t
much from their GM. The GM himself should bare arrive at all, or won’t bring the snacks they were
in mind (and perhaps remind Players directly, if supposed to, or otherwise let you down. Such
necessary) that he is but the director in a living people give the illusion that the game isn’t worth
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playing—their lack of interest is like poison to times. But then there are those Players who seem
others who have already set aside a good amount to do nothing but sleep. Those who never seem to
of their time to cooperate towards creating a good show enough interest to keep participating nobody
game. The best way to work with any such poor should even try to change. They won’t change, no
Players is to set a definitive starting time for the matter what the GM (or anyone else) does, or how
game, and then stick to it. It is important to be much anyone wants them to. If there is a really
reasonable about what time is set in order to good Player who is just off schedule, it can help
accommodate everybody’s schedule. But those who to change the game’s starting and ending time to
agree to it, and still slack, should simply not be better suit him that time (and so long as it’s okay
allowed to participate that session for some short with everyone else). If a person is just ‘out of it’
allotment of time as a sort of ‘slap on the wrist’, that day, the GM should cut him a little slack. But
and during that time, their Character should be run if a Player just comes to the game to sleep, just
as an NPC, perhaps gaining only half a normal run his Character has an NPC unless he speaks up
share of Experience Points and rewards, or perhaps to the contrary.
(if the Player was exceptionally late or notorious
for being so) nothing at all.
Greedy Players are indeed a problem in role-
playing games. Because of the very (discretionary)
nature of these games, most Players will, at some
point, want nothing but power! Most often this
comes from the false belief that a Player ‘need not
prove himself’ with a new Character, having had
other Characters in the past that were far greater.
Or, simply, one may just have a greedy nature,
and want more of everything. Greed for power and
greed for insurance against loss—these things are a
matter of insecurity. The best way to deal with
Players corrupted by greed is to tell them directly
that what they want is unreasonable and beyond
the proportions of your game—other GMs may
have been generous or lenient and so given them a
false impression, but within your game those same
things that one so easily attained before come only
with blood, sweat and tears. Normally, the simple
black-and-white text of the rules themselves sets
these boundaries. However, those who want more
should simply be starved—instead of catering to
outrageous expectations, the GM should do nothing
or, if that doesn’t work, then the exact opposite,
giving proportionally less, so that, after time, a
Player is appreciative of anything that he can get,
hopefully around the comfortable proportions the
game should normally have.
Sleepy Players can be anybody, no matter how
good (or bad) a Player they normally are. People
have bad days, and people have hard times. And
anyway, role-playing games are physically passive,
so it’s only natural that folks get a little sleepy at
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House rules: While it is the responsibility of the TRICKS OF THE TRADE: Provided below are
game group as a whole to find their preferred some time-honored techniques that a Game Master
‘house rules’, it often comes down to the GM to might consider using to enhance the game. These
rule what they are. However, even he must abide ‘tricks of the trade’ are suggestions only, and are
by one simple guideline when establishing house not at all necessary for playing a quality game.
rules—they cannot replace the existing rules of the However, they are useful . . .
game itself.
House rules are a different beast to battle. Paraphrasing: There is always a great deal more
House rules are necessary and encouraged. For taking place in a role-playing game than any rules
example, what if a Player arrives late? How are or the attention of any Game Master could ever
Experience Points handled for those who are absent consider. Players can be enthusiastic about their
for several sessions? Does the game pause when Characters’ adventures, but can easily get carried
someone goes to the restroom or does it mean that away, wishing to describe every cleaning of their
his Character is someone who is ‘asleep’? Is the gun, recite their code before going into every fight,
game played in ‘real-time’ and if so, when is it count the rivets on the space station . . .
and when is it not? Are dice that fall off the table A role-playing game should have a good pace.
re-rolled even if they are face-up on the floor? Like a movie, sometimes things must be greatly
The questions are endless, and each group should condensed for pacing. In this, the GM should focus
find their own preferred balance for them. his attention and description only on things that are
Now, just what situations require house rules important, or those that add that ‘something extra’.
is in itself the first question that the group needs But if things are getting bogged down and moving
to agree on. However, while the potential situations too slow, ‘simplify and summarize’ is the best way
requiring house rules are far too many to list, let to go. For example, the GM could describe one
this book offer this much advice: Establish what jump into hyperspace, and refer to that in style or
the house rules are before the fact, indeed before hint at it every time the party’s ship blasts into
the game begins. Experience can raise the question hyperspace thereafter.
of most of them, and others will be recognized Now, be careful not to be mistaken. The GM
quickly enough. And, above all else, no matter should encourage all the his Players can offer. He
what method is used to decide house rules, be it a just shouldn’t let things become repetitive. There is
good old fashioned vote, “It’s my house”, “It’s my a very fine line between welcoming insight and
game”, “This is the way it’s always been done” or imaginative additions to the story, and letting the
“I’m the Game Master”, in the end the GM should Players forget they are playing a game that should
write them down (and keep a copy with his notes). (and needs to) keep going forward. If Players are
For ultimately he will be the one who needs to simply enjoying getting into the story, the GM
make a ruling and enforce it, and house rules, should sit back and let them indulge themselves
more than any other aspect of role-playing games for a while but keep a mind to move things along
are subject to debate, and if they are not written eventually, and when he does, paraphrase things to
down then they will mysteriously change to suit make up for the lost time.
everyone’s (different) perception of the situation, Like a bad movie that drags on, so can any
thus eliminating their original purpose. role-playing game easily overkill on description and
Indeed, this is why RPGs have such extensive detail and even depth. The Game Master, for his
rules in the beginning, compared to other games part, should paraphrase as much as possible and
(boardgames, card games, etc.), because of all the speak only of what is important (to the story), and
questions that need solid answers. The rules are hopefully set a pacing example for the Players, if
carefully balanced to account for all foreseen and he can. If you cannot, for all your efforts, just sit
truly demanding scenarios that have any chance of back and let the Players get their needs for detail
success or failure. Others, which fall into the realm out of their system—the natural need for speed and
of ‘house rules’, are probably not really important. survival will eventually return the game to balance.
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Translate rolls into reality: Many perceive role- The only thing a Game Master should not do,
playing games as a complete recreation of reality, indeed the only time when raw rolls and numbers
which is far from the truth. As a recreation of all are better than description is when description itself
the facets of reality, RPGs are a poor display at becomes repetitive—if what you are going to say
best. However, all the facets of reality are indeed isn’t original or at least has been used recently,
present. Not in the rules, as countless games try to then just call the numbers. In other words, try to
make it, only burying players beneath a hundred translate rolls into reality, but don’t try too hard.
different manuals and a million unnecessary rules.
No, the details that make the story more real are Preparation: Apart from the required preparation of
always added by one’s imagination, indeed the setting up an adventure, a GM may do well to
Game Master’s impromptu description of events, add extra detail to certain aspects of it, or perhaps
places and people. By far the most effective and pre-calculate enemy statistics and thus help himself
important of these is his description of dice rolls. better describe those things that are more important
Within a living story of colorful descriptions to his sense of storytelling when they occur. For
and characters with very real personalities and the instance, why would a bounty-hunter who keeps a
intense search for the party’s goal, black-and-white lasersword trophy not use it when his blaster has
numbers are pretty bland, and so should the Game exploded? Furthermore, pre-calculating treasure can
Master try to bring them up to the level of the allow for the GM to make wonderful combinations
rest of the game. Quite simply, a good Game out of them.
Master will try to add a little bit of description to
any and every roll that falls that he can think up Atmosphere: The GM (or the Players) might wish
something for, no matter how simple it may be. to add atmosphere to the game room. Playing in
For example, instead of saying “Your Attack Roll costume, or to space fantasy music, or simply just
missed” the same amount of words, “Quaid blasted playing in the docking bay-like garage adds a great
the air” sounds much, much better. deal to the game. The more atmosphere one can
What the Game Master should try to do as surround the game with (or rather, the more one
often as possible is keep numbers secret, and only can distance themself from the modern, mundane
hint at their values with description. For example, world) the better. There are always those who see
instead of saying whether someone is hit by the such things as ‘taking the game too far’ or as one
blast of a laser pistol by 1 on the dice, he could being ‘too involved in fantasy’, and there will be a
say “he grazed him behind the ear”. few noisy-negativists that express such ‘concerns’,
however, remember that atmosphere, to any degree,
is no different than uniforms for any team sports,
dressing up for the opera, or decorating for a
holiday—it’s just fun!
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Mood makers: Sometimes, it’s hard to get in the Official Adventure material is easily frowned
right mood for the vivid experience of fantasy upon because it is indeed generic, however, its
role-playing. It’s always a good idea to ‘warm up’ generalization is by design, and for good reason,
so-to-speak, rather than to ‘start cold’. Some better that reason being you are encouraged to customize
mood makers that everyone has access to and can them. Now, published adventures, if used correctly,
easily use just before a game is to start include will prove challenging and exciting enough on their
watching a favorite scene from a space movie, or own without adding any personal touches, however,
reading a little out of a good novel, or listening to you can indeed always add your own material to
some themed music. Whatever makes one’s mood them, and that’s the key.
always helps. Whenever personalizing any official Adventure,
the one rule of thumb is to add—do not subtract,
Personalizing official Adventures: An endless debate rearrange or omit. For everything in a prepared
rages amongst role-players, that of whether a group adventure is there for a good reason. Do not risk
should or should not use published adventures, for upsetting that balance. It’s like taking a seemingly
the simple reason that they are ‘generic’ and not ‘inconsequential’ file out of a computer program.
involved deeply enough with the Player Characters’ The Player Characters are, after all, part of a
specific backgrounds, personalities and goals. There larger whole, the fantasy universe indeed, and they
is an easy solution to this: Take a prepared or bring their own details to it. So add all you want.
‘official’ Adventure and tailor it to more personally That is all that is being asked of a GM anyway,
involve the PCs. The question is, how does one go adding depth and details, rather than encouraging
about doing this? the lack thereof.
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Game dialogue: Over the last few decades, gaming, In-game means that something happened to a
like any other hobby, has developed its own inner Character, not his Player, though it can also mean
language. Much of the jargon has settled into dealing with a problem through the medium of the
balance, and the more universal terms are used in game itself, such as a Player being late and rather
Starquest. Still, many expressions that are used in than docking him Experience Points outright his
other games will eventually be used in your game, absence is explained ‘in game’ by his Character
and they can throw you off. For this reason, the becoming separated and lost from the party and
more often used words of ‘gamer language’ have thus having to be rescued from aliens (and getting
been explained below as to what in Starquest that no Experience Points since he was not in battle).
your Players might be referring to. Max damage can mean ‘maximum damage’,
Caller is an old term hardly heard since the though house rules worldwide have led to everyone
earliest days of gaming, but the ‘caller’ was like having a different idea as to what such a term
the party’s spokesman to the GM, his voice ‘maximum damage’ may really mean, but basically
replacing the chaos of a half dozen others trying the hope is always the same, that of doing as
to boast about what they’re doing (but instead only much Damage as is possible (though one should
serving to create the chaos of a political party). never assume that the official rules nor the house
Cocked dice are those dice that did not land rules work the way they did with the last group
perfectly upright and thus ‘fair’, even if so much he played with).
as a piece of paper is upsetting their balance, and Minis are ‘miniatures’, made to represent
the general consensus amongst gamers is to re-roll. Characters and creatures in battle, and possibly
Crits refer to ‘Critical Hits’ and Misses, and even ships (though the latter are seldom made to
few things bring a greater smile to any gamer’s scale with Characters and creatures).
face (unless it is their enemy that rolled the Hit, Mundane world is a name many favor for the
or the Player who rolled the Miss). ‘real’ world outside of whatever game that they are
d20 is the hopeful realization of the dream of playing, mostly amongst those also involved in
many, that of a standard or universal rule system, medieval re-enactments, whereas the game world to
though in reality this label is little more than an them is called the ‘fantasy world’ or the ‘game
advertisement, a marketing tool, and as every ‘d20 reality’ or even the ‘real world’.
supplement’ is vastly different from each other or Out-of-game means that something happened in
hopelessly bound to the core company, then this the real world (or ‘mundane world’) and not to
ultimately means nothing except to say that the one’s Character but none-the-less has an impact on
game with such a label uses the D20 more often the game itself, and thus dealing with it ‘out of
than other dice. game’ means the Players and/or GM talk about it
Die refers to a single dice, though in the away from the game table when others’ Characters
English language ‘dice’ functions both in a plural and storylines are not at risk.
and a singular sense alike, so in Starquest we steer Ref means ‘referee’, yet another term for the
away from the term ‘die’, which in a role-playing GM, though it is not as favorable amongst more
adventure can strike unnecessary fear into the serious fantasy gamers as the word ‘referee’ is not
hearts of the Players. one that sounds at all universal.
