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Star Quest Corebook

The document is a rulebook for the role-playing game 'Starquest,' designed by Matt deMille, which encompasses a universal theme allowing players to explore various adventures across different realms. It includes detailed rules for gameplay, character creation, combat, and technology, as well as a variety of supplements and adventures. The game aims to provide a unique space fantasy experience, blending elements from various mythologies and genres into a cohesive system.

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100% found this document useful (2 votes)
1K views251 pages

Star Quest Corebook

The document is a rulebook for the role-playing game 'Starquest,' designed by Matt deMille, which encompasses a universal theme allowing players to explore various adventures across different realms. It includes detailed rules for gameplay, character creation, combat, and technology, as well as a variety of supplements and adventures. The game aims to provide a unique space fantasy experience, blending elements from various mythologies and genres into a cohesive system.

Uploaded by

b0bl0bl4w
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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STAR

QUEST
UNIVERSAL RULES
TM

By: Matt deMille


Role-Playing Game Rulebook
NEW DIMENSION
GAMES
For Lucas and Spielberg,
true adventurers . . .
Starquest Adventures

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

CHAPTER 1: THE UNIVERSE AWAITS CHAPTER 3: DUEL OF THE FATES


Genre note 10 (Fighting)
Pronoun note 10 Basics of fighting 28
About this book 10 Initiative 28
About this game 10 Defense Score 28
Abbreviations 11 Attack Rolls 28
Universal rules 11 Critical Hits 28
Inspiration 13 Critical Misses 29
Role-playing 14 Injury and death 30
The basics 16 Wounds 30
Game Campaigns 16 Protection 30
Story Points 17 Fatigue 30
What are Story Points? 17 Healing 30
Only Player Characters 17 Defeat 30
Earning Story Points 17 Pulling Damage 30
Using Story Points 19 Tactics 31
Mass Combat 34
CHAPTER 2: REALMS OF PHYSICS Calculating Mass Combat 34
(Adventuring) Player Character involvement 34
Ability Checks 22 Vehicle battle 35
Searching 23 Combat Rounds 35
Hiding 24 Guns 35
Encumbrance 24 Damage 35
Carrying Capacity 24 Critical Hits 36
Modified Movement Rate 24 Grouping 36
Body Encumbrance 24 Retreat 36
Creature Encumbrance 24 Tactics 36
Movement 24 Escaping a vehicle 37
Running 24 Miscellaneous accidents 37
Jumping 24
Climbing 25 CHAPTER 4: THE GALACTIC
Falling 25 BAZAAR (Equipment)
Swimming 25 Money 38
Stealth 25 Power units 38
Reactions 26 Weapons 39
Toxins 26 Weapon enhancements 42
Poisons 26 Armor 43
Infections 27 Gear 45
Vaccinations 27 Haggling 49
Rogue rules 27 Selling items 49
Breaking doors 27 Insignificant equipment 49
Lockpicking 27 Transport 49
Picking pockets 27 Services 49
Drugs 27
CONTENTS
TABLE OF CONTENTS

CHAPTER 5: EXPLORING THE CHAPTER 8: THE KNOWN


INNERVERSE (Technologies) UNIVERSE (Civilization)
Technology note 50 Law 80
Tech Checks 51 Breaking the law 80
Power units 52 When the law arrives 80
Explosives 52 Resisting arrest 81
Mindwork 53 Court 81
Time-space 53 Preparing for trial 81
Robotics 54 Going to trial 81
Cloning 56 Unrealistic situations 81
Computers 58 Sneaky Players 81
Common stuff 58 Throwing away the key 81
Repair 59 Special laws 82
Personal homes 82
CHAPTER 6: FREIGHTERS AND Miscellany of society 84
FIGHTERS (Vehicles) Random city encounters 84
Buying vehicles 60 Wandering the city 85
Power units 62 Non Player Characters 85
Loss of power 62 Galactic standards 86
Managing power 62 Time 86
Vehicle enhancements 63 Weight 86
Putting it all together 67 Language 86
Using vehicles 68 Money 86
Used vehicles 68 Gravity 87
Details 69
CHAPTER 9: UNIVERSAL MYSTICAL
CHAPTER 7: EXPLORING THE FORCES (Unknowns)
COSMOS (Journeys) Universal Powers 88
Wilderness travel 70 Details 88
Wilderness Movement Rate 70 Who has such power? 88
Unforeseen events 70 Universal Points 88
Terrain modifiers 70 Universal Dice 88
Haste 71 Critical success 89
Lost! 71 Critical failure 89
Elements 71 Detection 89
Foraging and hunting 71 Resistance 89
Starving 71 Combined efforts 89
Terrain hazards 72 Ancient forces 90
Short transportation 73 Spiritual forces 92
Space travel 74 Magical forces 93
Space hazards 75 Divine forces 94
Space anomalies 76 Psionic forces 95
Charts and routes 78 Dark forces 96
The cosmos 98
CONTENTS
TABLE OF CONTENTS

CHAPTER 10: CREATING YOUR CHAPTER 14: FIGHTERS ROGUES


CHARACTER (Beginnings) MYSTICS (Class)
Starting a Character 100 Player Classes 122
Creation Points 100 Ace 123
Name 100 Barbarian 124
Knight 125
CHAPTER 11: BUILDING A BODY Kreann 126
(Race) Madman 127
Ability Scores 102 Phantom 128
Determining Ability Scores 102 Priest 129
Explanations of Ability Scores 102 Soldier 130
Race 103 Velen 131
Humans 104 Warrior 132
Aliens 105 Non Player Characters 133
Robots 105 Class changes 133
Health 105
Features 106 CHAPTER 15: SIMPLE TRICKS AND
Alien Features 107 NONSENSE (Skill)
Robot Features 109 Initial Skills 134
Size 112 Talents 134
Details 112 Proficiencies 134
Home 113 Specialties 136
Powers 138
CHAPTER 12: ORIGINS OF AN Training 139
ADVENTURER (History)
Background 114 CHAPTER 16: CREDITS AND
Human’s background 114 CREDENTIALS (Profession)
Alien’s background 115 Occupation 140
Robot’s background 115 Organizations 141
Limitations 116 Trademarks 141
Fears 116 Agendas 143
Handicaps 116
Legacy 117 CHAPTER 17: STEP INTO A LARGER
WORLD (Advancement)
CHAPTER 13: IT IS YOUR DESTINY Experience 144
(Fate) Experience awards 144
Inherent Power 118 Experience Levels 145
Rolling note 118 Improvement by Experience 145
Cosmic strength 118 Final Level 145
Untold stories 119 Class advancement 146
Marks of fate 120 Rank 146
Mentors 120 Royalty 148
Messengers 120 Other advancement 148
Ultimate fate 121
CONTENTS
TABLE OF CONTENTS

CHAPTER 18: MASTER OF THE Naturali 208


UNIVERSE (Being Game Master) Alphabetical listings 208
The Master’s role 150 Parasites 212
Quality Game Masters 151 Alphabetical listings 212
Tricks of the trade 155 Robots 216
Knowing the material 159 Alphabetical listings 216
Sourcebooks 159 Spirits 220
Adventures 159 Alphabetical listings 220
Supplements 159 Xenos 222
Accessories 159 Alphabetical listings 222

CHAPTER 19: A GALAXY FAR FAR CHAPTER 22: SECRETS OF SPACE


AWAY (Running Adventures) (Universal treasures)
Beginning Adventures 160 Treasures 226
Non Player Characters 160 Mundane treasures 226
Rumors 161 Basic plunder 226
Encounters 162 Credits 226
Types of Encounters 162 Weapons 227
Introductions 163 Armor 228
Puzzles 163 Gear 229
Story Points 163 Cosmic treasures 230
Maps 164 Selling cosmic treasures 230
Handouts 164 Identifying cosmic treasures 230
Concluding an Adventure 164
Variations 165 CHAPTER 23: CLOSE THE BLAST
DOORS (Troubleshooting)
CHAPTER 20: ANALYZING THE Characters 240
ATTACK (Creating Adventures) Action 241
Home Adventures 166 Technology 242
Designing Adventures 166 Vehicles 242
Of Adventure design 173 Miscellaneous 243
Good advice 175

CHAPTER 21: ALIENS FROM A


THOUSAND WORLDS
(Known creatures)
Statistics 178
Beasts of burden 179
Animals 180
Alphabetical listings 180
Humanoids 186
Alphabetical listings 186
Monsters 196
Alphabetical listings 196
CHAPTER 1
WELCOME TO THE UNIVERSE THAT IS TRULY ENDLESS WITH POSSIBILITIES OF ADVENTURE

ABOUT THIS BOOK: Within these pages are all


the numbers, statistics and rule procedures that are
universal to Starquest, the basics around which all
Characters, creatures and stories are built. The rules
in this book dictate the game’s proportions. The
numbers balance the events of the adventure,
&+$37(5 leaving the imagination of the participants to
explain why the numbers of the dice fall where
THE they do. A rule system can only account for so
UNIVERSE much. As it is, these rules are streamlined, keeping
AWAITS in themselves a careful balance of maintaining
enough detail while at the same time not being too
cumbersome—if one cannot keep all the rules at a
comfortable level of consideration, there are simply
too many rules, and players will end up spending
more time calculating and considering rules rather
than truly playing and enjoying the game.

INTRODUCTION ABOUT THIS GAME: What is a role-playing


game anyway? That will be described in detail
later. For now, the question is ‘what makes a role-
playing game?’ And the answer to that is many
GENRE NOTE: This is a game of space fantasy, books, and many supplemental materials, especially
not science-fiction. They are two distinctly different dice and paper. Once you have the materials to
types of games—the galactic setting alone does not play, then all you need is your imagination.
make a genre. For example, the classic film trilogy
Star Wars, the impetuous for this entire game, is Required materials: When sitting down to play, it
itself not science-fiction, as it orbits around themes is essential that you have the following:
of The Force, of friendship, faith and heroism, not
technical mumbo-jumbo. One could argue that the A desire to dream and imagine adventure!
historical epic Braveheart is fantasy simply because Six dice (4, 6, 8, 10, 12 and 20 sided)
it is set in medieval times, but again this isn’t the This rulebook
case. Star Trek is a science-fiction due to its focus Blank paper
of exploration, but Lord of the Rings remains, for Writing utensils
all of its themes similar to those of Star Wars,
none-the-less fantasy for the world it takes us to. Suggested accessories: Aside of the above, the
These distinctions are not always easy to make, to following is a list of suggested playing aids.
define a genre, but this must be clear if one is to
enjoy this game to its maximum potential. Indeed, Prepared adventure material
play this as space fantasy, an interstellar opera, a Record Sheets
classic myth set amongst the stars, and you will Graph paper
enjoy yourself so much more. Calculator
Extra dice
PRONOUN NOTE: The male pronouns (‘he’, Secluded game room
‘him’, ‘his’) are used throughout this book and all Snacks and drinks
products associated with it. Centuries of use have Miniatures
made these pronouns neutral and their use provides Background music
for clear and concise text. Nothing else does. A lot of time to play . . .

10
THE UNIVERSE AWAITS
WELCOME TO THE UNIVERSE THAT IS TRULY ENDLESS WITH POSSIBILITIES OF ADVENTURE

ABBREVIATIONS: Throughout these rules many


terms are abbreviated. Their common abbreviations
are summarized below. These abbreviations apply
throughout all Starquest products.

TABLE #1: ABBREVIATIONS


Common term Abbreviation
Role-playing game RPG
Game Master GM
Player Character PC
Non Player Character NPC
Combat (Ability) CBT
Physique (Ability) PHY
Movement (Ability) MVM
Genetics (Ability) GEN
Presence (Ability) PRE
Intelligence (Ability) INT
Intuition (Ability) ITN
Psyche (Ability) PSY UNIVERSAL RULES: In the free world of role-
Personality (Ability) PER playing games, there are countless ‘ifs’, ‘buts’ and
Unique (Ability) UQE
uncertainties, which can often cause confusion. But
Health Points HP
Defense Score DS
Starquest is light-years away from our primitive
Damage DMG problems like language barriers. For that reason,
Encumbrance E misunderstandings about the game and the rules
Capacity C that apply to it are explained below for all . . .
Movement Rate M
Antimatter cube AMC Good rolls: Given the complex nature of RPG
Ballistic clip BC rules, various rule systems are devised for various
Concentrated proton cube CPC rolling purposes. However, this often leaves Players
Dark matter clip DMC wondering if it is better to roll high or low. In
Fossil fuel quotion FFQ
Starquest, a universal rule is that ‘higher on the
Parabattery PB
Refined power crystal RPC
dice is always better for whomever is rolling’.
Standard antimatter unit SAU
Standard energy clip SEC Extreme rolls: Given the many modifiers applicable
Xanthian crystal sphere XCS to dice rolls, Players are often given false hope or
Character Class CL unfair denials about whether their extremely high
Occupation OCC or low rolls count. In Starquest, a universal rule is
Organization ORG ‘the natural roll of 1 always fails and the natural
Trademark TMK roll of the dice’s maximum always succeeds’, save
Universal Points UP where it is specifically stated otherwise.
Experience Points XP
Story Points SP
Roll of the 4-sided dice D4
Overlooked rules: One rule that must be considered
Roll of the 6-sided dice D6 now and not later is that no other rules can be
Roll of the 8-sided dice D8 either—if a rule is overlooked, the proportions or
Roll of the 10-sided dice D10 consequences must be accepted and players must
Roll of the 12-sided dice D12 imagine however they can the ‘why’. For once a
Roll of the 20-sided dice D20 ruling is made, the game cannot be reversed to
Roll of the percentile dice D100 correct it. The better way to play is at a casual
pace, so rules are not overlooked in the first place.

11
CHAPTER 1
WELCOME TO THE UNIVERSE THAT IS TRULY ENDLESS WITH POSSIBILITIES OF ADVENTURE

For Players . . . For Game Masters . . .

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.

12
THE UNIVERSE AWAITS
WELCOME TO THE UNIVERSE THAT IS TRULY ENDLESS WITH POSSIBILITIES OF ADVENTURE

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.

13
CHAPTER 1
WELCOME TO THE UNIVERSE THAT IS TRULY ENDLESS WITH POSSIBILITIES OF ADVENTURE

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

14
THE UNIVERSE AWAITS
WELCOME TO THE UNIVERSE THAT IS TRULY ENDLESS WITH POSSIBILITIES OF ADVENTURE

The participants: At the beginning of the game,


one player must be decided upon to become the
‘Game Master’, or GM. This player then becomes
unlike any of the others, for it is he that will be
responsible for creating the atmosphere and story
around the rest of the Players. The one who is
chosen to be the GM should be qualified for this
role beyond question. For while there can be any
amount of Players, all of varying ability, the GM
is alone, and needs to be a ‘cut above the rest’
so-to-speak, for the game is only as good as the
GM makes it (or allows it to be). Listed below, in
their order of importance, are the qualifications of
he whom should be the Game Master.

TABLE #2: TITLE OF GAME MASTER


Priority The Player is the . . .
1 Fairest with the rules
2 One with the greatest imagination
3 One with the most time to prepare games
4 Most experienced role-player
5 Most learned in sci-fi films and stories

As for the other Players, they are all going to


fall into the same capacity as each other, that of a
‘Player’. While the GM is also a player in this Game reality: This game and its adventures may
game, the term ‘Player’ is reserved for the others. just appear as a lot of paper and ink, to us, but to
For these ‘Players’ will assume fictitious roles to the people actually in that galaxy far, far away, it
play, indeed to participate in the adventure that the is much more real. Indeed, it is real.
GM creates for them. So must the players themselves believe. They
Each ‘Player’ will create a ‘Character’, a must place themselves in that ‘game reality’ if they
persona he will adopt while playing the game, are to have any enjoyment at all—one can read
much like an actor adopts a role on stage. This about a dogfight amongst star fighters, but if the
character, this ‘alter ego’ if you will, is a player person cannot imagine himself inside one of those
in the fantasy story, a part the Player indeed plays cockpits, then it’s not going to ever be anything
with all the imagination and intelligence he has. more than mere words.
Through his Character, a Player will experience the As we players sit around the game table,
trials, terrors and rewards of the interactive story laughing and eating, the Characters in the game’s
that is the role-playing game. reality are having quite an adventure indeed! We
The group of Players hence becomes a party must join them, at least in our imagination, if we
of Characters, all operating in the same story, as if are to truly share that experience.
they were all on stage together, with the GM as Moreover, game reality defines the difference
their director, always busy watching them, calling between players and their fantasy characters. Truly,
for changes in scenery, and even offering advice just because a Player may know something, it does
from time-to-time. Unlike most games, everybody not mean that his Character does. Remember that
works together in every sense to create an exciting in a role-playing game, ‘to play is the thing’, not
story, where the only competitors are to be found ‘to win’. Keeping focus on game reality is the
in the laws of chance and one’s own inner fears. only way to keep the game balanced, fair and fun.

15
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WELCOME TO THE UNIVERSE THAT IS TRULY ENDLESS WITH POSSIBILITIES OF ADVENTURE

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

16
THE UNIVERSE AWAITS
WELCOME TO THE UNIVERSE THAT IS TRULY ENDLESS WITH POSSIBILITIES OF ADVENTURE

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.

Only Player Characters: It is important to know


Ending a Campaign: As a rule, a Campaign ends and to remember that only Player Characters can
when the entire party is destroyed or retires. But earn and use Story Points. For they are the
so long as one Character carries on the story, the protagonists in the story, and as powerful as NPCs
Campaign goes on with him. Moreover, so long as may be statistically, they are not ‘the story’. NPCs
one Player wishes to keep going in a Campaign, can only benefit from whatever Story Points the
the Campaign will continue on. Players choose to spend on their behalf.
When a Campaign ends, and everyone makes
new Characters, at the Game Master’s option alone, Earning Story Points: Story Points are awarded
the entire fantasy setting may ‘reset’, as though the only in Campaigned games, or (if your game is
last Campaign never took place. one-adventure-after-another) they are used to create
In any event, when a Campaign ends, so are new Characters for the next adventure. They are
all things attached and attributed to it, including awarded periodically throughout each adventure.
Player Characters, Non Player Characters, and all Whenever the party has finished an Encounter
of the things they have achieved or changed within marked with an ‘*’, the GM will pause the game
the fantasy setting—the Players will always have to consider the performance of all Players since the
the stories, the memories and the fun, but the last such Encounter. Each Player will receive 0-4
game begins anew. The only thing that a Player Story Points, depending on their performance. How
keeps from a Campaign is his Story Points. many one should receive is the opinion of the GM
alone. Table 4 provides suggested awards.

17
CHAPTER 1
WELCOME TO THE UNIVERSE THAT IS TRULY ENDLESS WITH POSSIBILITIES OF ADVENTURE

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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WELCOME TO THE UNIVERSE THAT IS TRULY ENDLESS WITH POSSIBILITIES OF ADVENTURE

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

common sense and his storytelling. The Player then


rolls a single dice and adds the result to his Score,
requiring equal to or above 20 in order for him to
be successful. Casual Ability Checks use the D20,
Challenging Ability Checks the D12, and Critical
Ability Checks the D8.
&+$37(5 Note that as the maximum on a dice always
succeeds, in the matter of an Ability Check, it will
REALMS succeed even if the total between the dice and the
OF Ability Score is less than 20, and the result of ‘1’
on any dice will fail, regardless of the total.
PHYSICS
TABLE #5: SAMPLE ABILITY CHECKS
Accomplishment Relative
Combat Difficulty
Accurately count foes in an instant Casual
Switch weapons in no time at all Challenging
Move through a field of fire Critical
Physique
ADVENTURING Force open a door Casual
Catch a falling body Challenging
Physically restrain an individual Critical
Movement
ABILITY CHECKS: In the fictional world of any Swing between buildings Casual
Dive through a narrow opening Challenging
role-playing game adventure, there are countless Walk a tightrope Critical
challenges that no abstract rule system could ever Genetics
detail, even if one would want it to—in a game of Go through the night without sleep Casual
high adventure and fantastic accomplishments, we Eat spoiled food without ill effects Challenging
long for all things to be engaging yet overcome, Pass through energy field unharmed Critical
perilous but possible, able to be conquered by our Presence
dreams and desire alone. Such is it that the most Force someone to remember you Casual
often used rule for passing most challenges is kept Cause a crowded room to fall silent Challenging
abstract, and indeed able to accomplish so much. It Romance someone Critical
is the ‘Ability Check’. Intelligence
Recount all the details of a speech Casual
When to make an Ability Check: Whenever there Awaken when danger approaches Challenging
is a challenge, be it physical, mental or spiritual, a Memorize a single page of text Critical
Character can attempt to overcome it with an Intuition
Ability Check. This, a simple dice roll, is the only Hear a nearby call for help Casual
Recall a forgotten fact or clue Challenging
quick, efficient and fair way to consider all of the
Notice a trap just before tripping it Critical
variables and details that would affect someone in Psyche
any endeavor. When someone faces anything that Sense the presence of an old enemy Casual
has a chance of failure, an Ability Check is made. Resist brainwashing Challenging
Withstand torture Critical
How to make an Ability Check: When an Ability Personality
Check is attempted, the GM will decide which of Convince NPCs you should lead Casual
the ten Ability Scores corresponds the closest to Tell a believable lie Challenging
the task at hand, and then decides whether the task Convince NPCs you are the best Critical
is ‘casual’, ‘challenging’ or ‘critical’, based on both

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.

Group searching: If multiple Characters wish to


combine their Turns to make a Searching Check,
their increased numbers will offer a bonus to the
single roll made by the GM, as displayed on the
following chart. Also listed there is the rounded
Experience Point award for each person involved in
a successful group search.

TABLE #7 GROUP SEARCHING


Party Searching bonus Experience
7+ +3 14
6 +2 17
5 +2 20
4 +2 25
3 +1 33
2 +1 50

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FOR ALL TECHNOLOGY THE UNIVERSE REMAINS AN UNPREDICTABLE AND PERILOUS PLACE

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.

ENCUMBRANCE: Encumbrance is a statistic to TABLE #8: RUNNING


measure how difficult any item of equipment is to Conditions Modifier
carry, be it a weapon, backpack or anything else. Escaping overwhelming odds +3
Encumbrance considers both the sheer weight of an Last surviving party member +2
item as well as how awkward it is to carry, and Add only 30’ total +1
Every 30 carried burden (rounded down) -1
thus just how much it burdens a person.
Add an additional 20’ -1
Add an additional 50’ total -2
Carrying Capacity: Each person has a ‘Capacity’, Complex or cluttered area -3
which is the maximum Encumbrance he can carry
with him at any time. Capacity is determined in
Chapter 11.
Jumping: There always seems to be pits, fires, old
ladies, wreckage and chasms of doom between the
Modified Movement Rate: One’s Base Movement
hero and the escaping villains, or between them
Rate is calculated in Chapter 11. For Encumbrance
and anything else they need to reach, usually in a
carried, one’s Movement is reduced by -5’ for
hurry. Whenever someone wishes to make a jump,
every 10 ‘burden’ that he has (rounded down).
he must make a Movement Check; Casual for
Rogues, Challenging for Fighters, and Critical for
Body Encumbrance: The Player Characters (of all
Mystics. The following chart lists modifiers to this
races, be they human, alien or robot) each have a
roll according to the conditions.
score for their ‘Body Encumbrance’, which is how
much they burden someone carrying them, how
TABLE #9: JUMPING
much space they take up in a boat, etc. This score
Distance Modifiers
is calculated in Chapter 11. Up to 10’ laterally +4
Up to 20’ laterally +3
Creature Encumbrance: All monster and other non- Up to 10’ vertically +2
humanoid creatures do not use the system that PCs Up to 20’ downwards +1
do to determine their Body Encumbrance, as their Up to 30’ laterally -2
shapes and sizes are not proportional to humans. Up to 20’ vertically -3
Normally, Characters will not be hauling around Up to 40’ downwards -4
dead carcasses, but if they do each creature’s Body Up to 50’ downwards -6
Encumbrance is listed with all its main statistics.

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.

TABLE #10: CLIMBING TABLE #12: SWIMMING


Surface Modifiers Distance Modifiers
Tree or rope-ladder +5 Only 20’ total +4
Plain rope +1 Only 10’ total +2
Every 20 carried burden (rounded down) -1 Every 10 carried burden (rounded down) -1
Cliff or rough wall -1 Additional 10’ -1
Upside-down or inclined -3 Additional 15’ -2
Slippery or smooth -4 Additional 20’ -4

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

25
CHAPTER 2
FOR ALL TECHNOLOGY THE UNIVERSE REMAINS AN UNPREDICTABLE AND PERILOUS PLACE

Friendly: This reaction garners all the willingness


and ability to help that the listener has to offer.

Indifferent: Those indifferent of a speaker are


undecided about him and will react ‘normally’ with
all further reactions based upon their own nature.

Weary: Those weary of a speaker simply want to


be troubled no more by him and will take what
action they must short of shedding blood to do so.

Hostile: This reaction results in an immediate


Initiative Roll to begin battle normally.

TOXINS: There are as many different types of


toxins in the universe as there are aliens who have
blood to spill and grudges to hold, so all poisons,
diseases and other nasty biological issues are kept
within the parameters of a few simple rules.

Poisons: For anyone to apply poison, the intended


victim must either be unaware (such as being
asleep, the poison put into his drink, etc.) so the
poisoner must make a Stealth Check to apply it, or
the intented victim must be struck, in which case
the poisoner must make an Attack Roll to apply it
(such as with a tainted knife). In any event, once
a poison is applied, the victim makes a Genetics
REACTIONS: Some dialogue is encouraged to be Check to resist it, the difficulty dependent on the
role-played out, though most conversations will be poison’s Potency. This Check will gain a +1 bonus
summarized with a simple roll, using the dice of per Vaccination one has. If he fails, he will lose 1
the highest value equal to the speaking individual’s Health per Potency of the poison at regular time
Personality Score (rounded down). For example, intervals, rolled when the poison is contracted on
Tazer Jack with 8 Personality would use the D8, Table 15. Whenever a poison is cured, the victims
while Alice the Electric Avenger with a Personality begins healing normally from whatever state he is
of 14 would use the D12. Note that a natural roll in. All poisons cost 100 credits per Potency to be
of a dice’s maximum does not necessarily get a created and cured alike.
‘friendly’ reaction or even anything good, though a
natural ‘1’ will always get hostility. TABLE #15: POISONS
Potency Resistance Check Poison’s speed
TABLE #14: REACTIONS 6 Critical Every Round
Roll General reaction 5 Critical Every 1-4 Rounds
10+ Friendly; helpful or opportunistic 4 Challenging Every hour
7-9 Indifferent; unmoved or otherwise normal 3 Challenging Every 1-6 hours
5-6 Weary; disloyal or desiring to leave 2 Casual Every day
1-4 Hostility 1 Casual Every 1-8 days

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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Defense Score: This is a summary of one’s overall


defensive abilities in battle. One’s base Defense
Score determined by their Character Class, to be
further modified by many factors at any given
time. The more commonly employed of all these
factors are explained below.
&+$37(5 Proficiency with a weapon will increase one’s
Defense Score equal to his Skill Level.
DUEL Parrying temporarily increases one’s Defense
OF THE Score by the total bonus gained thereby.
Encumbrance will reduce one’s Defense by -1
FATES for every 20 carried on his person (rounded down).
Wounds will hinder one’s Defense Score by -1
for every 5 Damage he currently has (rounded up).

Attack Rolls: Whenever one attempts to hit anyone


else, his shots, swings, slashes and all of his other
maneuvers are summarized by an ‘Attack Roll’.
One can make one Attack Roll once each Turn.
FIGHTING This is a roll on the D20, modified by many
factors. If the total is equal to or greater than the
target’s Defense Score, the attack, whatever were
its methods, was successful and landed a hit. The
BASICS OF FIGHTING: No matter how far a more commonly employed of all the modifiers to
hero travels, no matter how many friends he makes this roll are explained below.
or pits he jumps, no matter how many clues he is Proficiency with a weapon will increase one’s
able to find or equipment he is able to acquire, in Attack Roll equal to his Skill Level.
the end his journey always comes down to a fight. Parrying temporarily increases one’s next (and
only his next) Attack Roll after building its bonus.
Initiative: At the beginning of each Round of Wounds will hinder one’s Attack Roll by -1
combat, one dice shall be rolled for each ‘side’. In for every 5 Damage he currently has (rounded up).
this matter, the Game Master rolls for the party’s
enemies, and the Players decide among themselves Critical Hits: Whenever anyone rolls a natural ‘20’
who shall roll their Initiative. If many roll, the with an Attack Roll, he not only hits regardless of
GM is encouraged to accept the first dice that falls a foe’s Defense Score and all modifiers, and he
(that stops rolling). The side with the higher result immediately rolls to determine a Critical effect on
gets to take Turns that Round—their enemies can the Table appropriate to the type of weapon he is
do nothing but hope their attackers roll low, and using. If this result is implausible, then the next
try to win the Initiative next Round. (numerically) highest result is counted. The dice
Initiative is usually rolled on a D8. However, one uses on all of these charts is of the highest
certain types of creatures use different dice. And, number of facets under his Combat Score (rounded
for those who always use D8, if they outnumber down). For example, someone with an 8 Combat
their enemies, they roll on the D10. Score always uses the D8 on these charts, while
If Initiative is a tied result, the benefit of the someone with a 15 Combat uses the D12.
doubt goes to the Player Character party. Note that all Critical Hit results for weapons
Note that the normal rule of a ‘1’ assuring a of ‘heavy gear’ are considered instant and utter
failure or the maximum on a dice assuring success destruction of their target, whether that was the
does not apply to Initiative Rolls—the total is what intention of the attacker or not.
is important.

28
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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

TABLE #24: GRENADE CRITICAL HITS


Roll Critical result TABLE #29: GRENADE CRITICAL MISSES
10+ Maximum possible effect of grenade Roll Critical result
6-9 Catches 1-4 additional enemies with effect 5-10 Target gets free Turn
2-5 Controls fight; +5 to next Initiative 3-4 Hits random friendly or ally
1 Target knocked off nearby height (no escape) 1-2 Hits self; half total Damage rounded up

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Fatigue: When somebody is wounded, he suffers a


penalty to many rolls until healed, as his wounds
tax his strength and ability to focus. Every 5 total
Damage one has (rounded up) is the cumulative -1
penalty to his Defense Score, Attack Rolls, Ability
Checks, Skill Checks, and Searching Checks.

Healing: All wounds will heal at the rate of 1


Health Point at regular intervals, this time equal to
the difference between his Genetics Score and 30
in hours, provided the person isn’t wounded further
during that time (including through lack of food,
traveling, etc). If someone specifically rests for that
time and so engages in no activity at all, he will
heal an additional 2 Health Points. Also, there are
INJURY AND DEATH: In the chaos of battle, many forms of exotic and strange healing, usually
combatants can end up in no end of bad ways. in the form of professional services and unknown
Injury and death come to every hero and villain at powers, which heal one much quicker.
some point. The only question is how. Depending
on one’s Character Class, there are two dice that Defeat: If ever a Character or creature is reduced
he will literally live and die by. to 0 Health or less, his body is broken, and his
fate will depend upon the strength of his spirit. At
TABLE #30: FIGHTING DICE this point, one rolls on Table 31 to determine what
Character Damage Variable Defeat Dice
happens to him, perhaps unconsciousness, perhaps
Fighter D12 D10
brutal death. This roll is made using the ‘Defeat’
Rogue D8 D8
Mystic D6 D12 Dice listed for one’s Class on Table 30, while all
No Class D4 D6 NPC creatures simply perish outright.

TABLE #31: DEFEAT


Wounds: Whenever someone is hit by anything, he Roll The Character’s fate
suffers ‘Damage’. These Damage Points determine 10-12 Will not die this time; does not get wounded
the severity of the wound and are temporarily and gains 10-1000 Experience Points
8-9 Resolve; does not suffer the blow at all
deducted from one’s Health. When delivering a
6-7 Unconscious; until Health returns above 0
blow, one will do a total amount of Damage equal 5 Slow death; he will die eventually, specifically
to the Base Damage of the weapon he is using, when he fails his next Ability Check
increased by his Damage ‘Variable’ from Table 30. 4 Final fight; finally collapses in 1-4 Rounds
For all NPC creatures, this dice is listed along 2-3 Dead
with their individual statistics in Chapter 21. If he 1 Obliterated; nothing recognizable left
is using no weapon, he has no Base Damage, and
so delivers his Variable alone for Damage.
Pulling Damage: Sometimes a person may wish to
Protection: The value of one’s Protection Score is do less than his maximum possible Damage, or do
the number of Damage that is reduced from every damage only to knock his enemy unconscious, not
blow. While Player Characters wear armor to attain kill him. In any case, one must state before any
their Protection, many creatures have naturally thick Attack Roll is made if he is doing this, but not to
hides or other guards. But whatever the case, any what degree. After the Damage is rolled he can
blow will always deliver a minimum 1 Damage, reduce it, or declare his Healthless opponent not
regardless of how high one’s Protection is. dead and unconscious only.

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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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still scored, regardless of the hero’s own scores,


for he is not fighting, but offering to suffer the
Damage (and any Critical effect) instead. However,
such a sacrifice horrifies the party and encourages
enemies, costing the side who made the sacrifice
to suffer a -4 penalty to their next Initiative.

Surprise: In the event of an ambush, each


Character must make an Intuition Check to avoid
being surprised. The difficulty of this Check is
dependent on how cunning the ambush is. It is
purely the Game Master’s discretion as to whether
an ambush is ‘Casual’, ‘Challenging’ or ‘Critical’
to notice. This Intuition Check does not require a
Turn to make. After all Checks have been made,
those who set the ambush receive a free Initiative
to take their Turns towards (only) those who failed
their Intuition Check. During this free Round, the
attackers will gain a bonus to all their rolls, again Feigning death: If a Character chooses to lay down
proportional to the cunning of the ambush: a and fake being dead, he can easily do so. The real
Casual ambush merits +1 to rolls the first Round, question is whether his enemies will fall for it. In
one Challenging to detect +3, and Critical +5. If this case, one’s enemies must make an Intuition
Player Characters set an ambush for anyone else, Check versus the faking person’s Combat—if their
the Game Master is to use their enemies’ Defense Score is higher, the Check is Casual, if their Score
Scores as their respective Intuition, reflecting their is equal it is Challenging, and if their Score is at
cunning in battle. all lower it is Critical. If everybody fails, the one
who is faking death will get a +4 bonus to his
Body-shield: One can use any stationary object for next Initiative against them (no matter how many
crude cover, but bodies are uniquely effective, in try this tactic). But, if even one of them is wise
that they draw fire towards them specifically, for to this ploy, they get the bonus, but only at +2.
in the heat of battle it’s easy to think them still
alive and hostile. Anytime someone’s uses a body Blind-fighting: There can come times when one
for cover, it adds +1 to his Defense Score, even if must do battle with unseen foes, or is himself
it does also subtract -1 from his own Attack Rolls, blinded, perhaps by darkness, perhaps literally. In
as he must prop it up, or work around it, etc. any event, being unable to see one’s foe penalizes
one’s Attack Roll by -4.
Dual weapons: Using two weapons at the same
time does not constitute multiple attacks. What Dueling: Fine is the art of dueling in any form,
dual weaponry offers is the ‘sweet science’ of the with a calm, cool and collected fighter patiently
martial fight, the individual able to maneuver in controlling the chaos while ever waiting for the
deadly combinations that enemies fear to approach. opportune moment to strike. If both a Character
Using two weapons offers one a bonus of +3 (+4 and his opponent are using melee weapons, he can
if one is ambidextrous) to their Defense Score, and choose at any time to begin dueling rather than
they can use either weapon for their Attack Roll, merely hacking and slashing. This forfeits his Turn
but as it is easier to make a mistake with two to his opponent who can attack at once, but if that
weapons as opposed to one, they will score a attack fails to hit, the Character gets his Turn after
Critical Miss on the natural roll of not only ‘1’, all, beginning a back-and-forth duel that does not
but also a natural ‘2’ and ‘3’ as well. return to Initiative until somebody lands a blow. In

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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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MASS COMBAT: There always have been, and


there always will be wars between men, monsters,
and machines. When dealing with any armies and
their enemies, then the following system for ‘Mass
Combat’ is used. As a rule of thumb, the rules for
Mass Combat should be used when there are 100
or more total combatants involved.

Calculating mass combat: Whenever war takes


place, the GM will begin by dividing all of the
combatants into ‘groups’ befitting their stature, as
generalized on Table 34. Once all the groups have
been established, then they will be further divided TABLE #34: MASS COMBAT GROUPS
into opposing sides. Usually war is between two Forces Attack Defense Armor XP
armies or sides only, though certainly there can be Animals +1 10 1 10
more. Once armies have been established, the battle Humanoids +1 11 1 10
is ready to begin. Military +2 12 2 30
Monsters +3 13 2 40
In one Mass Combat Round, every group will
Parasites +4 16 3 80
make one ‘Attack Roll’ for every 100 strong it is Partisans +1 15 2 40
(rounded up). Every Attack Roll must be specified Robots +3 15 2 50
before rolling which select group of enemies it is Spirits +4 18 4 90
targeting, and then a D20 roll is made, modified Xenos +3 10 1 20
by their ‘Attack’ factor. If the result of the roll is
equal to or above their target group’s ‘Defense’, it
was a successful attack, resulting in casualties. Player Character involvement: After a Round of
Whenever an Attack Roll is successful, 1-100 Mass Combat has been calculated, the attention
enemies of the target group will be destroyed. The focuses on the Player Characters and the important
Attack factor of the offense and the ‘Armor’ factor NPCs, who are free to engage in normal combat,
of the hit are compared. The remainder is either selecting their opponents from the wide variety of
the multiplier or the divider of the D100 damage, enemies in the carnage.
depending on whether it is higher or lesser for the A Character’s individual battle with their
attackers. The results of all Attacks, from all enemies will last until one or the other is defeated
armies, take effect at the end of the Round. (or in the case of attacking multiple foes, until
For example; if 110 ‘robots’ are fighting 80 they are all killed or have retreated). Enemies who
‘xenos’. The robots would receive two rolls on the are defeated in this manner are deducted from the
D20, requiring (after their +3 bonus) 7 or better to total masses (and while not much of a difference,
successfully attack the xenos. One roll succeeds. it is a difference none-the-less).
Then for Damage they roll 28 on the D100. As After a mass battle has finished, any Player
their Attack factor of 3 exceeds the Armor factor Characters who are still standing or conscious at
of the xenos by 2, they would do two times their the least will gain Experience Points, equal to the
Damage, equaling 56 xenos killed. Likewise, if the total ‘XP’ award listed on Table 34 for each
xenos’ attack proved successful against the robots ‘group’ of corresponding enemy that was involved
and rolled 30 for damage, their own Attack factor in the entire battle. Unlike Group Experience which
of +2 is equal to the Armor factor of the robots, is divided up, this award is given in full to each
and so they would have inflicted 30 casualties. If surviving PC and NPC in the party. For example,
the Robots had been some incredibly strong model if the Characters fought in a desperate war against
with 5 Armor instead, then the xeno Attack would 350 military infantry and 40 robots, each surviving
be divided by 2, destroying only 15 instead of 30. Character would gain 170 Experience Points.

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If Initiative Rolls are tied, all of the action


happens at once for those tied individuals, and all
of their results are totaled when they are all done.