DM is short for ‘Dungeon Master’, the title of Round is such a commonplace word in all
the GM in the original role-playing game, and thus kinds of games that it is naturally confusing as to
out of respect, tradition or sheer admiration, it is what it means in any RPG, as different systems
used in any game to the same end. use it in different contexts, and all the advice one
E.P. is used in some circles as an abbreviation can (and should) expect is to check the rules he’s
for ‘Experience Points’. using for clarification and thereafter not use this
Fumbles refer to Critical Misses, though we word unless within the proper context, as it will
feel the word ‘fumble’ just doesn’t sound painful confuse others, and the GM most of all.
enough for what occurs thereby.
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Introductions: There is a fourth and unique form of Master must not tell the Player what these odds
Encounter that can occur within the context of any are—if he knew how difficult the puzzle was, then
of the three categories described above, and that is he would probably have the answer already. It is a
an ‘Introduction’. These Encounters are designed gamble the Player takes.
and placed specifically for the introducing of new If the roll is successful, the Game Master
Player Characters to the game. As a rule, a new reveals the correct answer(s) to the puzzle and the
Player Character cannot enter the game save at the Character gains all the benefits therefrom, save
beginning of a new Adventure. However, if an one: Since the dice solved the puzzle and not the
Introduction comes up that fits his Character, then Player himself, he does not receive any Experience
he may enter there, as it suits both the story and Point award for his triumph.
the carefully planned and balanced challenge level If the roll fails, then the Character guessed
of the Adventure. Introductions always have criteria wrong in some form or fashion, the same as if the
to meet. For example, the party may come across Player himself acted out some obviously incorrect
a soldier locked in a stasis-cage. While they answer, and then all the normal consequences for
approach, thinking it is just a normal Encounter, guessing wrong take place. However, the Game
the Game Master is considering this Introduction’s Master will keep secret the correct answer. Players
specifics: It allows for any human Fighter Classed whose rolls fail are free to speak some answer in
Character to be there, and so, that imprisoned man order to ‘eliminate one possibility’ if they wish,
might actually be Lt. Dano, who is sitting at the with no consequences, for their own Characters
game table with his newly made Space Marine just doubtless heard or saw what was tried and failed.
waiting to join, and here he is! Note that some puzzles offer multiple guesses or
have no true consequences for failing. In such a
Puzzles: Within Starquest, sometimes an Adventure situation, each Character gets one roll only—they
will present the party with a puzzling task, a trial, cannot simply sit there and roll until successful.
or a trick. Puzzles come in all forms, from simple Their failed roll indicates that the puzzle bested
to mind-twisting, from most rewarding to those that that Character’s cunning, and he may only make
mean certain death if one fails to solve them in another roll if his Intelligence Score increases
time. Puzzles are by far the most time-consuming (permanently or temporarily).
Encounters of all. However, for that reason, as
well as to keep the game a game at times when Story Points: Throughout the course of play in a
the Players either cannot or prefer not to solve the Campaigned game, the Game Master will award
problem themselves, they may opt to have their Story Points to the various Players. These Points
Character solve a puzzle simply with a dice roll. are awarded only after specific Encounters have
It is the Game Master’s responsibility to offer been passed. These Encounters are marked by an
the Players this chance, this choice, but only at his asterisk (‘*’) and are always key to the Adventure
discretion—just because Players have rolled to pass in some way, befitting the award of Story Points.
puzzles before doesn’t mean they can roll for the After each such Encounter, each Player may
next one. The Game Master is encouraged to offer be awarded up to 3 Story Points, based solely
this option of rolling only if the Players are quite upon his role-playing performance since the last
clearly stumped and would otherwise just sit there such Encounter. The GM should take some time to
forever trying to solve it, or if the game is simply fairly weigh the performance of each Player. The
enjoying a nice smooth pace that a long puzzle- more time-tested and thus suggested awards for
solving exercise would disrupt. Story Points are provided on Table 4.
Once offered, a Player can accept at any time Story Points should not be awarded simply
thereafter. To solve the puzzle, he rolls the D12, because the marked Encounter was passed! Story
standing a 1 in 12 chance of failure for every 100 Points are a bonus, not a requirement, and it is
Experience Points that the puzzle is worth (as they entirely possible and understandable for a Player to
can be worth a good deal). However, the Game receive no Story Points! Only those Players who
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enhance the game by giving something extra of MAPS: Some adventures include maps of certain
themselves are deserving of such awards. As Game areas, especially spaceships and stations. These are
Master, one must be hard and judgmental in their used when direction, distance or sheer complexity
awarding of Story Points. This can conceivably be of a floorplan are essential to some danger or
the hardest and most bitter part of the role of GM, challenge, such as remembering one’s way when
especially when playing among friends, for it is fleeing an explosion or cornering a fleeing monster.
tempting to see no award or a small award as an Maps are always drawn as a ‘graph’, in simple
insult. This is not so! And the Game Master must squares. This is not to say that the actual complex
make this very clear! As Story Points rely upon is so basic in design, but the Map, like all other
discretion and are not reinforced by any rules one rules in a role-playing game, generalizes the world,
way or the other, judgment, fair judgment, is all and in this instance for the ease of relating the
that stands between continued fun and respect for dimensions to the Players as they draw the map
the game, and the game going totally downhill and their Characters explore it. Indeed, Players will
with the easy abuse of these Points. And, the GM wish to map their way, and as a rule, the Game
should remind the Players that he as Game Master Master should use ‘lefts’ and ‘rights’, unless the
is only being fair—if the Player wants more Story party has a compass, and only then use instructions
Points, he needs to try harder. It’s that simple! such as ‘north’ or ‘south’, which are of course far
easier to follow.
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VARIATIONS: In the vast, lawless frontier of to do, indeed to add flesh to the skeleton of the
role-playing games, the Starquest system is like a rules. However, just as a monster is killed in the
spaceport in the middle of a wasteland planet, a woods and the victor (or survivor) returns home,
place where all kinds of rules fly in and out of it, so must any of the variations in rules offered by
the ever-changing expectations and demands of all any Adventure material be left out in that specific
the Players making for an ever-changing haven for Adventure, so that when it is over, the core game
their imaginations. For as role-playing games are a remains as it always was known.
game where you can literally try anything, there is Now, few Adventures make such exceptions,
no end to the rules that can be written to cover and those that do have a strong reason for it. But
any given situation or attempted action. However, all the same, change and innovation are encouraged
more often than not, this leads to trouble, for it is for all rules, but only so long as the balance is
all too easy for the players (both GMs and Players maintained. Role-playing games would have never
alike) to begin letting improvisational rules replace been made in the first place if someone didn’t
storytelling, sometimes with good reason, for rules expand upon boardgames. So do not fall into the
should dictate success and failure, life and death, trap of believing that the Starquest rules are some
but when rules dictate the success or failure of one sort of sacred scripture. They are not. However,
ordering a brew, then it’s gone way too far. That they work and work well, and one should be
is where the security patrol of this spaceport holds hesitant to employ any rule changes.
the line and questions any rule coming in or on its One can trust to the published changes, as
way out—the rules go so far and no farther. they have been fully playtested by those with the
The rules, like the laws of an empire indeed, time to do so. But changes suggested by others the
are solid. However, any Adventure always has the GM should not take lightly. Consider them, and
opportunity to change the rules, by supplementing consider them well, but never accept them outright
them and by adding details to them. However, one simply because they ‘sound good’. One must be
must be able to recognize the difference between critical and careful, but also open-minded. There is
what new rules have the potential to create real no better advice along this uncharted route through
adventure, and which new rules have the potential the deep reaches of everybody’s preferences than to
to undermine the balance of the game. You do not simply maintain your own—what is your game all
want to end up playing Lawyers and Loopholes the about, and how will the altering of any rule affect
Courtroom Drama Role-Playing Game, where all the role-playing that your storytelling creates?
things are legal and all things are illegal depending An even greater responsibility faces the Game
on your argument of interpretation alone (although Master who would write up his own Adventure,
such a game I’m sure would find its audience out for he must be careful not to upset the balance of
there in the gaming universe someplace, in a world the rules and role-playing by his own preferences,
time forgot whose sole populace are gamers who but that is a different matter altogether . . .
would enjoy a system where role-playing and rule-
playing are one and the same, but that is a galaxy
far, far, far from Starquest, and no Adventure will
ever take this game engine there).
Adventures all other official products will offer
an endless variety of rule modifications, but only
for isolated Encounters. For example, the ice rings
of a planet could be described as the party flies in
amongst them, and the GM’s notes may include
that certain rolls on Table 81 are different than in
the Rule Book due to the more specific nature of
the space environment. This is a good example of
what any prepared Adventure material is supposed
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The plot: The most important element of creating a The settings: Once the Adventure’s overall plot has
game is to have a firm decision as to what its been chosen, one should carefully select the places,
plot should be, and build everything around that. planets and other locations where that plot can be
Adventures with no plot will quickly seem as such fully explored and exploited, where all of a GM’s
to the Players, who will lose interest quickly, for it ideas relating to it can spill out across the face of
won’t seem to matter or be of any importance as the fantasy world. A plot may be contained within
to what they do or what they try to achieve. A a single spaceport and so might be used anywhere,
plot reaffirms the risks and promises rewards. In or involve a long and perilous voyage through the
simplified terms, a plot is necessary for motive. far reaches of space. The broader the expanse of a
Every Game Master runs his game differently, plot’s spatial requirements the more plentiful one’s
based on subtle storylines, preferences of characters choices will become.
and rules, and adopted themes. It is best to select The various theme of Starquest are suitable for
a plot that compliments all of these, in order to most classic stories that the players have grown to
both maintain interest for the GM and the Players love about space fantasy, with the GM simply now
alike, but also to allow for the best delivery of all adding his own touches to the infinite worlds of a
the GM’s ideas. If the Game Master isn’t good at universe already well populated by all of the
coming up with interesting and imposing aliens and Players’ imaginations. What is important to consider
names, he shouldn’t make the Adventure’s plotline are those elements that are already in place. One
run through the exploration of a weird alien world. element of Starquest is its own ‘classic’ sense, and
On the other hand, if the Game Master has really the trust that Players put into it, opening up their
‘cool’ ideas for creatures, critters and chaotic men, passions and needs of fantasy to the whim of the
his plot should definitely include as many of them Game Master’s creativity. Such trust should always
as possible, because it will allow his imagination be respected, and the best way to do that is not to
to flourish. Bottom line: Accentuate the positives alter those classic elements of space fantasy that
and hide the negatives, as is the case in any form are embraced by all, indeed what the Players have
of art, games included. already come to know and trust. For instance, few
Imagination is the focus here—plotlines are the would question that in a fantasy universe the often
spirit of the story, and unimaginative ones (that is filmed and thus referenced miracle of a hyperdrive
not necessarily to say unoriginal ones) won’t keep engine is commonplace, so to delve into the details
the Players interested and striving towards its end, of our current laws (and dogma) of physics would
indeed, helping build to the story with their own undermine the whimsical space fantasy we come to
efforts. Plots can be anything from classics like play such a game for in the first place.
searching for survivors of an invasion where its But there are many aspects of the setting to
basics and creative presentation motive the Players consider aside from mere technobabble. Furthering
to seek things they know will be dangerous, to the the above example, can the party find a hyperdrive
highly original ideas whose sheer inventiveness and engine on the desert planet that they crashed on?
curiosity keeps the Players interested. What creatures might lurk there, and how close are
There are countless plot possibilities in space they to each other, and would any other creatures
fantasy. One need but look at such imaginative connected to the story’s plot be in such a land at
stories, (both movies and magazines) as Star Wars, all? Are there ways to avoid their hunt, and would
Star Blazers, The Fifth Element, The Black Hole, such a delay in plot pacing affect other themes?
Total Recall and Heavy Metal to see how diverse The various urban, planetary and interstellar
the plot for a space fantasy adventure can be. On settings must provide a rather spacious ‘stage’ for
the other hand, such classics and clichés as alien the Adventure’s plot, allowing room for changes
war never seem to grow old, either. and the unpredictability of Players. Set things up
The plot is the most important aspect of the to guide the party in one direction but do not lock
Adventure, the soul of the story, and everything them onto ‘adventure-auto-pilot’. It is space after
else should be constructed to help bring it to life. all, not a medieval wilderness.
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The Maps: Many of an adventure’s sites, or even The Encounters: Since Encounters make up the
its wilderness, may require Maps. If direction is bulk of an Adventure, there are less guidelines for
highly detailed or could be confusing, Maps are creating them, indeed, less for a Game Master to
probably going to be required. One should not be burden his thoughts with during the long process
too eager to make Maps, however, for they can of creating the whole thing.
often stand in the place of creative description and Encounters should include a boxed narrative,
direction. For example, many colony complexes do one that at the same time creates atmosphere with
not use Maps as their Encounter narratives simply description and whose details therein give clues as
account for the endless hours of exploring dead- to the game challenge that room or event provides.
ends until the party reaches something interesting. All boxed descriptions should be as short or long
Space stations and ships should never have Maps as the Encounter is simple or dangerous—short or
(except for isolated areas within them), for Maps simple Encounters shouldn’t have a long description
of the entire structure would thus require so many unless it is to set the mood, such as describing the
uneventful rooms as well as realistic but necessary land, while longer narratives should be reserved for
detail rooms as to destroy a game’s pacing. Maps those Encounters that are more dangerous (hence
are not a way to make a setting. If one makes a more necessity for clues) or Encounters that are
Map and then expects the party to neatly follow more critical to the Adventure’s plot. Furthermore,
some imagined course through it, well, think again. Players will, rightly or wrongly, come to depend
Players will almost always go exactly where you on this—for all the emphasis on role-playing and
don’t want them to go or did not plan on. Maps atmosphere, Players will assume longer narratives
should be used only as tools for challenges which imply more significant challenges, else why did the
depend on direction and location. GM bother to take the trouble to write out such a
Interior Maps should always be drawn up on spiel? Keep in mind they do not write Adventures
graph paper and kept to 90 (and sometimes 45) so they may very well not consider the passion of
degree angles. This is abstract, of course, and the writing for its own sake (its all survival to them).
real space station will not have perfectly 10’ wide The Game Master’s personal notes for any
corridors, for example, but Maps must be kept so Encounter should be as thorough as is necessary
simple so that Players can, through trial and error, for the Players to accomplish or act out whatever
duplicate them by asking the GM questions. It is the GM imagines the Encounter to play like. For
all too tempting when drawing up a Map to forget instance, one shouldn’t write an Encounter which
all about the poor Players who will be struggling provides the party’s only chance for success in the
to re-create it, guided only by the Game Master’s Adventure depending on haggling with a merchant
easily misinterpreted words. unless the description involves that same merchant
Outdoor Maps should be drawn on hexagon approaching the party and claiming that he has
paper, though graph paper is also acceptable. Maps something they need.
should always have a mileage scale set to them. There are three prominent types of Encounters
Wilderness maps are seldom needed however, for really—battles, traps, puzzles—all covered below.
they are only necessary when many, many things Battles may seem like the easiest Encounter to
are located in a small yet confusing area, and so create, but they are not. First of all, it is easy to
the party could run the danger of traveling close overuse such encounters and thus turning the game
by them but missing them for some reason. into nothing more than a hack-and-slash situation
In all, Maps of any kind are rarely used in that quickly becomes dull, repetitive, and altogether
Adventures, but when they are, they should be mindless. Battles should be planned, well staged,
made before any of the Encounters that they lead and dramatic. They should involve creatures that
to, so that those Encounters can be designed to fit are not randomly placed but have a reason for
into the Map’s borders (it is much harder to write being where they are, and indeed could be where
up the Encounters first and then make the Map fit they are—would they war on each other? Could
them and maintain its intended challenge). they actually fit into that spaceship through its tiny
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airlock? And what do they eat? Creatures must be The rumors: A traditional element of space fantasy
carefully placed and played. The GM might even adventure games is that of rumors, clues that may
prepare notes on how (or who) creatures will fight be helpful, misleading or outright false, guiding to
in order of priority, based on their fears, prejudices party to greater glory or terrible danger. Moreover,
and other factors, which may at the same time be they are a part of the challenge—the Players will
clues to the greater plot of the Adventure. often struggle at whether rumors are true or not,
Traps are more rare than cautious adventurers and if they should be trusted.
may want to believe, but they still exist none-the- At the beginning of an Adventure there should
less. Traps are cunning, and classic. Each should be a list of rumors that apply to the overall goal,
be unique in its own way. Also, traps should be and throughout the Adventure subsequent Rumor
used sparingly, so much so that they are all but Tables that apply to the part of the journey that
forgotten by the Players—surprise is always the lies just ahead. Tables for rumors should have a
best element of a trap Encounter. This is not to good four to ten tales on them. If there are less,
say that the Game Master himself should be the then the party should receive less rolls (thus less
cunning trap-setter, trying to catch the party, but rumors). The party should never be able to hear
indeed he is—Players won’t get caught by traps if all the rumors on any such chart.
they are good Players, and so the GM need not When writing Rumor Tables, the best way to
worry about how they will avoid being surprised, approach this is to go through the Adventure and
only that he doesn’t place traps so close together judge which Encounters have surprises and perils
that he creates paranoia. Also, all the Adventure’s in store for the party, and note their solutions. A
notes should be well prepared to account for the handful of such helpful hints should be applied to
numerous ways Characters will approach any and the Rumor Table, disguised with a little flair for
all traps—they should have not only trap Damage dramatic retelling or written in such a way as to
and effects, but how the traps may disarmed, how sound totally absurd (as most rumors are). Then,
they might be avoided, and more. Underestimating the Game Master should write up a handful of
the desperation and cunning of Players when it false legends, but ones that ‘sound’ correct, in that
comes to traps is setting one’s self up for being they could, in the imagination of the Players, be
caught in a trap himself—stuttering impromptu and true. For example, before crossing a desert, the
thus unacceptable quick-fix rules with Characters’ party may hear of sand sharks. That could be true,
lives on the line. and then it could also not be. Certainly one could
Puzzles are the most challenging Encounter for picture it out there regardless. But, could they just
a Game Master to create, for they rely little on as easily picture (and thus even consider) a race of
the rules of the game, and more upon rules he amphibians out there? Probably not.
makes specifically for them. Puzzles add color to Once the rumors have been decided, they
any Adventure, and also provide the Players with a should be stacked on their Table in order of how
chance to show an endless array of personal skill, helpful they will be. Now, sometimes false rumors
from encryption to riddling to raw galactic lore. may surpass true ones in Value, for even in false
Indeed, while all other Encounters only give the stories, in their wording there may be clues, or
Players chances to roll dice, puzzles compliment some true rumors may simply be so obvious (such
the skills of Players and give them a chance to as an alien race attacking on sight) that they will
really shine, without worry of the dice taking their have a lower Value. However, most false rumors
success away from them. The appeal of puzzles is will filter down to lower listings, while those that
purely within the game’s intellectual aspect, indeed, are truly helpful will rise in Value.
that this ‘thinking man’s game’ becomes purely Once the rumors have all been compared
that, a battle of wits. And so the GM should make against each other and subsequently ordered, the
puzzles so, as unique challenges that rely upon a Game Master must apply a rolling Value to each
combination of symbolic thought, trivia, and sheer of them. This difficulty should be proportional to
problem-solving ability. how true the rumors are and physically how far
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The Handouts: Always a nice addition or ‘special Story Point awards: Throughout an Adventure there
effect’ for an Adventure is that of a Handout. should be a few Encounters that mark, to the
Players love to put their hands on things and see Game Master at the least, if not to the Players
what their Character sees. Handouts are hard to themselves, definitive ends and new beginnings,
overuse, however, they are equally hard to create. perhaps in physical distance, but always in terms
Indeed, good Handouts require far more time and of the adventure’s storyline.
energy to make than most Encounters. A secret Once all the Encounters, perils, rewards and
code, for example, one may just write down in an other elements of the Adventure have been written
Encounter’s notes. But printing those same words up, the Game Master should sit back and look at
in a fantastic looking font on clear plastic takes far the Adventure as a whole, and then decide when
more time, even with a computer. or where the story takes breaks, or rather comes to
A Handout should be given the same amount temporary conclusions, and subsequently starts off
of detail and work than is proportional to its again, and mark that Encounter as the point where
importance in the story, for the Players may tend Story Points will be awarded. Normally, all of the
to see them that way. Indeed, if a lavish map is boundaries where these Encounters are to be found
presented on the game table, with walls and words are marked by the physical world itself—passing
of every color shining under the gameroom lights, from one planet to another, leaving a base, etc.
the Players are, in their awe, probably going to But sometimes they can be more subtle, such as
believe that small space station to be the end of meeting a key Character, or discovering a sacred
their journey, when in fact it may not. Also, a relic. The Game Master must remain focused and
GM can easily spend too much time working on a mark Story Point awards where the plot is most
Handout, and leave himself with little energy for significantly moved ahead.
finishing the Adventure. That is why Handouts are Such Encounters that mark when Story Points
best created towards the end of the project, so that are awarded should be few and far between. As a
the Game Master can judge how much energy he rule, they should be well in the party’s path, so
has left, and work on his Handouts responsibly. that, so long as the party remains following the
Just remember that Handouts are not at story, they will achieve more Story Points. And,
all necessary for an Adventure. They add interest such Encounters should maintain the balance of the
and color, sure, but should also not offer more game—so powerful are Story Points that the party
than their purpose—they help bring the game to cannot have a chance to earn any more than
life, and should do no more (or less). As with enough to help them, but not to make the carefully
Maps, pretty Handouts do not an Adventure make. constructed adventure become easy. As a rule of
They are like special effects in a movie, while the thumb, such Encounters should be placed so far
characters we care about are in the text itself. apart, or so difficult to reach, that they should not
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be reached quicker than every eight to ten hours Rule alterations: Once an Adventure is finished, for
of game play. Looking back over the Adventure, all intentions and purposes, there will doubtless be
and more specifically the individual Encounters, the some intentions not yet achieved and purposes not
Game Master should consider, from all of his past yet fulfilled. At this point and no sooner may one
experiences, about how long all the Encounters will apply alterations to rules in order to make his
take to play, barring the party’s own clumsiness or Adventure work as intended. For example, for all
foolish actions, indeed, how long all the Encounters his efforts to make a dramatic derelict ship, a GM
should take to play, and space Story Point awards may have always envisioned the party doing one
accordingly. If an Adventure could be played in thing or another on board, but looking back over
one night, it shouldn’t have more than one chance the finished Adventure realizes they may never do
to be awarded Story Points, and then at the end. what he intended, and other than considering the
But if an Adventure is an epic that might take undue and indeed unfair labor of re-writing the
forty or fifty hours to play through to conclusion, entire thing, he could simply slap a patch onto the
then four, five, maybe even six times might Story rules, like a new Critical Hit chart that includes
Points need to be awarded. It is a delicate and the high possibility of a stray shot hitting and so
very important decision. blowing up that reactor core and imposing the
Story Point awards are always given after an drama of escape he wanted.
Encounter marked with an ‘*’ has been passed, not Rules are necessary because they facilitate the
during it or merely by reaching it. Each such important balance between a GM and his Players.
Encounter can award up to 3 Story Points at the While the GM uses rules to achieve his goals for
maximum, as guided on Table 4. a story and interpret the unpredictable actions of
the Players, they in turn rely on rules to plan their
Filling in the final details: Once an Adventure is strategies and take the risks which almost always
finished, the Game Master would do well to go put their life at stake. Thusly, the Game Master
back over it, perhaps read it in its entirety, review must not use his limitless power of story creation
the Maps and Handouts and search for errors, and to supersede the rules in Adventure design unless
whenever he comes across something he has a there is something specific that he not only wants
better idea for, take the time and trouble to make but that the Adventure’s overall (finished) design
that little change, for a little effort goes a long clearly calls for. This ensures that the hints and
way. Adding details, polishing and proofreading can clues scattered throughout an Adventure at least
easily increase an Adventure’s impact on all of the suggest an altered rule to the Players. If the GM
Players. This is the easiest, the quickest, and the just makes rule alterations to begin with, and then
most potent aspect of creating your original work. goes ahead writing his Adventure, it is all too easy
to forget to put in the necessary clues that will
keep the game fair for the Players. In another way
of looking at this, the GM should be able to look
over his entire Adventure and feel justified in any
rule alteration, and if not, he should not place it in
there, for at the end and only at the end of the
Adventure’s design it is easy to make this call as
well as add or remove a changed rule.