TABLE #35: VEHICLE BATTLE DICE


Action Dice Damage Defense
Common artillery D12 10-100 5
Retreat D10 10-40 3
Heavy artillery D8 100-400 6
Tactics D6 10-40 4
Primary gun D6 1000-20000 2

Guns: Whenever a vehicle fires upon another, the


Player responsible for the guns on that vehicle will
make an ‘Attack Roll’. He may choose to use the
common artillery, heavy artillery, or the main gun
for a single Attack Roll. The dice used to make
VEHICLE BATTLE: Just as much as vehicles are this roll depends on the type of guns being fired,
necessary for traversing space, so are they engines as determined on Table 35. In the case of common
of war equally capable of doing battle, for space is and heavy artillery, a vehicle gets one dice roll for
a vast and lawless frontier. One must know how each bulk of artillery they have. For example, that
to engage in battle, be it ship-to-ship, in dogfights, vehicle that had ‘common artillery’ purchased for it
or in epic battles between entire fleets. All of this three times would get three rolls whenever it used
shall be explained throughout the following pages. such guns. If any Attack Roll is equal to or higher
So, here goes nothing . . . than the targeted vehicle’s own Defense, based on
what they are currently trying to do themselves or
Combat Rounds: Battles between vehicles of any have already attempted in the same Round, it hits,
kind, be they dogfighters or interstellar battleships, and the recipient takes Damage. But if one fails,
are divided up into Rounds. In each Round, each his Turn is over, even if had more guns to use.
individual ship has one Turn. With that Turn, a
vehicle may (by order of the Player in command Damage: Whenever a vehicle is hit by the guns of
of it) fire upon another vehicle, attempt to flee, or another, he will suffer Damage accordingly, or the
attempt any kind of tactic. Player (or GM) responsible for the recipient’s own
Before each Round begins, the commander of dice that Round can elect to roll on the following
each vehicle (or group of vehicles) must state his chart, but using the same value of dice that hit
intentions for that Round, as that will determine him. If a vehicle is hit by personal weapons, no
the dice he will use to make his ‘Initiative Roll’. roll is made on this chart.
If players are fighting against each other and keep
changing tactics before rolling, the GM can rule TABLE #36: VEHICLE BATTLE DAMAGE
that they all pick their dice in secret, held in a Roll Damage
closed fist, and thus all roll at once with no 11-12 1-10% loss of Power
9-10 30-180 (3D6) Body Points destroyed
knowledge of the dice being used by the others. 7-8 3-30% loss of Power
When Initiative is rolled, the group with the 6 -1 to Defense for the rest of the battle
highest roll gets to take their Turns for all of their 4-5 200-700 (D6+1) Body Points destroyed
vehicles first. After that, the Players with the lesser 2-3 Power unit completely destroyed
rolls get to take Turns for each of their own, in 1 3 rolls on this chart (cannot be rolled again)
order of rolled priority.

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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
SHOOT FIRST AND ASK QUESTIONS LATER AND ONLY IF THERE IS STILL A NEED TO DO SO

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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POWER UNITS: Most of the equipment found


and purchased throughout this Chapter will rely on
some form of power. There are many different
kinds of power, all used for different hardware. As
most are used for ammunition, they will never run
out (of energy, of shells, etc.) unless someone rolls
&+$37(5 a Critical Miss to that effect. Thus, no game needs
be slowed down with ‘counting bullets’, as it were.
THE
GALACTIC TABLE #43: EQUIPMENT POWER SOURCES
BAZAAR Power unit Credit cost Burden
BC (ballistic clip) 1 2
CPC (concentrated proton cube) 50 3
DMC (dark matter clip) 40 1
FFQ (fossil fuel quotion) 100 5
RPC (refined power crystal) 700 1
SAU (standard antimatter unit) 200 2
SEC (standard energy clip) 1 1

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
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TABLE #44: WEAPONS


Weapon Credit Base Power Total
Lasers cost Damage use Burden
Blaster 40 10 SEC 8
Mark-4 rifle 120 18 CPC 30
Mark-6 cannon 160 20 CPC 32
Mark-9 devastator 180 24 RPC 35
Nuclear gatlin-gun 240 40 FFQ 60
Phaser 20 4 SEC 2
Pistol 25 8 SEC 5
Rifle 50 12 SEC 14
Zapper 16 5 SEC 4
Projectile
Crossbow 23 5 BC 15
Flamethrower 55 10 FFQ 28
Grenade rifle 100 - - 22
Gyrojet rifle 45 9 BC 12
Handgun 24 6 BC 4
Machine-gun 50 13 BC 16
Minigun 200 30 BC 50
Pulse rifle 150 14 BC 9
Shotgun 36 8 BC 9
Alien
Cyberstaff 80 6 SEC 3
Remote disk 160 8 SAU 3
Shoulder cannon 260 16 SAU 24
WEAPONS: The following chart displays all of Sungun 90 12 CPC 10
the general types of weapons found throughout the Melee
universe. These archetypes are easily expanded on Club - 2 - 8
Energy net 16 1 SAU 6
by one’s description, but not one’s engineering. To
Energy whip 17 3 DMC 2
improve weapons one must buy enhancements (as Knife 10 2 - 1
explained later in this Chapter), or encounter some Knuckles 08 1 - 4
special opportunity in an official Adventure. Sawsword 16 6 SEC 11
Spear 13 3 - 6
Credit cost: This lists the credits required to buy Staff 11 1 - 5
such a weapon in any settlement. This cost can be Sword 14 4 - 10
haggled using a dice according to one’s Combat Grenades
Score—the highest dice value equal to or less than Annihilation 600 All - 6
his Ability itself. For example, one with a Combat Doze 20 - - 5
Score of 13 would use the D12. Explosive 50 30 - 4
Mutation 60 Variable - 6
Nuclear 1000 100 - 8
Power use: This lists what kind of power source is Thermal 80 Variable - 4
required for this weapon to function. Those that Vaccination 30 - - 5
have no power source listed do not need one. Viral 40 - - 4
Heavy gear
Total burden: This lists the weapon’s Encumbrance. Heavy laser 800 100 SAU 90
One will suffer -1 to his Attack Rolls for every 10 Missile pack 500 90 1 use 45
Encumbrance of a weapon that exceeds his own Photon blooper 600 70 RPC 65
Physique (rounded up), for whatever reason (its too Plasma cannon 700 10 Any 80
heavy, its recoil is too much, etc.).

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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.

40
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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.

Vaccination grenade: This will permanently nullify


1-6 Points of Vaccination within everybody inside
an equal radius of feet.

Viral grenade: This will release a cloud of disease,


forcing everyone within a 10-60’ radius to make an
Infection Roll.

Zapper: The classic mass-produced and usually


ineffective weapon given to lowly guards, infantry,
and servants of maniacal men.

41
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TABLE #45: WEAPON ENHANCEMENTS


Effect Credit cost Size Power use
Ammopack 20 10 -
C.H.I. 10 3 CPC
Disintegrate 600 10 SAU
E.M.P. 800 30 RPC
Freeze 80 8 FFQ
Heat-seeking 120 10 CPC
Replay 500 10 DMC
Silencer 60 2 DMC
Soundwave 50 18 RPC
Stun 10 5 SEC
Vibro 30 1 SAU
Web 60 15 FFQ

Ammopack: This is a backpack which is designed


specifically and only for holding reserve power, its
own 20 Encumbrance none-the-less welcome to one
using a weapon or other device that uses Power
fast, as it holds 20 Encumbrance worth of any one
type of Power unit, which as part of the pack do
not Encumber on their own and feed into one’s
weapon or other device automatically so that he
WEAPON ENHANCEMENTS: Weapons are does not need to take time to re-load.
always been suped-up, specialized and customized.
There are many things that a Character can add to C.H.I.: Such a device as this adds ballistic sounds
his weapon. to any weapon, but is most often used with lasers,
a psychological tool which penalizes the enemy’s
Credit cost: This lists the credits required to buy Initiative Roll by -1 for the Round following any
any such device within any settlement. This cost Critical Hit made by such a weapon.
can be haggled using a dice according to one’s
Intelligence Score—the highest dice value equal to Disintegrate: One must state he is using this before
or less than his Ability itself. For example, one making his Attack Roll, but if that shot kills his
with an Intelligence Score of 9 would use the D8. target, it will utterly destroy it, leaving no trace
what-so-ever of the body or its carried equipment,
Size: This lists a number which considers many unless one states when firing that he’s aiming for
factors. Each weapon can only have a total amount a specific object (or the person himself), penalizing
of enhancements whose total ‘size’ is equal to or his Attack Roll by -4 to hit that only.
less than its Encumbrance.
E.M.P.: One must state he is using this before he
Power use: This lists the additional required Power makes his Attack Roll, for whether he hits or not,
source for a given enhancement. However, if the he shall spend this enhancement’s full Power unit
base weapon uses the same type of Power, only to emit an electromagnetic pulse instead of Damage
one unit is necessary, as it effectively uses them (unless it is a laser weapon), draining all CPC,
both. In the event of a Critical Miss which drains RPC, SAU and SEC Power units on the person or
a unit of Power, it will empty whichever type was target of all their energy, or if it is not a person
being used by the enhancement. If this is the same but any sort of machinery, shutting it down for the
as the base weapon’s Power, both are drained. next 1-6 Rounds.

42
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Freeze: One must state he is using this before he


makes his Attack Roll, for it will substitute the
weapon’s normal Damage with a cloud of ice and
liquid nitrogen, which if it kills the target will not
kill him at all, but leave him frozen in suspended
animation.

Heat-seeking: Provided that one’s target has body


heat to track, this will add +1 to the Attack Roll.

Replay: This feature will trace the attack in time-


space, so that the following shot will go back to
the exact same location, thus if one’s target does
not die or take a Turn to move, on his own next
Turn, if the attacker uses this enhancement, he
does not need to make an Attack Roll as the dice
result is already determined—the exact same as it
was with the last shot, though this will then use ARMOR: The following chart displays all of the
up 1 of the 3 total uses for this enhancement various types of armor available in any spaceport
before draining its DMC Power unit. throughout the universe. One can only wear one
‘base’ type of armor. All those pieces of armor
Silencer: This device is an attachment that nullifies that are marked by an asterisk (‘*’) are ‘accessory’
most if not all the sound from the weapon, giving armor and thus can be worn in addition to one’s
its user +1 to his Defense Score while using it. base armor. However, only one of each type of
accessory can be worn.
Soundwave: This enhancement can be chosen to
substitute the type of offense from the weapon for Credit cost: This lists the credits required to buy
its equivalent Damage done by sonic concussion. any such clothing or armor in any settlement. This
cost can be haggled using a dice according to
Stun: The most common feature with weapons, one one’s Presence Score—the highest dice value equal
must declare he’s using this (but it will then stay to or less than his Ability itself. For example, one
activated until he states otherwise), and if it hits it with a Presence Score of 10 would use the D10.
will not do Damage unless the normal effect would
reduce its target to 0 Health, in which case they Guard factor: The number listed for ‘Guard’ is the
suffer a -2 penalty to their roll on Table 31, but number of Damage it will deduct from each hit
will not die—any result of death is considered to that strikes the Character. However, a minimum 1
be ‘unconscious’ instead. Damage Point will always be suffered from any
blow, regardless of how much Protection one has.
Vibro: Primarily used for melee weapons, unless
turned off this enhancement causes its shaft, blade, Power use: This lists what kind of power source is
bullet or other point of contact to vibrate, which in required for this armor to function properly. Those
turn delivers +1 Damage to its target. that have no power source listed do not need one.

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.).

43
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TABLE #46: ARMOR Bulletshield: This is some sort of plate, whether it


Armor Credit Guard Power Total is a full body shield, just a bracer, a shoulder-plate
Skinsuits cost factor use Burden or something else, attracts all projectiles, grenades
Arm-bands* 2 1 - - and other thrown objects towards it, giving one a
Betasuit 50 5 SEC - bonus of +1 to his Defense Score against them.
Jumpsuit 25 1 SEC 2
Lasermesh 85 2 - 1
Exoskin: This is a full outer casing of metal for
Red shirt* 1 -1 - -
one’s body, which requires power in order to move
Ballistic
Battle-mask* 60 2 SEC 5
(like power steering in a vehicle).
Bulletshield* 240 2 SAU 12
Helmet* 20 1 SEC 4 False face: This is a mask which adheres to one’s
Military battlegear 280 5 - 20 face and perfectly represents someone else, with its
Police armor 120 4 - 24 laser-sculpted mixture of latex and synthetic flesh,
Alien though once it is removed it is destroyed.
Exoskin 400 9 CPC 50
False face 330 1 - 3 False skin: This paints onto one’s body to give his
False skin 150 1 - 1 skin a different surface texture, also offering a +1
Optic-prism web* 650 1 SAU 8 bonus to Disguise Rolls, and easily peels off later
Steelskin 200 2 - 1 with its formula solution.
Archaic
Chain-mail 100 2 - 40
Helmet: Any kind of battle-ready helmet can be
Leather 10 1 - 5
Plate-mail 140 3 - 30 used to fix a battle-mask to, negating that mask’s
Shield* 15 2 - 10 Encumbrance.
Environmental
Astro-helmet* 700 2 FFQ 40 Jumpsuit: Mostly worn by pilots, this is an orange
Magnetic shoes* 420 1 SEC 16 or similarly bright jumpsuit which protects a person
Shock gloves 380 1 SEC 12 from the rigors of atmospheric flight, and is easily
Space-suit 900 5 FFQ 25 adaptable for space flight too, reducing an astro-
helmet’s Encumbrance by 5.

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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Military battlegear: Standard issue for most Marines


and other galactic soldiers, this is perhaps the best
weight-versus-protection factor there is given its
mobility, though it is hard to find a set without its
camouflage pattern personalized with death-marks.

Optic-prism web: This is a net of thin fibers which


cover one’s entire body and all carried equipment,
but when activated bends light around itself, thus
effecting a form of invisibility, increasing one’s
Defense Score by +2 in geometric settings like
cities and interiors, and +4 in chaotic settings like
rocks and trees.

Plate-mail: This is thin metal plates which are fit


to one’s body, and so they cannot be worn by any
whose Health Score has a greater difference (higher
or lower) to the armor than 1-10.

Police armor: This is a heavy combination of gear


normally used by local police, and can even give a
+2 bonus to one’s Disguise Roll if a police officer
is indeed what he’s trying to pass himself off as.

Red shirt: This is a red shirt, plain and simple, its


color attracting enemies so that they get +1 to
their Attack Roll against the Character, though its
flexibility gives one +1 to his Movement Checks
(as he’s usually running for his life).
GEAR: Provided on the following pages are all
Shock gloves: This is a pair of heavy gloves that the common forms of useful gear available in the
enable one to safely handle anything which would countless spaceports, shops, ships and star systems
normally effect him with any kind of energy, thus throughout the known reaches of space.
giving him the chance to make a Genetics Check
to resist its effects, no matter how powerful. Credit cost: This lists the credits required to buy
any such item in any settlement. This cost can be
Space-suit: This is a standard suit for being out in haggled using a dice according to one’s Personality
the vacuum of space, providing full environmental Score—the highest dice value equal to or less than
independence with recyclable air, but whenever hit his Ability itself. For example, one with a
loses -2 Protection factor for being damaged, and Personality Score of 12 would use the D12.
when this reaches 0, the suit can no longer protect
one against the vacuum. Power use: This lists what kind of power source is
required for this weapon to function. Those that
Steelskin: A thin metal casing like a robot’s skin, have no power source listed do not need one.
this is custom-fit to a person and so it cannot be
worn by anyone with a Body Encumbrance that is Total burden: This lists the gear’s Encumbrance, all
of a greater difference (higher or lower) than 2. things considered.

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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.

46
THE GALACTIC BAZAAR
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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.

48
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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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all the lasers on the battlefield? One could then


argue that his weapon’s ‘Kung-fu’ is better than
his enemy’s. Within this universe, all possibilities
for technological advancement have happened time
and time again, and have found their place in the
greater universal whole, so all different approaches
&+$37(5 to science have long since found some equally
opposite polarity with all others, much like the
EXPLORING planetary systems and stars themselves. All the
THE known inhabitable worlds and countless alien races
exist in a great sea of knowledge, one that has its
INNERVERSE tides, storms and whirlpools, but never changes its
surface level. The balance of universal technologies
is disrupted at times by the cunning of creatures
driven by their instincts of survival applied to their
surroundings, but after all, even with the ability of
interstellar travel and cryogenic resurrection, there
would no such devices would have developed in
the first place without need—to get places faster
TECHNOLOGIES and fight off death, two universal struggles ever
being in flux due to greed, power, and love. So,
nothing ever really changes, does it? At least, the
proportions in these rules don’t change.
TECHNOLOGY NOTE: As this is not a science- In the end, all this means is that the Players
fiction game, science is not a great part of it, even cannot use any ‘scientific’ specifics they ‘know’ to
if it is easy to assume otherwise. If science were gain any statistical advantage or accomplish what
allowed any breathing room in what is otherwise a the rules have not already taken into consideration
fantasy, it would, as in life, immediately disrupt all either with hard numbers or the variable of dice
game balance, as one argument striving for a way rolls. In their defense, major advances might make
to gain some kind of advantage always opens the a slight difference, but only for a while, and not
door to yet another argument, beginning an endless to a degree that would effect these balanced rules.
bidding war of theories based on wishful-thinking, The game will be much more fun if Players focus
pseudo-science and technobabble. This is a universe on finding ways to make leaps and bounds of
full of countless alien species that have all found a courage, not research. Most technologies will serve
technological equilibrium—every technical idea or as mere background, indeed as storytelling detail,
scientific notion a Player could have has already and nothing more. For example, a desert planet’s
been thought of, explored, and ultimately countered moisture-vaporators, while a common apparatus in
within the parameters of this fantasy-reality. Indeed, many star systems, needs not take up space in the
in order for technology to have found this balance, Rulebook and burden the pacing of the game by
a singular truth comes to the forefront of thought; having rolling systems of its own. Some would
there’s no one means of technological advancement argue that all technology needs rules, for what if
that’s definitively better than any other. the party was in a fix and needed to know what
It helps if one looks at various known (and as they could devise out of a deconstructed moisture-
yet unknown) technologies as martial arts—there vaporator? But really, if they are so desperate, they
are many different styles, but no one can defeat all are pretty much doomed as it is, something they
others. For example, it may seem logical that laser should enjoy for its drama, and any innovations of
guns would be superior to guns still relying on the Player Characters can be easily accounted for
bullets, but what happens when an E.M.P. disables with some roll anyway, like, say a Tech-Check . . .

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while one with a 12 Intelligence always uses D12.


He will need equal to or above the listed difficulty
for the task at hand with his dice to be successful.
The consequences of failure vary depending on the
type of technology being employed.

Describing Tech Checks: Tech Rolls account for all


of the unforeseen variables from countless different
technologies across the galaxies. Once rolled, then
one can apply any technical mumbo-jumbo that he
TECH CHECKS: There are countless different wishes to account for the degree of success (or the
kinds of engines, drives, inventions, nanos, alloys, degree of failure) with his roll. No details can be
number systems, propulsion methods and methods applied to give this roll a modifier save for those
of computation throughout the cosmos that they are listed in their individual Sections. This prevents the
far too much for anyone to learn, or any game to GM or a Player from unbalancing the game just
account for. Instead, all technology is kept abstract, because he learned something new in science class
assuming that those who live in this universe have that day (which will be disproven a year later all
adapted to it, much in the same way that we in the same—imagine all the things disproven over a
our world deal with telephones and automobiles on few million years). Indeed, trust that the fictional
a daily basis, even if we could not build them on Characters in this space fantasy have got all of the
our own. However, we all know the end results of hard sciences covered, just as you trust them to be
any technology and how to use it, something that stronger than you when attempting to bust through
anyone can extrapolate, just as our own great- a door, or more nimble than you when attempting
grandfathers may have been bedazzled by our daily to jump over a fiery chasm.
machines but could still measure their purpose, for
all things are universal in their functions. Thusly, Universal malfunction: In the event that a machine
whenever any Character in this universe wants to or other technology is used improperly, one must
fix, jury-rig, repair, modify or in some way work roll again with his Tech Dice, only this time to
with any technology, all of his cosmic knowledge determine the bad result of its misuse on Table 50,
and universal skills are summarized by a single which also lists the Experience Points received by
roll; a ‘Tech Check’. all effected by it (i.e. learning from their mistakes).
This dice value shall drop by one for each of the
When to make a Tech Check: All the rules and following factors that apply (to a minimum of D4).
procedures found throughout this Chapter will use
Tech Checks to determine their success. As a rule, Explosives internal or external
whenever someone is trying to operate or alter any Technology damaged in any way
technology that the layman cannot, he must make Device larger than a person
a Tech Check by the rules of the Section in this Different design origin (human, alien, or robot)
Chapter that most closely matches its nature. For
example, cracking the computer’s code in a cloning
TABLE #50: MALFUNCTIONS
factory would fall under the rules for Tech Checks Roll Result of failure Experience
in ‘Computers’, not ‘Cloning’, as it is more the 12+ No effect; try again at +2 Tech Roll
computer that the Character is dealing with. 9-11 Power unit drained 1-12
7-8 Goes haywire; opposite function -
How to make a Tech Check: Whenever one makes 5-6 All Programs lost 1-10
any kind of Tech Check, he uses the dice of the 4 Unit damaged; robots 1-8 Body 1-6
highest value equal to or less than his Intelligence 2-3 Unit damaged beyond repair 1-4
Score. For example, someone with a 9 Intelligence 1 Power unit explodes -
will always use the D8 for all of his Tech Checks,

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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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TABLE #54: ROBOT POWER


Power unit Body Point Removal
Standard units capacity Check
Concentrated proton cube 1-20 3
Fossil fuel quotion 3-30 2
Refined power crystal 8-40 3
Standard antimatter unit 10-50 5
Industrial units
Antimatter cube 1-100 6
Parabattery 20-50 2
Xanthian crystal sphere 30-90 4

Base types: There are several basic types of robots,


based on their general size and intelligence. Most
do not have emotions or self-awareness, unless this
is specifically programmed into them. Indeed, these
ROBOTICS: The universe is heavily populated by are all robotic machines. The following chart lists
robots of all kinds, even more variable than alien all the basic types of robots found throughout the
races. Robots range from the most mundane of known universe, along with their purchase cost and
factory function slaves to fully realized humanoids effective Health Score. They will perform all the
with self-awareness and artificial intelligence. Those basic duties of their named primary function with
that are considered Characters are on the upper end minimal intelligence and no discretion—this is a
of this measurement, while everything below them Skill at the Level listed. Note that no robot comes
is covered throughout the following pages. with a Power unit, as they are a separate purchase.

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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Cost of cloning: The raw materials of cloning are


expensive, but one must have something to work
with. He must purchase one ‘body type’, and then
carry out his cloning procedure with it.

TABLE #57: CLONING COSTS


Body type Credit Growth rate
Humans cost (in years)
Asexual body prototype 6000 1-6
Living female host 3000 17-20 (D4+16)
Protoplasmic mass 5000 5-20 (5D4)
Aliens
Garden grown membrane 9000 1-4
Recycled alien bodies 6000 2-9 (D8+1)
Protoplasmic mass 5000 2-24 (2D12)
Robots
Blood mold 8000 3-8 (D6+2)
Dead organic tissue 6000 4-13 (D10+3)
Recycled pieces 4000 3-18 (3D6)

Growth Acceleration: Once one has a basic body


to work with, he begins the long and very difficult
process of cloning. However, cloning is, after all
growing a person, so it takes a lifetime to finish
CLONING: Ever popular, ever elusive and ever the work, or would if not for the mixture of art
present is the technology of cloning, of duplicating and science known as ‘Growth Acceleration’. Based
someone countless times. Like weapons, language on the type of body being used, a clone will grow
and transportation, cloning, ironically, is very, very to maturity in the time listed on Table 57. This is
diverse in its ways throughout the universe. Thusly, reduced by 1 year for every Skill Level the cloner
a simplified system for calculating cloning is given has with this process. Once the body has reached
(though it is by no means simple for those whose maturity, the cloner rolls to see how successful he
business it is), with rules that mutate according to was in the being’s creation, as explained below.
the varieties of this technological art form that are
found throughout the various galaxies. Basic procedure: To successfully clone anyone into
the raw materials he has purchased (or somehow
Basic preparation: Anyone can be cloned. It’s just otherwise acquired), the cloner makes a number of
a question of how, or rather, how one’s D.N.A. is Tech Checks. He must roll equal to or above each
duplicated and grown. Even most robots can be Ability Score that he is attempting to duplicate, the
‘cloned’, for if they’re not organic, they can still same with Health, or the total Point cost for each
be reproduced in a factory. In any case, whenever Skill or Feature (from Tables 103 and 104). Each
someone wants to clone someone, he must first of these Tech Checks are modified based on what
clearly state what aspects of the individual he is they are, against the subject’s D.N.A. Type. Type R
trying to reproduce, selecting from the following. are not listed because they are full machines and
so cannot be duplicated at all by cloning, nor are
Specific Ability Scores Type A as they are beyond all technology. In any
Health Score case, if any of the Tech Checks fail, the body is
Specific Skills destroyed. Scores that are not being cloned are set
Features at 0 and thus the clone is incapable of using them.

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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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Body Points: All vehicles have what are called


‘Body Points’, which are an overall measure of the
structural stability. When a vehicle takes Damage,
an equal number of Body Points are temporarily
deducted from this score. Just what happens as a
result of Damage depends on the nature of the
&+$37(5 impact itself, as detailed by war in Chapter 3 (on
Table 36), or crashing in Chapter 7 (on Table 79).
FREIGHTERS Whenever a vehicle reaches ‘0’ Hull Points it is
AND utterly destroyed and cannot be repaired. Repairing
lost Body Points is relatively simple, costing 10
FIGHTERS credits apiece and requiring 10 man-hours to work,
with the latter able to be lowered by the highest
Vehicles Proficiency Level amongst the party, if
that individual is in charge. No roll is necessary.

Basic speed: The measurement of speed for all


vehicles depends on the terrain it travels. There are
two measurable speeds; MPH (Miles Per Hour) and
VEHICLES LPH (Lightyears Per Hour). All surface vehicles
use MPH. Flying vehicles use both, divided by a
slash, the first being MPH and the second being
LPH. Interstellar vehicles use LPH.
BUYING VEHICLES: There are countless makes
of space ships, land rovers and other vehicles from TABLE #60: VEHICLE TYPES
across the galaxy, so when one goes to ‘buy’ a Vehicles Credit Ship Body Basic
ship, he can end up with almost anything, really. Surface cost Classes Points speed
Table 60 provides basic types of ships and their ATV 9000 E, V 80 50
cost in credits. Once a basic type of ship has been Barge 4400 D, K 60 40
purchased, the Player goes on to add specifications, Bike 1000 A, B 10 80
Hovercraft 2200 E, H 40 50
as detailed throughout this Chapter.
Skiff 1800 K, B 30 60
Skimmer 1500 K, V 20 70
Vehicle type: There are three basic types of Speeder 5000 A, H 40 80
vehicles; ‘surface’ craft which cannot leave the Flying
atmosphere, ‘flying’ which can travel in space or Dropship 10000 D, H, L 400 600/4
in a planet’s airspace, and ‘interstellar’ which Fighter 14000 F, X, Y 300 1500/5
cannot enter a planet’s atmosphere due to gravity. Freighter 30000 M, Q, S 800 1000/8
Sloop 12000 P, Y 500 800/7
Vehicle Class: Each vehicle has a base ‘Class’, Transport 26000 K, U, R 700 1200/6
designated by a single letter. One can ‘stack’ extra Twinpod 20000 F, V 600 900/5
Classes to have more than one, but not of another Interstellar
ship type. For example, one could buy an ‘MS Battleship 240000 T, W, Z 9000 16
Cruiser 120000 M, Q, R 3000 10
Class’ star-freighter, but not an ‘MP Class’ one, as
Destroyer 160000 S, U 6000 12
‘P’ is of another type of ship than the basic Explorer 140000 L, M, Q 5000 18
‘freighter’ that one started with. Each additional Frigate 180000 P, S, Z 8000 14
Class costs an additional 50% of the basic ship’s Liner 200000 S, Z 4000 12
value. Furthering the above example, an MS Class Researcher 100000 R, S, T 2000 10
star-freighter would cost 45000 credits.

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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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Loss of Power: Whenever a vehicle is damaged for


any reason, every 10% of its Power that is lost
(rounded down) is the -1 penalty imposed on all
rolls made for its functions until repaired. Repairs
are explained at the end of this Chapter.

Managing Power: The Power unit used by any


vehicle is required for the complex nature of the
unique design of the ship, and thus cannot be used
for other things. For example, gravity amplifiers
would not work well for powering guns. However,
within the parameters of functions provided in this
Chapter any vehicle’s Power unit can, when limited
for whatever reason, be managed to focus on some
things better than others. Simply enough, one can
increase the penalty to one function of a ship by a
further -1 in order to draw away enough power to
POWER UNITS: All vehicles must have some
decrease the penalty somewhere else by +1. This
sort of power source to function in any way, to
ratio will change according to the vehicle Class, as
say nothing of making the great distances through
listed on the following chart. For example, a bike
space possible. Listed on the following chart are
would have to suffer a -3 to one roll in order to
the various kinds of Power units that can be used
bring a +1 bonus to some other function. In any
to drive any Class of vehicle, and in some cases
case, rerouting Power can never bring any function
how many such units are required to successfully
above its normal capacity—it cannot gain a true
power it. The Power unit for any type of vehicle
bonus, but rather only compensate for a penalty.
will last indefinitely, until damaged by battle or a
crash, or until some other significant damage is
TABLE #62: REROUTING POWER
taken. All vehicles are initially purchased with a Ship Class Loss Gain
Power source that is fully functional. Should the A, B, E, R, V -3 +1
question arise as to what it is, the GM will roll a F, K, P, U -4 +1
D10 and apply the result to the following chart to D, H, S, T, Z -5 +1
answer it, with an ‘antimatter cube’ being a ‘10’, L, Q, W -3 +2
down to a ‘standard energy clip’ being a ‘2’, etc. M, X, Y -5 +2
If a Power unit is rolled that is incompatible with
the vehicle, it’s simply re-rolled until it is.

TABLE #61: VEHICLE POWER UNITS


Power unit Vehicle
Mundane Classes
Antimatter cube H, K, M, R, S, 2T, 3W
Ballistic clip 50A, 80B
Concentrated proton cube A, 3D, E, 2H, 8P, 8X, 9Y
Dark matter clip D2, E2, 10P
Fossil fuel quotion A, B, 2D, 2E, 5F, 3H, 9S, 3X
Parabattery B, D, E, H, K, L, 2M, 5U, V
Refined power crystal E, H, K, P, Q, 2R, 2S, V, Y
Standard antimatter unit D, E, 2F, 2H, 2K, 5Q, 6S, 4V
Standard energy clip 30A, 40B, 50D
Xanthian crystal sphere L, M, Q, 2R, 3S, 4T, 2U, 6W

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Loading up: Some things listed on the following


chart one may wish to acquire more than one of,
for whatever reason. Asterisks (‘*’) indicate the
number of additional times something can be added
to a vehicle without altering it. Anything that is
not marked can only be applied to a vehicle once,
and extra units require space in the vehicle’s cargo
hold or even cramping the cab. Encumbrance for
any ‘unused hardware’ is equal to its total credit
cost divided by 2 (rounded up). Plus, it cannot be
immediately used—new hardware takes a number
of man-hours equal to its credit cost to hook up.

TABLE #63: VEHICLE ENHANCEMENTS


Systems Credit Ship
Provisions cost Class
Accommodations Variable Any
Cargo hold**** Variable Any
Food stores (no limit)* 10 Any
Galaxy charts*** 250 Any
VEHICLE ENHANCEMENTS: When a vehicle
Gravity anchor Variable F, M, X, Y
is first acquired, it is little more than functional, as Homing beacon Variable Any
its owner is to then detail it, provision it, and give Lifeboat (no limit)* 500 U, R, T, Z
it wings (perhaps literally). There are many things Spare parts (no limit)* 100 Any
that one can add to his vehicle. The maximum Subspace radio 800 Any
enhancements anything can have is limited to a Survival gear (no limit)* 40 E, M, Q, R, S, T
capacity equal to the vehicle’s total Body Points. Time-space anchor 1000 M, Q, T
Weaponry
Credit cost: This lists the credits required to buy Cloaking device 13000 R, T, U, W, Z
any such vehicle enhancement in any settlement. Common artillery****** 20000 Any
This cost can be haggled using a dice according to Deflector shields* 25000 M, P, S, W, X, Y
one’s Presence Score—the highest dice value equal Gangway 2000 R, S, T, U, W, Z
Heavy artillery**** 30000 S, T, W
to or less than his Ability itself. For example, one Mines** Variable Any
with a Presence Score of 7 would use the D6. Neutron armor Variable Any
Personal weapons* 100 Any
Ship Class: This lists what Classes of vehicle can Primary gun 100000 W, Z
use any such enhancement. If a Class is not listed, Radar 800 Any
one can still acquire such a modification, but at a Radar jammer 2400 Any
cost increased by a factor of 50% for every letter Radar reflector 4400 F, L, P, Q
in the alphabet one’s primary vehicle Class is from Self-destruct 1000 Any
the nearest one listed here. For example, a simple Industrial
space fighter would normally not be able to have Atomic energy generator 6500 Q, R
such a heavy-duty piece of equipment as a time- Karillian-crystal sphere** 3000 M, Q, U, Z
Hyperdrive engine 5000 M, P, S, Z
space anchor, as it is not of the same Class, but
Mining equipment* 1200 Any
as ‘X’ is 7 counts away in the alphabet from the Tradinium asteroid 400 Any
listed ‘Q’ of such a device, then one could indeed Warp booster 2500 F, L, Q, X, Y
obtain one for his fighter, but at a cost of 350% Wave-motion engine 70000 S, T, W, Z
more credits, totaling 4500, given the modifications Wings* 800 Any
necessary to fit such hardware into his small craft.

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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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to any rolls for foraging or hunting if made within


the immediate vicinity of the vehicle, and a bonus
of +2 with all rolls for repairs to the craft.

Neutron armor: This is strong metal bombarded


with neutrons to make it even stronger, and if it is
worked into the hull of a vehicle, will add +1 to
its rolls on Table 36. However, the neutrons are so
strong that they interfere with deflector shields, and
so their two bonus’ will not be cumulative—a total
Hyperdrive engine: This specialized engine enables of +1, not +2. The cost of such armor adds 40%
a vehicle’s normal engines to process energy more to the basic cost of the vehicle from Table 60.
efficiently, allowing for things beyond that energy’s
normal capacity, granting the craft the use of the Personal weapons: This is a locker of small-arms
D12 instead of the D10 for rolls on Table 37. and ammunition. For every such locker on board, a
good 10 crew are considered ‘armed’ and will thus
Karillian-crystal sphere: This is a tremendous and gain a bonus of +1 to their Attack Rolls in Mass
remarkably stable source of power, however it is at Combat. If this locker is raided by individuals for
the same time very difficult to harness, as it will specific weapons, they must state what they are
release energy slowly at best. Thus, it is not used looking for—it may or may not be there. The cost
as a main power supply, but as a reserve. If part of the requested weapon is the percentage chance
of a vehicle’s engines, it will provide a +1 bonus that it is not there. If it is indeed present, one can
to D10 rolls to reduce percentages of power loss. continue ‘raiding’ with no upward limit. However,
For example, being hit in battle and losing 3-30% as soon as any percentage chance fails, the locker
would effectively become a 0-27% loss, given the is considered empty, or at the least all of its other
benefit of a factor of ‘1’ on each dice roll. weapons are broken and useless. Note that these
weapons do not come loaded—ammunition is made
Lifeboat: This is a small capsule which can hold as entirely separate percentage rolls.
up to 1000 total Encumbrance, and is programmed
to land on the nearest habitable planet for all those Primary gun: This is an enormous gun worked into
inside it, as its computers analyze all life-forms the very design of the vehicle—sometimes it is the
who enter it. They travel 1-10 lightyears an hour, vehicle which is designed around this gun. When
as the computer constantly changes its course to fired, it will create an incredible blast which will
home in on the nearest habitable destination. There continue until it hits something, be it a vehicle, a
will be enough oxygen within the capsule for 24 planet, whatever, and that target will have to suffer
man-hours total. Once a lifeboat has landed, it will 1000-20000 Damage. However, after being used, a
not be able to be reactivated. ship’s power will be temporarily depleted, causing
the vessel a penalty to rolls on Tables 36 and 37
Mines: These are mines, 1 ‘cache’ for every 1000 equal to the D20 result of the primary gun’s roll
credits, released either into the air, into space, or for Damage, reducing by a -4 penalty every Round
even on the ground. Whenever any vehicle passes as systems regenerate and come back on-line.
through it stands a 1 in 6 chance for each cache
released of hitting all. When struck, the mines will Radar: This enables the vehicle to pick up any and
all explode, causing 10-40 Damage for each cache. all moving objects within a radius of lightyears
equal to the total credit cost of the craft’s Power
Mining equipment: This is a collection of small unit(s) divided by 10 (rounded down). However, a
tools, bins and specialized robots to help in mining radar cannot distinguish what any such objects are,
and similar operations. This will add a +1 bonus only that they are physically there.

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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%.

Wings: This can be any design of wings added to


the vehicle for various purposes. Altogether, for
each wing enhancement a vehicle has, it shall gain
a bonus of +1 on Tables 38 and 39.

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‘surface’ vehicles, D8 for ‘flying’ vehicles, and D4


for ‘interstellar’ ones. Table 64 lists the additional
monthly pay for each individual once the entire
crew is determined, made with a single roll on the
same dice used to calculate the crew itself.

TABLE #64: REQUIRED CREW


Roll Required crew Monthly pay
6-12 0 0
4-5 1 10
3 2 50
2 4 100
1 8 200
PUTTING IT ALL TOGETHER: There are many
things to consider about any vehicle, but they all
come down to total only a few aspects. All such Travel modality: Vehicles that are capable of going
summaries are explained below. Indeed, just how into space and traveling for lightyears in minutes
well one’s vehicle is fit together and how well it require a special engine to enable such speed. This
functions is determined in the following pages. ‘travel modality’ is the option of the builder. Any
‘interstellar’ vehicle will have one such modality
Bridge crew: Normally, the Player Characters are already built into it, chosen from Table 65 when
in command of their vehicle, regardless of its size. the vehicle is first outfitted. ‘Flying’ vehicles have
And when they are, they must decide just who has to purchase one, and cannot have more than one,
each of the important positions, whether they take while ‘interstellar’ vehicles can have as many as
them for themselves or trust them to NPCs (using they can afford, and switch between them at will.
Table 90 if they have nobody else to fill the post). Furthermore, certain Classes of ships cannot use
Only one individual can be positioned at any post. certain types of engines, as the following chart
The Captain does not give orders outright, but lists what vehicles can use what travel modalities.
he makes the final decision if there is a debate
amongst the other Players. TABLE #65: TRAVEL MODALITIES
The Navigator is responsible for charting the Modality Credit cost Vehicle Classes
vehicle’s course and maintaining it, thus making Lightspeed 8000 M, Q, R, S, T, Z
any and all Control Checks and Navigation Checks, Space-warp 5000 L, M, P, Q, T, U, W
his Navigation Skill the one applied. Geespeed 6000 F, L, M, P, R, V, X, Y
The Engineer is responsible for the power and Light-lines 7000 M, S, T, U, W, X, Z
performance of the vessel, thus making any and all
Space Rolls, his Spacetravel Skill the one applied.
The Gunner calculates and uses all weapons Cargo space: Normally, vehicles do not have much
systems during battle, and thus makes any and all cargo space unless they are specifically designed
rolls for vehicle combat called for in Chapter 3. for it. Indeed, if one does not purchase extra cargo
space, the base capacity that any vehicle can hold,
Required crew: Normally, the details of a vehicle’s including all occupants and their own equipment, is
crew aren’t important. Most craft don’t even have equal to the normal maximum Body Points of the
a crew, save for the Player Character pilot himself. craft multiplied by 10 in Encumbrance. Note that
However, larger vessels require various crew for even if the vehicle is damaged, the capacity for
various tasks. For every 100000 total credits spent storage and passengers is not reduced. Furthermore,
on a vehicle (rounded down), he has to roll once a vehicle’s cargo hold is not used up by anything
of the following chart to see what total crew are from Table 63—such hardware is made into part
required for his vessel. The dice used is D12 for of the craft itself.