Always remember that rules, for as much as
they interfere with storytelling, are the universal
language between the GM storyteller and all of the
Players his audience, and they must be maintained
and changed only if it is essential to the story, not
just the whim of the story teller, lest his audience
become confused, bored, frustrated, or dead.
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OF ADVENTURE DESIGN: Writing Adventures far from what he intended. When the Players are
is an art form. Let me say that again: Designing allowed to wander, it seems fun for a while, but
adventures is an art form. And, like any form of ultimately it becomes a game no longer of pencils
art, it is an act that lives and breathes based on and dice, but of a troubling journey through the
emotion above all else. This is not a science, not maze of the GM’s mind, a psychological peril that
architecture, nor anything else that is so structured. demands not only improvisational storytelling but
Creating an Adventure for any role-playing game improvisational rules as well, ultimately leading to
can be a very satisfying experience but it is a very the disintegration of any semblance of a fair and
difficult one. Indeed, “Nothing worth having ever balanced game. Drawing one’s head out of this
comes easily” as the old saying goes, and that is smelting pit of psychology, this is and remains (or
true enough for this kind of writing. But writing is should remain) a game, after all, and the GM’s
satisfying almost exclusively for the GM, at least efforts of weaving a story should not be those
at first. Beyond the writing, indeed beyond the most personal to him, but rather, to his Players.
theory that is all an Adventure really is when it’s The detail and depth given to any Adventure
being written, beyond all theory of just what will should lie in its ability to re-imagine the norm.
happen during its play, there is the play itself, and Common rules of weapons should be brought to
the quality of an Adventure depends on how well life by newer descriptions rather than newer rules,
everyone enjoys it, how satisfied the Players are Encounters should be vivid in their narrative and
with it. For as role-playing is such a paradoxical inspiring in the world they create, for ultimately
endeavor, that of a deeply personal experience on that is what any Adventure should do, bring the
one hand while being a shared experience at the fantasy to life. Fantasy is imagination. Plain and
same time, designing the Adventure that separates simple. Fantasy is not rules. Fantasy is not beating
the personal preference from the total group fantasy the rules or the laws of chance. Fantasy is also
while remaining balanced and fair as a game is no not detective work. Fantasy is dreaming, imagining
easy task. And, as there is no scientific method what you want or giving greater life to what you
here to help prove one’s theory of what is fun and have. Indeed, the Encounters, prepared narratives,
there are no mathematics to state where the right Characters and settings should receive the most
angles are, such writing, like any art form, remains enthusiasm by the GM and his storytelling ability.
infinite in its possibilities, but unfortunately most For these encourage the Players to step into their
budding authors and artists have so many things own world more, seeing the fantasy world as they
they can do with this medium they cannot see the wish, rather than how someone else (i.e. the GM)
forest for the trees. There are, however, certain does. When the rules remain untampered with, and
clear paths through this forest. greater effort is given to description and detail
You don’t want to make the plot too complex. therein, the fantasy world comes to life, and the
This medium simply doesn’t work at its best with Players take what they are given and make it their
a highly detailed scenario full of plot twists. For own within their mind, and the rules remain strong
the more complex the plot becomes and the more to keep the game fair.
detective work or shock-scenarios the Players must Role-playing games are attractive to us humans
go through to attain victory, the less of a game because there are no real rules, in the sense that
with pencils and dice it becomes, which ultimately our dream can go anywhere it likes, unlike a film
it must remain. This is not to say that the plot that is already set in where it shall go or a video
shouldn’t be intriguing, even to the best of the game which only gives us options rather than
GM’s ability, but the intrigue must not exceed the opportunity, our choices limited to what has been
writer-GM’s ability to maintain control of the game programmed. However, if the dream is to be free
improvisationally, that is to say for every plot-twist of rules, then the rules have to exist elsewhere.
or deeper layer of story he must be able to come Fortunately, they all fall conveniently between the
up with a hundred ideas on the spot during play covers of a few easily accessible books. One could
in order to prevent the Players from wandering too argue that the book and the dream are one and the
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GOOD ADVICE: One could easily make a space much bigger and thus dramatic than a ship-sized
station by simply drawing circles on a piece of bomb, right? But then again, who is really going
paper (for rooms), connecting them with lines (for to believe or accept an entire planet being turned
corridors), and making a few scribbled notes as to into a galactic grenade? All novelty wears off fast.
what’s inside each area. But that’s not a very good The ‘planet-sized bomb’ may seem original or even
Adventure design. A good Adventure is one with exciting, but it is not nearly as exciting as a ship
thought behind it, some care and some passion. on a suicide course—the latter is believable, and
Provided throughout the following pages are some so the Players can become emotionally involved in
bits of advice for Game Masters still developing it and thus more excited. ‘Good’ ideas have two
their writing style, and still good review for those dimensions to them—are they neat ideas, and do
whose arts are honed with years of sending Players they serve a good purpose as well? Some really
into the depths of their imagination. cool ideas may have to be discarded, for after
some thought they may have been placed in an
Follow your inspiration: All the time do we see Adventure only because they were cool, but after
something in a movie we like, or enjoy something all really only detract from the Adventure’s quality.
we read in a book. When designing an Adventure,
you might want to use an idea you saw in a film Originality: Always try to be original. That’s not
or book. For example, if you just watched one of to say that everything you create has to be an
the Star Wars prequels and are jazzed about the exceptional, movie-worthy idea, for indeed many
look of a certain hanger bay, go ahead and write classic ideas as well as those that Players simply
with that in mind, as your enthusiasm will show prefer should be used time and time again, but one
within your work. You could even turn that area should always try to do things at least a little
into an Encounter, and embellish it with your own differently each time out. Throughout one’s own
ideas—perhaps it doesn’t have shield-doors, but if journey of writing an Adventure, he should avoid
you picture it the same as in the movie with doors the pitfalls of copying others or relying too much
that ‘chomp’, then by all means write it that way. on the inspiration of others just to make something
Now, when using your inspirations for material, work or bring an Adventure to completion. Indeed,
always remember that your Players may have seen one can always find a new way to do things,
or read the same thing, and thus may know what especially in fantasy. Borrow ideas from others,
to expect. This can be a bad thing if you like to pay homage to inspiration, and deliver classics to
surprise your Players or change things too much, Players certainly, but always try to add original
but at the same time it can be a fine thing, as a touches along with them.
commonly known idea will evoke the same general
feeling from that movie, and may even persuade Reasonable puzzles: When designing puzzles there
the Players to play with the same enthusiasm put are really no rules, and so a Game Master must
forth in your work. But whatever you do, write be very, very careful to remain reasonable and fair.
with respect to your inspiration, and develop only Indeed, puzzles are almost like little games within
what you really want to. It’s just good form, and themselves, and their rules must be clearly defined.
Players respect it. Fighting is always directed by the same rules.
Everyone knows them. Ships are just the same.
Weigh your ideas carefully: Now, there are good But puzzles have few traits similar to each other.
ideas, and then here are good ideas. Good ideas The Game Master must keep this in mind when
are not necessarily those that are highly original or designing them, to provide an adequate amount of
even really ‘cool’, but those that are healthy for an clues for the Players to have a chance at solving a
Adventure’s story. Indeed, good ideas aren’t just puzzle. Any dice may be involved, and even new
novelties, but they’re things that enhance the story, rules invented just for that one puzzle. And a good
the game, and the overall experience. For example, rule that keeps all these things in balance is to
the overused ‘planet-bomb’ is a good idea—it’s so keep puzzles ‘reasonable’, in that they have one
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purpose and one purpose only, that they’re not too Rules and story: The functioning rules of this role-
outrageous or that they do not venture outside the playing game are important to use as guidelines,
game’s style to be solved, and most importantly, but must be kept abstract as well, for not only do
that they can be solved, by a reasonable effort on they keep the game fair, but they are carefully
the part of the Players—after enough time anyone balanced, proportioned, and playtested. It is all too
could guess trivia, but who is going to know the tempting to apply new rules to compliment one’s
number of rivets in the ship’s cargo hold? The ideas for a story, but that must not be. Indeed, no
Game Master must remember that the Players do new rules should be made unless truly necessary.
not necessarily know what he knows, and so they But at the same time, one must not allow himself
must be only reasonably puzzled. to become submerged in the rules and hope that
the set proportions, numbers and procedures of the
Never too much: One should be careful not to game alone can tell his story. For it is the Game
overdo anything. All of an Adventure’s Encounters, Master’s job to interpret the rules into the story’s
clues, challenges and rewards should always prove realities, to take the scaffold of the numbers and
to be ‘just enough’ to tell its story. Remember, give them the walls of details. Rules and stories
Players (and Game Masters) can only consider so must maintain a delicate balance to create the
much, and between game sessions remember only experience that a role-playing game is to be. The
so much. A lot of details should be left open for best philosophy is to use the existing rules just as
the dice and impromptu role-playing to account for. much as possible without making compromises on
And not everything has to be exceptional. One will your story, and then make as few new rules as
be well if they just keep to the established style of possible and yet absolutely necessary to get the job
Starquest—there’s enough in this classic genre of done, but no more. Also be careful not to create
space fantasy to keep everyone interested for all rules that open up loopholes elsewhere in the core
time, and so there is no need to go ‘over the top’, rules—trust me, Players will find and exploit them.
be outrageous or change the face of the fantasy
just to be original or challenging—one battleship is Developing worlds: A traditional and thus common
enough. Don’t make two or make the one bigger aspect of any Adventure is the expected developing
just for the sake of excitement. Make the ship at of strange worlds and alien cultures. However, this
the command of a madman, or have the same ship question is not as easy to answer as one may at
following the party for some ominous reason, etc. first believe. For unlike aliens, Players are all too
predictable—give them detail and they will explore
Balance adventures: A good Adventure is one that it. Therefore, only give them as much detail as is
is well balanced, in that it maintains a variety of necessary to keep the Adventure moving along in
Encounters. An Adventure shouldn’t be all fighting, its intended direction. In the case of alien worlds
or all puzzles, or all of any one thing unless all specifically, a staple of space fantasy, decide early
of the players want exactly that (the Game Master on whether their details will be important to the
included). But exploring deeper still, even if there plot or merely ‘background color’. If the former,
is a good balance of fighting Encounters, not all expect the game to slow down greatly as the party
of them should be against, say, battlebots. The GM delves into details about the new world that they
should try to include as many different creatures, have come to. If you wish for the game to keep
puzzles, perils and traps as he can while giving moving at a steady pace, work towards the latter,
them all (at least the appearance of having) a good suggesting through description and narrative that all
reason to be there, corresponding to each other and details of aliens and worlds are merely there for
to the plot that brings them all together. Variety atmosphere. For instance, rather than focus on the
keeps the game interested, not the total Experience geological details about the red rocks of an alien
Points to be had. Know what your Players want, landscape, build the narrative towards the colossal
and what variety you can give them within those monster casting a shadow over the blood-red rocks
parameters while not cheating yourself. of the alien landscape . . .