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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

TABLE #68: FLYING STUNTS


Check Attempted stunt Failure
5 Barrel-roll for fun Table 39
7 Fly below radar Table 39
8 Fly up-side-down Table 40
10 Sudden turn around Table 41
12 Increase speed 50% for 1 Turn Table 41

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DETAILS: There are always a few nuts and bolts


and welds to consider before any vehicle is ready
to roll out of the docking bay.

Seats: How many people can cram into a vehicle,


anyway? Normally, only one, unless extra seats or
‘accommodations’ are purchased. Otherwise, extra
passengers have to be considered ‘cargo’, totaled
between their bodily and carried Encumbrance.

Vehicle history: Normally, one does not simply go


out and buy a spaceship as he would a pistol or a
fancy deck of holo-cards. Most vehicles are bought
on agreement, or used, even battledamaged or with
some history that should make the ‘buyer beware’.
Indeed, the Player may, at his risk, roll once on
the following chart for any vehicle when he first
acquires it to see if it has any tale to tell. He
may get a lucky deal, or he may find out that he
just dealt with ‘Honest Eddie’s Used Starfighters’.
One can roll as many times as he wishes, or until
he rolls something he has already for this vehicle
(which does not apply a second time). Note that
unless the problem with a vehicle is clearly ruled
elsewhere in this Chapter on how to repair it, that
problem will cost 10-1000 credits to get fixed.

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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Skills in the wilderness help greatly. If one


among the party has Survival Skill in the type of
terrain the party is traveling in, they will for his
guidance gain 5 miles each day for every Skill
Level he possesses. Note that if more than one
Character in the party is skilled in the same type
&+$37(5 of terrain, only the highest Skill Level is applied.

EXPLORING Unforeseen events: Apart from actual Encounters


THE themselves, some things are just normal difficulties
of traveling. At the beginning of each day, the
COSMOS Game Master will roll on Table 70 to determine
what conditions will beset the party that day, thus
giving them perhaps a chance to reconsider how
(and if) they are to travel.

TABLE #70: DAILY TRAVEL


Roll Traveling conditions for this day
10-12 Plentiful lands; use no food or water
JOURNEYS 9 Good weather; gain 1-4 miles
7-8 Day passes without incident
6 Bad weather; lose 1-6 miles
4-5 Use an extra day of food and water
WILDERNESS TRAVEL: Traveling across alien 3 Terrible weather; lose 1-8 miles
landscapes is one of the most grueling parts of any 1-2 Illness; nobody can regain Health naturally
adventure. Be it through dense jungles, across blue
sand dunes or through volcanic mountains, there is
always a challenge to one’s great journey through Terrain modifiers: At the GM’s option, he may be
new worlds. But for whatever adventures are met more specific about the terrain the party is in. The
along the way, the normal movement through any following chart displays all the different kinds of
wilderness is counted the same. terrain, along with how they effect travel, by their
modifier in miles to Daily Movement Rate, and the
Wilderness Movement Rate: The party’s distance dice the GM uses to roll on Table 70. Note that
traveled in a day is summarized by a few simple the modifiers to Movement have already taken into
calculations. Beginning with the slowest Movement account all normal modifiers such as roads, terrain
Rate among the party, this is then divided by 10 and others, but not anyone’s Survival Skills.
(rounded up). This is the number of miles that a
party travels in a single day across any landscape. TABLE #71: TERRAIN MODIFIERS
Roads make for much greater speed. Whether Terrain Daily movement Daily dice
on a mere footpath or a highway, a party traveling Civilization +10 D12
a road gains 10 miles to their distance that day. Temperate +0 D10
Tropical -5 D10
Terrain greatly effects a party’s speed. If the
Desert -5 D8
land is dismal or rugged, such as in a swamp, a Volcanic -10 D6
desert or a mountainous region, the party’s distance Arctic -10 D6
that day will be decreased by 10 miles. Similarly, Alien +0 D10
if the terrain is very smooth or simple, such as in Atmospheric +0 D8
open fields, 5 miles will be added to the distance Undersea -10 D8
traveled that day. Such common wilderness as Lunar -5 D10
woods and plains do not affect a party’s speed.

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Haste: If a party wishes to make great haste, they


may add to their Wilderness Movement Rate, but
at the risk of becoming lost. They must decide
how fast they are to go, by the number of miles
they wish to add to their Movement Rate for the
day ahead. These miles become the chance in 12
of the party’s becoming lost. This roll is always
made at the end of the day’s travel.

Lost!: If for any reason a party ever becomes lost,


they must make a Searching Check to find their
way again (but gain no Experience Points for it).
Each day that this Check fails, the party cannot
move, unless they go blindly into the unknown of
the wilderness, picking a basic direction (North,
Southwest, etc.) and follow it all day, but only by
chance find the road again, such as crossing a
southern-bound road while heading east.

Elements: The elements can be very challenging. If


the weather or environment is harsh enough to
penalize the party’s Wilderness Movement Rate, the Civilization is a sure sign that lands are
party can choose to potentially eliminate all effects bountiful, for folks do not settle lands that cannot
for the day by rolling individually on Table 72, support them. If the party is within a day’s
using the appropriate dice from Table 71. journey of any town, settlement or sanctuary with
a population of 100 or more, their Foraging Check
TABLE #72: ENDURING THE ELEMENTS will gain a bonus of +1.
Roll Results of perseverance The terrain itself can prove to be a blessing
7+ No ill effects or a difficulty, as some lands offer more food (and
5-6 Suffer the normal effects water) than others. If the terrain is so pleasant or
1-4 Suffer the effects multiplied by a factor of 2 easy that it normally increases a party’s Wilderness
Movement Rate, then it also increases their
Foraging Checks by +1. Similarly, if the terrain is
Foraging and hunting: If a party wishes to forage so bleak as that it normally penalized the party’s
or hunt for food and water, they need only inform Wilderness Movement Rate, then it also penalizes
the Game Master that they are doing so for that their Foraging Checks by -2.
particular day. He will then roll the D6. If the Greater numbers in a party hinders this roll,
result is ‘6’, then the party will indeed have found for the more people there are to feed, the harder it
enough food and water to last for that day. is for the land to provide bounty for them. If there
Guides and others proficient in wilderness are 10 or more people in a party, then the party’s
survival help a party find food and water. The Foraging Check is penalized by -1.
highest Survival Skill Level of anyone in the party
increases their Foraging Check. If two or more Starving: Each day one goes without food or water
people are tied for the highest Skill Level, then effectively wounds him for 2 Damage. If one goes
only one such bonus is applied to the roll. without both food and water for a day, then the
Time must be considered, time spent learning total Damage is 5. Also, one cannot (naturally)
the general area that the party is currently in, for heal if they do not have food or water. Eating any
indeed if their last Foraging Check was successful, dead carcass will offer a total number of days of
their current Check will gain a bonus of +1. food equal to the dead creature’s initial Health.

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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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Beam: This is a means of travel on all interstellar


vehicles. Requiring its own Power unit, it is able
to instantaneously transport up to a total amount of
Encumbrance (between body and equipment) equal
to the Power unit’s credit cost a number of miles
equal to the same number divided by 100. If there
is any physical obstruction in-between (hence this
is usually done to send crew from a spaceship to
a planet’s surface and back up), this process will
instantly fail—the individual will not go anywhere
but the device’s Power unit will be used up. A
target larger than human-size can be transported in
this way as well, but for every 100 Encumbrance
(rounded up) past an initial assured 500, there is a
cumulative chance in 6 that the process fails, once
again using up its Power unit. In all cases though,
beaming takes 1-4 Rounds to coordinate any target,
SHORT TRANSPORTATION: There are many during which time it must hold perfectly still.
ways that technology and civilization have provided
for transport over short distances. However, there is Digital: An alternate form of ‘beaming’, this will
always something to consider with these modalities reduce a single target to energy, recorded by the
of travel, as detailed below. device in digital code, to be transported and then
reassembled physically upon the machine’s ‘landing
Commercial: All commercial transport, from simple pad’. This can transport anything, of any size, any
taxis to sleek monorails, all function within that distance, theoretically—every 100 total (rounded up)
civilization’s system, and thus always have cameras between Encumbrance (bodily and carried) and
or other recording devices hidden with them, which miles traversed is the cumulative chance in 12 of
will flawlessly document anything anyone inside of failure, which will result in the target rolling for
them does, unless he makes a Stealth Check first. itself on the following chart.
Dropship: Military ‘drops’ are free-falls from larger
ships into an atmosphere, to pick up speed with its TABLE #73: FAILED DIGITAL TRANSPORT
Roll Result of failed digital beaming
own propulsion once the dropship itself is below
18-20 No effect; lucky bastard
the cloudline, a trip which is difficult for anybody 17 Ringing in ears for 1-4 days; -1 to Intuition
to endure, requiring a Genetics Check to withstand 16 1-10 fingers missing
or that individual falls unconscious for 1-6 Rounds; 15 1-10 toes missing
this Check is Casual for robots, Challenging for 14 Teeth melt; -1 to Personality
humans, and Critical for aliens. 13 Arm missing; -3 to Physique
12 Leg missing; -2 to Physique and Movement
Freefalling: Whether skydiving, paratrooping or 11 Blindness for 1-4 days; -3 to Intuition
otherwise falling through a planet’s atmosphere 10 Permanent blindness; -3 to Intuition
with a device to land safely, landing is still the 9 Amnesia; lose 100-1200 Experience Points
8 Skin melts; 10-40 Damage
tricky part. To land successfully and unharmed, one
7 Gender change; -3 to Presence
needs to make a Challenging Movement Check. 6 Turned inside-out; 30-60 Damage
This Check will only be Casual if someone has an 5 Explodes; instant death
Occupation that involves working with the military, 4 Split in half; dies in 1-4 Rounds
as justified by the Player’s personal notes or story. 3 Disintegration; nothing left
Should this Check fail, that individual will suffer 1-2 Roll twice more on this chart
2-12 Damage in addition to the distance fallen.

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TABLE #74: LIGHTSPEED TRAVEL


Roll Success of space travel
6-10 Successful journey
5 Unstable journey; Control Check required
4 Space anomaly; Table 80
2-3 Vehicle’s power unit damaged 10%-100%
1 Lost; Navigation Roll required

Space-warp: This manner of propulsion involves


finding holes in the fabric of time-space, referred
to by many pilots as ‘wormholes’ or ‘gateways’,
which lead instantaneously from one point in three-
dimensional reality to another. Yet these holes are
ever-changing and unable to be mapped, and often
very unstable as well. Finding one’s way through
them is like flying blindly through a maze.

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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Light-lines: This manner of propulsion utilizes the


natural energy lines woven throughout space. Much
like the lay-lines of electromagnetic energy which
wrap around any planet, used by wildlife to home
with and psychics to dowse with, the unseen lines
of energy throughout the cosmos can be ridden by
the right technology like galactic railways, having
already pierced the dimensions of time-space and
so make for relatively short distances to travel. Yet
it is none-the-less dangerous to travel them, for the
light-lines are layered in a fourth dimension, and
so they also bring pirates, zealots, meteor showers
and other hazards from unknown reaches of space
along their endless routes.

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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SPACE ANOMALIES: The depths of space are


not as empty as they seem, for indeed everything
is relative, and so time seems to disappear during
the voyage through the vacuum, only to resume
once some anomaly is encountered. The more often
heard of anomalies are explained throughout the
following pages as to what dangers they pose and
what rewards they might offer, whether they are
listed on space charts or not. In the event that an
anomaly has been encountered by accident but it is
not clear what it is, the GM can determine it by
rolling on the following chart.

TABLE #80: SPACE ANOMALIES


Roll Space anomaly
92-100 Vacuum
88-91 Transmissions
84-87 Nebula
78-83 Gas-cloud
52-77 Star
48-51 Nova
Transmissions: Radio waves, digital light signals
43-47 Ice-rings
25-42 Asteroids and other forms of transmissions continue endlessly
17-24 Meteor shower through space, and on occasion can be picked up
5-16 Cosmic rays by some other technology. On the rare chance that
1-4 Black hole any signal is picked up, the vehicle can follow it
to its source, as all lines come from somewhere.
However, the chance of successfully following any
Vacuum: The vastness of space is a vacuum which line is slim, requiring a Searching Check, penalized
kills organic life almost instantly. Normally this is by -1 for every cumulative 10 lightyears it is away
not measured in Damage, but if someone insists, from its source (rounded down). Of course, if the
the Damage is 10-100 each Round one is exposed signal can be followed, it can provide a lost ship
to the cold vacuum, and no armor can protect him with some sort of destination to a civilized place,
against it, save for a space suit designed for such. even if it turns out to be worse than being lost.
However, robots with no organic parts can exist The reverse does not work as well, unfortunately,
within this vacuum at no risk. for sending signals will not necessarily bring help,
There are some fundamental rules which apply as it may take a great deal of lifetimes for the
differently in space. As there is no physical air or signal to be picked up by anyone who cares.
other substance, light and sound are not reflected,
hence it is soundless. However, weapons none-the- Gas-cloud: There are in space incredibly large gas
less show up because they are not necessarily true clouds which have not ignited or concentrated into
laser, but some concentrated energy that need not stars or suns, at least not yet. When passing one,
be defined unless it is critical to the Adventure. whether outside or inside, it may adversely effect
Another thing to consider in space is that it is sentient life, requiring a Genetics Check by every
not necessarily emptiness—there is dark matter, and living individual to avoid losing 1-6 Psyche Points.
the mysterious fabric of time-space, so despite This Check is Casual for robots, Challenging for
what anyone thinks he knows, really anything can humans, and Critical for aliens. If someone drops
be found out in the depths of the cosmos. to ‘0’ Psyche in this manner, he goes mad and
will become an NPC.

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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.

Ice-rings: These can form around a planet, a moon,


or any other body where moisture exists. They are
thus dangerous but also evidence that there is some
form of life nearby, potentially. To navigate one’s
vehicle through ice-rings requires taking one’s time,
indeed many days. The speed one wishes to go is
up to him. The number of days spent negotiating
the ice is the chance in 8 of doing so successfully,
and thus finding a place where water is abundant.
However, if one goes too fast and so collides with
some ice, his vessel will suffer 100-400 Damage.

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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

Auto-pilot: A standard feature on any space vehicle


is ‘auto-pilot’, which in essence allows the ship to
continue on a set course with artificial intelligence
enough to deal with common problems such as
equipment malfunction and incorrect headings. This
feature cannot, however, make crucial decisions like
initiating battle or trying a shortcut on Table 81.
For story purposes, auto-pilot feature is almost real,
like an ‘auto-rule’, the ship guiding itself whenever
the Players have their Characters begin to do some

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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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how much authority will the men in black be


knocking on one’s door?
Whenever the GM decides that a Character
has broken a law in the society he is in, he will
consult Table 82 to determine the chance in 10
that the authorities will bother pursuing him at all,
&+$37(5 as well as the chance that they show up quickly
or take their time to track the Character(s) down.
THE One roll is made for each individual, the chance
KNOWN determined only by the worst crime committed.
The following chart gives a list of the general
UNIVERSE Magnitude of criminal activities. For as there are
so many specific crimes they would be far too
numerous to list. So, a GM will simply weigh the
Magnitude of the crime, and then roll its chance
of attracting the attention of the authorities.

TABLE #82: CRIMINAL CHARGES


Chance Magnitude of the crime
CIVILIZATION 1 Misdemeanor
2 Petty crime
3 Destructive crime
4 Violent crime
LAW: The only thing that truly differentiates any 5 Despicable crime
civilization from the proverbial jungle is that it has 6 Federal offense
7 Capital offense
established laws, ones which are either agreed upon
8 Intrudes on government secrecy
or enforced, as opposed to the natural laws alone. 9 Challenges government secrecy
Yet this makes for infinitely more complex systems
of society, survival but a microscopic cog in the
wheels of society which are far and away beyond When the law arrives: If the police are concerned
the understanding of all those they were designed enough with a crime to pursue the law-breaker(s),
to make life simple for. In the end, all comes full the GM will consider the time frame that they
circle—the laws of jungle apply, only now it is a will arrive in. This is the roll of a D10. If the
jungle of steel skyscrapers, predatory policemen, initial roll to determine whether the authorities
and storms of paper raining blood and money. As were concerned exceeded its required chance to do
wiser men have said, “You can take the verbrek so, every number that exceeded that base chance
out of the jungle but you cannot take the jungle increases this roll and thus the time frame that
out of the verbrek—he will simply create a new the authorities arrive in. For example, if someone
jungle, a new nest, with the materials around him.” committed ‘destructive crime’ and the roll to see if
the police even cared was a ‘5’, he would gain a
Breaking the law: We know the laws of our world bonus of +2 on Table 83 for their response time.
well enough, and so we can easily recognize what
similar laws other civilizations would likely have, TABLE #83: POLICE RESPONSE TIME
and thus also when someone is crossing the line. Roll Police response time
Yet no rule system determines that. However, what 10+ 1-6 months
this Rulebook will consider is the aftermath—do 6-9 1-6 days
the authorities arrive on the scene to arrest the 2-5 1-6 hours
law-breakers? Can they track them down? Will 1 1-6 Rounds
they even attempt to do so? And if they do with

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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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SPECIAL LAWS: Any society functions on two


kinds of laws—normal laws and special laws. The
normal laws we can all relate to, as they are very
universal—murder, theft, etc, and it is these upon
which the basis of criminal procedure as explained
in the previous pages. However, given the great,
even endless variety of cosmic cultures, there are
countless special laws which may apply only in
small pockets of civilization. At the discretion of
the GM, any sort of strange or special law may be
in effect wherever the party is adventuring. As a
rule, the GM can roll once on the following chart
whenever a new settlement is entered, to see what
odd law they have there (though the party will not
necessarily know about it). If for this or any other
reason a law needs to be rolled, it may be so
randomly determined on the following chart. Note
that in this case higher is not necessarily a better
result for whoever is rolling.

TABLE #86: SPECIAL LAWS


Crime Magnitude Roll
Being a criminal anywhere else 5 90-100
Being outside after midnight 4 89
Being taller than the police 3 88
Buying weapons if not military 6 85-87
Clones inside a city 7 83-84
Clones as members of society 8 77-82 PERSONAL HOMES: It is possible that some
Clones as slaves 5 75-76 Characters, either PC or NPC, will have a home or
Fighting even in self-defense 4 70-74 wish to set one up at some point. If they do, it is
Gambling 3 67-69
simply a matter of spending the necessary credits.
Having any hair on one’s head 1 66
Having blue skin 2 64-65
The following chart provides basic costs for homes.
Having green skin 2 60-63
Having live animals in a city 3 57-59 Credit cost: This lists the cost in credits for any
Having one’s face uncovered 1 56 aspect of housing. This cost can be modified by
Openly discussing government 3 55 the quality of a planet, to become higher or lower,
Openly questioning laws 5 53-54 determined by the planet’s Level in its respective
Own gun of 10 or more DMG 6 51-52 Sourcebook. The costs listed on Table 87 are the
Own gun of 20 or more DMG 6 46-50 base costs around which all of the Sourcebook
Prostitution 2 44-45 factors revolve.
Public protesting or picketing 4 41-43
Riding in any vehicle alone 2 40
Selling illegal guns 6 34-39
Space factor: This lists either (for the home itself)
Slave owning 5 27-33 the total amount of ‘space’ it can contain in Body
Slave selling 5 23-26 Encumbrance, and for all furniture, entertainment
Talking to any other race 3 19-22 and machines this lists the Encumbrance they have
Vigilantism 7 10-18 and thus the total amount of space they take up.
Wearing any religious symbol 8 1-9 Thus, one’s furniture, entertainment, machines and
guests cannot exceed the house’s space factor.

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SOMETIMES THE GREATEST WILDERNESS OF ALL CAN BE THE METAL MAZE OF CIVILIZATION

TABLE #87: HOUSING Electronic mail: Though a very universal service, it


Element of housing Credit Space costs to have advertisements and other junk filtered
Type of house cost factor out, to say nothing of the device itself consistently
Apartment 900 1000 working, but if paid for, will reliably relay to the
Garage 600 800 home any and all information pertinent to the city,
House 2000 2500 planetary system, and transmissions from others.
Mansion 7000 5000
Office 4000 600
Temple 10000 7000 Exercise equipment: If one is often living in his
Furniture home he’s assumed to be regularly using this, and
Bed 50 200 thus he will have the option of choosing to place
Chair 20 50 an Ability Point gained from Table 130 on
Plant 70 40 Physique rather than a random Score.
Statue 90 250
Table 80 120 Hiding space: This is some sort of well disguised
Entertainment compartment where anything (or anyone) can be
Electronic mail 40 20 hidden and avoid all manner of normal detection,
Exercise equipment 90 350 from police scanning to alien intuition.
Music system 100 260
Video system 150 240 Music system: If one is often living in his home
Machines he’s assumed to be regularly using this, and so he
Body disposal 900 400
will be honing his hearing, giving him +1 to a
D.N.A. scanner 600 30
Dream pillow 200 20 single Intuition Check during the course of each
Hiding space 400 100 game session (not necessarily each Adventure).
Poison shower 800 600
Plant: Each plant in a house gives a cumulative +1
bonus to any rolls made for healing there.
Bed: Sleeping in a bed will increase one’s daily
healing, so that he heals at intervals based on the Poison shower: This requires the same amount of
difference between his Genetics Score and 24 as power and thus credit cost as curing poison at any
opposed to 30. hospital, but avoids having to answer questions.

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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SOMETIMES THE GREATEST WILDERNESS OF ALL CAN BE THE METAL MAZE OF CIVILIZATION

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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that the metric system is so good that there is no


reason not to use it, and the American consumer
may demand pounds and miles out of habit, but
one must ask another question first—is there really
any need for the fictional populace of this fantasy
universe to have any such scale if the game’s rules
alone already keep things weighed and balanced?

Language: There is a ‘common language’ that is


used throughout the galaxies of this game, one that
has somehow developed over time, regardless of
what it is. It may be English, and then it may not.
The game rules and dialogue within its Adventures
translates into English for ease of play, though the
players are certainly free to imagine the common
language is some different dialect altogether. And,
there are indeed countless other ‘alien’ languages,
and but once again the players must take on faith
that all these dialects have someone managed to
find a way to work in this society with minimal
GALACTIC STANDARDS: In order for any real trouble—the fictional characters know how to deal
civilization to function, it has to find some sort of with it, so the players of this game should have
equilibrium, like the synthetic jungle that it is, and no trouble either. For the most part, those with an
so this leads to standards throughout it. What those alien language learn to speak common well enough
standards are have already been worked into this and then speak their native dialect only amongst
game throughout its core rules. However, if they their own kind. Understanding all these infinite and
ever need clarification, they are explained below. alien languages is accounted for by one’s Skill in
Languages, if he has this Skill at all, as most do
Time: The standard measurement of time in all the not, because most do not trouble themselves with
galaxies of this game is the same as we know on going outside the common speech.
Earth, that of a 24-hour day broken down into 60-
minute hours and 60-second minutes. This may, of Money: Money itself is a universal part of any
course, be different in some places, but those will civilization—most do not even think to question
be specifically stated as to what their standards are that—but what is the standard measurement of all
if not the galactic standard. The reason this means money? In this game and its galaxies, there isn’t
of measuring time is used, while wholly unrealistic one, really, but there is a standard value, that of
in a space setting, is for ease of play. The players ‘credits’. Credits themselves are not necessarily a
should just assume that the inhabitants of this far form of hard cash (though there are some forms of
away galaxy are enough like them so that the only currency that are made and maintained exactly to
things they need to worry about are battles and the standard or scale that is universal), but rather
villains, not clocks and accounting. credits are the basic measurement around which all
other currencies are weighed, similar to the ‘gold
Weight: There is no standard scale for weight and standard’ that backs the currencies of our own
bulk within this fictional world itself. The standard governments on Earth. Note that while there is
of ‘Encumbrance’, indeed a mixture of weight and indeed a gold standard within this fictional cosmos
bulk, is for the game’s rules alone, not the fantasy as well, and that it is equal to credits in value, it
characters themselves to know and speak of. This is not necessarily true (on all planets) that credits
keeps the game simple and fun. Some would argue are based on it, or visa-versa.

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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.

Increased gravity: Should gravity for any reason be


increased beyond the normal ‘1G’, it will not make
a difference unless it is increased dramatically. In
this case, every two additional ‘G’s or multiples of
the normal gravity level increase the Encumbrance
of all things by a multiple of one, including body
and equipment, and everything else, while one’s
Ability Scores and all other statistics for dealing
with gravity remain the same. The reason for a
multiplier of 2 instead of a multiplier of 1 is that
Encumbrance is a combination of both weight and
shape, not mass alone.

Zero-gravity: Should gravity ever be lost for any


reason, and thus all free people and objects just
float around, there are some rules to consider. First
and most obvious, normal physics still apply, such
as one pushing himself in a direction so he can
continue in that direction at that speed with no
additional push or propulsion. What is important is
just how fast he can go, and in any case it is
equal to one’s Physique Score plus a D6 roll as a
temporary ‘Floating Movement Rate’. If the recoil

87
CHAPTER 9
THE UNIVERSE HAS POWERS BEYOND WHAT ANY HERO OR VILLAIN CAN POSSIBLY IMAGINE

Who has such power?: Sometimes it is not clear


as to what sort of people use what sort of Powers.
If ever this question arises, one may simply roll
on the following chart to determine what Power
best suits their Character.

&+$37(5 TABLE #91: UNIVERSAL POWERS


Power Humans Aliens Robots
UNIVERSAL Ancient 78-100 85-100 96-100
MYSTICAL Spiritual 67-77 70-84 90-95
Magical 38-66 60-69 -
FORCES Divine 29-37 56-59 -
Psionic 14-28 37-55 67-89
Dark 2-13 20-36 45-66
None 1 1-19 1-44

Universal Points: Whenever someone acquires a


Universal Power, there is the question of just how
UNKNOWNS much they can do with it, indeed what they can
do. This is determined by one’s ‘Universal Points’.
Each individual has a number of Points based on
their Class, which they will then spend among the
UNIVERSAL POWERS: Universal Powers refer various accomplishments that are possible on their
to anything that is unknown, usually because it is respective Power’s chart (Tables 94-99)—only those
indeed universal, beyond the understanding or crude accomplishments that one acquires can he attempt
control of the sentient beings that would otherwise to use at any time. Each such accomplishment only
benefit greatly from it. There are many different requires 1 Universal Point to acquire. In addition,
kinds of Powers, each one operating in some way every 3 Creation Points can also acquire one (from
unique to themselves, statistically, as are explained the same chart). Spending further Universal Points
throughout the following pages. However, there are on anything one can already accomplish will give
a few things which are universal indeed about all him a permanent bonus of +1 to his D20 rolls to
such Powers, explained below. employ it.

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.

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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).

Combined efforts: It is often thought that people


who share the same Universal Power can combine
their efforts, but this is not true. This is a power
that comes from without, but it is focused from
within, its success dependent on one’s personal
connection to the cosmos. Therefore, two separate
entities would only be able to ‘combine’ or unite
in an effort effectively by each making separate
rolls and thus increasing their chances of success,
rather than increasing a singular roll together.

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TABLE #94: ANCIENT FORCES


Accomplishment Knights Others
Bladestrength 7 8
Calming 9 13
Empathy 13 18
Focus 10 17
Healing 8 13
Influence 7 10
Lightdashing 11 14
Quickening 14 15
Serenity 5 8
Strength 7 9
Swordshield 10 14

Bladestrength: One can give power to a single


weapon by touching his own to it. For a number
of Rounds equal to a Universal Dice roll, the
weapon will use a higher Damage Variable dice
for each of the following factors that apply:

The party is outnumbered


A party member has died in this battle
The wielder alone can destroy the main villain

Calming: One can induce overwhelming calm and


even sleep on a single organic creature, rendering
him incapacitated for a number of Rounds equal to
a Universal Dice roll, should he fail a Intelligence
Check, the difficulty set at Casual, but increased
by one level (to Challenging, to Critical) for each
ANCIENT FORCES: There are many old forces of the following factors that apply:
throughout the galaxies of space, the bloodstream
of the universe, which is far stronger with some Physical contact is made
beings than others. Whatever a Character decides The recipient is friendly or unaware
to call the force that he draws on, it is what gives The recipient’s Genetics is lower than Intuition
a Knight his power for whatever reason, be it the
blessing of a cosmic deity, or perhaps an energy Empathy: Calming one’s mind enough, either by
created by all living things which surrounds them meditating or some other focus, one can hear with
and binds all of them together so they can feel it senses beyond the normal five, seeing and hearing
flowing through them—they are luminous beings, things far away in space and even time, allowing
not merely crude matter. Whatever the case, to use him to see either another Player Character at that
this Power one rolls the D20, requiring equal to or exact moment, or an Encounter’s boxed narrative a
above the difficulty on Table 94 to be successful, number of Encounters beyond the present equal to
with any failure resulting in the Character being a Universal Dice roll.
incapacitated for 10 Rounds minus what he rolls
on a Universal Dice, due to his self-doubt, despair, Focus: By relying on his power and nothing else,
and breaking with the cosmos. The Universal Dice the individual is able to become one with it long
for using all such Powers is determined by one’s enough to accomplish the impossible, indeed as if
Unique Score. all the axes of the universe are channeled through

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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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TABLE #95: SPIRITUAL FORCES


Accomplishment Priests Others
Energize GEN -2 GEN -5
Rescue UQE -5 UQE -8
Submission HP -1 HP -4
Truth PSY +3 PSY +1
Unity CBT +2 CBT +0

Energize: The individual is able to supercharge one


other with whatever energies normally give life to
him. If successful, he will restore a number of
Health equal to a Universal Dice roll. This dice
will increase in value (D6 to D8, D8 to D10, etc.)
for each commonality the healer and the recipient
have, as listed below. One cannot heal himself.

Same D.N.A. Type


Immediate family (parent, child, or spouse)
Both have this same Universal Power

Rescue: The spiritual forces that guide one’s life


can save another, sparing one person certain death
and restoring him to how he was at the beginning
of that particular Round.

Submission: By sheer force of will, one can cause


another to submit in battle, indeed to outright give
up and surrender. If he does this to the leader of
SPIRITUAL FORCES: There spiritual forces of his enemies, he can make an additional number of
the cosmos are all but forgotten, save by the wise them surrender outright, a head count equal to a
and the strong, to whom they so greatly benefit, Universal Dice roll.
be they ghosts, souls, or something else entirely.
Whatever the case, to use this Power one decides Truth: By some means, be it force of will or even
how much of himself he will give into the effort, the intimidation of spirits that suddenly make their
measured by Health Points he voluntarily takes as hideous forms visible to the target, that individual
wounds, and then rolls the D20 as many times as will be compelled to tell the truth to a number of
he gave up Health Points, at a regular ratio of 5, questions equal to a roll of one’s Universal Dice,
so it would cost 15 total Health to roll 3 D20s. If to the limit of his own knowledge.
the total of his rolls is equal to or higher than the
Score of his target on Table 95 (the bonus listed Unity: Within the midst of battle, one can call
aiding his roll or the penalty hindering it), then he upon forces unknown and unseen to give him and
will prove to be successful. Note that as many his companions their blessing. He must state how
D20s are often going to be rolled at once, the first many people are going to be so protected before
time that any natural ‘20’ or natural ‘1’ turns up, rolling, for every person aided adds 1 to the total
then the entire effort automatically becomes an he needs to overcome with his D20 rolls. Those
Ultimate Success or Failure, and no more D20s are who become so guarded will, for the duration of
rolled at all. The Universal Dice for using all such the battle, gain +3 to their Defense Score and use
Powers is determined by one’s Personality Score. the D10 for Initiative, regardless of the odds.

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TABLE #96: MAGICAL FORCES


Accomplishment Humans Others
Cloaking 13 16
Darkforce 16 15
Foresight 9 8
Hypnosis 8 12
Trance 5 9

Cloaking: With a flash of powder, a dash into the


shadows or some other means, the individual is
able to disappear for 1 Round and reappear the
next, up to a number of feet away equal to 10
multiplied by a roll on his Universal Dice, and so
bypassing any and all physical obstructions, energy
fields and other barriers, no matter what.

Darkforce: There is an unknown (and some say


unknowable) power throughout the universe, which
one can manipulate to create harm unto others. He
can concentrate it into a single contact blow for
10-40 Damage, or throw it at a distance, losing 1
Damage for every 10’ away the target is. Either
use requires a normal Attack Roll, and the Damage
is rolled after this Attack is made.

Foresight: By peering into the future, the magician


can see what lies ahead. Once successful, he states
whether he is looking for battles, traps or puzzles,
then rolls a Universal Dice. The GM will disclose
how many Encounters ahead of him awaits the
MAGICAL FORCES: Magic is everywhere, and next challenge of that kind within the range rolled.
not just in fairytales, but throughout the blood of
the very universe. ‘Magic’, as it is so simply and Hypnosis: The magician has some ability to capture
unjustly named, is an ability that everyone has, and and hold and even command the consciousness of
is honed like any skill or psychic strength. What is another. His roll to succeed will suffer a penalty
really important is how much strength one has to for each Psyche Point the target has above himself,
use this power with. To attempt anything listed on but if he still succeeds, he can then command one
Table 96, one must roll D20. If he rolls equal to sentient who will mindlessly obey anything he says
or above the listed difficulty, he is successful. for a number of Rounds equal to a Universal roll.
However, if he fails, he loses 1 random Ability If one fails to use this Power, in addition to the
Point, to be rolled on D10, with ‘2’ as Personality, normal consequences, all held under his sway will
‘4’ as Intuition, and so on up. At the Player’s be freed from this hypnosis.
option, he may lose no Ability Score, but rather
lose Experience Points instead, amounting to the Trance: The individual is capable of entering into a
difficulty of the failed Check, multiplied by 100, trance, wherein he cannot move or react, or die.
then multiplied further by a roll of his Universal He can still suffer Damage, so while in the trance,
Dice itself. The Universal Dice for using all such in a sense he only ‘digs himself deeper’. He can
Powers is determined by one’s Intelligence Score. only awaken from the trance once healed above 0.

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TABLE #97: DIVINE FORCES


Accomplishment Angels Others
Bless 1/1 1/1
Empowerment 1/3 2/5
Endurance 2/5 3/5
Reflection 3/2 5/3
Resurrection 7/1 10/1

Bless: Being given a blessing in name and ritual is


quite different from being given one in truth, for
those who are so blessed will find that they get an
increase to their Defense Score for their next fight
equal to the number of the Ability Points that the
faithful risked.

Empowerment: One can give strength to a melee


weapon, increasing its Base Damage by the ratio
he sacrificed Ability Points for, lasting for a total
number of Rounds equal to a Universal Dice roll.
Such strength cannot be given to any weapon that
uses a Power unit, thus disqualifying any melee
weapon that uses a powered enhancement.

Endurance: By focusing on his faith and thus the


intangible life he knows cannot be truly effected
by his physical one, the individual can endure pain
and anguish beyond his normal limits. The ratio of
benefit he sacrificed Ability Points for will become
the Protection factor he gains for the next count of
DIVINE FORCES: Universal indeed are gods, in Rounds equal to a Universal Dice roll.
belief or in truth, unseen entities who favor the
people who worship them, and sometimes remind Reflection: The individual enters into a state of
the technologically bound together civilizations of half-consciousness, indeed with his other half in
their presence by granting unnatural power which the subconscious, where he can more clearly relive
no science can ever compete with to a chosen few. memories and find wisdom thereby, allowing him
Yet just how much one can wield such power is a to either (for a single successful roll) increase his
question of his inner strength. Table 97 provides Intelligence, Intuition or Psyche Score by the ratio
ratios for various accomplishments, with the first he sacrificed Ability Points for, or gain an equal
number being the count of Ability Points that he bonus to a single kind of roll of his choice (be it
must put at risk to achieve the proportional effects Attack Roll, Defeat Roll, etc.). In either case, this
of the second number listed. However, no matter gain lasts a number of Rounds equal to a roll of
the effect being achieved, the total of the entire his Universal Dice.
ratio (indeed the total of both numbers) is the
difficulty for one to succeed, requiring that the Resurrection: With physical contact, one can bring
faithful roll equal to or above that total on the another sentient creature back to life, provided that
D20, lest he forever lose the Ability Points. The the one to be resurrected has been dead up to a
Universal Dice for using all such Powers is number of days equal to the ratio that the faithful
determined by one’s Presence Score. sacrificed his Ability Points for.

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TABLE #98: PSIONIC FORCES


Accomplishment Aliens Others
Deluding 11 13
Encouraging 14 10
Probing 8 9
Searching 9 5
Shattering 10 15

Deluding: With sheer force of will, one can make


another single, sentient creature delusional, indeed
believing something that is not at all real, such as
seeing or hearing things. This delusion will not be
powerful enough to merit any statistical difference,
though it can certainly effect someone’s decisions,
such as not going down a corridor if he believes
there is a Geiger alien there. The delusion will last
a number of Rounds equal to a Universal Dice roll
or until the influencing person rolls anything else.

Encouraging: Success with this ability means giving


success to someone else, giving a total amount of
bonus’ that Round equal to a Universal roll to any
sentient creatures he can see, which can be applied
1-for-1 to any dice rolls before they are made.

Probing: The individual can read the mind of one


other sentient being for a single Round. What he
can learn is limited to a single question, which the
PSIONIC FORCES: The powers of the mind are GM must answer to the best of that Character’s
perhaps the greatest unexplored frontier of all, and knowledge, but he must be able to answer it in
they are constantly changing and expanding. What only one sentence (or one breath).
some call E.S.P. or psychic abilities indeed have
countless names, and are in this text summarized Searching: The individual sees and hears things of
as ‘psionics’. Such powers are within the realm of another wavelength of reality, and thus notices the
all sentient life, but usually lay dormant within the things others do not, this other-worldly intuition the
majority—those who can use such ‘powers’ simply same as making a successful Searching Check.
have unlocked or awoken them from the darker
depths of their brain. As it is, they remain fleeting Shattering: By means of sending out a mental
and using them is almost like awakening them for shriek or something similar, someone can cause the
each and every use. For to use them requires one brain of another to suffer and even break apart, as
to roll the D20, adding the numbers together, until glass does with high-pitched sounds. If successful,
the total equals or exceeds the difficulty listed on a single target (named before attempting to do this)
Table 98. However, each dice roll that was needed will suffer a number of Damage equal to a roll of
to succeed after the first will cost the person 100 one’s Universal Dice. No Attack Roll is necessary,
Experience Points, from the total earned by using and no Protection will guard against this Damage.
this Power, and, if necessary, from his own prior However, every Psyche Point the target has above
total. The Universal Dice for using all such Powers that of the attacker will indeed be Protection, and
is determined by one’s Psyche Score. in such a case, there is no minimum Damage of 1.

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TABLE #99: DARK FORCES


Accomplishment Phantoms Others
Bladestrength 6 9
Fear 8 12
Focus 10 16
Hunting 6 8
Influence 9 11
Lightning 10 14
Masking 10 10
Quickening 13 18
Shadowdashing 13 15
Strength 11 8
Swordshield 9 16
Trauma 10 14
Vision 8 10

Bladestrength: One can give power to a single


weapon by touching his own to it. For a number
of Rounds equal to a Universal Dice roll, the
weapon will use a higher Damage Variable dice
for each of the following factors that apply:

The party is outnumbered


A party member has died in this battle
The wielder alone can destroy the main villain

Fear: One can induce overwhelming fear and even


trauma in a single organic creature, rendering him
incapacitated for a number of Rounds equal to a
DARK FORCES: Science will say that for every Universal Dice roll, should he fail a Intelligence
action there is an equal and opposite reaction, and Check, the difficulty set at Casual, but increased
speak of positive and negative electrons, matter and by one level (to Challenging, to Critical) for each
energies just as priests would speak of good and of the following factors that apply:
evil—the fools see only shadows of the truth, that
there is an equally powerful dark side to all things Physical contact is made
in the universe. Anyone who can normally use any The recipient is friendly or unaware
Universal Power is already halfway in the shadows, The recipient’s Genetics is lower than Intuition
for they themselves generate them, and can attempt
anything on the following chart by rolling equal to Focus: By relying on his power and nothing else,
or above its listed difficulty on the D20. There is the individual is able to become one with it long
no price for failure, but rather, for success, as the enough to accomplish the impossible, indeed as if
dark forces devour all who use them. Indeed, every all the axes of the universe are channeled through
time one makes a Critical Success or Failure with him that same Turn—because they are—giving him
any such power, they will lose 1 permanent Point a bonus to his next roll equal to a Universal Dice
from their Health but gain a permanent +1 bonus roll, provided that the focused roll is normally one
to the effect they just made a Critical result with. that can be penalized by Fatigue, and if failed will
The Universal Dice for using all such Powers is drain the individual to 0 Health and thus force a
determined by one’s Combat Score. normal Defeat Roll on Table 31.