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ANALYZING THE ATTACK
THERE ARE AS MANY ADVENTURES IN THE COSMOS AS THERE ARE REASONS TO BEGIN THEM
Time: Adventures should not occur back-to-back. TABLE #141: TIME BETWEEN ADVENTURES
Weeks, months and even years may pass between Roll Time passed
them. Indeed, it is all too easy to play an RPG 18-20 No time
wherein one Adventure just follows on the heels of 14-17 1-4 weeks
another, but if one takes some time to consider 10-13 1-12 weeks
this (as does his Character considering his life), the 6-9 1-4 months
4-5 1-12 months
fictional universe world becomes a vastly different
2-3 1-4 years
place than that. 1 1-12 years
Adventures to Players are an exciting escape
from everyday’s chaos here in our poisoned world,
taking them into a place where good and evil are Villains: Now, an entire book could be written on
clearly defined, a black-and-white world where just how to make great villains, so rather than try to
one’s courage alone can indeed make all the summarize all that, this book will only point out
difference in the galaxy. that it never hurts to have a great villain for the
Adventure to the fantasy Characters themselves party to strive against (even if they are somewhat
however is usually an uncomfortable, troublesome villainous themselves), and point you towards some
time at best, and always perilous, not only to life of the better figures of untold evil in order to give
and limb, but to their very soul. you an idea of what to do—let them lead your
So the question one must ask themself is just imagination to its darker side. Seek them out—they
why these Characters undertake these dangerous are foreseen that you will. Learn from the best
journeys. For in Starquest, there is no such thing how to make life hard for the heroes. But also
as ‘professional adventuring’. No, all the Characters note a true evil, that of lawyers, and that this list
(both PCs and NPCs alike) are real people in a of classic characters from film, page and myth are
real world. They generally do not seek adventure, not a part of this game itself, and so none of
save perhaps for the simple reasons that we do in these names should be used in your own stories.
our world. More often than not, adventure finds
them. But any world works in mysterious ways, Darth Vader
and adventure comes seldom when one expects it. Boba Fett
Indeed, even those who would dare the dangers of General Grievous
alien worlds in search of rich treasure or join the Darth Maul
galactic rebellion against the tyrannical empire that Jabba the Hutt
will surely crush their hopes and their homes and Desslok the leader of all Gamilon
their dreams seldom even find such an opportunity, Prince Zordar of the Comet Empire
instead spending countless sunsets looking away to Borf
the future, to the horizon. Jean-Baptiste Emanuel Zorg
All this leaves the Player Characters in a The Predator
more believable setting, in that they have lives that Megatron
go on until they are swept up into some incredible Dr. Hans Reinhardt
story, whether by Fate’s designs on their destiny or General Roth’h’ar Sarris
simple adventure-lust. Captain Lincoln F. Sternn
When planning a Starquest game of any kind, Destro
you would do well to space each Adventure just a Dark Helmet
little bit apart, in time if not in physical distance. Emperor Ming the Merciless
The following chart gives proportionate ranges for Agent Smith
the passage of time between Adventures. You may
also use this chart as an optional rule to randomly
determine the time that passes between Adventures
in a Campaigned game.
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STATISTICS: The various creatures known to be Defense Score: This measures a creature’s Defense
in the universe of Starquest can be benevolent or Score, the same as for all Characters.
evil, peaceful or even unaware. Each creature has
what is called a ‘Power Score’, comparable to a Protection: This is however much Damage a
Character’s Experience Level. This Score is rolled creature deflects from each blow, just as armor
on the D10, with the roll of a ‘0’ indicating not does for most Characters. If a creature’s Protection
‘10’ but actually ‘0’. Whatever a creature’s Power is marked with an ‘*’ then it does not necessarily
Score may be multiplies all numbers in parenthesis suffer the minimum of 1 Damage—if its Protection
and so adds to their respective, basic scores. For equals or exceeds a blow then it suffers nothing.
example, a Rock Monster with a Power Score ‘3’
would have a Health Score of 55. Fatigue: Just as for Characters, creatures suffer
from the pain of their wounds. If wounded to any
Ability Scores: This lists the creature’s applicable degree, this number is the penalty to the creature’s
Ability Scores, the same as any Player Character, Attack Rolls, Defense Score, and Ability Checks.
in order; Combat, Physique, Movement, Genetics, Those creatures marked ‘NA’ do not suffer from
Presence, Intelligence, Intuition, Psyche, Personality pain or fatigue at all.
and lastly their Unique Score.
Preferred attacks: This lists the normal manner in
Group size: This indicates the number of creatures which the creature chooses to attack its foes, listed
that will be encountered at any one time, though in their order of preference (though tactical sense
this number can also be chosen instead. have one choose between different methods of
attack during a single battle, or even attempt some
Reaction Checks: This lists the modifier to any attack not listed). Any bonus to their Attack Roll
Character’s Reaction Checks when dealing with this will be indicated, such as ‘Claw +2’. The use of
type of creature, based on its nature. the word ‘or’ indicates that the creature must
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choose between the two options for fighting that SPECIAL FEATURES: There are countless races
Round. Finally, all creatures whose attack is listed and species in the universe, and throughout the
as a ‘weapon’ the GM must use discretion with, following pages are merely provided a sampling, a
selecting the weapon that best fits the creature(s), ‘zoo’ if you will of archetypes. Certainly, however,
or he may simply say they’re using all kinds of they can be far more varied and detailed, much in
weapons and rule an average Base Damage. the same way that Player Characters are with their
own aliens and robots. Many of the creatures that
Damages: This lists the Damage done by a are detailed in this Chapter will have some special
creature with each successful hit. For those ability or power unique to their kind, but who is
creatures that have different methods of attack the to say they wouldn’t have more common abilities
respective Damages are listed in the same order as as well? At the GM’s discretion, any NPC creature
the attack forms above them, separated by a slash. can have Features from Table 103 or 104, as is
Those Damages marked with an ‘*’ indicate that appropriate to its D.N.A. Type, and to a maximum
the Damage goes through Protection for whatever amount of Creation Point value equal to the NPC
reason, unless the victim wishes it to destroy the creature’s Power Score.
armor itself, and thus it will serve as Protection
that one last time, but reduce as much from the BEASTS OF BURDEN: A common use for any
armor’s Protection factor forever afterwards. Those kind of creature (even humanoids) is as a carrier
attacks which result in an effect, marked as ‘see of people and their equipment. Rules for Carrying
description’, do no Damage (or Damage Variable). Capacity and Movement are different for Characters
than for creatures, simply because the Characters
Damage Variable: Creatures come in an endless are the focus of the space drama and thus should
variety of shapes, sizes, and strengths, and this have a little extra ability (or disability, depending
lists whatever dice a creature uses to add to its on their Scores) to carry the gear critical to their
Base Damage with each successful blow. survival. In the case of all creatures, whether listed
in this Chapter, Sourcebooks or Adventures, they
Movement Rate: This displays the maximum use a more universal system for their Capacity and
Movement Rate of the creature, be it running, Movement Rate.
flying, oozing, etc.
Capacity: The total amount of Encumbrance that a
Cosmic treasure: This is the chance in 10 that any creature can carry is equal to its ‘Body size’. This
one individual creature of this type possesses any includes riders and their carried gear. Furthermore,
cosmic treasure (from Chapter 22). However, this only a rider and the gear he carries can his mount
is not rolled outright—each Story Point one spends carry in turn, unless he specifically acquires some
is the number of times the GM rolls for success. sort of saddle, saddlebags or similar containers to
If nothing turns up, the Story Point is lost. If there hold his equipment, as beasts generally don’t have
is something there, the one whose Story Point clothes, pockets, or any concern to carry anything
found it in the first place will always somehow be (except maybe their lunch by their teeth). All kinds
closest to the treasure itself for laying claim to it. of containers simply cost 1 credit for ever 10 total
Encumbrance they can hold. Unlike for Characters,
Experience Points: This is the award in Experience containers do not add to a creature’s Capacity.
Points one receives for killing or driving away a
creature, depending on how difficult it is to defeat Movement: The movement of any creature drops if
and the measure of danger it poses. Experience it is carrying riders or equipment. Every 20 total
Points are not gained if one runs or falls in battle Encumbrance it moves, whether by carrying it or
before a creature is slain. Nor are Experience dragging it (rounded down) slows its Movement
Points gained twice for any creature—if it flees, its Rate by -5’.
award is given at that time, not again later on.
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CYBERCAT
Ability Scores: 13 / 19 / 19 / 2 / 13 / 8 / 17 / 5 / 5 / 1
Group size: 1-4
Reaction Checks: -2
Morale: 9
D.N.A. Types: NA
Health: 23 (+3)
Body size: 350
Defense Score: 17
Protection: 6
Fatigue: +1
ANIMALS: This category of creature includes all
Preferred Attacks: Claw +2 or bite +3
of those that are considered to be either tame,
Base Damages: 13 / 10
domesticated or normal to see within civilization.
Damage Variable: D10
Movement Rate: 230’ (+10’)
Diet: This describes the basic diet of the animal.
Cosmic treasure: 0
Unless otherwise noted, an animal can survive in
Experience Points: 300 (+20)
its natural habitat without any assistance from its
master or the other Characters. Cybercats were once normal jungle cats who
were gathered up and turned into cyborgs for the
Habitat: This describes the known environments the purposes of making an inexpensive army during an
animal has ever been found living in naturally, age-old conflict. However, what their designers did
along with how and why. not account for was disturbing evolution, and that
with suddenly greater abilities their intelligence also
Sociology: This describes the basic sociological or developed by leaps and bounds, until they became
pack structure of the animal, and thusly what will self-sufficient in maintaining their technology—they
govern its behavior if left untamed or unmastered. do not understand it, but when they reproduce they
However, this does not necessarily correspond with tear it away from their old and reapply it to their
the number of its kind that can be randomly young as a coming-of-age ritual. They are not a
encountered as listed in their statistics, as that one dying breed either, as many civilizations like to
statistic accounts for many outside factors as well. nurture their kind and produce new ones.
The diet of Cybercats is omnivorous, as they
Domestication: This describes what is necessary for remain mostly natural, with their mechanical parts
any Player Character race to master the animal and perfected to self-sufficiency with power taken from
so use it as a beast of burden. the natural electricity within their living bodies.
The habitat of Cybercats is the tropical jungles
Encounters: When encountered, the Players may of most any planet.
ask what condition the animal is in, calling for a The sociology of Cybercats is like normal cats
roll on the following chart, using the D8. in the jungle, except that the pride is off-set by
their limited understanding of their technology, and
TABLE #142: ENCOUNTERING ANIMALS so they have diminishing natural instincts, leaving
Roll Current condition of animal them to remain in packs out of paranoia and the
8 Artificially enhanced; +1 to Power Score imagined need for protection against invasion.
4-7 Healthy and normal; full statistics The domestication of Cybercats is difficult, for
3 Underfed; -2 to Power Score one must prove he cares for their natural side as
2 Rabid; -4 to Reaction Checks opposed to their capacity as a mount or soldier, an
1 Lame; -4 to Power Score act with requires a Critical Personality Check, with
failure enraging the pride so that they all attack.
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DUMAK FREG
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HYBRED JERL
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MOBAC PUGG
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RIDDER TAHN
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TEREVAN ZARC
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AMAZON
Ability Scores: 13 / 12 / 15 / 8 / 12 / 7 / 15 / 5 / 4 / 9
Group size: 2-24 (2D12)
Reaction Checks: -1
Morale: 6
D.N.A. Types: H, X
Health: 13
Body size: 150 (+3)
Defense Score: 15
Protection: 0 (+1)
Fatigue: -2
HUMANOIDS: This category of creatures includes Preferred Attacks: Any melee weapon +2
all of those that are accepted as a part of society, Base Damages: As weapon
or could be if they just tried. Damage Variable: D12
Movement Rate: 165’ (+5’)
Gender: This explains the differences between the Cosmic treasure: 2
genders of such humanoids, and thus how they Experience Points: 50 (+4)
work with or against the whole of society (which Amazons are women who have formed a tribe
is based on a balance between the two). independent of civilization, who hate everyone else,
and who live with by a unique code of war and
Society: This gives an overview of the society in honor; their name comes from an ancient language
which these humanoids live, or what their efforts which referred to ‘one-breasted’, as they would cut
constantly work towards building, whether by their off one breast to shoot a bow more accurately, and
idealistic intention of simply their naturalistic greed. then became synonymous with all tribes of warrior-
women throughout the universe.
Religion: This briefly tells the traditional religious The genders of Amazons are entirely female,
belief structure of these humanoids (if they have for they do not tolerate the presence of men or
one at all), and what advantages and disadvantages machines, given a society that began out of their
this poses for those who oppose them. own protection but evolved into one of pride and
isolation from everything but their own kind.
Motivation: This gives a rough outline for the The society of Amazons is a tribal one, with
nature of the humanoids and thus what drives them leadership determined by rite of passage to the
to kill, defend, build, destroy, and worship—the strongest of each generation, determined by a test
culmination of all the factors above. of ritual combat, the winner becoming the queen
until her death by age or by war.
Encounters: When encountered, the Players may The religion of Amazons varies from tribe to
ask what condition the humanoid is in, calling for tribe, and usually depends on the planet that they
a roll on the following chart, using the D12. dwell on, for their beliefs are usually no different
than those of the rest of the civilization that they
TABLE #143: ENCOUNTERING HUMANOIDS factioned from—their only change in beliefs is to
Roll Current condition of humanoid
exclude men and any non-female gender of their
12 Insane; +2 to Reaction Checks
7-11 Healthy and normal; full statistics
own basic race (human, specific alien, etc.).
5-6 Wounded; 1-4 Damage The motivation of Amazons is survival, though
4 Cripple; -2 to Power Score there is also an almost religious need to prove to
2-3 Insane; -3 to Reaction Checks their native world (and any visitors to it) that they
1 Dying; expires after 1-6 Rounds are stronger than the society (ruled by men) that
they broke away from.
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ASSIMILATOR BANDIT
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CYBERTRACKER DRONE
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GRAY GYPSY
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JU - WA MONGALOR
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PROSTITUTE RADICAL
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SOLDIER UNDEAD
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ALORTHIAP
Ability Scores: 8 / 4 / 12 / 11 / 11 / 2 / 5 / 1 / 1 / 10
Group size: 1-4
Reaction Checks: -5
Morale: 8
D.N.A. Types: NA
Health: 4 (+2)
Body size: NA
Defense Score: 12
Protection: 2
Fatigue: -2
MONSTERS: This category of creatures includes Preferred Attacks: Acid spew +1
all of those that are agreed by all to be dangerous Base Damages: 8*
to civilization, and should be either destroyed on Damage Variable: D6
sight or at least captured. Movement Rate: 110’ / 80’ (in water)
Cosmic treasure: 0
Diet: This describes the basic diet of the monster. Experience Points: 120 (+15)
Unless otherwise noted, a monster can survive in Alorthiaps are jellyfish-like creatures which fly
its natural habitat without any assistance from its in the open air rather than swim through the water
master or the Characters. (though they can do that too). They vary from 4’
in width to 22’ in width, based on their Health
Habitat: This describes the known environments the Score. They attack by means of floating over their
monster has ever been found living in naturally, prey and gripping them with their hundreds of thin
along with how and why. tentacles, and then spewing acid onto them. This
acid floats within their membrane body, and so it
Sociology: This describes the basic sociological or flies out whenever they are struck, causing 1-8*
pack structure of the monster, and thusly what will Damage to everyone within melee range.
govern its general behavior. The diet of Alorthiaps is primarily omnivorous,
though they can digest meat and do so whenever it
Religion: This briefly tells the traditional religious attacks them or if they are hungry enough, which
belief structure of these monsters (if they have one is when they are near enough to civilization or its
at all), and what advantages and disadvantages this roads to be met by flesh forms—these air-jellyfish
poses for those who oppose them or disrupt the are seldom encountered by chance, and it is far
beliefs or artifacts that they cling so desperately to. more likely they have left their normal habitat in
search of more plentiful food.
Encounters: When encountered, the Players may The habitat of Alorthiaps is gaseous areas, in
ask what condition the monster is in, calling for a which the air is so obscured by natural emissions
roll on the following chart, using the D6. that it blocks all sight, like an ocean of air in
which these and similar creatures can roam at will.
TABLE #144: ENCOUNTERING MONSTERS The sociology of Alorthiaps is determined by
Roll Current condition of monster their immediate need for survival, for they usually
6 Ravenously hungry; +1 to all Initiative Rolls roam alone as food is seldom plentiful enough for
5 Bloodthirsty; +1 to Power Score
more than one of their kind, but when they are in
4 Healthy and normal; full statistics
3 Wounded; -1 to Power Score
turn being hunted they instinctively gather together
2 Looking to reproduce; -3 to Presence Score in schools like fish, and then break up when the
1 Roll twice more on this chart predator is gone and they are once again safe.
The religion of Alorthiaps is a non-issue.
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GODESUCKER GORGOTHAN
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IRONSKULL KEVETER
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SAVAGER SLUSK
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TERRAX TESTH
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BRAKKEN
Ability Scores: 12 / 16 / 6 / 4 / 8 / 5 / 16 / 13 / 2 / 18
Group size: 1-6
Reaction Checks: -2
Morale: 8
D.N.A. Types: NA
Health: 20 (+2)
Body size: 50 (+5)
Defense Score: 15
Protection: 3 (+1)
Fatigue: -2
NATURALI: This category of creatures includes Preferred Attacks: Claw +4
all of those that dwell in places that are generally Base Damages: See description
left uninhabited, such as oceans and underground, Damage Variable: D10
as they are in some way part of the terrain itself, Movement Rate: 80’ (+4’)
and are seen as no less a threat than the weather Cosmic treasure: 0
or any other natural hazard—there may be a lack Experience Points: 450 (+20)
of habitation around them because of the creature. Brakken are plants with humanoid musculature,
their sinews and tendons wrapped and wreathed all
Different molds and mutations: The various kinds around their stems, so that they are mutable but
of naturali detailed throughout the following pages are also able to hold a specific shape—such as a
are subdivided into different molds and mutations, humanoid body—long enough to beguile and entrap
indeed different branches and growths. These have their prey. They attack by means of clawing their
altered statistics that supersede those listed in their prey, which inflicts a poison of 3 Potency. They
primary scores above. Furthermore, different types will then withdraw their attack, but follow their
of naturali are not necessarily of under the same victim, waiting until the poison does its work or
basic makeup or even the same indigenous worlds the victim simply falls asleep, and then they move
as their more common cousins—they are considered in for the kill. They do not eat flesh, but rather
variants and not their own class of naturali because absorb the residual life-energy within them, which
they are a unique version of the primary class of their systems have adapted to process like the light
naturali, but one that has changed throughout any of any star or sun, which is usually a light that is
amount of time and conditions, perhaps even over absent from where they dwell, or simply not strong
several million years, but remain the same at the enough to sustain them on its own.
core of their cellular structure (at least as far as Aquatic breeds are more akin to fish than to
humanoids and their counterparts can tell). flesh, taking on the forms of sharks, whales or
even mermen, though as they need light less, they
Encounters: When encountered, the Players may have evolved to drain less life from an individual
ask what condition the plant is in, calling for a and simply do more damage outright, thus they do
roll on the following chart, using the D4. indeed slaughter their prey, and simply gain the
benefit of their life-force in the devoured body.
TABLE #145: ENCOUNTERING NATURALI Desert breeds drain water rather than life, so
Roll Current condition of naturali when they finish off their prey, they leave them as
4 Recently enhanced naturally; +2 Power Score a withered, parched corpse, almost mummified as if
3 Behaving normally; full statistics
the individual died naturally on the dunes, with a
2 Recently injured naturally; -2 Power Score
1 Recently fed; won’t attack unless provoked
tan skin stretched over bleached bones and with no
traceable D.N.A. left (no matter what measures are
taken to restore them).
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GUIGGILIPEG SLURACH
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SNAPPER TENTACLES
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BODY SNATCHER
Ability Scores: 12 / 8 / 12 / 6 / 9 / 13 / 8 / 15 / 4 / 9
Group size: 1-12
Reaction Checks: -6
Morale: 5
D.N.A. Types: A, T
Health: 8 (+2)
Body size: 160 (+15)
Defense Score: 13
Protection: 2
Fatigue: -4
PARASITES: This category of creatures includes Preferred Attacks: Claw +3
all of those that are known to be menacing to any Base Damages: 10*
and all forms of civilization, feared and thus to be Damage Variable: D10
eradicated by any means necessary. Movement Rate: 130’ / 180’ (flying)
Cosmic treasure: 2
Diet: This describes the basic diet of the creature. Experience Points: 55 (+5)
Unless otherwise noted, a parasite can survive in Body snatchers can come from anywhere, they
its natural habitat without any assistance from its can lair anywhere—they can be anyone. They fall
superiors or even its prey. from the sky in pods or ships, then fester in the
darkest, emptiest areas, waiting for civilization to
Habitat: This describes the known environments the build up over them, for by that time they have
parasite has ever been found living in naturally, adapted to the planet and are ready to possess its
along with how and why. people come out of their hive (or lure people into
it). When they ‘attack’, they hatch from pods that
Spawn: This describes what manner of creatures can be camouflaged as anything organic (for they
can be created by the successful invasion of this have had plenty of time to assimilate it) and so
kind of parasite into its host. require a Critical Intuition Check to avoid their
surprise attack. Once the parasite itself is loose, it
Death: This describes what happens when these will not ‘kill’ its prey, but upon reducing them to
creatures are destroyed, which is usually disgusting 0 Health posses the prey—the victim will look and
and perhaps even as dangerous as fighting the foul act as normal as ever, but when he next sleeps, he
thing in the first place, but whatever its death, this will forever after become a ruthless killer.
takes place as soon as it is reduced to 0 Health. The diet of Body snatchers is the brain of the
possessed prey, replaced by the parasite itself, one
Encounters: When encountered, the Players may which will provide enough energy to sustain the
ask what condition the parasite is in, calling for a creature as long as its host’s body can continue to
roll on the following chart, using the D6. nourish itself in the normal manner.
The habitat of Body snatchers is a dark, moist
TABLE #146: ENCOUNTERING PARASITES cave or spaceship buried under the ground, where
Roll Current condition of parasite they can adapt to the planet slowly.
6 Incredibly strong; +2 Power Score The spawn of Body snatchers is always their
4-5 Healthy and normal; full statistics
single prey, and when that is killed, they will just
2-3 Overlong in hatching; -2 Power Score
1 Near death; -4 Power Score
crawl away—the brain must be destroyed or else it
will hatch like an egg, the orgasmic energy of the
body’s sudden death birthing a new parasite.
The death of a Body snatcher is just bleeding.
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GLYNOCH LEECHES
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POD VIRUS
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BATTLE - ROBOT
Ability Scores: 9 / 8 / 12 / 10 / 9 / 9 / 12 / 5 / 10 / 9
Group size: 2-20 (2D10)
Reaction Checks: -4
Morale: 9
D.N.A. Types: R
Health: 8 (+1)
Body size: 95
Defense Score: 10
Protection: 0
Fatigue: -2
ROBOTS: This category of creatures includes all Preferred Attacks: Any weapon
of those that are required to be manufactured by Base Damages: As weapon
society, for whatever purpose. Damage Variable: D10
Movement Rate: 130’
Different makes and models: The various kinds of Cosmic treasure: 0
robots detailed throughout the following pages are Experience Points: 25
subdivided into different makes and models. These Battle-robots are mass manufactured for war,
have altered statistics that supersede those listed in almost like fuel-efficient cars are for transportation,
their primary scores above. Furthermore, different meaning that they are slightly smaller than humans,
makes and models of robots do not necessarily fall last forever, but aren’t as efficient as one might at
under the same commanding forces or even the first expect—they win by sheer numbers, indeed as
same civilizations or designers—they are considered the mechanical footsoldiers of many a war. They
variants and not their own class of robot because are usually armed with a laser rifle fed through a
they are a more advanced version of the primary backpack filled with S.E.C.s, though some cultures
class of robot, but one that has changed throughout who send them into battle prefer machine-guns or
any amount of time and conditions, perhaps even gyrojet rifles. But whatever the armament, battle-
over several hundred years, but remain the same at robots deploy and fight according to a set program
the core of their design. with any change ordered by their ‘leader’, which is
in turn following programmed orders or acting as a
Encounters: When encountered, the Players may speaker for someone talking from a safe distance.
ask what condition the robot is in, calling for a Deluxe battle-robots are slightly taller and with
roll on the following chart, using the D12. broader shoulders than humans, and have a Mark-6
cannon built into their main arm, plus a Protection
TABLE #147: ENCOUNTERING ROBOTS factor of 4 (+1), all told raising their Experience
Roll Current condition of robot Point value to 100 (+10).
12 Just had an overhaul; gain 1-6 Health Ultra battle-robots are like small metal giants,
11 New Power unit; +1 Power Score standing anywhere between 8’ and 17’ tall, with a
9-10 Functioning normally; full statistics
Health Score of 40 (+5), a Protection factor of 5,
8 Needs repair; wounded for 1-6 Health
7 Need repair; wounded for 1-12 Health
and an Experience Point value of 260 (+20).