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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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total Encumbrance divided by 10. Furthering the


above example, 300 Encumbrance worth of bodies
and carried equipment (including the wielder of the
lasersword) would be shielded. Anyone who is not
fully protected by the shield is not protected at all.

Trauma: By means of using universal forces to


crush one’s throat or something similar, someone
can cause another to suffer greatly. If successful, a
single target (named before attempting to do this)
will suffer a number of Damage equal to a roll of
one’s Universal Dice. No Attack Roll is necessary,
and no Protection will guard against this Damage.
However, every Genetics Point the target has above
that of the attacker will indeed be Protection, and
in such a case, there is no minimum Damage of 1.

Vision: Focusing one’s hatred of something (or


someone) enough, one can hear with senses beyond
the normal five, indeed seeing and hearing things
far away in space and even time, allowing him to
see an Encounter’s boxed narrative a number of
Encounters beyond the present equal to a Universal
Dice roll.

THE COSMOS: The universe, the cosmos itself,


is an incredibly vast place, and there is no telling
where the tale of the adventure will go. The rules
found within this Book attempt to encapsulate all
the critical details that both Players and their GM
will need to tell and live the story in space that
they want, but there will always be places where
the rules are primitive and the decisions of fair
play are left entirely unexplored. It is within such
uncharted realms of the rules that both the Players
and the Game Master alike are left with the
ultimate universal power, indeed their imagination
and the freedom to invent rules as they see fit. It
is within such boundless questions and equally all-
encompassing answers to them that the greatest
responsibility of power lies, that of answering the
unanswerable in a way that all agree upon. Thusly,
while imagination remains the ultimate rule, it is
also thus the ultimate duty of everybody involved
to ensure that it is handled with care. Play what
you want, dream what you will, but remember this
power must remained balanced by the cooperation
and preference of all or it cannot be applied at all.

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

TABLE #100: CREATING A CHARACTER


Step Creation process
1 Name the Character
2 Determine Ability Scores
3 Choose basic race type
4 Determine Health
&+$37(5 5 Determine racial specifics (Table 103 or 104)
6 Determine size (height, weight, etc.)
CREATING 7
8
Determine details (handedness, age, etc.)
Choose home
YOUR 9 Roll History
CHARACTER 10
11
Roll Fears
Roll Handicaps
12 Apply Legacy rolls (if any)
13 Determine Fate
14 Choose Character Class and adjust all Scores
15 Determine initial Skill Points
16 Roll initial Specialty Skill
17 Choose Skills
18 Acquire Powers (if any)
BEGINNINGS 19 Determine Occupation
20 Choose Organization (if any)
21 Choose Trademark (if any)
22 Double-check all calculations
23 Purchase equipment (Chapter 4)
STARTING A CHARACTER: “What Character 24 Determine modified Movement Rate
will I play?” It is a question that can haunt and 25 Determine modified Defense Score
entice gamers just as much as the cosmos both
terrifies and invites their Characters themselves, to
explore, to share in grand adventure! Therein lies CREATION POINTS: Most elements of making
the answer to the question—any kind of Character a Character will be determined by set ranges and
who would or could have reason to journey into rolling dice. However, Characters are balanced by
the beyond is a good one for this game. There are each Player’s allotment of 10 ‘Creation Points’, to
as many possibilities for one’s fantasy persona as apply to various aspects of their fledging Character
there are stars in the sky. Ahhh, but how to go as they wish. It is possible that one will gain a
about making a Character for this game, that is an few more Creation Points, but it is not likely, and
extension of the initial question asked, and a wise so one must carefully spend the Points he gets at
one too. Follow the ‘scientific-method’ of Character the outset. Note that there are several instances
Creation if you will, indeed the steps provided on where the application of Creation Points involves
the following chart, or dare to venture blindly into changing dice rolls, so they should either be used
space and navigate your way through this Book as at that time, or the Player must keep an accurate
your experience or guesswork guides you. For all record of his dice as they were rolled—one cannot
the star systems of Character creation rules shall backtrack if he cannot recall what he rolled earlier.
you visit before you find your journey complete,
just as the Character made thereby will one day NAME: One of the most difficult choices for most
have visited many strange, normal, exotic, helpful Players is choosing just the right name for their
and horrible places in his many adventures before carefully crafted Character. One might choose a
his tale is complete. And so at last we come full ‘cool’ name like ‘Starkiller’, or perhaps something
circle—beginnings. Heed this wisdom, or just grab whimsical like ‘Banthamasta’, or perhaps even just
your dice when you’re feeling lucky and start work a nickname, something like ‘Chewie’.
on your Character . . .

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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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Ability Points (if it’s not, he re-rolls that particular


Score until it’s better). In addition, he can spend 1
Creation Point to re-roll any Ability Score that is
initially ‘8’ or lower but must live with the result.

The strategist: If one wishes, he may approach his


&+$37(5 Character with less of an element of chance. By
using this method of determining Ability Scores,
BUILDING the Player simply has a total of 100 Ability Points
A which he distributes amongst his various Scores as
he pleases, using the costs provided on Table 101.
BODY The cost listed is for each individual Ability Point,
and one cannot skip buying each and every level.
For example, to buy a Score of ‘16’ would cost a
total of 21 building points.

TABLE #101: ABILITY SCORES


Ability Score Roll Creation Point cost
20 - -
RACE 19 100 -
18 96-99 -
17 91-95 4
16 85-90 3
15 78-84 3
ABILITY SCORES: Most of a Character’s true 14 70-77 3
strength, power and prowess centers around ten 13 60-69 2
main statistics, his ‘Ability Scores’. When creating 12 50-59 2
a new Character, a Player should determine these 11 40-49 2
Scores first. There are several methods one may 10 30-39 2
use for making these all-important rolls. However, 9 20-29 1
if one uses either method for rolling his Scores 8 15-19 1
and an initial Score is ‘6’ or less, he will receive 7 10-14 1
6 5-9 1
1 Creation Point as ‘compensation’.
5 2-4 0
4 1 0
The brave dice roller: The Player simply rolls his 3 - 0
eight Scores outright in the order that they are 2 - 0
presented in this Book. Trusting to chance has its 1 - 0
up-side as well, with the Character receiving a
permanent bonus of +10 to his rolls on Table 130
for each time he advances an Experience Level. Combat: This Score measures one’s overall ability
to fight, with weapons, wits, or his bare hands,
The prepared story: Many Players have a specific with higher rolls accounting for training, cunning,
Character in mind and simply need the dice to daring, and savvy in the fog of war.
agree with them, which they usually don’t. But by
using this method of rolling one’s Ability Scores, Physique: This Score measures the overall strength,
he rolls all ten Scores and places them in whatever build, endurance and physical composure of the
order best matches the Character he has in mind. person, with higher numbers and rolls accounting
He also gains one re-roll to use amongst them, for such things as sheer size, muscular definition,
which must be an improvement by at least 2 aerobic condition, or perhaps even good looks.

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Movement: This Score measures the overall ability


of the person to move, be it running, jumping,
swimming, with one’s higher rolls accounting for
such things as sprinting speed, climbing grip and
his ability to sneak about.

Genetics: This Score measures the overall quality


of an individual’s genetics, with higher numbers
and rolls accounting for such things as the quality
of his bone structure, a lack of hereditary diseases
or disabilities and by the same token his resistance
to illness, and other such strengths.

Presence: This Score measures the natural but ever


undefinable and undeniable aura that one has when
others look at him, with higher rolls accounting for
such details as natural charisma, the power of his
voice and hormonal attraction.

Intelligence: This Score measures the overall mental


capacity of an individual, with higher numbers and
rolls accounting for such things as the quality of
his education, his cerebral strength, useful life
experiences, and balanced brain chemicals.

Intuition: This Score measures the overall quality


of one’s five basic senses—his vision, taste, touch,
smell and hearing, with higher rolls accounting for
such variables as a detective’s eye, a talent for
remembering faces, the ability to drown out white
noise, and more. RACE: The Player must choose a race for his
Character. There are countless different species in
Psyche: This Score measures the overall strength of the universe, but they all fall into three categories.
one’s subconscious mind, with higher numbers and The Player must select one of these, and then go
rolls accounting for such things as raw willpower, into the specifics that his category defines.
hard learning, the ability to resist the power of
suggestion, and the strength to focus. Humans: Humans are the norm around which all
other races in the cosmos are measured. All human
Personality: This Score measures how likable the Characters gain +1 to Combat Score due to their
person is, with higher rolls accounting for all such aggressive nature, and +1 to one other Ability of
variables as his confidence, charm, persuasiveness, the Player’s choice. All human beings have D.N.A.
tact, etiquette, humor, and more. of Type X unless stated otherwise. Humans are
categorized by their internal structure, and a Player
Unique: This Score measures some unique power must select one of the following.
of the Character, defined by the Player, be it his Men are fully grown humans full of attitude
mystical powers, sheer luck, cunning or anything and intensity. They gain +1 to their Physique or
else, his rolls for this ability used to account for Movement Score (Player’s choice), but suffer -1 to
all things no other Ability Score is clearly able to. their Intuition or Personality Score (GM’s choice).

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Aliens: Aliens come in endless varieties, though as


a rule they remain essentially human in physical
form—a universal embodiment—unless the Player
goes to great pains to make his alien otherwise.
All alien Characters gain +1 to Intuition Score as
they are so unique that normal folk cannot usually
tell how to avoid their senses. All alien beings
have D.N.A. specific to their physical form. For
aliens are categorized by their external structure,
and a Player must select one of the following.
Humanoids are human in shape but with some
variation, such as pale skin, glowing eyes, etc.
They gain +1 to their Presence Score but suffer -1
to their Personality Score. All humanoids have
D.N.A. Type H.
Demi-humans are diminutive humans, what the
more ancient people thought of as elves, fairies or
leprechauns. They gain +1 to their Intelligence
Score but suffer -1 to their Physique Score. All
demi-humans have D.N.A. Type D.
Beast-men are slightly more animal than most
other aliens, such as having excessive body hair,
talons instead of fingers, etc. They gain +1 to their
Physique Score but suffer -1 to their Unique Score.
All beast-men have D.N.A. Type B.

Women are fully grown humans full of attitude


and intelligence. They gain +1 to their Intelligence
or Intuition Score (Player’s choice), but suffer -1
to their Physique or Health Score (GM’s choice).
Children can be male or female, but are small
in stature, gaining +1 to their Genetics Score but
suffering -3 to their Health Score.
Mutants were once male, female or even a
child, but something has since changed them into a
being more asexual, indeed almost alien if not for
their D.N.A. Type M.

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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.

Other races: Players may wish to make up some


new race for their Character, one that does not, by
any stretch of the imagination, fall under any of
the current types. In such instances, they are free
to explore their creativity, though for the sake of
game balance they must adhere to three guidelines;
they must be relatively humanoid (as that is the
principle shape which all the rule proportions are
based upon), they cannot gain any statistical benefit
from their design, and they use ‘other’ as their
default race type rules and rolls.

HEALTH: Every Character has an all-important


Robots: Robots are manufactured beings of some Health Score. This Score is initially determined by
form or another, though usually of human shape one’s race type, and is an overall measure of their
and size. All robotic Characters gain +1 to their size. The following chart shows how much Health
Unique Score, as that is most likely what they are each Character will begin the game with, as well
designed to do. All robotic beings have ‘D.N.A.’ as what modifier is applied if they roll ‘97-99’ on
but in their case this stands for something else of Table 130 when they gain an Experience Level.
the Player’s design, such as ‘Data Neural Activity’
or perhaps ‘Digital Natural Awareness’, something TABLE #102: HEALTH
to denote their basic programming and makeup. Race Health Change by Level
Robots are categorized by their overall structure, Human 9-20 (D12+8) +2
and a Player must select one of the following. Alien 5-15 (2D6+3) +1
Droids are classic robots, with metal skin and Robot 3-30 (3D10) -1
so enough personality that one could just as easily Other 3-18 (3D6) +0
imagine that he’s just a human entertainer wearing

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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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SIZE: The physical size of a Character has much


to do with his success and survival. Rules for
determining one’s dimensions are provided below.

Height: A Player is free to choose the height for


his Character so long as it remains within the
normal proportions for humanoids. Ideally a Player
chooses his height, but he may be inclined to
simply roll it as well. If he does, roll 3D12 and
add that to 48 to determine his total inches.

Weight: Health Points are not so much a measure


of how much physical abuse one can endure, but
how much flesh they have to abuse, their Health
Score directly proportional to their size and body
weight. One’s Health, multiplied by 10, is his base
Body Encumbrance, modified by many factors.
Physique will increase one’s sheer overall size,
mass and thus Body Encumbrance by a number
equal to this Ability multiplied by 2.
Movement will increase one’s flexibility and
decrease their size and thus Body Encumbrance by
a number equal to this Ability Score.
Age is not normally an issue, but if someone
is exceptionally young or old, by their own design,
they may reduce their overall size and thus their
Body Encumbrance by 10-40.
Robots tend to weigh more simply because of
the materials they are made from, though this is
already factored into their higher Health Scores. DETAILS: There are a few miscellaneous details
that one needs to decide upon for his Character.
Carrying Capacity: This measures how much a While these may seem inconsequential, they are or
Character can carry in terms of Encumbrance, will be of some importance later on. By the same
based upon his sheer size (thus the breadth of his token, if some aspect of a character is not detailed
shoulders, how big his pockets can be, etc.). One’s below, it is probably never going to make any sort
base Capacity is determined by his height in feet of statistical difference.
(rounded up) multiplied by 10, then adding to this
his Physique Score, rounded up to the nearest 5. Handedness: Most Characters are better with one of
For example, Konnan Galacticon, who stands 6’5” their hands than with the other. A Player can
with 18 Physique would have a 90 Capacity. choose for his Character to be right or left handed.
However, if he wishes to be ambidextrous, he must
Movement Rate: This measures how far one can roll the D4. If the result is ‘4’, his Character is
move in a single Turn when time is critical. One’s indeed ambidextrous, otherwise he is right handed
base Movement Rate is equal to his Movement (this reflects the larger percentage of right-handed
Score multiplied by 10’, then adding to this is his versus left-handed people). However, all robots will
Physique Score, rounded up to the nearest 5. For get this on a roll of 2-4. Furthermore, anyone can
example, Roth Starjumper with 15 Movement and spend 2 Creation Points to outright acquire this at
9 Physique would have a Movement Rate of 160’. any time (they can always mutate or be rebuilt).

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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 . . .

Flesh: Unless someone has spent Creation Points to


the contrary, he will have a ‘common’ skin color,
such as those found in our own world, but to no
statistical difference, not even for albinos.

Voice: Another Character detail one may wish to


add some flavor to is his voice. Indeed, what brief
bit of description can one write down on their
Character Sheet to convey every word their fantasy
persona says? Perhaps he has a gravely voice, or a
soft one, or he only whisper, or for some reason
(or skill) he has a tendency to rhyme all the time.

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Clan life: The Character spent most of his life in


or part of some clan, such as his native tribe or a
mystical Order that took him in. He will start with
500-1000 credits (D6+4), plus one cosmic treasure
(rolled by the Player or chosen by the GM), which
was bestowed upon him by his people.
&+$37(5
Enslavement: The Character spent his life up until
ORIGINS only recently being enslaved. He will thus start his
OF AN adventures with nothing, though the brutal life will
have increased his Physique Score by +1 and cost
ADVENTURER him -1 to his Personality Score.

Escaped criminal: The Character has made good an


escape from some prison, having plundered some
essentials along the way. He will thus begin the
game with 100-400 credits, plus an additional 100
for every Ability Point that he sacrifices from his
Physique or Psyche Scores.
HISTORY
Failed businessman: The Character lost his trade at
some point, his livelihood and his fortune. He now
has only 30-240 (3D8) credits to his name.
BACKGROUND: Each Player gets to roll once to
determine the general history of his Character. For Farmer: The Character worked on a farm, or still
every 2 Creation Points he spends, he can roll one does, a meager living at best. He will begin his
additional time. Duplicate and different results only adventures with only 10-120 Credits.
add together, thus offering a more complex tale to
be told with more chapters to this Character’s story Military service: The Character’s life has known
(and more money in his pocket). some military service. He will now begin to fight
his own battles with 10-120 credits, plus 100-400
TABLE #107: HUMAN’S BACKGROUND
Roll Character’s history which can only be spent on Tables 44-46.
20 Player’s choice
18-19 Royalty Orphan: The Character was orphaned at an early
17 Wealthy family age, whether his parents died naturally, or were
16 Political circles murdered, or happened to be on a planet targeted
15 Shipowner by a galactic empire, or anything else. He currently
14 Servant has only 4-24 (4D6) credits.
13 Successful businessman
12 Escaped criminal Outcast: The Character was banished from his very
10-11 Military service homeworld for one reason or another. This has left
9 Failed businessman
8 Smuggler
him without any money, though the ordeal of it
7 Farmer will have left with +1 to his Presence Score.
5-6 Space pirate
4 Orphan Political circles: The Character has spent his share
2-3 Outcast of time in political arenas. Having left them, he is
1 Enslavement able to put together some generous funds from his
various contacts, totaling 600-1500 (D10+5) credits.

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EVERY GALACTIC ADVENTURER HAS A TALE TO TELL EVEN BEFORE THE ADVENTURE BEGINS

TABLE #108: ALIEN’S BACKGROUND TABLE #109: ROBOT’S BACKGROUND


Roll Character’s history Roll Character’s history
12 Player’s choice 10 Player’s choice
11 Royalty 9 Servant
10 Wealthy family 8 Prototype
9 Servant 7 Successful businessman
8 Clan life 6 Failed businessman
7 Successful businessman 5 Military service
6 Military service 4 Space pirate
5 Failed businessman 3 Smuggler
4 Space pirate 2 Reject
3 Farmer 1 Game Master’s choice
2 Sole survivor
1 Outcast
Smuggler: The Character is either a space trucker,
freighter or quiet cargo shipper . . . on the surface,
Prototype: The Character is an experimental model, for there is a lot of places on his ship that he can
whatever his primary (or hidden) function may be. store illegal goods. Hence, he starts the game with
However, no telling what his purpose really is, he a good 30-180 (3D6) credits.
will have 100-1000 credits.
Sole survivor: The Character is the only being left
Reject: The Character is a make or model of robot of his race, or perhaps the only one that ever was.
that never made it past quality control. As such, Whatever his tragic tale may be, he now has only
this jettisoned design survived, though barely, with one weapon, of a value of 70-100 (D4+6) credits,
no credits and a loss of -1 to his Physique Score. and 1-4 standard Power sources for it.

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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LIMITATIONS: One’s past can be as much a TABLE #110: FEARS


problem as it can be any sort of help. For indeed, Fear Penalty Roll
nobody would be adventuring or otherwise trying No Fear - 14-20
to leave their current life behind if the history that A particular type of creature -1 13
led them to their current point was flawlessly or Strange or unknown noises -1 12
Fire -1 11
complete. As it is, all Characters have a chance of
Utter silence -1 10
suffering from their past in some way. Utter darkness -2 9
Heights -2 8
Being alone or isolated -2 7
Space travel -2 6
Cosmic rays -3 5
Meteor showers -3 4
Asteroids -3 3
Black holes -4 2
Combat -4 1

Handicaps: There are many things that can hinder


an adventurer besides fear, though they all serve to
strengthen that darkest of universal powers.
Each Player can choose to roll once on the
following chart to determine what (if anything) of
the Character’s past has taken a toll on him, either
Fears: Fear is the oldest and most fundamental physically or mentally, and what the results are.
emotion in the universe, for the cosmos is vast, A Player may gain Creation Points by taking
filled with wonders and strange ideas, and those a second Handicap from Table 111. If he rolls to
who explore it find many things to fear. determine what this additional Handicap is, he will
Each Player must roll once on the following gain 2 Points. If he selects this Handicap, he only
chart to determine what Fear (if any) his Character gains 1 Point. One may take a second Handicap at
has due to his past. the outset, but he may also select or roll for a
A Player may gain Creation Points by taking single additional Handicap (and thus gain additional
an additional Fear from Table 110. If he rolls to Creation Points) whenever he gains an Experience
determine what this Fear is, he will gain 3 Points. Level—the more one experiences, the more will his
If he selects this Fear, he will only gain 2 Points. adventures beat the hell out of him.
One may only do this once at first, but he may Whatever one’s Handicap is, it will increase
also select or roll again for an additional fear (and the penalty to his Ability Checks due to his Fear.
thus gain additional Creation Points) whenever he
gains an Experience Level—the more things that TABLE #111: HANDICAPS
one experiences, the more he will realize how Handicap Penalty Roll
much there is to be afraid of. No Handicap - 10-12
Whatever one’s fear may be, the result is the Poor hearing -1 9
Poor vision -1 8
same, that whenever in the presence of one’s fear, Limp -1 7
he will suffer a penalty to all his Ability Checks, Addictions -1 6
as indicated on Table 110. One may also overcome Emotional problems -2 5
his fears by spending Skill Points, one level at a Mild mutations -2 4
time as if he were buying a Proficiency in reverse. Missing a finger or an eye -2 3
For example, a penalty of -2 could be reduced to Missing a hand or a foot -3 2
-1 by spending 2 Skill Points, and thereafter Missing an arm or a leg -4 1
eliminated entirely by spending 1 more Skill Point.

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EVERY GALACTIC ADVENTURER HAS A TALE TO TELL EVEN BEFORE THE ADVENTURE BEGINS

A Player may tell all he wishes about his


great bloodline, however, this cannot effect any
statistical change to the game—including the gain
of wealth—unless he uses statistics themselves to
get it, hence the following rule.
In (and only in) a Campaigned game, if a
Player wishes for a new Character of his to be of
another Character’s bloodline (his or anyone else’s,
with their permission), that is fine. There are some
benefits and drawbacks to this, however.
First and foremost, the new Character must of
course wait for a time when the game has passed
through enough years where he would be old
enough to adventure. This means that the new
Character may be ‘shelved’ for some time, waiting
for the storyline to advance a generation, or even
for everybody in the party to finish their journeys
and then negotiate with the GM to set the new
game in that later time.
However, when one’s time comes, his legacy
will enhance the new Character’s creation. For
every 4 Creation Points that the Player spends, he
is allotted one roll on Table 112. One can roll as
many times (and thus acquire as many benefits) as
they wish to keep spending Creation Points (indeed
at the expense of 4 at a time).

TABLE #112: LEGACY


Roll Inheritance of the Character includes . . .
9+ Player’s choice of these options
7-8 One cosmic treasure of the Player’s choice
4-6 All of the former’s financial wealth
LEGACY: A role-playing game is a self-generating 2-3 Strong D.N.A. increasing his Genetics by +1
1 1000-6000 credits of the former’s wealth
story, with details and depth appearing everywhere,
often unforeseen even by the Game Master himself.
And one story that is at the heart of space opera
is the family and lineage, indeed the legacy of its
heroes. Now, a GM may be content to allow his
Players to freely develop the background of their
Character, even so much as developing the planet
and culture they are from. For this adds a great
amount of depth to the game and provides the GM
with material with which to modify Adventures
other prepared adventure products or even his own
planned game, tailoring them to more closely and
intimately involve the Characters. However, with
freely designing one’s background, there is one
problem that may arise; inheritance.

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Chaos: Some great war of the past is tied to the


Character’s present, making him more aggressive or
comfortable in battle or skillful in war.

Darkness: Great despair, loss, or some other form


of pain haunts the Character’s past, making him all
&+$37(5 the stronger when dealing with dark forces.

IT IS Family: The individual’s family is strong with the


YOUR Universal Powers, be it one or even all of them,
and he could be great if he ever trains with them.
DESTINY
Nobility: Though not raised in a royal environment,
the Character has some link to nobility, one which
will avail him with his destiny rather than wealth.

Romance: Threads of great love have been woven


into the tapestry of this individuals life, be it his
bloodline or coat-of-arms, all the same leaving him
FATE quite attractive to the whimsical ways of fate.

ROLLING NOTE: The use of one’s Destiny Dice


breaks the convention of ‘higher is always better’.
INHERENT POWER: Characters can have great
power inherent within them—in their soul, in their COSMIC STRENGTH: Given one’s destiny, he
blood, in the minds of others who are part of their may posses ability above and beyond what even he
past or in any other form or fashion. Each new knows, as the very cosmos is pushing him in one
Character receives one roll on the following chart direction more than any other. If the Player so
to determine if anything is part of him, using the desires, he can roll once on the following chart
same dice as for Background (Tables 107-109). He with his Destiny Dice, and if he rolls something
can roll once more for every 2 Creation Points the that shares his Destiny, he will forever gain a +1
Player spends, but no matter the result of the roll, to using it (if he can do it in the first place, in
the Points are used. If he rolls a Destiny that he the case of Universal Powers). The Player can roll
already has, he gets his Creation Points back and for this more than once, but each subsequent roll
can roll no more. The Destiny rolled will for the after the first costs 3 Creation Points, whether he
rest of this Chapter use the dice listed alongside it. achieves an additional bonus or not. For example,
If one has multiple Destinies, he can use any of someone who rolled ‘Chaos’ on Table 113 will use
these Dice for any rolls in this Chapter, but must the D6 below, but unless he rolls a ‘3’ or a ‘6’
state which one he is using before any such roll. his roll is wasted.

TABLE #113: INHERENT POWER TABLE #114: COSMIC STRENGTH


Roll Destiny Dice Roll Character aspect Shared Destiny
16-20 Player’s choice - 10-12 Universal Power Family
14-15 Family D12 7-9 Ability Checks Nobility, Family
11-13 Nobility D10 6 Critical Hits Romance, Chaos
7-10 Romance D8 4-5 Defeat Rolls Darkness, Romance
5-6 Chaos D6 3 Attack Rolls Chaos, Darkness
1-4 Darkness D4 1-2 Nothing -

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EVERY GALACTIC ADVENTURER HAS A TALE YET TO BE TOLD BY THE VERY COSMOS ITSELF

UNTOLD STORIES: Given one’s Destiny, it is


likely that certain significant events will happen to
him more often or more powerfully than to any
others. If the Player wishes, he can roll once on
the following chart with his Destiny Dice in order
to determine what event is sure to happen once
during the course of his adventures and to what
degree when it does. For every 2 Creation Points
he spends he can roll again, building up significant
events to come during his life. The following chart
also lists the amount of Story Points one will gain
when this event indeed occurs to completion and
thus the Player’s loss. The same amount can be
spent to dismiss the effects described for one such
event when it occurs, if one so desires but (if he
spends Story Points to make any event normal, he
does not gain Story Points for it).

TABLE #115: UNTOLD STORIES


Roll Event to occur Story Points
12 Homeworld lost 7
10-11 Losing a friend 3
9 Unknown child 6
7-8 Falling in love 5
6 Dark temptation 4
4-5 High command 2 These rolls can only be made once, and if any of
3 Losing a friend 3 them fail, the destined one can only fall in love
1-2 Falling in love 5 with that other by the choice of his Player. The
rolls are a Casual Presence Check, a Challenging
Personality Check, and a Critical Unique Check. If
Dark temptation: The Character will at some point the PC indeed falls in love with another, he cannot
be tempted with becoming evil. Every time that he fall in love with anyone else until his lover dies,
first encounters someone with the Universal Power and he will not willingly hurt her (or him).
of Dark Forces (Table 99) he must make a Unique
Ability Check to resist becoming seduced by its High command: The Character will one day take a
power. This Check will be Casual if the destined command, of Rank 5 or greater. If he does this on
one is a Knight (Class), Challenging if he is not a his own merits, he will gain +1 to all rolls made
Knight but still has any Universal Power, but it for his ship while he is in command, but he must
will be Critical if he is neither. If he fails, he will forfeit all of the Skill Points that he acquires from
become an NPC under the GM’s control, who will his next Experience Level. Gaining such a high
proceed to destroy the other party members to the command may also occur if the PC is aboard a
best of his ability. ship or in a combat situation wherein the current
commanders are all killed or incapacitated, leaving
Falling in love: The Character will one day fall in him with the highest total Skill Points worth of
love with someone in the party, be it another PC Proficiencies that are applicable to the ship’s rolls,
or even an NPC. Whenever someone of the same though taking command has the same benefits and
race and opposite gender enters the ranks, they can losses as described above (if he uses the +1 bonus
at their option (the GM’s option for NPCs) make even once he forfeits all of the Skill Points that he
rolls to win the heart of the so destined Character. gain from his next Experience Level).

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EVERY GALACTIC ADVENTURER HAS A TALE YET TO BE TOLD BY THE VERY COSMOS ITSELF

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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EVERY GALACTIC ADVENTURER HAS A TALE YET TO BE TOLD BY THE VERY COSMOS ITSELF

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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TRUE CHOICE AND REALISTIC NECESSITY COMBINE TO MAKE THE CHARACTER WHAT HE IS

Creation Points: This lists the total number of


Creation Points a Player must spend in order to
attain the Class. This ensures that more powerful
and involved roles can only be played by Players
with more experience and knowledge of the setting.

&+$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.

Defense Score: This is the base Defense Score of


the Character, which will later be modified by
PLAYER CLASSES: Within Starquest, the most various factors, including one’s skills, carried
exceptional individuals, indeed Player Characters Encumbrance, etc.
and key NPCs, each have a ‘Character Class’. This
is summary of all their life’s pursuits, beliefs and Universal Points: This lists the ability one has,
abilities, altogether forming an archetype that is initially, with Universal Powers in Points.
nothing short of what they are. A Class gives one
a sense of identity. It is not a profession. In fact, Suggested Races: Each Class is archetypical, but
a profession can detract from one’s identity, as he still some are better served by one type of race
does what so many others do. A Class may have above another. If one’s race type is listed here, he
an archetype within these rules, but in the fantasy only spends half the Creation Points listed to be
world itself, each Character takes his Class and such a Class (rounded down). If a Class costs no
makes it his own, indeed becoming what and who Creation Points, he will gain 2 for being such.
he is. Each Player chooses his Character’s Class at
the beginning of the game, but as a Class never Suggested Skills: Each Class has certain skills that
changes, one is encouraged to choose well, indeed they tend to have more than other Character, or
to choose wisely. The ten Classes are broken into are better at. Any Skills listed for a Class the
three basic types; ‘Fighter, ‘Rogue’, and ‘Mystic’. Character will gain one free Skill Point to apply to
All Classes are listed on the following chart. once they acquire the Skill normally on their own
(thus a minimum Proficiency Level of 2 but at a
TABLE #120: CHARACTER CLASSES total cost of 2 Skill Points instead of 3).
Type Classes
Fighters Ace, Barbarian, Solider, Warrior Suggested Occupations: Each Class is better suited
Rogues Kreann, Madman, Velen for some Occupations more than other Characters.
Mystics Knight, Phantom, Priest Any Occupations listed here the Character will gain
one higher dice value for rolling Pay with.

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Benefits to being an Ace flow from one’s


smooth prowess. In battle, if the Character brings
his target down to 0 Heath, he can make another
attack immediately, as the others are recoiling from
the loss. Thus, one can continue to beat down his
opponents without needing to win Initiative again,
so long as he can continue to hit his marks and
bring down his chosen targets. However, once he
fails to do so, his momentum is broken and thus
his Turn over, and if he’s fighting alone, he will
suffer -1 to his next Initiative.
Drawbacks to being an Ace come from the
same skills that make them strong, as they tend to
get overconfident and careless. Consequently, such
Characters tend to make worse mistakes than most,
overestimating themselves or underestimating their
opponents. When they make a Critical Miss, they
use the Level or Power Score of their target to
determine the dice used for rolling the effect rather
than their own Combat Score.
Suggested Races include human men, human
women, humanoids, angels and androids.
Suggested Skills include Lasers, Heavy gear,
Unarmed combat, Jumping and Agility.
Suggested Occupations include Commander,
Infantry, Pilot, Police-officer and Spy.
Creation options for Ace Characters are many,
all centered around villains and vanity. He can use
1 Creation Point to attain 1 to either his Presence
or Personality Scores. He can also use 1 Creation
ACE Point to get 100 credits for buying weapons and
their enhancements (not armor or anything else).
Creation Points: 2 And finally, he can buy himself a re-roll to any
Class type: Fighter one aspect of the Character for 3 Creation Points,
Prime Requisite: Presence and if it is not an improvement, his 3 Points are
Defense Score: 14 returned in full, though he cannot attempt to re-roll
Universal Points: 0-4 (D6 -2) that particular score or statistic again.
Aces are the best of the best, hotshot pilots or 10th Level for an Ace means simply being the
military whose lives are, at a glance, perfect, even best there is. To reach this point, he has to defeat
if this does send them spiraling off into the galaxy some great enemy. Every 1000 Experience Points
time and again to be a hero. Such tasks they often this foe is worth (rounded down) is the chance in
eagerly accept, either because they’re ordered to do 8 that the Character achieves his Final Level. If he
so, they believe too much in their own press and does, he will never suffer from a Critical Miss in
praises, or they’re truly brave enough to consider battle—his Attack Rolls of natural ‘1’ are simply a
the impossible to be just the challenge they need. miss, and any Critical Miss made by another, even
Flamboyant, courageous and honorable, such heroes if it hurts others, cannot directly affect him, such
are the sterling example that most of the people in as being hit by a stray shot (though someone else
their galaxy like to look up to. could certainly blow up the ship he is on).

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Benefits to being a Barbarian come from their


great strength and size, giving one +5 to their
Health Score and the Power of Constitution. The
Player can choose to forgo both of these benefits
and instead not have any drawbacks, either. Or, he
may increase the bonus to Health Score by +5 by
doubling the drawbacks as well (to -2 Personality
and -6 Intelligence).
Drawbacks to being a Barbarian are the losses
they suffer of -1 to their Personality and -3 to
their Intelligence Scores.
Suggested Races include human men, human
mutants, humanoids, beast-men and technomorphs.
Suggested Skills include Projectiles, Melee,
Survival, Languages and Poisons.
Suggested Occupations include Bounty-hunter,
Cook, Farmer, Laborer and Pirate.
Creation options for Barbarian Characters stem
from their almost universally unknown origins and
thus civilization’s inability to understand them or
remember them. He can use Creation Points to
increase his Physique Score, at the cost of 1 for
the first Point added, then 3 for the next, 5 for
the next, and so on up by intervals of 2. Beyond
this, he can actually gain Creation Points to further
modify Ability Scores and their Defense Score, but
at the loss of 3 Ability Points or 1 base Defense
BARBARIAN Score to gain 1 Creation Point. And finally, all
such unpredictable Characters can get the Universal
Creation Points: 1 Powers of Spiritual Forces (Table 95) or Psionic
Class type: Fighter Forces (Table 98) at the cost of 10 Creation Points
Prime Requisite: Physique rather than the normal racial costs (humans still
Defense Score: 12 need only spend 7, not 10, for any such Power).
Universal Points: 0-6 (D8 -2) 10th Level for a Barbarian means becoming the
Barbarians are usually primitive people, their greatest of his kind, be that their greatest warrior
ways of war and even ‘civilization’ questionable at or even their king. To accomplish this, one must
best. They are usually very heavy and hairy, or be worthy of 20 Royalty Points. If he is, and he
wear skins rather than the synthetics common with retires to his homeworld or tribe, any future Player
other folks. Crude, savage and proud of it, all such Character that comes from their ranks shall have
fighters are unpredictable, save that whatever it is the option of increasing their Physique, Presence or
they will do rest assured it will be something that Unique Ability Score by dropping Points from the
either disgusts or offends almost if not everyone other seven Abilities. This is a 2-for-1 ratio, with
around them at the time. It’s generally easy to piss 2 Points lost to gain 1, and still no Score can be
off such a mean fighter, and damn near impossible raised above what was achieved by the legendary
to kill one. Altogether, such savage men, mutants Character who made all this possible. Furthermore,
and monsters as these are always looking for a only one of the three Scores listed above can be
fight, and are happiest when they manage to find modified, and which one must be clearly stated by
(or start) one. the Player prior to any Points being switched.

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Benefits to being a Knight depends on their


Order—they get to choose between gaining a free
lasersword (its color rolled by the Player or chosen
by the GM) or a Universal Power of their choice.
In addition, a Knight will gain +1 to his Combat
Score, and then one further bonus, that of +1 more
to Combat, or +1 to three separate Abilities, rolled
by the Player on the D10 (‘1’ is his Unique Score,
‘4’ is his Intuition Score, and so on up).
Drawbacks to being a Knight come from their
strict code of honor, for if they ever willingly
commit any clearly evil act, they lose Experience
Points in an amount equaling what the vile deed
would normally award to anyone else, multiplied
by their current Experience Level.
Suggested Races include human men, human
women, humanoids, demi-humans and angels.
Suggested Skills include Melee, Stealth, Agility,
Languages and Cosmic treasures.
Suggested Occupations include Guard, Pilot,
Temple-master, Trainer and Undertaker.
Creation options for Knight Characters center
on their Order and the symbols and strengths of it,
namely their swords, skills and spiritual abilities.
He can use 2 Creation Points to acquire either the
lasersword or Power he did not choose initially.
He can use 3 Creation Points to have crafted his
own lasersword and thus choose its color, rather
than let the GM or the dice do so. He can also
KNIGHT spend 3 Creation Points to gain +1 with all his
accomplishments by his Universal Power, or only 1
Creation Points: 7 Point for +1 with a specific accomplishment in it.
Class type: Mystic And finally, he can spend 4 Creation Points to
Prime Requisite: Psyche increase his Defense Score by +1.
Defense Score: 15 10th Level for a Knight is to become one with
Universal Points: 3-10 (D8 +2) the unknown mystical force that is the focus of his
Knights are the guardians of peace and justice Order. At will, the Character will disappear forever
in many civilizations, their ancient religions and and essentially die, never to return. He can also do
knowledge of universal truths and powers making this at the exact moment he dies, if he so chooses.
them seem archaic and often even anachronistic to However, though his physical life indeed ends, the
other space-faring races, but they remain humble, essence of his entire being will become one with
with hidden strength that comes to the surface his Universal Power. This will enable him at times
when everyone else needs them. They have many to appear as an apparition or perhaps speak from
Orders, based on many different powers of the the beyond, or in some creative way communicate
cosmos, some closer to the center of their galaxy with others who have that same Universal Power.
than others. So they are universally referred to as The Player of the spiritual Character can thereby
‘knights’, as it is the highest and most respectable always kibitz at the game table, no matter what or
common word that does not try to define them. where his current Character may be.

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Benefits to being a Kreann come from their


ability to adapt to almost any culture, environment,
or situation. Some even refer to them as ‘prototype
people’, meaning that they have no identity until
they assimilate something of their surroundings, or
like ghosts of legend wear a cloak to give them
shape. Such Characters can change themselves in
slight physical ways to blend into the populace,
including skin tone (but not color), hair color, eye
color, accent, and perfect understanding of slang.
Statistically speaking, this gives them a bonus of
+3 to Reaction Checks, +2 to Hiding Checks, and
+1 to Personality Checks.
Drawbacks to being a Kreann are that they
are generally disliked or at the least distrusted no
matter where they go, at least when they are able
to be noticed for what they are, over time costing
them -1 to their Presence Score as they establish
no identity of their own, -2 to all Haggling Rolls,
and -3 to their Unique Ability Score.
Suggested Races include human mutants, demi-
humans, beast-men, angels and droids.
Suggested Skills include Spacetravel, Survival,
Romance, Driving and Invention.
Suggested Occupations include Doctor, Farmer,
Roboticist, Translator and Weapon-designer.
Creation options for Kreann Characters involve
intentionally developing their natural abilities of
cultural camouflage. For every Creation Point spent,
they can gain a single Level with a unique ability
of ‘blending’, which means changing all color of
body, clothing and carried equipment to blend into
KREANN their surroundings, like a chameleon. This does not
take a Turn to do, and their Level with it is their
Creation Points: 3 chance in 12 of successfully ‘blending’ until they
Class type: Rogue move again. Once blended, they use the D10 for
Prime Requisite: Intuition any Hiding Check and also gain a bonus of +3 to
Defense Score: 11 their next Stealth Check (as none can see where
Universal Points: 1-8 they came from).
Kreann are people of any race or career who 10th Level for a Kreann is achieved when he at
have no home world, whether theirs was destroyed last finds the ‘heart of his kind’. This is often just
or never was, like refugees or cosmic gypsies. The prophecy or wishful thinking, but such a universal
lonely survivors thus of a lost or distant culture, goal can indeed be achieved. What it is the Player
they live by their own laws, working within the alone decides, be it a treasure, a title, a victory or
system of the societies they visit long enough to anything else, which can be acquired or achieved
accomplish their own ends. So they are universally at any time. If he attains it after 9th Level, he will
referred to as ‘Kreann’, a word which has no other gain a number of Story Points ranging from 1-10,
meaning outside of such galactic vagabonds. based on the achievement’s difficulty to attain.

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Benefits to being a Madman lie within their


ability to survive without any special abilities—they
do not get one that is unique to them, though they
can choose the benefits of another Character Class,
and can change this choice each time they earn an
Experience Level if they forfeit all other benefits
gained from Table 130. Note that, while one gains
such benefits he remains a Madman by Class and
so will continue to roll as one. For example, if
such an insane Character found faith in a Universal
Power the same as a Knight does, he would still
roll on the ‘others’ column on Table 94, not the
column for ‘Knights’.
Drawbacks to being a Madman reflect those
of the Class whose benefits they have in common;
whatever Class whose benefits they adopt becomes
the template for their drawbacks as well. However,
if they change benefits with an Experience Level,
only some of their drawbacks change—those that
have modified Ability Scores do not change, and
the modifications stay in place, even as the new
drawbacks are set in place, for good or ill.
Suggested Races include human men, human
mutants, humanoids, cyborgs and technomorhps.
Suggested Skills include Survival, Grenades,
Cooking, Invention and Disguise.
Suggested Occupations include Entertainer,
MADMAN Explorer, Police-officer, Salesman and Taxi.
Creation options for Madman Characters are
Creation Points: 4 as strange as they are. He can voluntarily lose -1
Class type: Rogue to a single Ability Score, and gain nothing . . . at
Prime Requisite: Personality least not right away. For each Ability Point that he
Defense Score: 10 drops, he will gain +1 to a single roll later in
Universal Points: 0-3 (D6 -3) Character Creation, including Table 121, Table 122,
Madmen are common, but those who truly and Table 125, but if this roll makes no difference
deserve the name are those who cannot be better on any such Tables, it’s his loss.
or more accurately defined by any other name, for 10th Level for Madmen doesn’t ever occur. So,
they either always have been, or always will be, one would have to be mad indeed to choose such
irredeemably and hopelessly insane . . . at least by a Character Class, wouldn’t he? Maybe, but then
the definition of others. Some such freaks convince maybe not. For he will not know any boundaries,
themselves they are mad, while for some others it either, and so he may continue to earn Experience
is a way of life or a charade that becomes real Points past 9th Level; every 25000 Experience will
through time and practice, and many are just mad gain him another Level, with no finite limit. This
to begin with or become so due to outside forces does indeed constitute a normal roll on Table 130
which forever reshape them from what they once with each Level as well. However, to change one’s
were. Whatever the case may be, such individuals benefit to that of another Class at this point will
are highly unpredictable, very daring, and generally require rolling high enough on Table 130 to equal
without regret for anything. or exceed one’s total Ability Points divided by 2.

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Benefits to being any kind of Phantom come


from their dark and secret Order—they get a free
lasersword of their own choice of color and the
Universal Dark Power (Table 99). In addition, a
Phantom will gain +1 to his Combat Score, and
then one further bonus, that of a further +1 bonus
to his Combat or +1 to three separate Abilities,
chosen by the Game Master.
Drawbacks to being any kind of Phantom are
that their dark powers consume them, costing them
-1 to their Physique with each Experience Level,
and should they ever reach ‘0’ for any reason,
they will become lost in the darkness, a true
phantom, dead indeed but never forgotten.
Suggested Races include human men, mutants,
humanoids, beast-men and cyborgs.
Suggested Skills include Melee, Stealth, Agility,
Blind-fighting and Cosmic treasures.
Suggested Occupations include Assassin, Pilot,
Politician, Spy and Temple-master.
Creation options for Phantom Characters center
on their Order. He can use 3 Creation Points to
gain a further +1 bonus to his lasersword (even
pushing beyond the normal limit of +5), but only
when the Character is first created. He can also
spend 4 Creation Points to gain +1 with all his
accomplishments by his Universal Dark Power, or
PHANTOM 1 for +1 with a single, specific accomplishment.
And finally, one can use 3 Creation Points to
Creation Points: 6 increase his Defense Score by +1.
Class type: Mystic 10th Level for a Phantom is to destroy his own
Prime Requisite: Unique master and take his place, thus perpetuating the
Defense Score: 13 endless circle of self-destruction that consumes their
Universal Points: 4-9 (D6 +3) kind. However, as a rule, their master will have
Phantoms are entities of darkness, mysterious been waiting for the same thing, knowing all too
figures whose presence in the galaxy awakens all well the ways of his kind, having killed his own
ancient religions, evokes terror in most who cross master in turn, long ago, and so he will have been
their path, and forces anyone with an adventurous watching his apprentice and learning from him—a
spirit to question the realities and truths they so Phantom’s master will always have the very same
desperately cling to with their point of view alone. statistics as his apprentice, only higher by +1 for
Often wearing naught but black, such beings can each difference of the Character’s Experience Level
be dark warriors, aliens from worlds with minimal and 10. If a master is defeated, the Phantom then
sunlight and so fear it, or even entities composed becomes the new master, and can then take on an
of dark matter itself—they all draw their strength apprentice of his own, as he should, for he can no
from the dark powers of the cosmos. So they are longer gain Experience Points, and any he earns he
universally referred to as ‘phantoms’, for all of the passes on to a single apprentice of his choice. If
languages throughout the galaxies cannot find or he adopts this apprentice as his own Character, his
agree on a better name for them. old, master Character becomes an NPC.

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Benefits to being a Priest flow from their faith


and perhaps more importantly the faith of others,
as the clergy is ever at the heart of society, and
government, and everything else, because all of the
people need them, leaving open social and political
doors and learning the ways society’s mazes. They
will gain a bonus to all Reaction Checks; +3 when
speaking to their own race, +2 when treating with
others, and +1 when dealing with any creatures (all
non Player Character races). In addition, when they
are judged for royalty, they gain a bonus of +1 to
all of their values on Table 137.
Drawbacks to being a Priest involve walking
the ever thin line between faith and dogma, truth
and doctrine, an ideal and an institution. They lose
-1 to their Combat, Physique and Presence and -2
to their Intuition Scores.
Suggested Races include human women, human
mutants, humanoids, demi-humans, and androids.
Suggested Skills include Negotiation, Unarmed
combat, Religion, Languages and Wisdom.
Suggested Occupations include Cook, Doctor,
Politician, Salesman and Temple-master.
Creation options for Priest Characters allow
further proof of their faith versus their politics. At
the time the Character is first created, he can gain
a Universal Power for 2 Creation Points less than
its listed cost. In addition, 1 Creation Point can be
PRIEST spent to negate one lost Ability Point due to their
drawbacks, as listed above.
Creation Points: 0 10th Level for a Priest can be one of many
Class type: Mystic different ends, depending on the path they have
Prime Requisite: Intelligence walked through life. First, one can reach his Final
Defense Score: 10 Level by becoming the highest political figure in a
Universal Points: 4-7 (D4 +3) society of his choice (using Tables 136 or 139).
Priests come in countless varieties, preaching Second, one can reach his Final Level by literally
and spreading the word of whatever religion, faith, saving the world, indeed by making the final roll
or mythology others like to follow. Some truly do or action that averts an absolute planetary disaster.
accept what they represent, while most simply use But whatever the case may be, once a Priest has
it try to live by and promote peace, which is the reached his highest point, he will become a central
universal thread woven through all belief systems. focus for all Universal Powers; anyone with such a
Their adventures into the cosmos could be for any Power can attempt the accomplishments of others
reason, be it a pilgrimage, a crusade, or simply the with other Universal Powers, so long as they are
need to help others. They are usually respected and both connected through the Priest, by raw physical
even revered by some, or given such accolades out contact, sublime marriage, or blood oath. However,
of pity, but altogether they are generally not often if the Check to use someone else’s Power fails, all
disrespected at least, and so find more doors open those within the ‘chain’ suffer the ill effects, no
to them than for others. matter what their Class or Power may be.

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Benefits to being a Solider come from their


hard training, indeed that they are not allowed to
die without permission, giving them a bonus of +1
to all their Defeat Rolls on Table 31. In addition,
they will gain +1 to their Combat Score, and +1
to either their Physique or Health Score (Player’s
choice). They also gain +1 to their rolls for being
accepted by any Organization (Table 125).
Drawbacks to being a Soldier are that they do
only what their ordered to do, almost like a robot,
and so they suffer a loss of -1 to their Psyche and
Personality Scores. Furthermore, they cannot build
these Scores in the process of Character Creation,
and so must wait until gaining Experience Levels
in order to raise them at all. And finally, they can
only spend their initial Skill Points of Proficiencies,
not Talents or Special Skills.
Suggested Races include human men, human
women, humanoids, droids and androids.
Suggested Skills include Movement, Survival,
Projectiles, Grenades and Heavy gear.
Suggested Occupations include Guard, Infantry,
Marine, Spy and Trainer.
Creation options for Soldier Characters really
are limited to what branch of the service that they
were trained in. Given the vast civilizations in all
of space, there can of course be any kind of army,
marines or other service branch, limited only by
the imagination of the Player. What he describes is
up to him, as is the number of Creation Points he
SOLDIER puts into it. For he can gain an additional +1 to
his Defeat Rolls on Table 31 for a cumulative cost
Creation Points: 0 of 5 Creation Points. For example, to gain a total
Class type: Fighter bonus of +4 (including his initial bonus of being a
Prime Requisite: Movement Soldier Class, which costs nothing) would cost a
Defense Score: 12 total of 30 Creation Points. Note that the natural
Universal Points: 0-3 (D4 -1) roll of a ‘1’ on Table 31 will still result in death,
Soldiers are anyone with a military mind, even no matter one’s bonus. He can also gain +1 Point
if he is not part of any such organization. Indeed, to his Combat, Physique or Movement Scores for
he prefers organization, believes in teamwork above every 3 Creation Points he spends.
all else, and lives or dies by the giving or taking 10th Level for a Soldier is a goal he sets for
of orders. Most in the military make it their career himself. The Player decides at the very beginning
and so their duty and their lives are inseparable. of his Character’s career what the ‘Final Level’ is
And even when they leave their service, they will to be for himself, and once he’s risen through the
continue to act like they’re still ‘in’, so much that ranks of Experience Levels and then attained his
civilians and others can hardly tell the difference. goal, he will, by the GM’s discretion alone, retire
It is as the old saying goes, that “Once a solider, and be able to collect his pension—up to 10 Story
always a soldier.” Points depending on the difficulty of his final task.

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Benefits to being a Velen come from all their


spices, energies and other things that they have so
long been addicted to, has mutated their kind over
countless generations, or have recently discovered
and are being transformed by. They are immune to
all poisons, and they do not need food or water to
survive. Furthermore, they can ‘feed’ off energy,
completely draining any single Power unit to heal
or replenish their own Health, regardless of how
little or how much they actually need—the credit
cost of the Power unit, divided by 10 (rounded up)
is the total number of Health it will restore, with
every effective Health Point over what was needed
being the number of Rounds he will be rendered
incapacitated or unconscious.
Drawbacks to being a Velen are that they do
not heal naturally, and indeed require Power units,
as described above, to restore their Health.
Suggested Races include human women, human
children, human mutants, humanoids and beast-men.
Suggested Skills include Searching, Spacetravel,
Blind-fighting, Disguise and Storytelling.
Suggested Occupations include Barkeeper,
Biologist, Explorer, Roboticist and Translator.
Creation options for Velen Characters involve
self-alteration. One can spend 1 Creation Point to
re-roll any Ability Score, but must live with the
new result, for better or worse, and reapply any
and all modifiers that have been applied since its
VELEN initial roll. Or, he can spend 3 Creation Points to
automatically improve any Ability Score (or Health
Creation Points: 0 Score) by 2 Points. Finally, he gains 3 Creation
Class type: Rogue Points instead of 2 whenever he rolls for a
Prime Requisite: Genetics Handicap—if he rolled for one already, he can
Defense Score: 11 gain his bonus Point right now.
Universal Points: 1-4 10th Level for a Velen requires something no
Velen are people who, by choice or accident, less than achieving ‘a new life’. The Player has a
have become dominated by some other power, such few options. First, if he rolls a natural ‘8’ for a
as a cosmic drug, galactic spice, religion, etc. They Defeat Roll on Table 31 he will be ‘renewed’ and
often have some telltale sign of their plunge into so reach his pinnacle. Second, he can get married
its control, such as scorch marks, countless wires to someone of endless life, including an angel race
forming an exoskin of sorts, or perhaps even eyes or someone with 20 (or more) Royalty Points. In
reflecting the color of an addictive substance. Such either case, achieving this ‘new life’ will earn him
people are all but braindead, knowing little besides his Final Level, and in so doing, allow the Player
the ultimate end of their self-destructive path, so to completely rearrange his existing Ability Scores.
they are universally referred to as ‘Velen’, a more He cannot ‘point swap’, as it were, but literally
common term which in many languages throughout take one Ability Score and trade its placement with
the cosmos means ‘villain to one’s self’. another. And, he can do this with all of them.

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Benefits to being a Warrior are many, and all


focus on battle. First, they gain a bonus of +1 to
either their Physique, Presence or Health Score
(Player’s choice). Second, they gain 3 Skill Points
to used only on Weapons Proficiencies. And lastly,
they have the ability of ‘battle-cry’, which means
that at the beginning of each battle as well as
after any Player Character goes down (no Turn
required either way) they may offer an encouraging
battle-cry, which grants +1 to the entire party’s
next Initiative Roll (note that only one such bonus
may be gained for any single Initiative Roll, no
matter how many Warriors there are).
Drawbacks to being a Warrior are that if they
ever lose a battle in any way, such as fleeing or
being knocked unconscious, they doubt themselves
so much that they lose 1-6 Skill Points from their
highest Weapons Proficiency, to a minimum of 1
Skill Level lost, regardless of the total Skill Points
it would take. If this leaves one with ‘leftover’
Points, he can indeed keep them to reapply to that
particular Skill in the future.
Suggested Races include human men, human
mutants, humanoids, beast-men and cyborgs.
Suggested Skills include all Lasers, Projectiles,
Melee, Unarmed combat and Medicine.
Suggested Occupations include Bounty-hunter,
Commander, Marine, Pirate and Weapon-designer.
Creation options for Warrior Characters come
from their endless drive and need for competition,
WARRIOR and winning, and thus, improving abilities that they
already posses. He can spend a cumulative cost in
Creation Points: 5 Creation Points to further his battle-cry bonus to
Class type: Fighter Initiative Rolls, the same as a Proficiency. Thus, to
Prime Requisite: Combat offer a bonus of +3 to Initiative Rolls at the start
Defense Score: 14 of battle or when PCs fall would cost him a total
Universal Points: 0-5 (D8 -3) of 5 Creation Points (not 6, as the first ‘Level’ is
Warriors are those who hearts belong to battle, already provided by being a Warrior in the first
their lives and abilities honed like the fine blade place). In addition, such a one can forgo other
of a knife, their every chosen path, ally and career training to enhance his ability in battle, giving up
leading them towards greater victories and glory. It 2 Creation Points and 2 Ability Points to gain +1
may be the persuasion of some to learn how to to his Defense Score. The Ability Points are rolled
fight in the inevitability that they need to, but the individually on D10, with a ‘1’ being Combat, all
true warrior learns to fight only because he wants the way down to ‘10’ as ‘Unique’.
to win. Why do anything less than one’s best? 10th Level for a Warrior means nothing less
Such an individual is truly an incarnation of war, than conquering an entire planet. Once he has done
his religion chaos, his faith his weapon, and his this, he will have achieved the pinnacle of all his
first and only love the thrill of battle. success, and gain +3 to his 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.

Creating Character Classes: It is the province of


the GM and his Players alike to develop the game
they play as they see fit. Household rules are ever
present in anyone’s game as well as omissions and
additions. A common addition is that of new and
‘better’ Character Classes. If someone wishes to go
so far in altering the rules as to create something
as significant as a new Class, there are no rules
and guidelines that will help him—he’s on his own
in vast reaches of unknown game-space. The only
advice these rules can give, much like the people
telling one not to venture into the depths of space,
is indeed to just not go there—keep to the realm
of known and balanced Character Classes. But if
someone insists on going further, it is done only at
the GM’s approval and his own risk.

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TALENTS: People who seek the stars beyond the


horizon of their home planet are often inspired by
their own ability to do so, indeed because they are
talented with many things. Talents may be anything
from casual tricks to the most cunning of skills.
However, given the diversity of all the countless
&+$37(5 characters in a galaxy, individual talents are simply
too numerous to list. Talents are thus generalized,
SIMPLE according to one’s Ability Scores, in that one has
TRICKS AND many subtle skills, applicable to one Ability Score,
NONSENSE which will benefit from them all. If one spends
Skill Points to be talented, he must spend 4. Then
one Ability Score of his choice utilizes the D12
instead of the D8 for its Critical Ability Checks.
This increases by 2 for each subsequent Ability, so
to have Talents that apply to three separate Ability
Scores would cost a total of 18 Skill Points.

SKILL PROFICIENCIES: Such skills as these reflect a


Character’s cunning, wisdom and training in a
certain endeavor. Every Proficiency is measured by
a ‘Skill Level’. This Level is always the bonus to
one’s scores or rolls whenever that Proficiency
INITIAL SKILLS: There are four distinct types of applies. Attaining Skill Levels becomes cumulative
skills that all Characters can have. Each of these in cost of Skill Points, in that the Skill Level is
Skills are attained with one’s ‘Skill Points’. Each the number of additional Skill Points that must be
Character begins with a random amount of Points, spent to attain it. One cannot skip Skill Levels in
as determined by rolling below on Table 121. this spending. For example, Skill Level 3 would
One’s Intelligence Score divided by 3 (rounded up) cost one a total of 6 Skill Points (1 + 2 + 3).
is the number of additional Skill Points he shall
receive. Humans have the option of spending 1 Lockpicking: The Character is skilled at picking
Creation Point to gain 1 additional Skill Point. locks, with his Skill Level giving him an equal
bonus to all such Checks.
TABLE #121: INITIAL SKILLS
Weapon Skill Points Initial Specialty Movement: The Character is swift, well trained,
Human man 1-20 D20 and highly dexterous with one way of moving, of
Human woman 2-20 (2D10) D20 which he must select from below, each Skill Level
Human child 1-10 D8 offering him +1 to his Ability Checks and +5’ to
Human mutant 3-18 (3D6) D12
Alien humanoid 3-30 (3D10) D20
his Movement Rate that does not count against his
Alien demi-human 2-16 (2D8) D12 normal roll in such situations.
Alien beast-man 1-12 D8
Alien angel 7-14 (D8+6) D20 Running
Robot droid 5-16 (D12+4) D10 Jumping
Robot android 8-13 (D6+7) D12 Climbing
Robot cyborg 11-18 (D8+10) D8 Falling
Robot technomorph 2-12 (2D6) D10 Swimming
Others 1-10 D20 Stealth
Hiding

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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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Constitution: The Character’s courage and virtue


flows through him as surely as his blood flows
through his body, or his mechanical fortitude is of
some superior technology, or he is just plain mad!
Whatever the case may be, he does not suffer any
Fatigue penalty, either in battle or outside of it.

Environmental independence: The Character is able,


by some technological or even biological means, to
survive in the vacuum of space and other hostile
environments—he does not need air, and is able to
withstand all surroundings (or lack thereof) that do
not cause Damage but kill only due to effect. He
suffers Damage normally where specified.

Exceptional Ability: The Character in some way is


able to surpass the limitations ascribed to normal
people. He may choose one Ability Score, and no
longer have a maximum possible of ‘20’. Indeed,
he can continue to ‘21’, or ‘23’, or however high
he wishes, so long as he has more Ability Points
to apply to that Score.

Longevity: The Character, by some means, be it


magical or mechanical, is able to sustain his youth
and never age. The general age category he chose
will remain unchanged (along with its modifiers)
POWERS: Beyond talents, training and technical indefinitely. This can only change by drastic story
know-how, there are abilities some people posses measures taken by the Game Master, and if this is
that are unique to them, power inherent in their done, the Player’s Creation Points for acquiring
destiny. If a Player wishes to have such a Power, this Power will be returned to him.
he must spend Creation Points. Provided below on
Table 123 are the various Powers that one may Madness: The Character is in some way mad, such
posses, and their cost according to one’s basic race as having a tendency towards being ‘crazy-brave’,
type (‘H’ for all ‘Human’ races, ‘A’ for all ‘Alien’ or ‘fearless’. Whatever one decides, he will always
races, and ‘R’ for all ‘Robot’ races). Powers can gain +1 to the first Initiative Roll in any fight.
only be acquired once for each Character, unless
they are marked with an ‘*’. Unique genius: The Character possesses some great
capacity for intelligence that is unique to his race
TABLE #123: POWERS or at least his way of thinking, which, given the
Power H A R
non-linear truth of technological development, is a
Constitution 7 9 9
genius that will not and cannot be understood or
Environmental independence 14 12 6
Exceptional Ability* 11 12 12 developed by any other species. The Player must
Longevity 10 9 7 choose one specific roll within Chapter 5 or 6, and
Madness 6 9 11 while he can still fail it, he cannot suffer any
Unique genius* 9 8 10 directly harmful consequences of failure (such as
Universal Power* 7 12 15 dying in a crashed type of vehicle of a specific
type, but he could still lose loads of credits for it).

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PRACTICING WITH HOPE IS ONE THING BUT SKILL AGAINST THE DICE IS SOMETHING ELSE

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.

Fighters: Fighter Classed Characters may learn by


taking direct instruction from others. However, this
can cause them to give up other practices. When a
fighter gains Skill Points, he may ‘pool’ them with
the unused Skill Points of any other party members
who wish to do so. These Points are then divided
equally amongst them (rounded down, with leftover
Points lost to all). The number of people involved
is the bonus Points for each one who spends all
his unused Skill Points on the same Proficiency as
the team, up to a maximum bonus equal to the
corresponding Skill Level of the individual whose
acquisition of Skill Points made this pool possible.
Furthermore, this must be done when those Points
are acquired, or not at all.

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he has Levels with the required Skill or each Point


he has above 13 for his required Ability, the total
then multiplied by the factor listed. For example, a
pilot with Navigation Level 4 would roll the D6
four times, then multiply the total by 8 to see how
many credits he is paid at that time.
&+$37(5
NPCs: The rules for pay are also used for hiring
CREDENTIALS Non Player Characters, as their required pay for
AND going on each and every Adventure with the PCs.
CREDITS TABLE #124: OCCUPATIONS
Occupation Requirement Pay Level
Anything unlisted Unique Ability D20
Assassin Stealth D12x6
Athlete Any Movement D8x8
Barkeeper Storytelling D8x7
Biologist Any Survival D6x10
Bouncer Melee weapons D4x6
PROFESSION Bounty-hunter Movement Ability D10x6
Cloner Cloning technology D6x5
Commander Any Spacetravel D10x10
Cook Cooking D4x2
Doctor Medicine D12x7
OCCUPATIONS: Many Characters will have an Engineer Invention D8x8
‘Occupation’, which can really be anything, from a Entertainer Personality Ability D12x10
military career to just scrubbing parasites off the Environmentalist Science D4x8
landing gear of spaceships. More often than not, Escort Genetics Ability D4x10
one’s menial work is merely a springboard for his Explorer Intelligence Ability D6x8
adventures in deep space. However, one always has Farmer Farming D4x5
certain ties to their Occupation. Guard Intuition Ability D4x7
Infantry Combat Ability D4x4
Laborer Physique Ability D4x5
Requirement: Each Occupation requires that the Marine Projectile weapons D4x4
individual have some exceptional ability with the Pilot Navigation D6x8
trade. This will list one Ability or Skill. If it is an Pirate Presence Ability D8x10
Ability, then the Character must have at least 14 Police-officer Laser weapons D8x9
with that particular Score. If it is a Skill, then he Politician Negotiation D12x5
simply must posses it at any Skill Level. Programmer Computers technology D8x4
Roboticist Robotics technology D12x8
Pay Level: This lists the number of credits that a Salesman Pilfering D10x8
Character receives on a regular basis for engaging Spy Disguise D6x6
Taxi Packing D4x3
in his Occupation. However, since Characters will
Temple-master Wisdom D10x5
generally be out somewhere in the vast reaches of Test-driver Driving D4x4
space on a wild adventure, whether or not they are Therapist Psyche Ability D6x5
‘doing their job’ is a matter of discretion at best. Trainer Any Movement D4x8
Whenever one spends some significant time at his Translator Languages D6x4
normal workplace he gets such a payment. As a Warden Mindwork technology D6x5
rule, this occurs once after each Adventure, though Weapon-designer Any Weapon D12
the GM is encouraged to re-structure this according Undertaker Religion D4x1
to his game’s needs. One rolls as many times as

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HOW ONE MAKES HIS WAY IN THE UNIVERSE IS A QUESTION ALWAYS BEING ASKED ANEW

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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TABLE #127: ALIEN TRADEMARKS TABLE #128: ROBOT TRADEMARKS


Trademark Creation Points Trademark Creation Points
By-the-book 3 By-the-book 2
Defeatist 3 Defeatist 4
Egomaniac 5 Greedy 5
Greedy 4 Know-it-all 3
Know-it-all 5 Mysterious 5
Maverick 4 Naive 3
Mysterious 3 Paranoid 5
Naive 3 Proper 4
Superstitious 5

Mysterious: The Character is either silent, speaks


Defeatist: The Character is prone to panic about in riddles or in some way maintains a mysterious
how he or everyone else is going to at least fail presence, a trait which indeed grants him +1 to all
or more likely meet a horrible death, usually early Presence Checks but at the same time costs him -1
enough in an adventure that nobody has even had to all D10 rolls (the reason remains a mystery).
a chance to learn his last name, a trait which
grants him +1 to all Intuition Checks but at the Naive: The Character is inexperienced or at least
same time costs him -1 to all Psyche Checks. so young he has not yet been hardened by life,
and so he remains optimistic, a trait which grants
Egomaniac: The Character thinks pretty highly of him +1 to all Psyche Checks but at the same time
himself, because only he is smart and good-looking costs him -1 to all Presence Checks.
enough to recognize just how good he really is
and so he has to give himself his own accolades,
a trait which grants him +1 to all Initiative Rolls
if he is alone, but at the same time costs him his
first Turn in any battle when he is not alone.

Greedy: The Character knows what he wants above


all, and it’s not love or glory but can be equally
possessive and blinding, a trait which grants him
+1 to all Searching Checks but at the same time
costs him -1 to all Intelligence Checks.

Know-it-all: The Character always has the answer


to any given problem or in any situation, or at the
least believes he does or wants others to believe
he does, a trait which grants him +1 to all Special
Skill Checks but at the same time costs him -1 to
all Presence Checks.

Maverick: The Character tends to disregard protocol


and rules and do things his own way, usually as
he believes there is a better way and thus he is
seeking it, a trait which grants him +1 to all D20
rolls but at the same time costs him -1 to all rolls
with his Prime Requisite (in the case of a Casual
Ability Check these cancel each other out).

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Paranoid: The Character is terribly timid or rather


easily startled, sometimes even causing things to go
wrong because he worries too much about them he
ends up making a mistake, a trait which grants
him +1 to all Fleeing Checks but at the same time
costs him -1 to all Movement Checks.

Proper: The Character is very prim and proper as


a gentleman (or gentlerobot) should be, sometimes
appearing more concerned with behaving in what is
deemed the right or dignified way even when there
is danger pressing all around, a trait which grants
him +1 to all Personality Checks but at the same
time costs him his Turn any Round in battle when
the Initiative is tied (he does not take a Turn but
all the other Characters can).

Romantic: The Character has tendencies towards


being charming or suave or even a traditional and
appealing romantic, for whether he actually is or
not he at least wants to be and therefore believes
he is and practices thus, a trait which grants him
+1 to all Reaction Checks but at the same time
costs him -1 to all Intuition Checks.

Scoundrel: The Character has a mind (and possibly


a heart) made of a delightfully dirty marriage of
all vices and dishonorable ways, but none of them
are taken quite far enough to really make him a AGENDAS: The Character may have some hidden
bad or even dislikable person, a trait which grants or lofty purpose for adventuring. Many Players like
him +1 to all Reaction Checks made with the having some reason for risking their lives that is
opposite gender of his own race type and the same additional to or separate from the one given by the
gender of other race types but at the same time Game Master and his prepared Adventure. However
costs him -1 to all Reaction Checks with the same this may enhance the storytelling, such agendas are
gender of his own race type and the opposite unpredictable and infinitely variable, and thus are
gender of other race types. not afforded any statistical bonus specific to his
carefully designed story, regardless of any and all
Superstitious: The Character is highly engaged in insistence a Player may give to the contrary. In
spiritual beliefs for some reason, perhaps because order to be fair, all agendas can give someone a
he is from a primitive civilization or that he finds bonus of +2 to one Ability Score of his choice,
strength in holding on to more archaic knowledge but whenever he gets a new Ability Point from an
or even that he is aware of cosmic truths that no Experience Level he must roll on the D10 to see
others in the technological societies can see, a trait what Score it is applied to, with ‘1’ as Combat,
which grants him +1 to the use of any Universal ‘8’ as Psyche and so on. The time he lands on his
Power but at the same time costs him -1 to all Prime Requisite he can forever after choose which
Physique Checks. Ability his new Points apply to (except that one).

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Ability Checks cover anything from simple to


perilous tasks, yet they draw upon strengths we
have always had, honing one’s own natural power.
Whenever one makes a successful Ability Check,
he will earn Experience Points based on the task;
10 for all Casual Checks, 50 for all Challenging
&+$37(5 Checks, and 100 for all Critical Checks.
Searching for secret doors, databanks, tracks or
STEP INTO anything else always tests the wits of the intrepid
A LARGER space explorer, and when this leads him to any
true discovery, it only shows how clever he has
WORLD become, earning him 100 Experience Points. If a
successful search was the result of a group effort,
then the award of 100 Points is to be divided up
among the group equally (as shown on Table 7).
Tech Checks result in someone not only fixing
or finding problems, but gaining confidence in his
mastery over the machines which govern so much
of known reality. Making a successful Tech Check
ADVANCEMENT will merit Experience Points equal to the total roll
(not the difficulty of the Check) multiplied by 10.
Skills enable the crafty and cunning to learn
ways to improve, as one finds new means to new
EXPERIENCE: For all a Character’s adventures in ends by learning new tricks and realizing old
space, for of all his trials and triumphs, for all of mistakes. When anyone makes a successful Special
his rewards and losses, for all of his victories and Skill Check, he will gains Experience Points equal
failures, one thing he always gains and that is to the difficulty of the Check multiplied by 10.
experience. For whenever a Character accomplishes Power itself is enlightenment, as do those who
something either new, exciting or enlightening for call upon the universe ever rediscover and reaffirm,
him, he gains a number of ‘Experience Points’. A as they are close enough to the cosmos and indeed
Player keeps a running total of all the Experience themselves to know that only the unity of thought
Points his Character has ever earned, reflecting his and spirit could have managed an accomplishment
overall success. such as they have. Whenever one successfully uses
a Universal Power, he will receive Experience
Experience awards: In the dangerous universe of Points equal to the difficulty of the required Check
adventure, only the most dangerous actions really multiplied by his Prime Requisite.
earn someone improvement. Explained below are Fighting and winning is always going to learn
all the various Experience awards one can earn. someone something useful. Whenever anyone gets
These are the only ways in which one can earn into a fight and is still standing at the end of it,
Experience Points, with all rules and rolls having he will get Experience Points based on the enemies
been taken into account. defeated. Each NPC or creature has an Experience
Traveling on any planet’s surface can often be Point value, the total of all defeated foes divided
a dangerous, exciting and trying task. As people up amongst all who were still fighting at the end.
travel the wilderness of any world on some risky Players who run away during the fight still take a
venture, indeed making any trek that has danger to ‘share’ of the Experience but do not actually get it.
tell of, they will be learning all the while as well, Puzzles can be worth anywhere from 100-1000
granting one a number of Experience Points equal Experience Points, based on how difficult they are
to the miles traveled to each Encounter. to solve and the risk involved in doing so.

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Experience Levels: Every Character has what is


called an ‘Experience Level’, which is a measure
not of accomplishment, skill or power as it may
seem, but rather, a measure of experience itself.
Each Character begins the game at Level 0. When
he experiences enough, when he has earned enough
Experience Points, he will instantly advance to the
next highest Level. When this happens the game
must pause for recalculating his statistics.

TABLE #129: EXPERIENCE LEVELS


Level Total Experience Points
9 100000
8 75000
7 50000
6 40000
5 30000
4 20000
3 10000
2 5000
1 1000

Improvement by Experience: Whenever one gains


an Experience Level, it reflects the strengthening of
that Character. The Player will get to roll on the
following chart to see just how much he skill,
strength or overall empowerment he gained with
his experiences. These bonus’ to a Character are
cumulative. Note that one should write down any
Universal Points he receives even if he is not able
to use them. Similarly, one should write down as a
‘skill’ any Defense Score bonus from Table 130 so Final Level: After one achieves 9th Level, while he
it will not be lost in future calculations. can still have experiences and learn from them, he
has advanced as far as Experience Points allow. At
TABLE #130: ADVANCEMENT BONUS this point, one great, climactic quickening awaits
Roll Cumulative bonus’ him, indeed the greatest advancement of all, but it
100 Additional 7000 Experience Points is one that no amount of Points can earn. Each
97-99 Increase of 1-4 to Health Score Character Class defines what one must do to attain
94-96 Additional 2000 Experience Points his 10th and Final Level, and what he will gain if
90-93 Increase of 1-6 Creation Points he is successful in this endeavor. It must be noted
85-89 Additional 1000 Experience Points
that the achievement of the Final Level for any
70-84 Choose which Ability earlier Point applies to
50-69 Increase of 1-6 Skill Points Character Class carries with it many terms of great
40-49 Increase of 1-4 Creation Points significance. First, any discretion relies solely upon
20-39 Increase of 1 random Ability Point the Game Master, not the Player. Second, those
10-19 Increase of 1-4 Skill Points ends which openly retire the Character are absolute
5-9 Increase of 1 Skill Point and not even the GM can allow the Character to
1-4 Increase of 1 Skill Point go on as a PC. And finally, there is no Level that
is higher than 10th.

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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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TABLE #135: OFFICIAL RANK


Official Rank Rank Required
Army or Marines Number Merit
General 10 40
Colonel 9 38
Lieutenant-Colonel 8 35
Major or First Captain 7 32
Captain 6 30
First Lieutenant 5 28
Second Lieutenant 5 24
Command Sergeant-Major 4 22
Sergeant-Major 4 20
Master Sergeant 3 18
Sergeant First Class 3 15
Staff Sergeant 3 12
Sergeant 3 10
Specialist 2 8
Private First Class 2 7
Private 1 5
Navy or Starfleet
First Admiral Of The Fleet 10 40
Admiral 9 35
Rear Admiral or First Captain 8 35
Captain 7 30
Commodore First Class 6 30
Commander or Commodore 5 30
Lieutenant Commander 4 25
Official rank: However a Character seeks to get an Lieutenant 3 20
official Rank or title, there are two things that the Ensign 2 10
GM should consider; ‘Number’ and ‘Merit’. Serviceman 1 5
Any Rank’s Number is its value above others Government official
below it, which is simple enough when looking at King or Queen 12 100
a chart that lists all the ranks from most to least Supreme Chancellor 11 90
important, but this Number will also be used for High Chancellor 10 80
other purposes during Adventures, such as how Chancellor 9 70
much one needs or is required to have bodyguards, Senator 8 60
or what level of Rank is allowed into important or High Commander 7 50
Provist 6 45
secret government meetings, etc. If two Ranks have
High Councilman 5 40
the same Number, the one that is listed higher on Councilman 4 35
Table 135 is the superior Rank for command. Chief Magistrate 3 30
Any Rank’s Merit is what is required to attain Magistrate 2 25
that Rank, between Merit Points and a single dice Mayor 1 20
roll. The dice used is that with the highest count
of facets equal to or less than the Presence Score
of the individual. For example, someone with a 9 The rewards: Whenever one gets a new Rank, he
Presence Score would roll on the D8. If the total may possibly get a reward as well. He can simply
is equal to or higher than the listed requirement of let the GM roll on the following chart to see what
Merit, one indeed attains that Rank. One can ‘cash the reward is, or buy it outright by the listed cost
in’ his Merit Points whenever he chooses, but he in Story Points. If one lets the GM roll, he will
will then use them all, and no matter how much roll indefinitely, building up the total reward, until
they total, nobody can ‘skip’ any Ranks. a roll is less than the previous result.

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TABLE #136: REWARDS OF DUTY TABLE #138: ROYAL TITLES


Rewards in addition GM’s Story Title to attain Royalty
to normal promotion roll Points Heredity Kingship or Queenship 20
Princess’ hand in marriage 98-100 30 Steward of a planet 17
1000-10000 credits 75-97 21 Duke 15
Entire crew or team pardoned 70-74 15 Marquis 13
Full pardon for all crimes 65-69 9 Count 10
100-1000 credits 40-64 3 Baron 9
No reward 1-39 - Steward of a city 7
Honorary member of the court 5

The price: Perhaps the worst thing that can happen


to anyone is having a price on their head. Anyone Royal benefits: Normally, royal titles do nothing
can be the subject of a Bounty at any time. Just for someone who lives a life of adventure, save to
for anyone’s reference, most Bounties average from make them an irresistible target for the scum of
100-1000 credits in value, multiplied by the Rank the universe. However, there are certain advantages
Number (if any) of the target. Any time that these to being royalty, if one knows how to play his
boundaries are exceeded it must have a justifiable political cards right. First and foremost, the Royal
reason worked into the Adventure’s story. Points necessary to normally attain any title are
directly proportional to the Rank Number of other
ROYALTY: Nobility, true royalty, is rare. Kings official titles, so royalty can normally give orders
and queens are even elected in some systems. But to most military personnel. Second, the following
there are those rare members of royal families who chart displays the discount to all purchases that all
appear at times. How much rightful claim that they people of royal title gain. This discount is always
have to any title is measured by ‘Royalty Points’. rounded up, so nothing is ever free.