6 Glitch; friends are foes and visa-versa Grievous battle-robots resemble a mechanical
5 Glitch; everyone is its enemy Grim Reaper, often wearing a cloak to add to their
4 Glitch; everyone is its master mystique, even if they don’t need to—they can use
3 Power unit failing; expires in 1-12 Rounds any weapon they see in action with the same Skill
2 Power unit will explode in 1-6 Rounds Level and Defense Score thereby, and with an ‘8’
1 Shut down; able to be reprogrammed chance of having a cosmic treasure, they are worth
600 Experience Points.
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AVENGER
Ability Scores: 17 / 1 / 19 / 1 / 14 / 7 / 20 / 20 / 7 / 1
Group size: 1-4
Reaction Checks: +0
Morale: 8
D.N.A. Types: A
Health: 17 (+1)
Body size: NA
Defense Score: 17
Protection: 10 (+1)
Fatigue: NA
SPIRITS: This category of creatures includes all Preferred Attacks: Exact same as enemy
of those that are seen as unreal by civilization, Base Damages: As enemy’s weapon
indeed as based either on myth, superstition or just Damage Variable: D20
wishful thinking. Movement Rate: 700’ / 3 (+1) lightyears (in space)
Cosmic treasure: 5
Different reasons of being: The various kinds of Experience Points: 700 (+70)
spirits detailed throughout the next few pages are Avengers are the spirits of angels or other
subdivided into different ‘forms’ or ‘types’, based enigmatic beings which are at one with the cosmos
on how something became a spirit to begin with. and have the power to interfere in the physical
These have altered statistics that supersede those world, on a limited basis. Why they choose to get
listed in their primary scores above. Furthermore, involved is always archaic and difficult to explain,
different kinds of spirits are to be played as very so they seldom leave their ways unexplained, a
different creatures altogether, for it stands to reason mystery to those who cross paths with them. They
that however they died dictates their ways within are not truly tangible, and can only handle physical
their after-existence and should play a larger role objects with an Encumbrance up to their current
than the physical world; a spirit’s cause of death Health Score, and when they die they disappear,
or divine rebirth would matter in its motivations leaving no physical trace of their existence.
far more than the physical world it walks or the Deities all look like humans clothed as deities
mortal wars going on around. Altogether, avoid the or royalty, who dispense knowledge and justice, or
normal, mortal way of thinking, that of reacting to so it seems—they play the game of control, using
surroundings—play spirits as reacting to their past. lesser beings to carry out physical work which in
their 2-dimensional state they cannot do, such as
Encounters: When encountered, the Players may mining gold to power their ships or simply to fight
ask what condition the spirit is in, calling for a or otherwise entertain them, and when confronted
roll on the following chart, using the D8. by those who know better, they are not hesitant to
use their divine power to fight back—they will
TABLE #148: ENCOUNTERING SPIRITS have 1 (+1) Universal Points with which to use
Roll Current condition of spirit their Magical Forces (Table 96), increasing their
8 Radiant; +3 to all Initiative Rolls Experience Point value to 1300 (+200).
7 Brilliant; +2 to all Initiative Rolls
Valerri are spirits gone mad, who believe that
6 Bright; +1 to all Initiative Rolls
5 Luminous; +5 to Health
the only way to get the living to achieve their true
4 Transparent; normal statistics potential is to challenge them, or make the world
3 Faint; -1 to all Initiative Rolls around them more challenging, and so they often
2 Fading; -2 to all Initiative Rolls set up elaborate quests which are in truth little
1 Faded; -3 to all Initiative Rolls more than games to test them, often ending with
this spirit and its subjects dueling to the end.
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GHOST SIREN
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GEIGER
Ability Scores: 8 / 16 / 16 / 18 / 15 / 9 / 16 / 5 / 1 / 6
Group size: 1-20
Reaction Checks: -6
Morale: 8
D.N.A. Types: Any
Health: 16 (+1)
Body size: 180 (+10)
Defense Score: 15
Protection: 1 (+1)
Fatigue: -1
XENOS: This category of creatures includes all of Preferred Attacks: Claw +3 or tail
those that are viewed as a menace to any and all Base Damages: 10 (+1) / 15 (+1)
societies, as a universal enemy to all civilized life. Damage Variable: D8
Movement Rate: 180’
Diet: This describes the basic diet of the xeno. Cosmic treasure: 0
Unless otherwise noted, a xeno can survive in its Experience Points: 240 (+20)
natural habitat without any assistance from its Geigers are classic xenomorphs, also referred
master or the Characters. to as ‘bugs’ or simply ‘aliens’ by most. As they
come in so many varieties and are so aggressive,
Habitat: This describes the known environments the they are designated only by their capabilities, not
xeno has ever been found living in naturally, along their culture. Power Scores are rolled once, which
with how and why. applies to all from the same nest, except the queen
herself—this one’s Power Score is rolled separately,
Sociology: This describes the basic sociological or to a minimum of 2 Power above the Scores of her
pack structure of the xeno, and thusly what will offspring. They also all have acidic blood—when
govern its general behavior. hit, anyone within melee range will suffer 1-12*
Damage due to flying acid.
Breeding: This describes how the xenos replicate, The diet of Geigers is that of omnivores, but
which is often key to the survival of those who they only eat dead meat and moreover they seldom
encounter them, for by their very nature xenos are hunt—any live specimens they carry off to their
predators, using the raw materials of other species hive to use as hosts for their queen’s breeding.
to reproduce, either as hosts, breeders, or purely as The habitat of Geigers is that of a hive, one
nothing more than food. which they can make anywhere due to the slime
they secrete from their bodies.
Encounters: When encountered, the Players may The sociology of Geigers is like an ant-hive,
ask what condition the xeno is in, calling for a in which they create a nest with their queen at its
roll on the following chart, using the D6. center, and all their efforts go into finding food or
hosts for breeding.
TABLE #149: ENCOUNTERING XENOS The breeding of Geigers is to take a living
Roll Current condition of xeno host (preferably human) and seal them in their hive
6 Queen; D20 for Power Score so that a parasite from the queen can implant an
5 Frenzied; +1 to Power Score
egg down their throat, which 1-6 hours later will
4 Healthy and normal; full statistics
3 Wounded; -1 to Power Score
hatch, bursting out of their body and killing the
2 Hunting; won’t fight unless attacked host at the same time, a fledgling xeno which will
1 Severely wounded; 1 Health left rapidly grow at the rate of 1 Power Score every
1-6 hours until it reaches its full size and strength.
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SYTHAR X.E.N.O.N.
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TABLE #156: RECOVERED ALIEN WEAPONS Armor: Like weapons, armor is often salvaged off
Roll Alien weapon recovered of defeated enemies (and others). Unfortunately, the
10-12 Roll again but add enhancement (Table 159) armor, quite unlike weapons, is usually only able
9 Shoulder cannon to be salvaged because it is destroyed and its one-
8 Remote disk time wearer thus dead. Whenever armor is ‘found’,
5-7 Sungun the GM rolls on the following chart to determine
1-4 Cyberstaff
what type it is, and then makes subsequent rolls to
determine its exact design (Tables 161-165). This
secondary roll he makes many times, building up
TABLE #157: RECOVERED MELEE WEAPONS pieces of armor (as few people wear just one item)
Roll Melee weapon recovered
until any one roll is less than the previous result
10-12 Roll again but add enhancement (Table 159)
9 Sword or he duplicates a piece of armor that has already
8 Energy net been determined to be on that individual. Whoever
7 Energy whip wishes to wear it also rolls, but using the dice that
6 Sawsword matches his own race from Table 150, requiring
5 Knuckles equal to or above both of the GM’s different rolls
4 Spear (though not their total). If this roll by the Player
3 Staff is lower than the GM’s first roll (from Table 160),
2 Knife then the armor is just too battered to offer any
1 Club Protection to anyone. If the Player rolls lower than
the GM’s last roll (from Tables 161-165), then the
armor simply does not fit him specifically.
TABLE #158: RECOVERED GRENADES
Roll Grenade recovered
TABLE #160: SALVAGING ARMOR
10-12 Roll 1-4 more times on this chart
Roll Type of armor salvaged
9 Nuclear
10-12 Environmental
8 Annihilation
8-9 Alien
7 Vaccination
5-7 Ballistic
6 Explosive
4 Archaic
5 Mutation
3 Skinsuit
4 Thermal
1-2 Nothing
3 Viral
2 Explosive
1 Doze
TABLE #161: SALVAGED SKINSUITS
Roll Skinsuit salvaged
TABLE #159: RECOVERED ENHANCEMENTS 11-12 Lasermesh
Roll Enhancement added to recovered weapon 9-10 Betasuit
7-8 Jumpsuit
12 Disintegrate
4-6 Arm-bands
11 Replay
1-3 Red shirt
10 E.M.P.
9 Freeze
8 Web
7 Soundwave TABLE #162: SALVAGED BALLISTIC ARMOR
6 Heat-seeking Roll Ballistic armor salvaged
5 Ammopack 9-12 Military battlegear
4 C.H.I. 6-8 Bulletshield
3 Vibro 4-5 Police armor
2 Stun 3 Battle-mask
1 Silencer 1-2 Helmet
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TABLE #163: SALVAGED ALIEN ARMOR Gear: Basic equipment can be considered treasure
Roll Alien armor salvaged if one is in the right circumstances. That said, the
10-12 Optic-prism web environment that an enemy or other source of gear
7-9 False face is found in has everything to do with what kind of
4-6 Steelskin equipment he will have to take. Using nothing but
2-3 Exoskin his discretion, the GM rolls on any one of the
1 False skin
following charts to determine what equipment can
be found, according to its value—once the credit
value is rolled, the Players choose what is amongst
TABLE #164: SALVAGED ARCHAIC ARMOR the find. The GM continues to roll such categories
Roll Archaic armor salvaged
until he rolls ‘1-2’, indeed nothing.
10-12 Plate-mail
8-9 Chain-mail
5-7 Leather
TABLE #166: COMMON INDOOR FINDS
Roll Gear found
1-4 Shield
12 10-120 credits worth of bionics
10-11 10-100 credits worth of alien gear
7-9 10-80 credits worth of gadgets
TABLE #165: SALVAGED ENVIRONMENT-SUIT 4-6 10-60 credits worth of mundane gear
Roll Environment-suit salvaged 3 10-40 credits worth of survival gear
10-12 Astro-helmet 1-2 Nothing
8-9 Magnetic shoes
6-7 Shock gloves
1-5 Space-suit
TABLE #167: HOSTILE ENVIRONMENT FINDS
Roll Gear found
12 10-40 credits worth of bionics
10-11 10-100 credits worth of alien gear
6-9 10-120 credits worth of survival gear
5 10-60 credits worth of gadgets
3-4 10-80 credits worth of mundane gear
1-2 Nothing
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Alien skull: This may be a crystal skull, or maybe Assimilator: This device causes anyone who comes
a deformed one, or a cranial stone with machinery in contact with it (or its wearer who has already
woven through it. Whatever the case, it retains its touched it) to have their D.N.A. copied, with all of
consciousness, if not its personality, and can speak its best properties replicated into the wearer, but at
of long forgotten things. Merely having such an the risk of damaging or even killing him. During
item in one’s possession increases the value of the each Round of contact, he can make a Genetics
dice used for rumors by one. Furthermore, it can Check to copy 1 Ability Point or Creation Point
confirm or deny the truth in rumors as if it had worth of Features from the contactee. This Check
Storytelling Skill, but with a bonus, its wisdom is Casual if they are of the same race and D.N.A.
dependent on an initial roll made on the D8. Type, Challenging if of the same race but different
D.N.A. Types, and Critical if they are of different
TABLE #171: ALIEN SKULLS race types. One can only take Ability Points for a
Roll Storytelling bonus Score that is higher than his own, and Features if
8 +5 he is of the same D.N.A. Type as the one being
7 +4 copied. Any time this is successful, the target takes
6 +3 on a random feature of the assimilator, rolled on
4-5 +2 the following chart. If unsuccessful, the assimilator
1-3 +1
himself has to endure a roll on the same chart.
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Heavy barrel: This device, a large extended muzzle TABLE #186: KETHSITER KRYTE
Roll Kryte-crystal’s properties
for guns, uses universal a program language to
8 Acts as an ‘assimilator’ (Table 174)
combine several independent weapons into a single,
6-7 Equivalent power source of an R.P.C.
incredible cannon. When used, it will focus all the 4-5 Constantly changes colors
emissions from several weapons that are strapped, 1-3 Explosive; if broken causes 10-120 Damage
clamped or otherwise bound together, and funneling for an equal radius of feet
them through itself can slow or speed up their
movements by measures of microseconds, and thus
by synchronizing them prevent the laser or bullets Korthic mask: This is a mask of beauty, literally,
or other emissions from conflicting with each other its design one of ancient or exotic craft to give
and strike their target at exactly the same moment. one sexual power and presence. The quality of the
Thusly, one can effectively fire all of the guns he mask is rolled when first found. This quality is to
carries with a single Attack Roll, delivering their be re-rolled whenever it is first worn by someone
total Damage as a single blast. But each time used of another race or gender.
he must roll on the following chart, using the D10.