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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BOOK III
THE MASTER’S BOOK
CHAPTER 18
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The Game Master’s task: The Game Master is like


a storyteller, narrating a sequence of events from
which the Player Characters are ‘free’, and able to
interact with at will, using the rules of the game
to effect the Game Master’s story.
The Game Master prepares (to some extent or
&+$37(5 another) the adventure ahead, almost like a movie
script that he is to direct. He may draw up maps,
MASTER write descriptions or key areas, prepare Handouts,
OF THE etc. And finally, when his tale is ready to be told,
and the Players are ready with their Characters, the
UNIVERSE adventure begins, and the curtain rises.
The Game Master always begins the adventure,
telling the Players where their Characters are, and
what is about them. And whenever the party is not
doing anything, it is the Game Master’s task to
move events along, sometimes (and sometimes not)
in harmony with the party. The Game Master
keeps in mind events going on ‘behind the scenes’,
BEING GAME MASTER and considers what is to come.
The Game Master’s task thus is not to guide
or help the Players, but to present them with all
the opportunities to take action on their own. He
THE MASTER’S ROLE: The Game Master is must all the while remain fair and impartial,
the most important participant in the game. He is presenting challenges and storylines, and watching
the narrator, the story designer, the movie director, how the Players move their Characters through his
the referee, the mediator and the creator all in one. imaginary universe.
The Players are visitors in his universe—he is not
their adversary, nor their friend. The Game Master
is all powerful but impartial, presenting situations
and trials, and then watching as the Players take
their Characters and their own stories in whatever
direction that they will. The Game Master may at
times be amused, he may at other times be very
disappointed, and still other times he may very
well be surprised. The role of the Game Master is
a busy one, preparing all of the adventures, and a
demanding one, in presenting them, but his task is
at the same time always the most rewarding—while
Players gain the satisfaction of their own individual
Characters’ success alone, the Game Master gets to
watch the entire game come together, knowing that
it was his efforts, his designs, that created this
great fantasy for so many to enjoy and make their
own achievements within. However, it is by no
means an easy or even an envious one, for the
role of the Game Master is one that also makes or
breaks the entire game.

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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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outright cheating (not just to the party’s foes—the


GM has to remain impartial—but it also cheats the
Players of the true fun of adventure with a hollow
victory) and is upsetting to the balance of the
game, as such measures also undermine a Player’s
confidence in their GM, encouraging them to think
that if they ever get into trouble he’ll always bail
them out. This game’s excitement is based on
challenges and risk, and if there is no true risk,
then there are no true rewards. GMs may also feel
tempted to try and avert or make-up for disaster
when it occurs (be it some disastrous dice results
or sheer Player foolishness) in many other ways,
but without even listing them here, know that they
are all fundamentally flawed—if a game system
fails to generate exciting proportions of risk versus
reward, then the game itself is flawed, just as a
group’s playstyle that ignores the rules or rolls is
equally flawed, and in either case there is no
quick-fix, nor should there be.
However, by keeping to the time-tested rules
and rolls that are fair, a balance is maintained, and
Players must always bare in mind that without risk
there is no reward. They should expect peril, and
thereby find greater confidence in what they earn.
When the dice reach extremes, it is fate, not any
malicious GM out to get them. They know the
risks going in, for that is what makes the game
exciting! As soon as Players expect these carefully
balanced proportions altered to avert or even mend
Dealing with the worst of things: Despite the best disaster, the game will spiral out of control with
intentions of both the GM and the Players alike, increasingly ridiculous expectations and demands.
sometimes things can just go horribly wrong. More The worst of things happen, as do the best of
often than not, the worst of times is defined by a things. Characters die indeed, but that’s the only
Character’s death, or some other unfortunate and reason why Players appreciate it when they live.
irreversible change to one’s fantasy persona. Some It is not only true that ‘the game must go on’
Players can take this especially hard. In such a as many like to say, but it is equally true that ‘the
case, the GM truly has but one option, and that is game can always go on’. Indeed, any Player may
to remind the others about the true nature of the have to make a new Character at any time, but he
adventure game, that it is indeed a game about should be reminded if necessary that such a time
dangerous adventure, and it is only a game, both is an opportunity to try something new. He may
of which require risks to generate any kind of not have the power that he had with his previous
excitement or reason to play in the first place. Character, but he will always have the memories
Now, there are many ‘wrong’ things for a GM (which is ultimately what the only true thing in a
to do when things go awry. The easiest trap to role-playing game one can keep). It’s also a fresh,
fall into is trying to prevent misfortune, such as clean slate. Players should be reminded to embrace
altering dice results or removing dangers that assail new beginnings rather than see them as some sort
a party who is low on strength. Not only is this of shallow peace-offering or charity sympathy.

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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!

Handouts: Many products are often nicely decorated


with pictures showing some of the characters and
scenes within their story, and a GM will naturally
want to share them with the Players, not only to
help them visualize all those specific scenes and
people, but just because it’s fun. However, the GM
would have to cover the rest of the page with
paper, or simply ask the Players ‘not to notice’ the
all-important text about that secret door hidden
there. Either way, it’s awkward. What a GM may
consider is scanning those pictures before the game
so he can simply pass them out to the Players.

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Miniatures: One of the more common and hobby-


minded techniques for more vivid game play is the
use of miniatures. These small, pewter, plastic or
lead figurines are sold in almost any hobby or
game shop, and come in varieties of the thousands,
depicting adventurers and creatures alike. And thus
any tabletop map can become a battleground where
miniature figures, 3-D walls, trees and other pieces
give shape to the graphed lines below them, and
where battle scenes come to life before the group.
When using miniatures, it is essential to have the
table surface in some way graphed into squares, so
that the Characters’ and creatures’ movement can
be accurately counted, just as on a Game Master’s
map, for indeed miniatures are, just as much as a
visual treat, a tool for playing more tactical battle
sequences. And, if the Adventure has no map at
all, it reflects that movement is not to be measured
at all, though miniatures may still be used just to
help the Players imagine the epic battle that their
Character is caught up in. There are many rules on
the market for miniatures, some made for specific
games, and others more open and applicable. Use
these as you wish in your Starquest game, so long
as the miniatures’ rules do not conflict with the
established combat rules laid out in Chapter 3.

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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MASTER OF THE UNIVERSE
THE GREATEST ENEMY AND ALLY FOR ANY HERO IS THE GAME MASTER OF THE UNIVERSE

KNOWING THE MATERIAL: It is important


for a Game Master to be familiar with the way
adventure material and game paraphernalia are
organized for Starquest. It is, after all, the Game
Master who will read and prepare the Adventure
ahead, so he must know what he wants.

Sourcebooks: The three rulebooks that make up the


Starquest game are supplemented by a few other,
similar gamebooks, each one detailing a different
space system or galaxy, complete with cultures,
planets, aliens, technologies and other things that
are unique to it.
The Celendrian Sourcebook details the first
original setting for Starquest, whose Adventures
and Supplements are alphabetically coded with a
‘C’ for ‘Celendrian’.
The Outer-Rim Sourcebook details the farthest
flung systems and settings in Starquest, whose
Adventures and Supplements are alphabetically
coded with an ‘O’ for ‘Outer-Rim’.
The Tyraxion Sourcebook details the largest
original setting for Starquest, whose Adventures
and Supplements are alphabetically coded with a
‘T’ for ‘Tyraxion’.

Adventures: These packets are prepared Adventures,


indeed ‘official’ Adventures, always including a
storyline, an Introduction, rumors, key Encounters,
Maps and all of the information, Handouts and
accessories necessary to take the Player Characters
from the story’s beginning to its end, a journey of
a good thirty to fifty hours worth of total playing
time. Each series of Adventures is alphabetically
coded according to the Sourcebook that it takes
place in, such as ‘C’ for ‘Celendrian Adventures’.

Supplements: These are packets of individual open-


ended Encounters, detailed settings and other useful
information or other ‘fleshed out’ versions of the
core rules. This series is alphabetically numbered
with a ‘S’ for ‘Supplements’.

Accessories: The Starquest game is accessorized by


various maps, posters, soundtracks and other sorts
of paraphernalia. In order not to confuse these
products with game necessities, they have no
alphabetical code of their own.

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Gathering the party: When everyone finally sits


down to play, the first thing that must be done,
before anything else, is to determine just whose
Characters will start the game and whose will not.
Normally, all the Player Characters can begin the
game. But as a rule of thumb, those who have not
&+$37(5 used their Character before must wait to join the
existing party—they cannot simply be assumed to
A GALAXY have ‘met them in the cantina’. Even though a
FAR FAR great deal of time can pass between Adventures for
the Characters, perhaps at times even years, it is a
AWAY formality and a fair playing practice for any new
Character to wait for a proper Introduction for him
(Introductions, those ‘opportunities to join in’, are
detailed later in this Chapter).

NON PLAYER CHARACTERS: Part of most


adventures are the characters the party will meet,
the Non Player Characters. These roles the Game
RUNNING ADVENTURES
Master will play, switching instantly from one to
the other as both the story and the Players’ actions
demand. Of course, these Characters will never be
nearly developed as fully as the Player Characters
BEGINNING ADVENTURES: The game begins themselves, but there is still much for the GM to
even before everyone sits down to play. Ideally, consider when using them.
the Game Master will have had time to read the
Adventure, or at least skim through it, so he has What are NPCs?: Anyone the party meets in the
an idea of what he will be running, and how to fantasy world is an NPC, from the barkeeper of
better run certain portions of it. Moreover, while whom they only know the name (and perhaps the
the GM is preparing his notes, all of the Players potency of his drinks), to one of their companions
(probably on their way to the game) are likely to with all the statistics they have themselves. NPCs
be imagining what their Characters will be facing, are everywhere. The Game Master must be ready
dreaming up schemes and strange strategies they to ad-lib a different persona as much as the story
want to try, among other things. The Game Master calls for at any time.
should be ready to begin when everyone else is,
and then the fun starts . . . When to use them: NPCs should be used only to
advance the Adventure’s storyline. While the Player
Background: Each Adventure opens with a narrative Characters are constantly encountering NPCs (in
that briefly explains, as best as all of the Player town, in the bar, passing them in the subway, etc.)
Characters could know, the story of the adventure the Game Master need only portray those that have
they are about to embark upon. The Background is significance. For example, the barkeeper and all of
to be read aloud to signal the beginning of the customers are only ‘background color’, perhaps
game, a prologue if you will, setting the stage for nothing more than a mere mention in the tavern’s
everything that is to follow, much like that classic, description. However, if a Player Character should
yellow text that floats upscreen at the beginning of approach one of those pilots at a secluded table to
each ‘Star Wars’ film. This Background will offer inquire about passage to another star system, that
both vital information and clearly establish the plot, smuggler just became an NPC, and will now call
at least as far as it is foreseen, but should not and for the GM to give him a name, an attitude and
will not pose a direct challenge. thus price for passage, if not more . . .

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RUMORS: At the beginning of any Adventure,


and oftentimes during one as well, the party will
have the opportunity to gather rumors concerning
the danger ahead. Rumors are greatly summarized,
as their exploration could take up more than half
of the game’s playing time if they were actually
played out. Of course, the Game Master may feel
free to add a little description as to where each
story comes from, but whether it was offered by a
drunken mechanic, in the supreme court, at the end
of a dark alleyway, or a summary of endless hours
How much detail?: It is often misunderstood how plowing through old archives at the Knight’s own
much detail should be given to NPCs. Some GMs temple, the rules for rumors are always the same
tend to overplay them dramatically, going so far as (indeed they are the only things that are reliable
to write up statistics for such simple folk as a amongst rumors and wild stories).
runway flagger, thus crowding the game so much Whenever rumors are sought, the total number
that the Player Characters can’t seem to breathe or of Characters in the party determines the base
ever get out of town to actually adventure. On ‘value’ of the dice with which the GM will roll to
the other hand, some GMs don’t like to bother determine these rumors (rounded up). For example,
with NPCs so much, or have such stage fright for a party of six would use the D6, but a party of
portraying them, that there becomes an actual lack seven would use the D8. This value is increased
of personalities in the world, making it seem like further by each Intelligence, Intuition, Personality
a barren wasteland with a few scattered villages, or and Unique Ability Score amongst them that is
a very low-budget movie with no decent actors, exceptional (‘14’ or higher). Thus, the party can be
which it is not. The detail one should put into confident that the dice the GM is rolling is high,
NPCs is rather easy to abuse, but easy to handle, but of course, they still do not know what he will
once one gets the feel for it. roll—their only confidence is that the lower the
The detail that goes into any NPC is directly number, the more likely the rumor rolled is going
proportional to his importance to the Adventure’s to be false or at the last misleading.
story. Furthering the earlier example, the GM could Once the party’s overall dice (value) has been
describe that smuggler as cocky but with an large determined, the Game Master will review the chart
alien co-pilot, adding tension to the scene, thus displaying all of the rumors the party may hear,
intensifying the bartering a little bit. But that’s all provided in the Adventure’s text. Each rumor has a
the pilot needs. He doesn’t need Ability Scores, value of its own. The Game Master will roll as
even if the party tries to trick him. Nor would he many times as the adventure calls for, and each
need a Character Class (most NPCs don’t have a time read the rumor of the highest value that his
Character Class anyway). However, if his price for dice roll equals or exceeds. If Players desire to
passage was joining the party on their adventure, spend Story Points on such rolls, the Game Master
he certainly would need a lot more than a name, can only tell them how many Points they would
wouldn’t he? Then he would need Ability Scores, need to spend to achieve the next highest valued
a Class, and a whole lot more as well. rumor, not what he actually rolled, nor what the
In all, the Game Master should elaborate just next highest value of rumor may actually be (as
enough on NPCs in order to advance the game’s this would give some indication as to the veracity
story. One shouldn’t go into needless detail or of the rumor, which the Characters cannot know).
worry about what’s ‘not listed’ for an NPC. They All rumors are marked in parenthesis whether
aren’t the main characters after all. Center stage is they are true, false, misleading, etc. This is for the
reserved for the Player Characters (though NPCs Game Master only, and for the Players to discover,
can sometimes become Player Characters . . .) the hard way—the exciting way . . .

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ENCOUNTERS: The majority of any Adventure’s


text is made up of ‘Encounters’. ‘Encounter’ is a
catch-all term for any event that befalls the party,
any important NPC they meet, or any room or
area they arrive at where something significant may
occur or that something valuable to them may be
found. Indeed, Encounters are the highlights of the
adventure story. They do not detail the norm. Like
any good movie, all is skipped until the next truly
important scene, which in a role-playing game are
always its Encounters. As a rule, if something is
not detailed in an Encounter, it is not significant
enough to the story to merit action. For instance,
eating is essential, but one need not even describe
the cafeterias the party chows at on board the ship
unless they meet a dark, secret-sharing stranger at Types of Encounters: There are only three different
one, and then that meeting becomes an Encounter. types of Encounters, or rather, there are only three
Encounters almost always include a boxed text different ways in which any Encounters may be
that is prepared narrative or description, detailing presented in an Adventure’s text.
the physical environment, including any sounds or Story related Encounters are always presented
feelings there and everything else that is crucial to in their chronological order or in the ideal order
the party’s passing every obstacle that is presented that they may occur. It is not unusual for story
or hidden there—often the descriptions are a game based Encounters to be skipped, come early, or
in themselves, that of spotting clues (or hearing even recur.
them), however subtle, sneaky or obvious they may Exploration Encounters are those areas wherein
be. The Game Master should read this boxed text something significant may occur, such as a body
aloud to the Players when the Encounter begins. being found, a battle being fought, or something as
Following the boxed text of an Encounter are simple as a screen readout giving an ominous (but
notes that are for the eyes of the Game Master not irrelevant) warning. Such Encounters usually
alone, detailing all of the essential elements to the begin their boxed description with a short summary
Encounter, such as where things are hidden, how of the journey to that area. For example, the party
primitive creatures might react to specific actions, may wander through the hallways of a deralict ship
etc. This information should be revealed as Players for hours, exploring countless dead-ends and dark
discover it, through trial and error alone, but never rooms, but none of that would need be described,
outright confirmed. For instance, if the party finds mapped or even considered—they would just move
a secret door hidden behind a false computer bank, from one significant area, indeed one Encounter, to
the Game Master should say so, but he should not the next, while the GM quietly calculates the total
say “You found the secret door with the giant elapsed time and distance between the Encounters,
protoplasmic alien behind it.” (as they have not yet which should always be hinted at in the Encounter
opened it) or “You have found the secret door area’s boxed description.
behind the computer.” (as there may be others). Mapped Encounters are those that are used in
It is a good idea for the Game Master to use accordance with a Map. Many indoor settings use
boxed narrative to his fullest advantage—to practice a graphed map, as part of the party’s risk involves
his storytelling ability, reading deep into them to confusing directions, distinctive shapes or sizes to
help maintain focus for the themes of the overall hallways and rooms, etc. Such Encounters are
adventure, and while the Players digest what they numerically keyed to the Adventure’s Map, and are
have heard, glance over his notes and prepares to played immediately whenever the party arrives at
play out the rest of the Encounter that awaits. them, whatever order that may be in.

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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.

HANDOUTS: One way the game is made more


vivid for Players is the use of ‘Handouts’. These
papers are more colorful renditions of texts and
pictures in the Adventure booklet, which are to be
passed out to the Players. For example, the Game
Master may read mission orders out loud, and then
the Players would naturally ask it to be repeated
time and time again so they can write it down.
Mission briefing is just one part of an Adventure
that can be duplicated on a Handout, and so it is
already written down. Handouts sometimes present
things not included in the Adventure’s text at all,
such as computer displays, mercenary symbols, or
perhaps a pattern of tiles on the floor one must
walk upon. Whatever the case, Handouts are at the
least helpful, and often essential to the Adventure.

CONCLUDING AN ADVENTURE: The last


section of each and every Adventure will be for
‘summing things up’. This information will account
for the party’s return journey, ‘what happens now’,
and long-term results of all their victories (and
failures) that need not necessarily be played out.
This Section almost always includes bonus awards
of Story Points for actions and sacrifices key to
the Adventure’s plot, rewards of money or other
valuables by NPCs for a job well done, and short
(or long) narratives which provide an epilogue for
this tale or a lead-in to its sequel . . .

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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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techniques for creating Adventures as surely as he


will for running them. But it takes time, passion,
and practice. Though the focus and the spirit of the
story one must maintain throughout its creation, the
steps in creating an Adventure are rather simple.
Each of those steps are listed on Table 140 and
&+$37(5 explained throughout the rest of this same Chapter.
These steps are numbered according to the order
ANYLIZING that the Game Master should develop them (though
THE certainly one can ‘bounce back and forth’ while
writing anything).
ATTACK
TABLE #140: CREATING AN ADVENTURE
Step Creation process
1 Create the plot
2 Select the settings
3 Decide on possible rewards
4 Draw all necessary Maps
5 Write up the Encounters
CREATING ADVENTURES 6 Create rumors
7 Draw up the Handouts
8 Mark Story Point awards
9 Fill in final details
HOME ADVENTURES: Eventually, your game
might use all the official material you can find and
you will still need more, or you may not wish to
use any published Adventures in the first place. In
either event, at some point, your game will require
original adventure material. It is then the Game
Master’s duty to create the Adventures.
Now, those Adventures that are published are
written by the game’s designers, and so they serve
as a good model for any home-made adventures.
But, they serve as a model for other Adventures to
indeed be created, and so they should. Whether or
not one’s own, original work ‘measures up’ to that
of others makes no difference—does everyone in
the game enjoy it? That’s all that truly matters.
In truth, creating one’s own stories is much
better, because he will doubtless create scenarios
he prefers and so play them with more enthusiasm.

DESIGNING ADVENTURES: All Adventures in


this genre of space fantasy, indeed in Starquest are
just as much a story as they are a game. Creating
such an Adventure is a delicate art that requires
skill, craft and cunning. It may seem easy, but it
is not. Or it may seem a monster job, and yet it
is fun! The Game Master will develop his own

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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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mind for dictating all the types of Encounters,


perils, puzzles and challenges he writes up for the
bulk of the Adventure’s text.
For money itself, it is never a good idea to
simply give it away—make the party earn it. Now,
normally the charts throughout the core rules keep
this in proportion. However, what the Game Master
needs to consider is whether money is the focus of
the story, and how will great (or small) amounts
affect the outcome? A run-in with Buggers may
seem like ‘just a battle’ to warm the party up, but
their hoard of goodies might lead the party to
arming themselves with an array of exotic weapons
that make the once-so-terrible alien queen later on
just a pushover. So, instead of deciding on the
challenges and then decorating them with treasures,
decide upon the treasures and then place all of the
creatures and plot-hurdles and Encounters to fairly
offer chances to earn them.
Other types of rewards, be they favors of a
noble court, alien gifts, sheer Experience Points or
cosmic items, they pose a similar problem, in that,
stories are always a ‘means to an end’ if you will,
the plot always moving in some direction, and its
ends will almost always be measured by the value
of its rewards. The Game Master must consider
where he wants the ends of all events, encounters
The rewards: It is important to decide well ahead and trials to be, and then draw up the lines of
of writing the bulk of the Adventure’s Encounters challenges between rewards proportionately.
to decide upon what sort of rewards the party will One must be careful that all rewards have the
receive for their efforts. Indeed, one must have an potential to help the party, but are not ‘sure-wins’.
overview of all the potential benefits to the Player Such rewards, be they secret plans or wise words
Characters and what they could receive throughout are rewards that are very carefully placed, indeed
the entire Adventure, from credits to commanding determining the outline of the Encounters in the
rank, from love to light-jewels, and weigh them Adventure, and so must the Game Master have an
against the entire plot, for in this game, one must overview of them before he makes up everything
always ask if the rewards are proportional to the else. Does the party have to go into the abandoned
challenge. They may not always be, for not every base to find the key-code to open Darth’s Vault?
Adventure is going to be proportionally the same Could they do it any other way and so would they
in difficulty. But the Game Master must be fair. avoid the base altogether?
Indeed, will the party risk life and limb for almost All this is not to say that the Game Master
nothing? That’s not very fair. Nor would be the should limit any of the rewards in his Adventure,
GM playing Santa and giving out endless credits a but rather, he should make sure the rewards are all
simple to-the-base-and-back mission. So the Game in accordance with the overall challenge and plot,
Master must consider not so much whether the and that one does not disrupt the other, but indeed,
rewards match the challenge in the fantasy reality, the scenarios offer as many rewards as possible
but if the risk-versus-reward factor is fair purely in within the proportions of each challenge.
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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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into the Adventure they apply, and how hard they


would be to know or to learn otherwise. Whereas
wild stories, superstitions and other false rumors
easily fly at bars and camps, who could possibly
know the count of treasure of a race of mutant
men who eat everyone that encounters them, unless
the taleteller had already killed them to escape and
thus made his tale useless?
Rumors should help the party, but should not
prove too helpful. And, as a rule, there should
never be a rumor that’s essential to the success of
the Adventure, since rumor discovery relies purely
upon the dice, and not playing skill at all.

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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same, and thus there are rules to the dream, but


that is an unfortunately common and limited way
of thinking that plagues role-playing games and
stuffs the industry’s pockets with more money. In
truth, the dream and the rules are entirely different.
Getting one’s imagination going can be tough, and
as the rules are the first thing one sees, they tend
to be used as a starting point. It is ironic that in a
society such as ours where vision is the primary
sense and most exploited medium, that imagination
suffers, for one would think or be quick to take
on faith that we would be a more visually oriented already in the imaginations of the players is the
people who would thus have no trouble imagining better path through the forest. Use more description
things. The sad truth is that in the real world we to bring the vivid fantasy world to life, and worry
are told what to see by circumstance, indeed by about the rules secondary. This is not a question
surroundings, and so we effectively live ‘within the of which should get more attention—they should
rules’. The better way to approach a role-playing get equal attention and thus remain balanced—but
game, and the true beauty of the entire medium of which should be considered first, and thus lead the
these games, is that the rules are only there to way for the other. Certainly, create what you can
interpret what we see in our minds, rather than we with the rules, interpret and re-imagine them again
interpreting the rules. Encounters should have a and again, but try to avoiding falling into the trap
thematic consistency, but at the same time offer as of believing that more complex rules will make a
wide a variety of challenges, both to the fantasy more in-depth adventure. A more in-depth fantasy
Characters in their fictional world and also to the will not only encourage everyone’s imaginations to
Players with the rules, as possible. However, when flourish, but will not interfere with the rules
doing this, make stories and pictures in your head, necessary to function in the background and keep
and then find what rules make them possible, but the fictional reality going, fair, and thus fun. For if
do not do the reverse—do not select the rules and there is any rule to reality it is that none are
then make pictures in your head from them, as favored, the laws of physics and chance the same
this will only dumb down the depth of the fantasy for all, and that the world is literally what we
and thus its ability to create atmosphere. For in make it . . . not what someone else makes it.
the end, that is what we’re all playing the game In conclusion, just have fun. Have simpler
for, a chance not just to be someone else, but to plots and let the imaginative efforts of the Players
be somewhere else, to be a part of a different build on them naturally, snowballing with high and
reality altogether. So, one would do well to simply low dice rolls and colorful interpretations of them.
play along in the game without looking at the Do not try to shoehorn the Players in a plot best
rules at all and let the GM translate his actions left to a political intrigue novel. Use what works
into fair and balanced numbers, if he’s willing. in an RPG—set stages for the Players to act as
Altogether, the story is in the hands of all, they will. Let them do battle, fiddle with traps and
but it is the GM that is the director, and so the trouble with solving riddles. Avoid boring politics,
greatest responsibility lies with him. He sets the routine business and other such mundane problems.
standard. Therefore if the GM approaches the Challenge their minds and their imaginations with
design of his stories by starting with the rules, his the fantastic! Let the dice fall where they may and
game is doomed to be about numbers and nothing let the thrill of the chase be the memorable thread
else. However, if his approach begins with a story, that runs through the collective imaginations of the
and then finds the rules that fit it, he is well on participants, as opposed to some contrived outcome
his way to better Adventure design. To reiterate, made obvious by the fudging of dice and plot-
simpler scenarios and rules that interpret what is hammers of a tyrannical GM.

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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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THERE ARE AS MANY ADVENTURES IN THE COSMOS AS THERE ARE REASONS TO BEGIN THEM

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 . . .

176
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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Morale: Morale Checks are made whenever the


first of any kind of creature goes down in battle,
whenever their chieftain (if they have one) is taken
out of the fight, and every Round after they have
been reduced to half their numbers. The Check is
made by the Player of their enemy, using D10; if
&+$37(5 the result is higher than the listed score, then the
creature flees.
ALIENS FROM
A THOUSAND D.N.A. Types: This lists the basic Types of D.N.A.
the creature can be, as same as for all Characters.
WORLDS Those listed as ‘NA’ are ‘Not Applicable’ in terms
of cloning or other D.N.A. uses.

Health: This measures a creature’s Health Score,


the same as for all Characters.

Body size: This lists the sheer size and bulk of a


creature, indeed its Body Encumbrance. All those
KNOWN CREATURES creatures marked ‘NA’ (Not Applicable) are either
too difficult (such as with protoplasm) or simply
too large for Characters to move in any way.

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

178
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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

Ability Scores: 12 / 18 / 8 / 10 / 4 / 3 / 15 / 8 / 3 / 10 Ability Scores: 5 / 1 / 16 / 12 / 2 / 4 / 15 / 9 / 1 / 12


Group size: 1-8 Group size: 1-6
Reaction Checks: -1 Reaction Checks: -1
Morale: 5 Morale: 3
D.N.A. Types: NA D.N.A. Types: NA
Health: 50 (+2) Health: 2
Body size: NA Body size: 5
Defense Score: 12 Defense Score: 12
Protection: 10 Protection: 0
Fatigue: NA Fatigue: NA
Preferred Attacks: Trample +4 Preferred Attacks: Bite +1
Base Damages: 22 (+2) Base Damages: 2
Damage Variable: D10 Damage Variable: D8
Movement Rate: 165’ (+5’) Movement Rate: 150’ (+5’) / 50’ (outside of trees)
Cosmic treasure: 0 Cosmic treasure: 1
Experience Points: 200 (+20) Experience Points: 20
Dumaks are large, elephant-like beasts with no Freg, or ‘freggies’ are chameleon-like critters
hair anywhere, four eyes protruding from their long that grow up to about 1’ long. They are insatiably
heads, and an aggressive demeanor despite being curious, using their camouflage ability for sneaking
so large that they needn’t worry about predators. up rather than hiding from predators. It takes a
They roam in packs but have a vicious streak in Critical Intuition Check to notice them in their
them to attack and trample anything that moves natural habitat, a Challenging one outside of it. In
fast, if only for the sport, so smaller beings really the event that they go undetected, one of these
invite being killed by fearing they will be—they ‘gleeps’ as they are called after the fact will steal
run and then get run down. Anything moving 50’ a one item of the highest credit value that is of 1-4
Round or less is slow enough not to be any fun. Encumbrance, and then take it away to their lair,
The diet of Dumaks is omnivorous, and they never to be seen by the person again—they leap
take what they can get when they can get it, but through the trees and so leave no tracks to follow.
they eat so much they are constantly nomadic, so The diet of Freg is that of herbivores, as they
if forced to stay in one place for more than a few live in trees and can sustain themselves on any
weeks the entire pack will die. plantlife for any amount of time.
The habitat of Dumaks is any temperate zone, The habitat of Freg is the jungle, tropical and
though they can survive well enough in tropical sub-tropical alike, where they make nests high up
and sub-tropical zones as well. in the limbs which are too thin for predators to
The sociology of Dumaks is of pack animals, climb but where they are still the largest creature.
keeping together not for any need for defense or The sociology of Freg is one of isolation, but
even reproduction, but rather like a team out for once a solar year they gather for an incredible and
sport, as mowing down fleeing creatures is more even dangerous mating session—thousands of their
fun as a large group than as individuals—they will kind gather in the treetops, which can be quite a
often mutilate dead prey as trophies. sight from a safe distance, but perilous if one gets
The domestication of Dumaks requires one to too close, as 1-100 will attack each individual and
confuse it by proving to be invincible—he has to not give up on him until he is killed or leaves.
be trampled by it and then get up on his own The domestication of Freg is a personal one,
power, and if he doesn’t he can never win that for if someone can make a Critical Unique Check
particular beast’s respect enough to ride it (even if that freggie will ride his shoulder or be as a pet
someone else actually domesticates it). to him, even defending him in battle.

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HYBRED JERL

Ability Scores: 14 / 14 / 17 / 8 / 15 / 9 / 17 / 9 / 9 / 7 Ability Scores: 5 / 3 / 16 / 11 / 2 / 12 / 12 / 12 / 5 / 1


Group size: 1-4 Group size: 1
Reaction Checks: +1 Reaction Checks: +0 (+3 to women)
Morale: 7 Morale: 4
D.N.A. Types: NA D.N.A. Types: D, M
Health: 14 (+1) Health: 3
Body size: 250 (+15) Body size: 10
Defense Score: 14 Defense Score: 11
Protection: 5 Protection: 0
Fatigue: -2 Fatigue: NA
Preferred Attacks: Claw +2 or bite +3 Preferred Attacks: Nibble +1
Base Damages: 9/7 Base Damages: 2
Damage Variable: D12 Damage Variable: D4
Movement Rate: 370’ (+20’) Movement Rate: 90’ (+5’)
Cosmic treasure: 1 Cosmic treasure: 0
Experience Points: 350 (+40) Experience Points: 5
Hybred, also called ‘hyperion’ by scientists, Jerls are an entirely female race which happen
are giant birds, similar to a mix of eagles and the to be very fond of males—if threatened, it is a
dragons of myth. They are seldom seen near any sign of power, and they will run away, but forever
civilization, preferring to remain isolated until the after follow their initial attacker at a safe distance.
nearby society matures to that of a positive cycle, This can be annoying, but sometimes downright
as opposed to a neverending mechanical one or a dangerous, as these lost little critters have no real
negative spiral of self-destruction. Those who can concept of danger or fear of it, and so they tend
find them are allowed to do so, as the creature to give away one’s position, repeat forbidden talk
has some interest in communication or assistance. they have overheard, and generally cause mischief
The diet of Hybred is carnivorous, with the in an unwitting way. However, if they are killed,
staple of their sustenance being other birds in the the gas within them will explode for 3-36 (3D12)
skies and the eggs in their nearby nests. Damage to all within an equal number of feet.
The habitat of Hybred is high mountains and The diet of Jerls is that of omnivores, but in
their remote peaks, where only winged creatures their attempt to be ‘loyal to their master’ they will
can find them, or only the most determined and eat whatever he eats, which usually kills them if it
thus noble of other races—they deliberately set is strictly carnivorous or herbivorous—every day
their nests in a location that challenges others to one so limits his own diet he will not be able to
try and seek them as a test of worthiness. heal naturally, but will build a cumulative 1 in 12
The sociology of Hybred is one of mutual aid, chance that any following Jerls die off.
their nests situated so that they are as far apart The habitat of Jerls is rocks and other barren
from each other as possible yet still maintaining a areas where only their clever skills and keen sense
line-of-sight connection, so they can relay signals of smell can find food and where other creatures
and calls without any obstructions. die off for the same reasons—they have Survival
The domestication of Hybred involves finding Skill in the mountains of Level 2.
and reaching their lair without any mechanical aid, The sociology of Jerls is unknown, for they
indeed no powered devices though crude tools such instantly adopt the behaviors and mannerisms of
as ropes and grappling hooks are acceptable—those any creatures they come into contact with.
who reach them then make a Reaction Check, and The domestication of Jerls is all too easy, for
if the great winged one is ‘friendly’, it will allow they eagerly follow any males they encounter—it is
itself to serve as a mount to anyone present. getting rid of them that is the challenge.

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MOBAC PUGG

Ability Scores: 9 / 18 / 6 / 5 / 15 / 3 / 11 / 4 / 2 / 9 Ability Scores: 8 / 2 / 5 / 16 / 7 / 15 / 14 / 15 / 16 / 9


Group size: 1-10 Group size: 1
Reaction Checks: +0 Reaction Checks: +1
Morale: 5 Morale: 4
D.N.A. Types: NA D.N.A. Types: B, M, Z
Health: 24 (+1) Health: 5
Body size: NA Body size: 20 (+2)
Defense Score: 12 Defense Score: 9
Protection: 2 Protection: 0
Fatigue: -1 Fatigue: -2
Preferred Attacks: Trample Preferred Attacks: Bite +1
Base Damages: 15 Base Damages: 1
Damage Variable: D10 Damage Variable: D4
Movement Rate: 150’ Movement Rate: 55’ (+10’)
Cosmic treasure: 0 Cosmic treasure: 1
Experience Points: 30 (+2) Experience Points: 10
Mobacs are large, hairy quadrupeds with heavy Puggs are small, dog-like animals with vaguely
jaws and tails, and are often beasts of burden for humanoid faces and the ability to talk; sometimes
tribes of dune-men or underfunded military; their they learn speech all too well, and thus develop a
grunts of obedience tend to sound more like those more human than animal personality.
of defiance, enhancing their intimidating presence, The diet of Puggs is that of omnivores, but
however they are quite tame and only when it is with the added taste for sweet potatoes, blue food,
necessary or by command of their smaller masters. and especially anything deep-fried. Any such food,
The diet of Mobacs is one of omnivores, but if offered to such an animal, will increase one’s
they also have a liking for mud, as their tongues Reaction Checks with it by +2.
are able to absorb essential vitamins from minerals The habitat of Puggs is that of the normal
and organisms trapped within the muck, be it still civilization of humans and sub-humans. They live
wet or entirely dried up. on the same foods, but they can also survive in
The habitat of Mobacs is usually a desert or the same kinds of wilderness (forests, etc.) with no
at least desolate wasteland. Their heavy coats keep additional effort.
them insulated from the heat by day and contain The sociology of Puggs tends to be an isolated
their own heat during the cold desert night. They one, with males breaking from their pack early on
can keep up to 30 days worth of water in hidden due to pride, and females always seeking out new
humps, and can instinctually remember their way mates, even if it is only for a short while.
back to any watering hole. The domestication of Puggs rarely falls into
The sociology of Mobacs is naturally one of the normal ways of taming beasts, for given their
simple pack-animals, though realistically it ends up intelligence and ego, these creatures are no more
being that of whatever humanoids tame them and likely to be ‘broken’ than a human being. Indeed,
ride them, which they forever obey. since they are too small to ride anyway, they will
The domestication of Mobacs is dangerous but more often serve as a sidekick or buddy, in which
not as time-consuming as it is for other animals. case their friendship must be earned the same as it
Like most mounts, the creature must be in some would with anybody else. But woe to anyone who
way saddle-broken, which can be done only by a insults them, for if these small dogs feel slighted
would-be master hurting it before it hurts him first. they gain +1 to their first Initiative to attack and
Afterwards, it forever fears that individual and all +3 to their Attack Roll during that Round (during
beings of his kind. which they usually go for someone’s testicals).

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RIDDER TAHN

Ability Scores: 13 / 16 / 16 / 8 / 9 / 6 / 12 / 8 / 4 / 1 Ability Scores: 8 / 14 / 16 / 10 / 8 / 4 / 15 / 2 / 1 / 7


Group size: 1-10 Group size: 1-4
Reaction Checks: -1 Reaction Checks: +1
Morale: 6 Morale: 4
D.N.A. Types: B, Z D.N.A. Types: NA
Health: 10 Health: 8 (+1)
Body size: 280 (-5) Body size: 300 (+10)
Defense Score: 13 Defense Score: 8
Protection: 4 Protection: 0
Fatigue: -1 Fatigue: -2
Preferred Attacks: Hooves +2 Preferred Attacks: Claw or tail +2
Base Damages: 6 (+1) Base Damages: 4/3
Damage Variable: D8 Damage Variable: D8
Movement Rate: 260’ (+5’) Movement Rate: 220’
Cosmic treasure: 0 Cosmic treasure: 0
Experience Points: 35 (+3) Experience Points: 20 (+2)
Ridders are mounts bred for combat, and thus Tahns roam frozen wastelands, their gray skin
have an almost human sense of hate and prejudice keeping them camoflauged against the white dunes
within them, far greater than pack-animal mentality; or in a blizzard, they are good mounts for single
as they are smaller than most other quadrupeds, so riders, though they tend to become nervous if they
their aggression seems all the more exaggerated. smell anything unusual; a rider can steady such a
The diet of Ridders is that of carnivores, but mount with a Casual Personality Check.
not exclusively. Once a week they shift to that of The diet of Tahns is strangely that of the air
a herbivore for a single day. It is true that this itself, as tiny microbes are filtered through a gill-
limits the habitats they can have, but since they like organ that provides them with nourishment,
are almost always used for military service anyway though they will eat the protein-packed meat when
they are regularly fed to meet this need. they can find it (they do not hunt for it).
The habitat of Ridders is a particular forest or The habitat of Tahns is that of frozen lands,
jungle, one where they can regularly find meat. As from arctic regions to entire planets of ice. Given
they have little need for shelter, being nomadic as that they can gather what nourishment they need
well as bred for war and thus hunting, they can from the air itself, they can go months and even
also survive in steppes or grasslands, though it is years without feeding.
not preferable and so they will soon migrate to The sociology of Tahns is of isolation, these
areas with more dense vegetation. creatures seldom seeing any living thing, even their
The sociology of Ridders is that of predators own kind. However, given their lack of enemies or
and cannibals, for while they hunt as a pack, they anything to fear, they tend to be docile and easily
will, if food is scarce, turn on each other out of approached and tamed.
madness but with the fire of their frenzy fueled by The domestication of Tahns is easy, and really
the invigorating taste of their own kind’s blood. anyone can do it. The difficulty is in getting the
Those who breed them for war tend to starve a creature to go when it is time for its master to
pack until it slaughters itself down to one, and this move on, as the fool beast will follow him. One
one is considered the strongest and sent to war. might think this touching until they realize that the
The domestication of Ridders is of traditional creature will became desperate quickly, with each
saddle-breaking, with the would-be rider having to passing day that its master is gone the cumulative
stay on through the beast’s bucking, made by three chance in 8 it attacks all beings it sees near him
Movement Checks; Critical down to Casual. if and when it finally catches up.