TABLE #187: KORTHIC MASKS
TABLE #184: HEAVY BARRELS Roll Benefits
Roll Results of use 10 +2 to Presence and Personality
9-10 +1 to roll any Critical Hit result that occurs 8-9 +1 to Personality and +2 to Presence
5-8 No effects 4-7 +1 to Presence and Personality
2-4 All Power units used in shot explode 2-3 +1 to Presence
1 Device and all weapons used melt 1 +1 to Personality
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TABLE #194: SILVER SHARDS can be used at a time. This speed is reduced for
Roll Power offered to bearer less than solid surfaces, as displayed on the chart
7-8 Ancient Forces (Table 94) below. If its movement ever drops to ‘0’, then the
6 Spiritual Forces (Table 95) board and its rider collapses to the ground.
5 Magical Forces (Table 96)
4 Divine Forces (Table 97) TABLE #197: STARBOARDS
3 Psionic Forces (Table 98) Land Speed lost
1-2 Dark Forces (Table 99) Sand -10’-40’
Ice -0’-40’ (D6-2)
Marsh -0’-50’ (D6-1)
Source crystal: This jewel will give whoever has it Lava -10’-60’
in their possession a bonus to using any Universal Water -30’-60’ (D4+2)
Power they already have. This bonus is determined
by rolling on the following chart when the crystal
is first found. If one does not have any Universal
Power, but is in possession of any such crystal at
the time he gains an Experience Level, its bonus
will be the reduction in cost of Creation Points for
acquiring a Universal Power at that moment.
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but if not, the bonus they shall get to their next Mutants will be further mutated by contact to
roll with advancement on Table 130. Zardonite, its Encumbrance the chance in 12 that
Animals that come into contact with Zardonite the same roll becomes the number of Creation
will be effected as if it were poison, at a Potency Points worth of Features that must be rearranged at
equal to its Encumbrance. random, using a D100 on Table 103, and taking
Beast-men find Zardonite to be radioactive, its from old Features as many Points as are necessary
Encumbrance divided by 3 (rounded up) being to to acquire the new Features—if one doesn’t have
them an equal Potency of poison if they come into enough, he takes it from his Health.
contact with it even for a moment, this Potency Parasites are unaffected by Zardonite, though
increasing by a factor of 1 (to a maximum of 6) they commonly mistake it for a living organism
for each successive Round they touch it. and thus latch onto it.
Children are seemingly affected by Zardonite Plants are not affected by Zardonite, except
more than they really are, as each Round they are that they tend to change color around it to match
within 10’ of it for every Encumbrance it has (thus the Zardonite itself, thus allowing sentient plantlife
the larger is the piece greater is its radius) they who wishes to hide a greater chance of doing so,
will suffer 0-3 Damage (D10-7), but it cannot kill calling for a Critical Intuition Check to distinguish
them, and if reduced to ‘0’ Health only renders them from the non-conscious plants around them.
them unconscious, as its mixing up their D.N.A., Robots are generally unaffected by Zardonite,
and they will become a ‘mutant’ race. though if it comes into contact with their power
Demi-humans are easily affected by Zardonite, unit, the Zardonite’s Encumbrance is the chance in
as contact with it will cause them to teleport in a 12 that they both explode.
random direction, rolled on D8 with ‘8’ as north, Spirits who touch Zardonite can stop time for
‘7’ as northeast and so on clockwise, a distance a number of Rounds equal to its Encumbrance, and
equal to the Zardonite’s Encumbrance multiplied by during this time they remain free to move at will,
10’, and if this lands one into any solid it melts though when this time-lapse is done, the Zardonite
away around him, but leaves him changed as well, will diminish by 1 Encumbrance—if it was already
calling for a roll on Table 73. at 1 Encumbrance it disintegrates.
Humanoids are greatly susceptible to Zardonite, Women are seemingly unaffected by Zardonite,
for each Round they are within 10’ of it for every at least at first, for each Round they are within
Encumbrance it has (thus the larger is the piece 10’ of it for every Encumbrance it has (thus the
greater is its radius) they stand an equal chance in larger is the piece greater is its radius) they will
8 of losing an equal number of Ability Points, all suffer 0-4 (D6-2) Damage from its radioactivity,
determined at random, one-at-a-time, on the D10, and if it reduces them to ‘0’ Health and they live,
with a roll of ‘1’ as Unique and ‘10’ as Combat, they must still give up a Genetics Ability Point or
but each Round it doesn’t effect them, they will lose their childbirth capability.
gain 1 Ability Point from its energy, rolled on the Xenos like to eat Zardonite, for when they do,
same scale of low-high. its Encumbrance increases their Power Score, with
Men are seemingly unaffected by Zardonite, at no upward limit!
least at first, for each Round they are within 10’ of
it for every Encumbrance it has (thus the larger is
the piece greater is its radius) they will suffer 0-3
(D8-5) Damage from its radioactivity, and if this
reduces them to ‘0’ Health and they survive, they
must still give up either a Genetics Ability Point
or a Health Point.
Monsters are unaffected by Zardonite, though
they do often think that how it glows is pretty and
so hoard it as treasure.
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Opportunists: Since Characters can get Experience Absolute hits and misses: Some things, such as a
Points for actions they can attempt at any time, it point-blank shot, simply must hit, right? By the
seems that there is nothing to stop Players from same logic, some things, like a weapon being out
just abusing the rules and racking up XP every of range, cannot possibly hit, right? Well, maybe,
other minute. However, the rules are not as easily and maybe not. It comes down to the GM’s own
abused as one may think. For the Game Master preference. The rules of combat and Attack Rolls
alone always has the authority to allow any XP- in particular cannot account for every situation,
earning action to take place, or to deny it. For especially when there are dice involved and thus a
example, a Player may want to use his Languages Player may argue he always has the chance to do
Skill just to talk to some bum in a corner of the something even if he would argue the opposite if
marketplace, just to get XP. Fine. The GM may the same tactic was being used by his enemy. The
allow him to go ahead and make the Skill Check, GM has the final say-so in where these calls are
but deny the XP for it, as it has no application made, but with one provision—whatever he decides
towards the adventure’s progress. Moreover, a GM must be consistent for both Players and NPCs for
may outright deny XP for any rolls if he feels the all time within his game. As a rule of thumb, until
Player is just doing it to get some easy Points. the GM has specified where he stands on absolute
hits and misses, then there are no absolute hits but
Advancement bonus: The reward bonus for benefits there are absolute misses—a gun can misfire, but
on Table 136 is indeed cumulative. Some would someone out of range is simply out of range.
argue that it is not, or at least shouldn’t be, but it
is. However, one must earn the rank to achieve a Called shots: Many other games, in their attempts
promotion in the first place, so why would they be to let all of a fantasy’s more imaginative details be
given anything less? accounted for with numbers and applied to (the
apparently useless) rules and rolls, allows Players
ACTION: Given the frantic, high-stakes nature of to further complicate the system and further erase
adventuring, fighting and all other forms of action role-playing by making ‘called shots’ during battle.
in a role-playing game, rules must be clear so the WTF? Wouldn’t anyone in a battle always take the
game doesn’t become a real fight. Unfortunately, best shots they possibly could every time, to the
even the best of rules cannot account for all of the limit of their ability? The Character is a better
ins-and-outs of role-playing, and to work any sort fighter than the Players—that’s why he’s in battle
of ‘blocks’ into the rules themselves would be at and the Player isn’t. The dice rolls determine how
the least counter-productive, as Players would see well he achieved his intended, well placed shots
those blocks and just move around them, leaving already. In other words, such a playing ‘tactic’ is a
the GM with unforeseen and unblocked problems ridiculous attempt to grab an already accounted for
to deal with. Thus, the more common quirks of bonus and so is not a part of the Starquest game.
role-playing action are explained here, not so much
as rules, but in more abstract ‘catch-alls’, so that Listening: Contrary to popular desire, there are no
he can overcome both the foreseen and unforeseen rules regulating specific attempts to ‘listen’. When
of questions and concerns with reasons as to why there are indeed faint sounds to be heard, the
he imposes any limits here or there. Game Master will call upon the Players to make
Intuition Checks, of varying difficulty. And if a
Critical Hits and Misses: Some claim that Critical Player specifically spends a Turn to listen, perhaps
Hits and Misses should not be allowed to NPCs or at a door or in a seemingly empty hanger, all that
enemies, as the odds favor them. However, this is can be heard he will indeed hear. Players benefit
untrue—enemies have just as much chance of a ‘1’ greatly in this sense, and indeed would only ‘short
turning up as a ‘20’ on every single Attack Roll. change’ themselves by asking if they need to take
Therefore, debates over limited or eliminating all a Turn and make a roll to listen for anything.
Criticals for NPCs are baseless.
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CHAPTER 23
THE QUALITY OF ANY STORY DEPENDS ON THE ALLIANCE BETWEEN A GM AND ALL PLAYERS
242
CLOSE THE BLAST DOORS
THE QUALITY OF ANY STORY DEPENDS ON THE ALLIANCE BETWEEN A GM AND ALL PLAYERS
with the ability to conquer entire planets, then the Multiple Game Masters: Some games will have a
planets and people will fear they can and raise up new Player come in with a Character developed in
arms against them. In other words, do not try to another GM’s game, while other groups may find
take their expensive toys away from then. Rather, themselves amidst the strange phenomena of having
just meet them with toys of equal size. It is not Game Masters switch all the time. In either event,
only being realistic, it is answering their unspoken there is a good rule of thumb for a group to agree
challenge, made by their reputation alone. upon—whenever anyone plays under a new Game
Master, he must make a wholly new Character, by
PLAYING: Rule mechanics and all published text that new GM’s specifications for his game. If the
aside, the greatest of considerations is just how the GM allows Characters from previous games, that is
game is played, by both Players and GMs alike. his prerogative, but he should beware (or be wary)
of Characters of suspiciously high power allowed
Cocked rolls: Sometimes dice land in such a way them by candy-salesmen-GM-types, Characters that
that one cannot fairly say which facet is upright. will almost certainly disrupt the balance of his own
Indeed, there seems to be antigravity technology in game. In any event, it is not unreasonable for any
our own world and lifetime, at every game table GM to ask for a clean slate, nor is it unreasonable
in the world—ask any gamer. They’ve seen it! But for him to have Players read this very paragraph.
all this book can do is make a ruling on its merits
for this game, that being that any ‘cocked’ dice is Player knowledge versus Character knowledge: The
to be re-rolled, plain and simple. Ahhh, but just debate that rages on through most games is that a
what constitutes a cocked dice? A cookie crumb? Player cannot act on knowledge that his Character
The edge of a paper? A groove in the table? What does not (or could not) posses. In most games, this
determines if a dice is unbalanced is the discretion makes sense, for it preserves the drama and above
of the Game Master, nothing else. all else the theme of the unknown, the mysterious
and thus the perilous. In other words, this works
Rolling out of turn: The GM has the right to have in more serious games. However, given that this is
any dice re-rolled if he was not able to see it fall, a game of space opera, comical flare and serials, it
especially if it was rolled out of turn. is never unreasonable for a Player to act on any
knowledge he has—his Character can simply know
of it somehow. The GM may want to keep this
little bit of gaming protocol to himself as long as
he can, but you know, Players themselves read on
through the traditionally forbidden GM’s sections of
all RPG rulebooks anyway, indeed gaining hoards
of knowledge that they should never have, but as
it is, since Players will read this paragraph all the
same, don’t be surprised when they hold you to it.
243
ARTISTS
ARTISTS
Vehicle’s name:
Vehicle type: Vehicle class:
Character’s name:
Character Class: Date created:
Trademarks:
FIGHTING
Defense Score:
Attack Rolls:
Base Damage:
Damage Variable:
Protection factor:
MOVING
Total capacity:
Carried burden:
Movement Rate:
NOTES
STARQUEST
GAME MASTER’S RECORD SHEET
Game Master:
Date begun: Total hours played:
PARTY SURVIVAL
Civilization:
Temperate:
Tropical:
Desert:
Volcanic:
Arctic:
Alien:
Atmospheric:
Undersea:
Lunar:
PARTY OVERLAND
Daily Movement:
Miles traveled:
Days traveled:
Total food (days):
Total water (days):