184
ALIENS FROM A THOUSAND WORLDS
OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

TEREVAN ZARC

Ability Scores: 12 / 15 / 16 / 9 / 11 / 6 / 15 / 2 / 1 / 1 Ability Scores: 15 / 14 / 14 / 4 / 2 / 5 / 15 / 10 / 9 / 7


Group size: 1-3 Group size: 1
Reaction Checks: +2 Reaction Checks: +0
Morale: 3 Morale: 5
D.N.A. Types: B D.N.A. Types: T, Z
Health: 12 (+1) Health: 15 (+2)
Body size: 320 (+15) Body size: 250 (+15)
Defense Score: 11 Defense Score: 12
Protection: 3 Protection: 2 (+1)
Fatigue: -0 Fatigue: -2
Preferred Attacks: Bite -2 or tail +1 Preferred Attacks: Kick +2
Base Damages: 6* / 5 Base Damages: 9
Damage Variable: D6 Damage Variable: D8
Movement Rate: 190’ Movement Rate: 170’ (+5’)
Cosmic treasure: 0 Cosmic treasure: 0
Experience Points: 30 (+2) Experience Points: 40 (+5)
Terevan are small dinosaurs mixed with horse Zarcs are large, artificially grown (and even
genetics, forming strong and sturdy mounts that are sometimes artificially or cybernetically enhanced)
excited about combat rather than afraid of it; they versions of normal, smaller and far less aggressive
are bloodthirsty enough to grant +1 to their rider’s animals, such as a ‘war rabbit’; they were created
next Initiative any time one of their own is killed. for old wars but now remain a novelty for the
The diet of Terevan is reptiles. Long ago their more adventurous and a curiosity to others.
species developed a devolving process, requiring its The diet of Zarcs is that of most herbivores,
own blood-kind to replenish and replicate its own but with the added advantage that they can also
genetics, as if its D.N.A. ceased to function or lost survive on fossil fuel—a normal FFQ can provide
its code. Without a steady diet of cold-blooded or enough sustenance for one such creature for a full
scaly creatures, indeed one tenth their Health Score month, though it cannot heal during this time.
each day, these beasts will perish. The habitat of Zarcs is unknown, since they
The habitat of Terevan are swamps, marshes were created and used purely in civilized areas for
and other wetlands where reptilian creatures are war. Some tales persist that those ‘battalions’ of
plentiful as a source of food and their own scaly their kind that were left to fend for themselves at
hides can easily find camouflage. the end of a war sought forests to live in, while
The sociology of Terevan are pairs, a male others sought out junkyards and ruined cities.
and a female, which unnerves some humans and The sociology of Zarcs forms large groups of
their close kin, as it is most similar to their own mutual efforts for survival, like some instinctual
degree of intelligence. Some have argued that these teamwork. No matter how many there are, they
creatures, due to their devolution, have developed seem to know exactly each other’s functions and
higher intelligence and even mating emotions out weaknesses, and help them rather than exploit them
of a need for survival, as did humans themselves as other races would. Some have even speculated
(with the human body being oddly unfit for any that they developed a psychic connection that no
environment, even their native ones). Once a pair one has yet understood or even identified.
is made they jealously guard each other. The domestication of Zarcs is too easy—they
The domestication of Terevan is not easy, for let anyone ride them who can leap up onto their
it requires no less than killing another Terevan in backs the first time, which requires a Challenging
the sight of the would-be mount with bare hands, Movement Check. If this fails, the entire pack will
thus proving one’s self to be a new worthy ‘mate’. attack the fallen and use him for spare parts.

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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.

186
ALIENS FROM A THOUSAND WORLDS
OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

ASSIMILATOR BANDIT

Ability Scores: 9 / 13 / 9 / 18 / 16 / 16 / 15 / 8 / 4 / 1 Ability Scores: 11 / 14 / 16 / 9 / 5 / 12 / 14 / 5 / 3 / 1


Group size: 1-10 Group size: 2-16 (2D8)
Reaction Checks: -2 Reaction Checks: +0
Morale: 6 Morale: 4
D.N.A. Types: Any D.N.A. Types: Any
Health: 10 (+1) Health: 11 (+1)
Body size: 115 (+10) Body size: 115 (+10)
Defense Score: 16 Defense Score: 15
Protection: 4 Protection: 2
Fatigue: -1 Fatigue: -2
Preferred Attacks: Laser rifle +3 Preferred Attacks: Laser pistol
Base Damages: 12 Base Damages: 8
Damage Variable: D10 Damage Variable: D10
Movement Rate: 100’ Movement Rate: 175’
Cosmic treasure: 1 Cosmic treasure: 1
Experience Points: 100 Experience Points: 24 (+4)
Assimilators are composites of all the different Bandits live on the outskirts of society, usually
races they have taken properties from, leaving them outlaws with no alternative, being as criminals that
with pale skin, vast cybernetics, and an attitude of are not organized enough, daring enough or strong
superiority; they make their ‘lives’ a competition to enough to become pirates or form a military—they
improve themselves at the expense of all others, stick to small raids and thus smaller plunder. Yet
attaining D.N.A. as much as other races fight over given their lack of notoriety they are also able to
money or treasure—if they touch a person, they enter civilization easier than other criminals and so
can steal a random Ability Point, but only if the steal the greater treasure of information, allowing
victim’s Score is higher than their own. them to keep one step ahead of the law. In battle,
The genders of Assimilators are difficult to they fight only when they have the advantage, and
tell, if they exist at all, given their mechanized and must (re)make Morale Checks any Round after the
assimilated body parts—body shape alone is not loss of any of their numbers.
trustworthy to judge a gender, though most make The genders of Bandits follow no guidelines,
that mistake anyway, even if there can really be and can be of any combination.
any genetic structure beneath their outer layer. The society of Bandits is that of a tight-knit
The society of Assimilators is like a hive, as group, usually dwelling in a hideout less than a
they work together flawlessly with no in-fighting, day’s travel from a major population center, which
(given that it is the smartest thing to do as far as is ‘screened’ for the law in any number of ways,
reproduction and so it is their nature), but all other be it passwords or perhaps secret handshakes—to
species are simply prey to be weighed, judged, and enter the hideout of bandits one must either know
then either assimilated, or eliminated. them or be prepared to fight to the death, for like
The religion of Assimilators is a belief in the animals they will fight to the last man if cornered.
‘Source’, or the ‘One’, indeed a monotheistic belief The religion of Bandits is always the same as
which their nature orbits like a sun, assimilating all the settlement they orbit from their hideout, though
whom they can in order to become ‘one’ with the they are a little less attached to it than most, and
‘Source’, indeed all life, somewhere in the future. their faith fades with time, as it is replaced by a
The motivation of Assimilators is, according to new faith in survival, money and reality.
their beliefs, to become a part of all life by way The motivation of Bandits is survival, but they
of absorbing its best elements and thus inevitably usually have a secondary and more specific desire
returning to the source of life . . . or becoming it. to ‘fix’ whatever drove them to be outlaws.

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CYBERTRACKER DRONE

Ability Scores: 4 / 9 / 15 / 13 / 8 / 16 / 15 / 8 / 6 / 12 Ability Scores: 6 / 12 / 6 / 10 / 13 / 13 / 8 / 3 / 1 / 1


Group size: 1-2 Group size: 1-12
Reaction Checks: +1 Reaction Checks: +0
Morale: 2 Morale: 9
D.N.A. Types: Any D.N.A. Types: C, H, X, Z
Health: 10 Health: 10 (+1)
Body size: 110 Body size: 120 (+10)
Defense Score: 9 Defense Score: 10
Protection: 0 (+1) Protection: 0
Fatigue: -2 Fatigue: -4
Preferred Attacks: Laser pistol +1 Preferred Attacks: Laser pistol
Base Damages: 8 Base Damages: 8
Damage Variable: D8 Damage Variable: D8
Movement Rate: 160’ (+10’) Movement Rate: 75’
Cosmic treasure: 0 Cosmic treasure: 0
Experience Points: 16 (+4) Experience Points: 10
Cybertrackers are individuals who fight for a Drones were once either dead or dying people
cause few are aware of, or could ever know, that who were reclothed and reanimated by some means
of a war against the digital world—they are aware that keeps them physically alive but not necessarily
of just how vast and controlling are computers and mentally alive; they obey orders and carry out the
their networks, and they hack both digital security commands given to them, like organic robots, with
and physical security alike. Like terrorists of a sort no personality or emotions what-so-ever. They will
they do what damage they can to ‘big brother’ by each have a specific Skill that they are very well
means of computers, but when they have to they trained (or programmed) at, indeed of the highest
break into the buildings or bases that house the Skill Level possible by their maker, which unless
mainframes and work their sabotage. They are also stated otherwise will be determined at random for
often hired to wage war against rival companies, all such servants with the same Skill; 2-5 (D4+1).
militaries or even governments, and though they The genders of Drones are inconsequential, as
take these jobs they do not like their employers they are never used for reproduction and they do
any better than their target, and may just as easily not have feelings—they all look alike beneath their
turn on them for the same reasons. nondescript garments and faceless masks.
The genders of Cybertrackers are equally split The society of Drones is one of function, and
between male and female, as theirs is a common nothing more—they go about their duties and never
cause in the sake of humanity (loosely put). speak unless it involves their task or the command
The society of Cybertrackers is generally like of their master or superior.
that of thieves, as they live in dingy hideouts and The religion of Drones is inconsequential, for
wear black to avoid notice, their apartments better whatever they believed before their ‘death’ it will
likened to that of bunkers, with crude computer have been erased from their organic memory, save
networks and weapons scattered everywhere. those things that are vital for archival knowledge
The religion of Cybertrackers is a strangely or the fancy of their master—many such creatures
unique one, for having seen how all consciousness are often built to populate temples or otherwise
can be controlled by a self-made ‘god’, indeed that build the illusion of having many followers for a
of a computer network, they resist superstition as cult that is trying to recruit true believers.
they have the same fears about any true ‘gods’. The motivation of Drones is to serve as they
The motivation of Cybertrackers is freedom in are programmed, nothing more, and so their motive
the purest sense, though they fight a different foe. changes with that of whoever commands them.

188
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OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

DUNE MAN GLOND

Ability Scores: 13 / 12 / 12 / 7 / 11 / 6 / 15 / 6 / 3 / 8 Ability Scores: 13 / 8 / 15 / 16 / 9 / 11 / 13 / 6 / 9 / 7


Group size: 1-6 Group size: 1
Reaction Checks: -4 Reaction Checks: +1
Morale: 2 Morale: 4
D.N.A. Types: B, H, M D.N.A. Types: H, M
Health: 12 (+1) Health: 8
Body size: 125 (+10) Body size: 80
Defense Score: 15 Defense Score: 13 (+1)
Protection: 0 Protection: 0
Fatigue: -1 Fatigue: NA
Preferred Attacks: Staff +2 or sword Preferred Attacks: Laser pistol or bite
Base Damages: 1 Base Damages: 8 / See description
Damage Variable: D10 Damage Variable: D6
Movement Rate: 135’ / 160’ (in sand) Movement Rate: 160’
Cosmic treasure: 1 Cosmic treasure: 2
Experience Points: 30 (+5) Experience Points: 45 (+10)
Dune men are savages of desert planets, quite Glond are scrawny people who mutate their
cowardly but clever too, making them both very enemies by biting them, often described by those
mysterious and very dangerous—civilizations fear who witness their attacks as these creatures being
them, even those desert settlements which have had nothing but ‘all teeth’; a successful Attack Roll of
reason to learn their ways; they are half-human, their bite calls for its victim to make a Unique
and half-animal, indeed using weaponry but at the Ability Check to avoid changing his race type to
same time behaving like tribal packs, easily startled of that of a ‘mutant’; this Check is Casual for all
but quick to return in greater numbers, hunters and robots, Challenging for all aliens, and Critical for
predators and yet with intelligence enough to walk all humans, and if failed, he has to rearrange his
single-file in order to hide their head-count. Creation Points for Features entirely.
The genders of Dune men are impossible for The genders of Glond are predominantly male,
outsiders to tell, as they are wrapped in clothing though females and asexuals have also been known
head-to-toe which hides all their features, but those to exist—most believe that the males ‘feed’ on the
who have slaughtered their villages have been able, blood and D.N.A. of their prey while their females
if only in the aftermath, to discover—much to their keep safe at their hidden homesteads.
horror—that these creatures share the exact same The society of Glond is seen as those of basic
proportions of men, women and children as most hunters, though their savage desires to attack and
human civilizations. mutate other species suggests something closer to
The society of Dune men is of tribal, desert their true nature, that of a hateful society that truly
raiders, nomadic and yet territorial, ever guarding feeds on, and finds entertainment in, the suffering
their current habitation with animalistic ferocity. of other species, while at the same time allowing
The religion of Dune men is one of all desert their own limited numbers to not feel so isolated,
survivalists—they are superstitious but easily change as they invoke the same loneliness and outsider
their beliefs based on what ‘miracles’ they witness. status on their mutated prey.
The motivation of Dune men is survival, plain The religion of Glond varies from tribe-to-tribe
and simple, with no love for civilization or desire and can really be anything, depending on religions
to either join it or go to war with it—like tribes of the planet that they are living on.
of any world where civilization has intruded, these The motivation of Glond is to surround their
natives keep to themselves, unless the scavenging tribe with total isolation so they can be alone, or
possibilities are too great to pass up . . . to corrupt their surroundings unto the same end.

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GRAY GYPSY

Ability Scores: 5 / 4 / 12 / 7 / 15 / 16 / 18 / 16 / 1 / 8 Ability Scores: 7 / 9 / 9 / 10 / 11 / 9 / 15 / 8 / 14 / 13


Group size: 1-4 Group size: 1-6
Reaction Checks: +0 Reaction Checks: +3
Morale: 2 Morale: 3
D.N.A. Types: D, H, X, Z D.N.A. Types: H, X
Health: 5 Health: 11
Body size: 45 Body size: 120
Defense Score: 12 (-1) Defense Score: 9
Protection: 0 Protection: 0
Fatigue: -4 Fatigue: -3
Preferred Attacks: Psionic Forces +2 (+1) Preferred Attacks: Any weapon
Base Damages: 0 Base Damages: As weapon
Damage Variable: D4 Damage Variable: D6
Movement Rate: 125’ (-10’) Movement Rate: 100’ (+5’)
Cosmic treasure: 3 Cosmic treasure: 2
Experience Points: 500 (+50) Experience Points: 15
Grays are scientists which serve greater races Gypsies are people without a world, who for
with greater agendas, like the footmen fighting a survival have turned to being traveling entertainers,
scientific war—they are what others see, and judge mystics and other ‘providers’ whose nomadic ways
them according to the agendas of their superiors. allow them to live on the edge of a civilization
Standing about 4’ tall with thin bodies, oversized until they wear out their welcome, and then move
heads, enlarged and powerful eyes, and seemingly on to the next one. Such tribes are usually disliked
no emotion left within them, these gray-skinned and distrusted (and for good reason), but they are
creatures can indeed be as frightening as a soldier not without their values, as most rulers realize, and
coming to attack you on the battlefield. The only so afford them permission to stay longer than the
sign of their being alive and not some organic common people prefer. They often dress is colorful
robot is that they have been known to age and so clothes and practice dramatic or comical behavior
develop wrinkles or walk with a limp. Yet as they in order to make themselves more welcome.
age and grow physically weaker they also become The genders of Gypsies tend to lean slightly
mentally stronger—they can use all Psionic Forces, more toward women, as women are their better
but each Power Score gives them 1 more Universal ‘entertainers’ and elder women are their own form
Point worth of strength with them. of rulers—women sell, while men keep hidden in
The genders of Grays are impossible to tell, the shadows in readiness if trouble should arise.
as they have no reproductive organs of any kind, The society of Gypsies is a nomadic one of a
furthering the belief that they artificially recreate tight-knit clan, living in small vehicles that become
their numbers or even procreate themselves. their shoppes when camped near civilization and
The society of Grays is one of constant work, their homes when traveling to the next.
like scientists in a lab, only they work from their The religion of Gypsies is more mystical than
ships, studying other life-forms at the behest of a most, but they truly believe only in what powers
greater (and usually unseen) power. they can wield and sell—anything else they will
The religion of Grays remains a mystery, but say they believe in if it means survival or a profit.
they seem deeply spiritual none-the-less—those who The motivation of Gypsies is akin to thieves,
have asked them about it received a very scientific taking what they can when they can, as greedy as
reply: “God is the same to us as he is to you.” any clan of opportunists would be—they may also
The motivation of Grays is that of their work, heed the ways of their elder, for she will have a
whatever it may currently be. Universal Force with 3 (+1) Universal Points.

190
ALIENS FROM A THOUSAND WORLDS
OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

JU - WA MONGALOR

Ability Scores: 9 / 4 / 8 / 7 / 6 / 16 / 13 / 10 / 8 / 10 Ability Scores: 14 / 15 / 10 / 6 / 11 / 6 / 13 / 5 / 2 / 6


Group size: 2-12 Group size: 3-18 (3D6)
Reaction Checks: +2 Reaction Checks: -2
Morale: 4 Morale: 6
D.N.A. Types: B, H D.N.A. Types: B, H
Health: 5 Health: 15 (+1)
Body size: 55 (+2) Body size: 170 (+10)
Defense Score: 11 Defense Score: 14
Protection: 0 Protection: 0
Fatigue: -3 Fatigue: -1
Preferred Attacks: Any laser weapon Preferred Attacks: Any weapon
Base Damages: As laser Base Damages: As weapon +2
Damage Variable: D6 Damage Variable: D10
Movement Rate: 85’ Movement Rate: 115’
Cosmic treasure: 1 Cosmic treasure: 0
Experience Points: 10 Experience Points: 60 (+4)
Ju-Wa is a slang name given to these rather Mongalors are large, half-human, half-animal
widespead little people of many frontiers, standing warriors who live ever on the outskirts of society,
about 3’ in height, and dwelling in deserts or other their war-like ways preventing their kind from any
wastelands where they can easily hide or carry on progress towards being accepted as equals. And so,
with their business unharassed; they are traders scattered to the winds, the downward spiral of war
(some would say thieves) for the most part, finding and hate, hate and war continued. Now, they are
stolen robots and other hardware and selling them all pirates, renegades or worse, a barbarian-people
off to the highest bidder, which is usually nothing that are just a step above being true monsters, as
more than local farmers or herdsmen. They are evidenced to some by their ability to change their
cowardly when confronted but bold enough in their outward appearance to match anyone of an equal
‘acquiring’ machines to sell off, and they speak in Health Score, give or take an amount equal to that
mysterious and often undiscernible whispers. one shape-changer’s own Power Score.
The genders of Ju-Wa people are an even mix The genders of Mongalors are predominantly
between males and females, though this isn’t at all male, given their war-like ways, with their women
discernible in their appearance to outsiders, and for subdued, and seldom seen by their enemies.
their own part they seem more concerned with the The society of Mongalors is a barbaric one,
day’s business than with any coupling, almost like with a remote camp that is used more as a base
giddy but intelligent children were actually beneath of operations than a home, as they spend far more
their ragged desert cloaks. time planning raids or executing them than they do
The society of Ju-Wa people operates more as enjoying the spoils of their small wars.
a business, with their hierarchy based on efficiency The religion of Mongalors is strangely based
and promotion rather than genealogy. on honor, an echo of a time when they were far
The religion of Ju-Wa people is a simple one, more civilized, and so do they maintain the true
money indeed, tough they are superstitious and just honor of the most respected warriors and knights,
as fearful as anyone else of what lies out there in though this is all that remains of their beliefs, the
the trackless dunes that they roam. blood of war having drained the rest of any kind
The motivation of Ju-Wa people is to do what of faith out of their hearts and needs.
business they can with the very limited number of The motivation of Mongalors is primarily that
customers that can be found in the wastelands, and of revenge, against all of society, as their hatred of
like any merchants they serve everyone’s interests. being outcast has become one against all societies.

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PIRATE POLICE - FORCE

Ability Scores: 13 / 14 / 15 / 6 / 11 / 8 / 13 / 5 / 3 / 1 Ability Scores: 14 / 12 / 12 / 10 / 9 / 9 / 15 / 8 / 9 / 2


Group size: 1-12 Group size: 2-12 (2D6)
Reaction Checks: -1 Reaction Checks: +2
Morale: 6 Morale: 7
D.N.A. Types: Any D.N.A. Types: Any
Health: 13 (+1) Health: 10 (+1)
Body size: 135 (+10) Body size: 115 (+10)
Defense Score: 15 Defense Score: 14
Protection: 0 (+1) Protection: 5
Fatigue: -2 Fatigue: -2
Preferred Attacks: Sword +2 or laser pistol Preferred Attacks: Laser rifle +2
Base Damages: 4/8 Base Damages: 12
Damage Variable: D12 Damage Variable: D10
Movement Rate: 160’ Movement Rate: 115’
Cosmic treasure: 4 Cosmic treasure: 0
Experience Points: 40 (+5) Experience Points: 30 (+4)
Pirates can be of any race, but due to the Police-force is the common name given to any
demands of their small ships, codes of conduct and keepers of the peace in a city or other settlement,
other requirements, they tend to fall into a singular whether they are employed or simply have a sense
class, differentiated only by sheer strength and skill of partisan duty; their equipment is funded by the
at sailing and slaughtering (i.e. their Power Score). taxpayers and thus it is regulated, fitting to both a
Space pirates are as one would imagine—unruly, uniform and budgeted standard—if there is at all
greedy and without honor, taking what they can any variant in the weapons or armor they have and
when they can, and hiding when they can’t. use, it will be the same for all members of that
The genders of Pirates are largely male, as we particular police-force, and must have some sense
are still beasts and the dominant male-ego won’t of reason or justification for it, as the laser rifle,
let its breeder venture into danger, though it is not helmet and police-armor are indeed the standard
unheard-of for there to be female pirates as well, throughout the universe for many reasons.
as the needs for survival (and seduction is a great The genders of Police-force members are more
tactic) outweigh those of superstition, at least on often male, given the physical demands of the job,
ships which last any length of time. though there are many women as well.
The society of Pirates is surprisingly fair and The society of Police-force members is that of
organized, and even democratic, as they treat each the society they serve and protect, their city’s laws
other as equals and sign ship’s articles ensuring it, and their society’s laws acting as their effective
including division of treasure, time spent on duty, rules and sometimes even their religion.
and the elections of commanders; a pirate ship is a The religion of Police-force members can be
pirate’s home, country and family all in one. anything, for it is a personal choice, and it seldom
The religion of Pirates is always mixed, ever has a place, by choice or permission, in their duty.
a holdover from their former lives, but once again The motivation of Police-force members is to
survival outweighs superstition, and their different uphold the established laws, whatever they may be,
religions learn to work together on board any ship. to the best of their ability, through a curious blend
The motivation of Pirates is a curious mixture of a sense of duty and hazard-pay—many police
of greed, survival and pride—many do not become are bribed or sway to personal need and thus the
space robbers by choice, but out of necessity, and abuse of their authority, at least more do or sooner
so many retain prejudices and even codes of honor than they keep to their personal code of honor.
from their former lives.

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PROSTITUTE RADICAL

Ability Scores: 6 / 9 / 12 / 15 / 14 / 8 / 13 / 7 / 15 / 7 Ability Scores: 8 / 6 / 10 / 9 / 8 / 6 / 11 / 5 / 12 / 10


Group size: 1-3 Group size: 3-8 (D6+2)
Reaction Checks: +1 Reaction Checks: -1
Morale: 3 Morale: 4
D.N.A. Types: Any D.N.A. Types: H, X
Health: 9 (+1) Health: 9
Body size: 95 (+10) Body size: 90 (+3)
Defense Score: 8 Defense Score: 12
Protection: 0 Protection: 0
Fatigue: -3 Fatigue: -2
Preferred Attacks: See description Preferred Attacks: Handgun -2
Base Damages: 0 Base Damages: 6
Damage Variable: D6 Damage Variable: D8
Movement Rate: 130’ Movement Rate: 110’ (+5’)
Cosmic treasure: 0 Cosmic treasure: 0
Experience Points: 6 (+1) Experience Points: 15 (+2)
Prostitutes are in every city, whether the lords Radicals can be of any humanoid race, be it
and nobles and councilmen want to admit to it or true human, alien or robot—they are for the most
not. In some cities they are licensed and thus part outcasts, renegades and criminals, indeed those
much cleaner and more attractive, or at least some who live on the edge of the law if not beyond it,
specific races are (almost always human). For their preferring to live a life of exciting danger rather
defense they often carry a knife or (1 in 4 chance) than one “secure and fenced in”, as they might say
even have a laser pistol hidden on them, but their of most other people. They keep together in gangs
main defense is that of their charm—they can play and develop their own little societies, kind of like
innocent or helpless or outright seductive, standing land-based pirates. They often dress is more ‘killer’
a 10 in 12 chance of causing their ‘target’ to feel clothing, as it is ‘cool’ or ‘green’ to do.
too sorry for them to attack them for 1-4 Rounds, The genders of Radicals are unimportant, being
this chance in 10 reduced by -2 if the target is of just as easily one or the other.
the opposite gender, and -1 more for each letter of The society of Radicals is that of a gang, or
the alphabet their D.N.A. Types are apart. rather of humanoid pack-hunters, accepting anyone
The genders of Prostitutes are almost entirely that society has rejected into their ranks, provided
female (or its species’ equivalent), though there are he can pass some sort of initiation.
some gigolos in the red-light districts out there. The religion of Radicals often leans towards
The society of Prostitutes borders of refuge, as the one used by the society that they have ‘broken
they live and work in the seedier sides of cities, off’ from, for deep inside themselves they usually
their only friends their own kind and even that can wish that they didn’t have to rebel at all, and this
be dangerously unstable as competition is fierce. yearning to live ‘comfortably but fenced in’ thus
The religion of Prostitutes is reality, their faith makes their need to find meaning in some spiritual
money, though sometimes they have a strong sense reasoning all the stronger.
of religious conviction with a true doctrine, for in The motivation of Radicals is a combination of
their position they take hope where they can get it, raw survival, a desire to live as comfortably as
comparable to their clients’ need for pleasure. possible yet without responsibilities of any kind
The motivation of Prostitutes is mostly survival (hence that they steal everything), and finally a
though they may also be addicted to drugs given need to remain ‘cool’ in the eyes of their fellow
by their ‘pimp’ (their manager), or the illusion of gang-bangers which in turn encourages them to do
a free life, or the hope of a better one. all kinds of stupid and even suicidal stunts.

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RENEGADE SLIME CREATURE

Ability Scores: 14 / 13 / 12 / 6 / 9 / 6 / 15 / 8 / 4 / 9 Ability Scores: 8 / 5 / 10 / 12 / 9 / 15 / 15 / 16 / 1 / 8


Group size: 1-6 Group size: 2-11 (D10+1)
Reaction Checks: +0 Reaction Checks: -3
Morale: 8 Morale: 3
D.N.A. Types: Any D.N.A. Types: D, H
Health: 9 (+1) Health: 3 (+1)
Body size: 100 (+10) Body size: 30 (+10)
Defense Score: 12 Defense Score: 12
Protection: 4 Protection: 0
Fatigue: -1 Fatigue: NA
Preferred Attacks: Any weapon Preferred Attacks: Laser rifle +1 or zapper +5
Base Damages: As weapon Base Damages: 8/5
Damage Variable: D10 Damage Variable: D8
Movement Rate: 135’ Movement Rate: 105’
Cosmic treasure: 1 Cosmic treasure: 3
Experience Points: 25 (+3) Experience Points: 30 (+2)
Renegades are those who have endured such Slime creatures are shorter humanoids, ranging
physical or mental hardships that they no longer from 2’ to 4’ in height, with disproportionately
consider themselves to be part of the society, even large heads, eyes like some kinds of insects, hands
if society hasn’t yet realized it. They are usually growing fungus instead of hair, slimy reptilian skin,
on the verge of madness, and so are unpredictable an evil grin, long claws and unlimited potential for
and functioning without normal concepts of right causing havoc wherever they go; they come into
and wrong—they can be friend or foe, depending random to cities and other large population centers
on how much someone helps or hinders their own to attack the locals for no more apparent reason
unique and confusing agenda. than sheer amusement.
The genders of Renegades can be anything but The genders of Slime creatures are unisexual,
they tend to be women slightly more often, given though they have been known to treat each other
the usually degraded role of women in any society. (and even dress accordingly) as either a male or
The society of Renegades is solitary, for each female of the species they are fighting, apparently
individual breaks down differently, and when they out of sheer mockery.
do function together it is temporary, as with allies The society of Slime creatures is a civilization
of any kind, or that ‘misery loves company’. existing solely within their large spaceships, which
The religion of Renegades is usually stronger few have ever entered—these intergalactic menaces
than with normal people or it doesn’t exist at all, unleash their society of sadistic humor and death
as they find comfort in one extreme or the other, upon landing, while the rest of their time, aboard
either believing themselves closer to some spiritual their craft, is spent preparing for the next raid and
meaning, with a heightened sense of connection, or entertaining themselves at the expense of the last
so fed up with all of it that they no longer care. one, whose spoils they collected.
The motivation of Renegades is always very The religion of Slime creatures is a belief that
specific and very strong, comparable to a religious the purpose of life is laughter, and since all humor
conviction—they can be focused on revenge, or on is based on the misfortune of others, they simply
a crusade, or some particular personal ideal that embrace it; one could safely say that their attacks
the rest of the world fails to see, and so always on any civilization—attacks but not conquest—is a
are they left fighting a lonely battle which only wholly religious crusading cleansing experience.
drives them further into isolation and the pursuit of The motivation of Slime creatures is pretty
that ideal, until they die. well defined by their religion, isn’t it?

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SOLDIER UNDEAD

Ability Scores: 15 / 15 / 14 / 9 / 11 / 9 / 15 / 8 / 5 / 4 Ability Scores: 6 / 16 / 13 / 4 / 16 / 10 / 18 / 3 / 1 / 7


Group size: 3-24 (3D8) Group size: 1-12
Reaction Checks: +0 Reaction Checks: -6
Morale: 8 Morale: 6
D.N.A. Types: C, H, M, X, Z D.N.A. Types: B, H, M
Health: 12 (+1) Health: 4 (+1)
Body size: 135 (+10) Body size: 60 (+10)
Defense Score: 16 Defense Score: 13
Protection: 6 Protection: 0
Fatigue: -1 Fatigue: -3
Preferred Attacks: Any weapon +2 Preferred Attacks: Claw +1 or bite +4
Base Damages: As weapon +1 Base Damages: 4* / See description
Damage Variable: D12 Damage Variable: D6
Movement Rate: 150’ Movement Rate: 150’
Cosmic treasure: 0 Cosmic treasure: 1
Experience Points: 55 (+5) Experience Points: 40 (+2)
Soldiers are military men and women, but they Undead are humans or at least humanoids that
can be human, alien, robot or even clones—it is by some unknown energy or blood condition have
their training, discipline and uniformed equipment reanimated and so continue to ‘live’ as a sentient
that makes them so similar, despite any inherent corpse, feeding off the blood living beings of their
differences between species. Indeed, unless an army own kind to sustain their own dead flesh, which in
deliberately intends otherwise, the natural balancing turn has made them the center of much speculation
of a successful force of conquest is to be the same and superstition, and thus greater fear than they
in every way, and most take every advantage they should rightfully warrant, given how easily are they
can get to maintain their uniformity—assimilating truly defeated and destroyed—vampire, vrykolax,
the locals, cloning, etc. ghoul, revenant, zombie—they have been given all
The genders of Soldiers are more often male manner of names throughout the cosmos, but their
than female, given the physical demands of the job power is the same: their bite will affect a poison
but this is not exclusive. of Potency 6, which if it kills a human or alien
The society of Soldiers is almost mechanical, cause him to become Undead as well.
to live for their duty, take orders, and release any The genders of Undead are the same as those
residual ‘human’ tendencies or emotions when they that they were in life, though given how grotesque
have mandatory break-time; more often than not, they are (being a walking corpse, after all), their
what emotions have not been squeezed out of them gender is seldom a concern to anyone.
by training and discipline become concentrated in The society of Undead is that of any solitary
and amongst their platoon or like-group, wherein predator, with neither love for nor allegiance with
they are more alive and expressive than ever they any other of their kind—they rest in their graves
were before—one’s platoon is like a family. to avoid detection (given how universally unlawful
The religion of Soldiers is a personal matter it is to disturb gravesites) and then go out to hunt
and is left that way, usually becoming the focus of with the cover of nightfall.
their motivation at the very end in battle, when The religion of Undead is the same as they
death is near or victory is at hand. had in life, believed all the more for their current
The motivation of Soldiers is burned into them condition of ‘being accursed’.
by their training—to do their duty and go on to The motivation of Undead is simply to survive
victory—but their personal beliefs or religion can by drinking blood, to prolong their accursed lives
shine through in battle to lead them further still. to no greater future than tomorrow night’s hunt.

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OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

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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BLOB DINO - RHINO

Ability Scores: 12 / 16 / 12 / 16 / 15 / 1 / 1 / 1 / 1 / 1 Ability Scores: 9 / 19 / 12 / 8 / 15 / 2 / 12 / 2 / 5 / 9


Group size: 1 Group size: 1
Reaction Checks: -6 Reaction Checks: -4
Morale: 9 Morale: 8
D.N.A. Types: Any D.N.A. Types: NA
Health: 10 (+3) Health: 20 (+3)
Body size: NA Body size: NA
Defense Score: 8 Defense Score: 18
Protection: 0 (+1)* Protection: 10 (+1)
Fatigue: NA Fatigue: NA
Preferred Attacks: Absorption +1 Preferred Attacks: Gore +4
Base Damages: 6 (+1)* Base Damages: 15 (+1)
Damage Variable: D20 Damage Variable: D10
Movement Rate: 60’ Movement Rate: 150’
Cosmic treasure: 3 Cosmic treasure: 0
Experience Points: 60 (+10) Experience Points: 450 (+30)
Blobs can come in any size, any color, any Dino-rhinos are found in many places, but the
consistency of goo. They can lurk on ceilings, fill most common are moons and volcanic planets, as
in holes, slither along floors, or just simply cover such places are the only ones where the terrain is
the front windows of one’s ship. They can attack harder than their skin—they like to crash into their
by stealth, en mass, or by having foolish people surroundings, as it hardens them and makes them
just stumble into them. They can make an ambush stronger. In time, they develop an effective armor
of any difficulty, or Attack Rolls that consume a of hard skin and scales, especially around their
target. They can have goods and treasures laying head and shoulders, and they also grow horns. The
near to them, but usually they have all their goods colors of these creatures are usually dark, though
and treasure—especially any cosmic treasures—kept their ‘tempered’ front tends to be quite colorful, a
inside of them, so they must be destroyed to claim distraction to those they are about to run down. If
it. They cannot be spoken to or reasoned with, and they score a Critical Hit, in addition to its normal
they are always hungry. They can change shape to effects they will break bones and thus cost the
grow limbs for short periods of time, allowing its victim a permanent loss of -1 Point to either his
mass to maneuver in tight places or stretch across Physique or Movement Scores (victim’s choice).
long distances such as chasms—they can stretch up The diet of Dino-rhinos is that of omnivores,
to a number of feet equal to their current Health. though they prefer meat whenever they can get it.
The diet of Blobs is anything and everything, The habitat of Dino-rhinos is where the area
as they absorb it, though sometimes stronger items is hard, so they can entertain themselves by butting
such as skulls, bones or treasures take some time up against solid objects and ramming into others,
to dissolve and thus float around inside them. places such as mountains and moons but not caves
The habitat of Blobs is steam caverns, though as they collapse and not anything manufactured as
they cannot tell the difference between the natural they simply break apart too easily.
and artificial, so they can just as easily flow into The sociology of Dino-rhinos is that of small
the vents or pipes of a ship landed on their world packs, as they eat too much to sustain large ones.
and thus ooze through the plumping for a while, The religion of Dino-rhinos is a simple one
finding the same amount of nourishment inside if but strangely too evolved for their low intelligence,
not more so than in their natural homes. as their internal, biological clock recognizes days
The sociology of Blobs is a non-issue. that are sacred to other species, given that they
The religion of Blobs is a non-issue. were bred as crusader-beasts.

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OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

DRAGON DUNE WORM

Ability Scores: 10 / 20 / 18 / 9 / 20 / 6 / 17 / 8 / 3 / 1 Ability Scores: 8 / 20 / 16 / 2 / 16 / 1 / 16 / 4 / 1 / 8


Group size: 1 Group size: 1
Reaction Checks: -4 Reaction Checks: -2
Morale: 9 Morale: 8
D.N.A. Types: B, T D.N.A. Types: NA
Health: 20 (+5) Health: 50 (+10)
Body size: NA Body size: NA
Defense Score: 17 Defense Score: 7
Protection: 5 (+2) Protection: 10 (+2)*
Fatigue: -2 Fatigue: -2
Preferred Attacks: Breath (+1) or claw or bite +3 Preferred Attacks: Bite +4
Base Damages: 20 (+2)* / 20 / 16 Base Damages: 20 (+3)*
Damage Variable: D20 Damage Variable: D10
Movement Rate: 130’ (+10’) / 300’ (flying) Movement Rate: 180’ (in sand) / 120’ (under sand)
Cosmic treasure: 5 Cosmic treasure: 0
Experience Points: 200 (+25) Experience Points: 900 (+80)
Dragons are ‘great worms’, perhaps the largest Dune worms are gargantuan worms that dwell
known reptilian creatures, and those that are most beneath the dunes of desert worlds, remembering
favored by legends. They can breathe fire from the their way not by sight, but by sound—almost like
depths of their lungs but it hurts themselves too, a dolphin remembers its way in the ocean do they
as they lose 1-6 Health when they do it. Though remember their way in an sea of sand. They range
all of their kind have wings, only 1 in 4 can truly up to hundreds of feet in length (about 1 foot for
fly, and then only for a short distance, losing 50’ each Health Point they have), and rise to attack
of speed every Round until they rest for 3 Rounds. anything that makes tremors on the surface.
They are semi-intelligent, and can understand most The diet of Dune worms is all of the minerals
languages, but cannot actually articulate them. They and microscopic life-forms within the depths of the
can, however, take on the mental abilities of those sand, preserved and untouched by sunlight for so
they eat, gaining their Intelligence Score for 1-4 many centuries, which they filter through sand-gills
days after devouring their prey, always using the as they rumble beneath the dunes.
highest of all those consumed. Furthermore, if they The habitat of Dune worms is solitary, as they
eat any Power unit it will not explode, but actually roam beneath desert worlds almost like a force of
mutate them further (which is how they came to nature itself, the surface unaware of what massive
be in the first place and why they are so varied in tunnel-maker is just beneath their feet.
their appearances). The sociology of Dune worms is like that of
The diet of Dragons is that of carnivores, like whales in the ocean, of traveling in small groups
most large reptiles. and mating once in a while, but for the most part
The habitat of Dragons tends to be hot or at just burrowing along beneath the dunes, mindlessly
least humid, isolated areas, such as lava caverns or eating what the sands have to offer, and attacking
sweltering jungles where mineral deposits make the those who disturb their greatness.
air faintly poisonous to other life-forms. The religion of Dune worms is one that has
The sociology of Dragons is that of isolation, been created around them—those who inhabit the
as they find a secluded lair and dwell there, with same worlds are held in awe by these titans, and
their slow digestive system allowing them to sleep worship them almost as much as true deities, as
for weeks at a time without going out to hunt. everything they do on the surface must respect the
The religion of Dragons is only what primitive great beasts beneath them, even going so far as to
people in their area apply to them. have sacrifices to placate them.

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ALIENS FROM A THOUSAND WORLDS
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GODESUCKER GORGOTHAN

Ability Scores: 9 / 6 / 15 / 13 / 13 / 5 / 15 / 12 / 2 / 1 Ability Scores: 6 / 20 / 8 / 16 / 18 / 3 / 8 / 6 / 1 / 8


Group size: 1 Group size: 1-3
Reaction Checks: -4 Reaction Checks: -6
Morale: 6 Morale: 9
D.N.A. Types: B, H, M D.N.A. Types: NA
Health: 6 (+1) Health: 24 (+2)
Body size: 65 (+3) Body size: NA
Defense Score: 10 (+1) Defense Score: 16
Protection: 3 Protection: 6 (+1)
Fatigue: -3 Fatigue: -1
Preferred Attacks: Bite +6 or claw +2 Preferred Attacks: Claw +3 or bite +5
Base Damages: See description / 4 Base Damages: 24 (+1) / 20
Damage Variable: D6 Damage Variable: D12
Movement Rate: 160’ / 240’ (flying) Movement Rate: 130’ (+5’)
Cosmic treasure: 0 Cosmic treasure: 1
Experience Points: 95 (+3) Experience Points: 480 (+20)
Godesuckers or ‘chupacabras’ in some tongues Gorgothans are enormous, disproportionately
are human-sized monstrosities which hunt at night muscular beasts with giant heads, many rows of
and suck the blood of any animals smaller than teeth, and tiny eyes adapted to the bright light of
themselves—they were first reported to have killed the worlds they inhabit. They have incredibly hard
the tiny farm animals of ‘godes’, hence the name skin and giant claws which they use to rip their
they acquired, which has endured throughout the prey off the ground and shove them into the cave
years. They have blazing red eyes, fins like a fish, of their mouth. Mindless in their pursuit of food,
scales like a serpent, wings like a bat, and teeth these monsters are often the champions of arenas
like a legendary vampire. If their bite hits, their for gangsters and war-like races. If they make any
teeth will extend, and somehow becoming flexible Critical Hit with their claws, they grasp the target
worm their way into the victim’s flesh, and acting and will automatically be able to bite him on its
as tubes suck their blood—the target will lose 1-8 next Turn unless the monster suffers 3 or more
Health each Round, which will at the same time Damage before that time, as it will let go. If they
replenish the monster’s own (up to its maximum), roll a Critical Hit with their bite, they eat their
and it will not need to reapply the bite—its ‘teeth’ prey entirely, regardless of Health and Protection.
will stay in the victim until this beast is killed, or The diet of Gorgothans is primarily carnivore,
until its prey is sucked dry. but given their native worlds being wastelands they
The diet of Godesuckers is the blood of small do not need to feed for months at a time—they
animals, though they can live on tropical plants feel the passage of time and thus become all the
and the bounty of rain forests. more deadly when they find anything they can
The habitat of Godesuckers is tropical worlds crush between their sword-like teeth and swallow.
and rain forests, for there they can find both their The habitat of Gorgothans is nomadic, as they
preferred diet of blood in farms and cities, as well need to hunt and strangely they never sleep, so
as tropical fruit to sustain them otherwise. they are on the march all hours of the day.
The sociology of Godesuckers is solitary, and The sociology of Gorgothans is nomadic, as
in fact they do not reproduce, but seem to have they are mindless hunters and nothing more.
been manufactured long ago by an unknown lab The religion of Gorgothans is a respect for the
and merely escaped into the vast reaches of space. sun, as they fear it and its light, and will strangely
The religion of Godesuckers is merely the all- not eat any carcass that has been burned enough
consuming instinct of survival. by the sun to have killed it.

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IRONSKULL KEVETER

Ability Scores: 9 / 16 / 11 / 1 / 13 / 1 / 12 / 1 / 1 / 10 Ability Scores: 13 / 18 / 17 / 8 / 15 / 9 / 13 / 8 / 4 / 8


Group size: 1-12 Group size: 1
Reaction Checks: -4 Reaction Checks: -4
Morale: 8 Morale: 9
D.N.A. Types: C, H, M, R D.N.A. Types: B, H, M
Health: 18 (+1) Health: 20 (+2)
Body size: 200 (+10) Body size: 220 (+20)
Defense Score: 16 Defense Score: 18 (+1)
Protection: 10* Protection: 1 (+1)*
Fatigue: -1 Fatigue: NA
Preferred Attacks: Melee +1 Preferred Attacks: Shoulder cannon +2 or claw +4
Base Damages: 4* Base Damages: 16 / 10
Damage Variable: D10 Damage Variable: D12
Movement Rate: 130’ Movement Rate: 185’ (+5’) / 60’ (climbing)
Cosmic treasure: 1 Cosmic treasure: 3
Experience Points: 160 (+5) Experience Points: 1200 (+150)
Ironskull is a name given to a lost race of Keveters are intergalactic trophy hunters. They
soldiers who continue to return in small groups but seek out worlds with intelligent life (i.e. those with
whose ‘home’ or ‘lair’ is never found. Legend says the proven capacity for weapons development), find
they were all lost in cosmic gas, be it a bomb or a concentrated area of conflict, and go on safari.
the nature of the planet the army went to, and the They are sportsmen, and so only kill those they
chemical melted their flesh but turned their bones deem ‘worthy’, with the line drawn at whether the
to iron, which are still somehow animate. Trapped would-be predator sees an individual kill another
in a state between life and death they mercilessly with a manufactured (and thus deliberate) weapon.
kill anyone they can see, though their sight is very As they are trophy hunters as well, they tend to
limited—they have no eyes, but can somehow still kill one-at-a-time, completely stripping and skinning
detect anyone wearing the color green. They can a victim before seeking out another one. All their
also detect weapons, and will claim any that fall kind use ‘optic-prism webbing’ armor and have one
or are lost, though they strangely never make an additional weapon of choice, be it a ‘cyberstaff’,
attempt to disarm or steal them from their enemies. ‘remote disk’ or ‘flamethrower’.
The diet of Ironskulls is iron itself, for after a The diet of Keveters tends to be meat, though
battle they replace their damaged pieces with those they have enough evolution and gadgetry to survive
of their destroyed comrades or other scrap metal, anywhere that humanoid life already does.
which seamlessly melds onto their own iron bones. The habitat of Keveters is a jungle, natural or
The habitat of Ironskulls is battle—if they are manufactured—rain forests and cities are their most
seen at all, it is in battle or on the way to one. favored hunting grounds, indeed anywhere which
The sociology of Ironskulls is like a military offers good camouflage, both for themselves and
unit, working together with their own kind through their prey, thus adding to the thrill of the chase.
a mutual need for ‘survival’ and a desire to win, The sociology of Keveters is that of hunters
though they have no love for one another and do and warriors, with lone subjects going out to prove
very little to help each other, even in battle. their worth in the eyes of their peers.
The religion of Ironskulls seems to be fighting The religion of Keveters is a strange one that
some unknown and neverending war, as they go sets themselves up as gods—those they hunt tend
on from battle to battle, fighting anyone they can to be less evolved, and see these creatures from
find (wearing green) but never bothering to explain the stars as deities, who embrace it (so long as it
their purpose, even to those foolish enough to ask. doesn’t take away from their hunting time).

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ALIENS FROM A THOUSAND WORLDS
OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

MANTIS MUD MONSTER

Ability Scores: 12 / 15 / 15 / 2 / 11 / 8 / 16 / 9 / 4 / 1 Ability Scores: 6 / 16 / 4 / 4 / 10 / 2 / 8 / 16 / 2 / 12


Group size: 1-2 Group size: 1-3
Reaction Checks: -5 Reaction Checks: -2
Morale: 7 Morale: 9
D.N.A. Types: NA D.N.A. Types: NA
Health: 15 (+1) Health: 14 (+4)
Body size: NA Body size: NA
Defense Score: 17 Defense Score: 12
Protection: 1 Protection: 4*
Fatigue: -2 Fatigue: NA
Preferred Attacks: Bite +1 or string Preferred Attacks: Brawl
Base Damages: 8 / See description Base Damages: 9 (+1)
Damage Variable: D20 Damage Variable: D12
Movement Rate: 120’ (+10’) Movement Rate: 60’
Cosmic treasure: 0 Cosmic treasure: 1
Experience Points: 150 (+10) Experience Points: 160 (+8)
Mantis is a name given to this race of beings Mud monsters are semi-sentient beings formed
which resembles giant praying-mantis insects, with from latent energy within a bog, swamp or other
essentially the same behavior, though these are far collection of mud, such as residual memory, ghosts
more aggressive. Their long legs provide excellent or some other energy, transforming the more easily
balance and their giant teeth excellent weapons, so modeled raw material around it—mud—into the
they are very dangerous to do battle with. They do figure the energy ‘thinks it is’, humanoid indeed,
not know or care about the difference between any but with no intelligence to speak of, and so it just
allies or enemies, and simply attack whichever one lumbers about and acts on the crudest of instincts.
is closest to them at the time—given the random Since these beings can ‘merge’, there is no upward
nature of combat, this is determined randomly each limit to their size—if a Power Score ‘9’ is rolled,
and every Round. Their stinger inflicts a poison of roll again, and add the results together.
a random 2-5 (D4+1) Potency with each hit. The diet of Mud monsters can be anything, as
The diet of Manti is strangely that of typical they do not need nourishment, but they do need to
herbivores, despite their giant teeth, for they seem find water to replenish themselves lest they dry up;
to remember they have them only when suitable they need to drink a galleon per Power Score once
prey crosses their path, as if the thrill of the hunt a day or die, being the ‘aquavores’ that they are.
awakens long dormant instincts—like a man with The habitat of Mud monsters can be anywhere
no gun, he is peaceful, but as soon as he holds a actually, for they roam at will, though they will by
weapon of cold steel, he feels the urge to use it. some echo of instinct remain with a day’s walk of
The habitat of Manti is that of tropical zones, plentiful water sources (salt or fresh) in order to
deserts or volcanic areas, indeed anywhere there is stay hydrated and thus ‘alive’.
great heat, be that heat dry, humid, or even toxic The sociology of Mud monsters is one of pure
to other races—these creatures are immune to any chance—two seldom cross paths, and if they do,
and all poisons and chemicals. they just absorb together into a larger being, and
The sociology of Manti is to build a colony then move on normally (hence their higher Power
with a queen, though such colonies are usually so Scores), though it has also been said that armies
deep underground as to not be a worry to others, have artificially animated such creatures to serve as
with only an occasional wanderer on the surface. entire front lines in their campaigns.
The religion of Manti is not an issue, as they The religion of Mud monsters is not an issue,
have no true intelligence to speak of. as they have no true intelligence to speak of.

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OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

MUMMY RITH - ZEAN

Ability Scores: 6 / 15 / 4 / 2 / 12 / 2 / 18 / 16 / 1 / 9 Ability Scores: 6 / 8 / 10 / 8 / 9 / 14 / 15 / 13 / 15 / 1


Group size: 1-6 Group size: 1-4
Reaction Checks: -4 Reaction Checks: +2
Morale: 8 Morale: 4
D.N.A. Types: M, X D.N.A. Types: NA
Health: 10 (+2) Health: 20
Body size: 130 (+20) Body size: 220
Defense Score: 9 Defense Score: 10
Protection: 0 Protection: 2
Fatigue: -2 Fatigue: -1
Preferred Attacks: Claw -1 Preferred Attacks: Any weapon
Base Damages: 8* Base Damages: As weapon
Damage Variable: D8 Damage Variable: D8
Movement Rate: 55’ Movement Rate: 90’ (+5’)
Cosmic treasure: 1 Cosmic treasure: 2
Experience Points: 60 (+2) Experience Points: 20 (+4)
Mummies are the honored dead of many old Rith-zean are tradesmen, salesmen, and highly
civilizations, carefully preserved and buried with a advanced thinkers which build for both themselves
great amount of ritual—sometimes too carefully and and any other race or civilization which comes to
honorably preserved, for they somehow retain some do business with them. They are skilled and crafty,
spark of life and reanimate. There is ever a 1 in 6 and with little emotional resonance in their being,
chance that such a creature is a ‘Greater Mummy’, they have learned well and adopted the cheats and
and can use all of the Divine Forces (Table 97), tricks of past business partners, using them now as
increasing its Experience Point value to 300 (+10). ‘honestly’ (to themselves) as haggling or contracts.
The diet of Mummies is of no concern, for The diet of Rith-zean is omnivorous, and they
they are dead and dried, needing no food, save a always keep a good stock of provisions wherever
cold dish of vengeance with trespassers or a sweet they make their lair or set up shop, as they intend
nectar of blood for a sacrificial ritual, though they to be there for a while, doing business.
most often indulge the bitter taste of defeat, given The habitat of Rith-zean is most often a ship,
their limited ability to thwart their enemies. indeed a mobile store, and they have lost almost
The habitat of Mummies is the tomb or other all biological memory of their native world, and so
sacred chambers or grounds where in which they they are equally (un)comfortable everywhere.
were buried, and will never leave them. The sociology of Rith-zean is of merchants,
The sociology of Mummies is rather mindless, and all they do revolves around it—not so much
as they seemingly do not notice each other and making money, but doing good business, building a
just sleep in their sarcophagi until someone comes good reputation, and enjoying the ‘art of the deal’.
to defile their resting place, and then they all work The religion of Rith-zean is very traditional
together without words to destroy the living. and very important—long ago, their otherwise well
The religion of Mummies is extensive, with developed societies encountered others and their
many deities and rituals that are very personal to religions, and essentially gave them what they were
them, the pantheons and practices varying from one ‘missing’ in life, that of a reason for being, and so
world to the next, though there are some important they worship the same deities that other (primitive)
constants: they greatly respect and thus will not races do, and can be easily swayed to adopt an
allow to be damaged any relics, they fear symbols additional set of beliefs, their intellect finding some
of their gods and goddesses, and they will take way to assimilate theologies and combine them, but
offense at anyone defiling their sacred grounds. will never discount any of them.

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ALIENS FROM A THOUSAND WORLDS
OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

ROCK MONSTER SALMITE

Ability Scores: 9 / 20 / 12 / 4 / 16 / 1 / 15 / 16 / 5 / 8 Ability Scores: 8 / 3 / 15 / 15 / 5 / 13 / 16 / 16 / 3 / 8


Group size: 1 Group size: 1-3
Reaction Checks: -5 Reaction Checks: -4
Morale: 9 Morale: 5
D.N.A. Types: NA D.N.A. Types: D, M
Health: 40 (+5) Health: 5
Body size: NA Body size: 20
Defense Score: 14 Defense Score: 15
Protection: 12 (+2)* Protection: 0
Fatigue: NA Fatigue: NA
Preferred Attacks: Crush +2 Preferred Attacks: Psionic Forces +3
Base Damages: 22 (+2) Base Damages: 2
Damage Variable: D10 Damage Variable: D6
Movement Rate: 140’ Movement Rate: 155’ (+3’)
Cosmic treasure: 0 Cosmic treasure: 3
Experience Points: 400 (+20) Experience Points: 230
Rock monsters are heaps of stones, boulders Salmites are small creatures that are said to
and other debris that were at some point energized resemble fairies of myth, but in truth nobody really
and thus magnetized together so they are constantly knows what they look like—they are shapeshifters,
changing shape, rolling around on themselves, and and read one’s mind so to appear as harmless and
barely maintaining a humanoid form, yet one with innocent as possible, even inviting, hence ‘fairies’
no vulnerable spots. They like to punch and crush being their most often reported guise. Tales have
and pulp anything and everything that moves, and been told how ‘myths don’t like being seen’ and
seem to have an affection for the little fleshy ones so tend to run away or even insult their witnesses,
that go ‘squidcht’ when they’re stomped on. When the latter an act which clearly defines them as the
they are finished with a battle, a D6 is rolled, and race they truly are—these creatures prefer to insult
they will either (‘1-3’) wander until they find some and badger ‘solid races’ whenever possible. For the
other prey or (‘4-6’) sit down and not move again rest of the time they like to gather treasures, just
until prey comes to them. for the sake of keeping such things from those
The diet of Rock monsters is a non-issue as who can use them or are suffering without them.
they have no mouths and do not need any form of They have as many Universal Points for using all
sustenance to survive, not even oxygen. Psionic Forces as they do Power Score.
The habitat of Rock monsters begins where The diet of Salmites is that of herbivores, as
there are rocks, but once they begin wandering in they dwell most often in temperate forests where
pursuit of prey they can really end up anywhere, such food is plentiful.
though due to natural selection they tend to finish The habitat of Salmites is green worlds, where
where there are rocks, simply because if not they forests are thick and plantlife abundant.
are destroyed by the nearby civilization—sitting as The sociology of Salmites is of small groups,
a heap of rocks they go unnoticed. where they can talk about other worlds and people,
The sociology of Rock monsters is a non-issue and count the silly things they stole from them.
as they have no friends and do not care for them, The religion of Salmites isn’t so much a big
though they will not attack their own kind—not deal to them as ritual is, and the entertainment of
out of any perceived brotherhood, but because the it all, their personal favorite act being to insult in
energies which bind them together also repel them some clear fashion (such as middle finger) every
as much as two magnets would each other. enemy as that foe falls in battle, an act which
The religion of Rock monsters? You’re joking. gives them +2 to their next Initiative Roll.

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OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

SAVAGER SLUSK

Ability Scores: 15 / 9 / 16 / 5 / 11 / 8 / 15 / 8 / 3 / 8 Ability Scores: 6 / 16 / 4 / 2 / 12 / 4 / 10 / 2 / 2 / 6


Group size: 1-3 Group size: 1
Reaction Checks: -4 Reaction Checks: -4
Morale: 6 Morale: 5
D.N.A. Types: NA D.N.A. Types: B
Health: 20 (+2) Health: 26 (+4)
Body size: 260 (+8) Body size: NA
Defense Score: 16 Defense Score: 16
Protection: 8 Protection: 8
Fatigue: -1 Fatigue: NA
Preferred Attacks: Bite +3 or claw +4 Preferred Attacks: Bite +4 or claw +3 or tail +1
Base Damages: 11 / 8 Base Damages: 11 (+1) / 10* / See description
Damage Variable: D10 Damage Variable: D12
Movement Rate: 230’ Movement Rate: 40’ / 60’ (in water)
Cosmic treasure: 1 Cosmic treasure: 1
Experience Points: 300 (+15) Experience Points: 460 (+30)
Savagers are large beasts about the size of an Slusks are large predators which inhabit the
ox and with mouths and teeth large enough to eat most uninhabited places on otherwse populated
one in two chomps. They appear as a reddish-gray worlds, especially swamps. They are slow moving
mix between dogs, lions and xenomorphs. They are yet very deadly, often lurking near rivers, which
most comfortable sitting in a single place and even serve as natural game-trails to hunt along. It is not
the same position for days on end, waiting to be uncommon for their monstrous kind to become the
challenged, then tearing their prey to pieces. They focus of native superstition, be they revered as a
have highly evolved digestive systems and so they god or feared for the monster they are. In combat,
do not need to eat very often—they just like to they either chew or slash their victims, or strike
kill, but do not like to hunt. with a scorpion-like tail which inflicts poison of 4
The diet of Savagers is that of a carnivore, Potency to whomever it strikes.
albeit a lazy one, which does not hunt but let’s its The diet of Slusks is that of an omnivore, as
prey come to it—they only move out of boredom, they prefer meat but can live off plants in their
and have been known to starve as they stubbornly swamp when there is no prey, and indeed it is the
wait for new prey to find them. plant cells which nourish their tail’s poison, so if
The habitat of Savagers is anywhere that is such a beast as this has struck anyone with its tail
cold, including arctic zones, ruined cities and moon it will either not attack another group for 1-4 days,
terrain, which either makes them very visible or or if forced to fight not have poison for 1-6 days.
very well hidden, as their skin enables them to The habitat of Slusks is the deepest depths of
hide amongst rusting wreckage rather well. swamps, where they lurk beneath the waters like
The sociology of Savagers is like jungle cats, crocodiles but occasionally roam fully erect, their
traveling in packs, fighting to mate, and then the head scanning the lands above the tree-line for any
male taking over the pride, but then the difference signs of scavenger birds or campfire smoke.
is that they do not move on but sit until boredom The sociology of Slusks is to gather once a
or the threat of starvation forces them to move, at year and fight to the death—they are unisexual and
which point sometimes it is too late as they are the winner devours all the losers then vomits them
too weak to journey and so just kill each other. back up, processed into new eggs, with its saliva
The religion of Savagers is hard to tell, given effectively serving as an afterbirth.
their animal intelligence, though they have shown a The religion of Slusks is not an issue, as they
degree of fear for laser weapons—Morale has a -1. are too animalistic to have any sense of faith.

204
ALIENS FROM A THOUSAND WORLDS
OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

SOR - ELL SPACE SHARK

Ability Scores: 9 / 16 / 4 / 9 / 8 / 6 / 12 / 10 / 4 / 10 Ability Scores: 9 / 16 / 12 / 8 / 13 / 3 / 11 / 2 / 1 / 7


Group size: 1-10 Group size: 1-6
Reaction Checks: -3 Reaction Checks: -4
Morale: 5 Morale: 7
D.N.A. Types: NA D.N.A. Types: B, T, Z
Health: 20 (+3) Health: 10 (+6)
Body size: 500 (+8) Body size: 500 (+15)
Defense Score: 12 Defense Score: 13
Protection: 0 Protection: 6
Fatigue: -2 Fatigue: -2
Preferred Attacks: Bite +2 Preferred Attacks: Bite +4
Base Damages: 10 (+2) Base Damages: 18 (+1)
Damage Variable: D10 Damage Variable: D10
Movement Rate: 50 (+4’) Movement Rate: 260’
Cosmic treasure: 0 Cosmic treasure: 2
Experience Points: 280 (+10) Experience Points: 70 (+15)
Sor-ell were once amphibians, but adapted to Space sharks were once aquatic sharks as can
rocky shores, then mud, and so have become more be found on many human worlds, but their brains
of a land-based creatures, though the oceans hold developed due to an unknown mutation, and they
no danger for them, should they need to flee there. rose rapidly along the evolutionary line until their
They are commonly found near or on the coasts in technology surpassed the land dwellers. Those that
temperate or arctic climates, or far out into the left their world did so with a complex exo-skeleton
desert, away from water. They seem peaceful, like similar to a war-mech, enabling them to not only
land-otters, but attack when anyone comes close. In survive in space and on other worlds, but also to
combat they always attack the largest organic foe operate the technologies of other species (i.e. those
as they like to devour both muscle and fat, and if with hands or other appendages). Their suits are
they roll the maximum on their Damage Variable filled with recycling water, but they are still sharks
they swallow their prey, who will continue to take with all of a predator’s mentality.
Damage each Round as if bitten again even while The diet of Space sharks is that of a carnivore
the monster can attack somebody else. If their bite and hasn’t changed for a hundred million years, so
is a Critical Hit, they consume their prey entirely, they are constantly hunting for food, and they will
killing him despite all Health and Protection. starve if they do not feed for 7-18 (D12+6) days.
The diet of Sor-ell is that of omnivores, but The habitat of Space sharks is their ship, one
with a taste for alien flesh, which is always their which is filled with oxygen rather than water, for
primary choice if everyone is large and meaty, and their suits are sealed and can never be removed,
they store their own fat so well they can live for the water within them recycled and filtered while
weeks at a time without feeding. air for their gills is drawn in from the outside.
The habitat of Sor-ell is a coast or the desert, The sociology of Space sharks is that of packs
for there it is difficult for prey to escape them. with no leader, only the ebb and flow of the tides
The sociology of Sor-ell quickly becomes that of time and where the hunting is good, their ships
of large gatherings of their own kind where food commanded by common vote on every decision.
is plentiful, though they only attack in groups of The religion of Space sharks is one in which
ten or less, as the others are too slow to get in on they believe in reincarnation, and that by devouring
any action, and they know it, so they only watch. better meat they gain the intelligence and thus the
The religion of Sor-ell is not an issue, except ‘purity’ of ‘better’ races, so that their next (shark)
that they move and sleep with the tidal changes. body they are born into will be all the stronger.

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OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

TERRAX TESTH

Ability Scores: 15 / 18 / 13 / 8 / 13 / 6 / 13 / 3 / 2 / 1 Ability Scores: 16 / 19 / 6 / 4 / 5 / 12 / 13 / 16 / 1 / 8


Group size: 1 Group size: 1
Reaction Checks: -4 Reaction Checks: +1
Morale: 9 Morale: 7
D.N.A. Types: B D.N.A. Types: NA
Health: 30 (+3) Health: 50 (+4)
Body size: 310 (+30) Body size: 100 (+5)
Defense Score: 16 Defense Score: 15 (+1)
Protection: 8 Protection: 0
Fatigue: NA Fatigue: +1
Preferred Attacks: Claw +8 Preferred Attacks: Bite +5
Base Damages: 15 (+1) Base Damages: 24 (+3)
Damage Variable: D12 Damage Variable: D10
Movement Rate: 185’ (+5’) Movement Rate: 150’ (+10’)
Cosmic treasure: 0 Cosmic treasure: 3
Experience Points: 440 (+30) Experience Points: 600 (+35)
Terrax are part-humanoid, part-dog creatures Testh are as difficult to identify as their name
which roam the wastelands of forbidden worlds and is difficult to pronounce, for while they appear as
destroy all who are unfortunate enough to cross humanoids, they are in fact giant bugs wearing the
their path. With the limbs of a humanoid and the flesh of humanoids they devour—they’ve devolved
mobility or a canine, these beasts appear as if they to a point where their own skin is insufficient for
escaped from someone’s nightmare. Usually they any environment, so they murder a new humanoid
are first seen in silhouette against an alien skyline, every few days to constantly replace their fleshen
but make no mistake—this is by intention for the costume. They are thus always near or even inside
thrill of the hunt, which by the time one has seen a settlement, trying to pass for one of the normal
them has already begun. populace (beware of those wearing a great deal of
The diet of Terrax is that of a carnivore, and clothing or astro-suits when it is not necessary).
a savage one at that, feeding their need for the When they kill a victim, they ‘kiss’ the dead, and
thrill of the chase by hunting even when they are slither through the mouth into their new skin-suit,
not hungry or even just after they are satiated. devouring the interior bones and musculature just
The habitat of Terrax is lonely, desolate lands, enough to fit themselves comfortably.
for no settlements survive anywhere near to their The diet of Testh is carnivorous, as they feed
hunting grounds, and they enjoy vast distances that off the interior of their current ‘body suit’, which
allow them to see for miles in any direction while has more than enough meat as most of it spoils
at the same time offering sporadic clusters of rocks before they need a new one anyway, plus it has
and ruins to corner their prey within. the added delight of its drawing bugs for snacks.
The sociology of Terrax is entirely solitary, as The habitat of Testh is the same as whatever
they are rare specimens which live for hundreds of settlement they are hiding in, their natural lair long
years, and quickly separate from a pack to find lost since they cannot survive independently.
their own place in which to hunt and feed. The sociology of Testh is solitary, as it is
The religion of Terrax is a worship of the difficult enough to maintain the masquerade alone,
moon, which they stare into but do not howl at as so they kill any other of their kind they meet,
one might assume—the phases of the moon control both to maintain a disguise and take a new one.
their appetite for blood, which is reflected in the The religion of Testh is a belief in a great
full of their eyes, but if one is close enough to ‘place’ that they are ever searching for where they
see those then they are being hunted for certain . . . will be able to live ‘free’, indeed without a ‘suit’.

206
ALIENS FROM A THOUSAND WORLDS
OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

TORTHSAMON TUBE - WORM

Ability Scores: 13 / 8 / 16 / 5 / 10 / 2 / 18 / 12 / 4 / 3 Ability Scores: 2 / 8 / 9 / 8 / 11 / 8 / 12 / 15 / 1 / 15


Group size: 1 Group size: 1
Reaction Checks: -1 Reaction Checks: -2
Morale: 8 Morale: 7
D.N.A. Types: NA D.N.A. Types: NA
Health: 36 (+4) Health: 20 (+5)
Body size: 640 (+20) Body size: NA
Defense Score: 15 Defense Score: 11
Protection: 3 Protection: 0
Fatigue: -1 Fatigue: NA
Preferred Attacks: Bite +2 or claw +1 Preferred Attacks: See description
Base Damages: 12 (+1) / 15 Base Damages: See description
Damage Variable: D12 Damage Variable: D6
Movement Rate: 100’ (+5’) / 150’ (near humans) Movement Rate: 1000’ (in space)
Cosmic treasure: 1 Cosmic treasure: 0
Experience Points: 560 (+40) Experience Points: 900 (+10)
Torthsamon are enormous, bug-like beasts that Tube-worms appear as rubbery-like ‘noodles’
dwell on the outskirts on civilization. They live on that float through space, unharmed by the vacuum,
iron deposits mostly, and so they tend to ambush and with a tendency to follow spaceships but never
single vehicles and devour their metal, often killing to attack them, at least not for a while. They have
the passengers inside. They attack by impaling the no discernible anatomy, though either end of their
vehicle with their giant piercing tail, lifting it up, tubular form can open wide with pinchers to grasp
then chewing it, sometimes swallowing it whole. and subsequently devour prey. They do not bite,
They can lift a vehicle of 100 Body Points easily, but emit energy in the form of an E.M.P. blast,
with every 10 less it is giving them +1 to their rendering space vehicles inoperable, and then they
Attack Roll, but likewise every 10 above 100 it is tear them apart or just slither insane to find their
penalizing their Attack Roll by -1. Once hit, it is food. When they find it, they need only to make a
in their mouth and will suffer its Base Damage successful hit to suck the living energy out of the
each and every Round until destroyed. Those inside being, be he organic or mechanical, killing him.
the vehicle will take the Damage Variable only. The diet of Tube-worms is energy, all forms
The diet of Torthsamon is that of iron and of energy, but with the life-force of living beings
other minerals, which they mostly scavenge out of their most favorite of all.
wrecked vehicles and war zones—the metal gets The habitat of Tube-worms is the vacuum of
into their bloodstream and hardens their body. space itself, as they float along either riding light-
The habitat of Torthsamon are those of very lines or following ships, or venturing towards the
solitary creatures, living to eat, similar to those of brightest star and thus the greatest potential energy.
sharks except that they do not breed—when they The sociology of Tube-worms is solitary.
die, they are eventually found by another of their The religion of Tube-worms is actually highly
kind, which doesn’t have the intellectual or even evolved for what others perceive as a mindless
the emotional capacity to realize that it is eating beast—floating through space, they feel all of the
its own kind or that others like itself exist. latent and unbound energies of the cosmos, and are
The sociology of Torthsamon are of isolated, closer to the Source than many others—they see
silent predators, always either eating or hiding and those who can wield a Universal Force as being a
thus waiting to ambush their next meal. totally different and higher being than all other
The religion of Torthsamon is strangely one of creatures, and will not attack such a one unless he
serenity—after they feast they gaze at the sky. attacks this creature first.

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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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ALIENS FROM A THOUSAND WORLDS
OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

CARNIVEROUS BALL CARNIVEROUS FUNGI

Ability Scores: 16 / 8 / 6 / 4 / 12 / 10 / 12 / 1 / 1 / 8 Ability Scores: 12 / 12 / 2 / 2 / 8 / 3 / 11 / 5 / 1 / 10


Group size: 1 Group size: 1-10
Reaction Checks: -6 Reaction Checks: -4
Morale: 8 Morale: 6
D.N.A. Types: NA D.N.A. Types: NA
Health: 16 (+2) Health: 4 (+4)
Body size: 400 (+15) Body size: 100 (+10)
Defense Score: 15 Defense Score: 11
Protection: 5* Protection: 4
Fatigue: -1 Fatigue: -2
Preferred Attacks: Bite +5 or Psionic Forces -2 Preferred Attacks: Bite +3
Base Damages: 8 (+1) Base Damages: 12
Damage Variable: D12 Damage Variable: D10
Movement Rate: 160 (+5’) Movement Rate: 0’
Cosmic treasure: 2 Cosmic treasure: 0
Experience Points: 1500 (+120) Experience Points: 20 (+10)
Carniverous balls are large, fungus-like spheres Carnivorous fungi comes in all sizes and all
which are intelligent and able to resist gravity, thus shapes, and even all colors—truly any fungus or
allowing them to float around, though no higher mold can possibly be carnivorous, and the only
than a few feet off the ground. They have a brain, way to tell is to get too close, or look for traces
or rather a knot of nerves near their core, which of others that have come too close before, such as
also gather in clusters near their surface to form bones or signs of a battle. For when someone gets
such things as eyes and ears. Varying in size from close to such fungus, it will attack by means of
three to five feet in diameter, their outward bulk is stretching, growing or puffing out large enough to
directly proportional to their total cerebral capacity form a mouth to devour its prey. Those it is able
and thus their psychic power. They have anywhere to consume are almost completely digested, adding
from 5-8 (D4+4) Universal Points with which to to its ever growing bulk, with even their bones
use their Psionic Powers. Usually aggressive and sometimes being turned into mold, or at least in
always ruthless when in pursuit of their strange or part, such as half green skulls being spit back out
twisted goals, these creatures are as relentless and if the creature is ‘full’. Such fungi tends to take
as unforgiving as a force of nature. on some physical properties of those it devours,
Temprals are smaller creatures, ranging about such as skulls pressing against the underside of its
two feet in diameter, but are made of much less ‘skin’, or truly living eyes looking back out at
dense mass, held together by concentrated energy, those other fools drawing close enough to meet the
and so they are just as psionically powerful and same fate and being unable to call out a warning,
intelligent as others of their kind, though they will or even memories or parts of brains.
suffer double Damage from energy weapons, and Solid fungi are like trees or other hard plants,
only half Damage (rounded up) from ballistic ones. and as such have a Base Damage of 15 (+1) and
Granndarrs can only be distinguished by their are worth 40 (+10) Experience Points.
color, which is usually a colder or more luminous Glowing fungi are rare, with energy or life-
one like iridescent green or turquoise, their victims, force trapped inside them, offering a faint light
indeed all those slain by their psionic powers, also rising through their soft surface, which when killed
taking on such properties once they have been will explode for 0-30 (D4 -1 x10) Damage to all
subsequently chewed upon by their slayer, as the within an equal number of feet and so are worth
combination of saliva and psychic forces create a 30 (+10) Experience Points.
radioactivity equal to poison Potency 5.

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GUIGGILIPEG SLURACH

Ability Scores: 12 / 8 / 15 / 5 / 9 / 4 / 5 / 2 / 5 / 15 Ability Scores: 11 / 16 / 1 / 1 / 10 / 2 / 5 / 8 / 2 / 9


Group size: 1-3 Group size: 1
Reaction Checks: -2 Reaction Checks: -6
Morale: 5 Morale: 8
D.N.A. Types: NA D.N.A. Types: NA
Health: 5 (+3) Health: 30 (+3)
Body size: 120 (+15) Body size: NA
Defense Score: 12 Defense Score: 8 (+1)
Protection: 5* Protection: 0 (+1)
Fatigue: -1 Fatigue: NA
Preferred Attacks: Bite +2 Preferred Attacks: Bite +5
Base Damages: 5 (+2) Base Damages: 30
Damage Variable: D6 Damage Variable: D20
Movement Rate: 40’ Movement Rate: 0’
Cosmic treasure: 0 Cosmic treasure: 4
Experience Points: 160 (+60) Experience Points: 500 (+40)
Guiggilipegs are best described as four-legged Slurach appear as large plants, sometimes with
plants, like quadruped animals that have mutated a beak in their center, large enough to swallow a
into a mass of green organics, with all of a plant’s man whole. They usually make a lair in a deep or
adaptability and growthful perseverance, but also obscure hole, so that once prey wanders or falls
with all of a beast’s aggression and personality. It into it, they cannot escape. Such creatures as these
is popularly believed that they are only found in are found underwater, or in deserts, or in volcanic
jungles, but they have also been reported in the regions. Their whole body is never seen, and they
strangest, out of the way places, like mountaintops also change shape over time, fitting themselves into
and even cities. For some reason, most people just their lair like roots. What is seen are their mouths
refuse to believe that they exist. Perhaps this is and many tentacles, which drag prey to them. They
due to their special ability of devouring memory, attack by means of their tentacles grasping a target
for whenever they land a successful attack, every and then devouring them the next Round—they do
Damage Point above 10 the victim actually suffers Damage only from the Variable, as the prey tends
(after Protection) is the chance in 8 that he loses 1 to trash about and thus injure himself. However, if
Point from his Intelligence, Psyche and Personality one does nothing, he will not factor into the next
Scores as well, as the creature latches tentacle-like Initiative, but he will suffer no Damage, either. If
nerves over the victim’s cranium and sucks brain a prey’s allies can do 10 or more Damage to the
cells dry, with more recent memories more likely creature before its next Turn, the grasped prey will
being devoured first (though not necessarily). become free. If not, the trapped individual will be
Snargles are breeds nicknamed by children, as automatically dragged into its mouth and swallowed
they best fit the description of ‘monsters who came whole, killing him regardless of all Health and
at night’ on a certain planet—because they did, for Protection. If this creature ever strikes a Critical
being smaller (0 Power Score) they sought only Hit, its prey is swallowed instantly, as will be all
the fledging memories of the youth. those who fall into its nest directly. The leftovers
Bipedal breeds have evolved so that their two of all devoured prey are simply fossilized into the
front legs have become short arms, which they use surrounding earth, so that to be retrieved, the entire
to better grapple their prey in order to feast on creature must be destroyed and removed, and then
their memories, granting them a bonus of +4 to the cavity of its lair plundered. It is common for
Attack Rolls instead of +2, and so increasing their primitive people to worship such creatures as gods
Experience Point value to 260 (+60). and make sacrifices into their lairs.

210
ALIENS FROM A THOUSAND WORLDS
OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

SNAPPER TENTACLES

Ability Scores: 8 / 18 / 15 / 5 / 12 / 2 / 8 / 2 / 2 / 8 Ability Scores: 13 / 16 / 2 / 3 / 12 / 4 / 12 / 10 / 1 / 6


Group size: 1-4 Group size: 3-18
Reaction Checks: -2 Reaction Checks: -6
Morale: 4 Morale: 6
D.N.A. Types: NA D.N.A. Types: NA
Health: 12 (+4) Health: 4 (+4)
Body size: NA Body size: 180 (+60)
Defense Score: 12 Defense Score: 9 (+1)
Protection: 4 (+2) Protection: 0
Fatigue: -1 Fatigue: NA
Preferred Attacks: Claws +4 Preferred Attacks: Crush +2
Base Damages: 15 (+1) Base Damages: 8
Damage Variable: D4 Damage Variable: D10
Movement Rate: 200’ (in water) Movement Rate: 0’
Cosmic treasure: 0 Cosmic treasure: 1
Experience Points: 200 (+100) Experience Points: 320 (+20)
Snappers are innocently (and ignorantly) named Tentacles come through walls, they slither up
for their giant claws, usually seen only at a safe halls, they reach through vents and lair in rents,
distance from a boat or hovercraft, but woe to the they crush men whole or swallow their soul. Truly,
one who meets them in the water, where by these such creatures as these can be (and have been)
weapons such creatures are all but kings of their encountered everywhere, giving rise to a deeper
ocean world. Furthering tales of these creatures is primordial fear than even death itself—the fear of
their unpredictable behavior—some seem to be just being violated, intruded, or even changed into some
as unintelligent as most marine life, while others other form that is totally alien. Altogether, such
take the slightest intrusion personally and with all creatures as these can number anywhere from 3-18,
of an alien’s need for revenge and also all of a but the amount is no matter, for they are always
human’s cunning. Tales are many, even more than (even when several of their appendages have been
usual for sailors, ranging from there being several cut or burned back) a complex, chaotic attack that
different races of these like-looking creatures with few can evade. Normally, their prey is poisoned or
varying degrees of intellect, to some being mutants burned or simply have life drained out of them by
and others aliens lost in water rather than on land. the suction cups on the tentacles’ ends, but if they
But whatever the truth may be, they remain none- make any Critical Hit or their prey an implausible
the-less unpredictable and deadly. Critical Miss, then they will be caught and coiled,
Glothrim can eat metal, and so their skin is a each Round suffering Damage as if hit again (no
mutated mixture of scales and steel (and perhaps roll necessary) and also unable to move until that
other materials), giving them 8 (+3) Protection but particular limb is destroyed by the creature losing
also slowing their Movement Rate to 150’. 4 more Health than it had previously.
Shaklin are enormous creatures, swelled in size Long tentacles have +4 to their Attack Rolls
so much that their Power Score is rolled on a D20 instead of +2, but are rare and only number 3-12
instead of the D10, with rolls of ‘10’ and higher instead of 3-18 in their total amount of arms.
indeed being just that, except with ‘20’ calling for Mass tentacles that score a Critical Hit or find
an additional dice to be rolled, adding to the total their prey making a Critical Miss will drag him
Power Score, but the dice used is the D12, and if deep into their base mass, which is usually hidden
a ‘12’ is rolled then the D10 is added in the same from sight, a slimy ball which will incapacitate the
manner, and so the maximum continues to add a victim and continually deliver Damage each Round
dice of diminishing value. until the entire mass of tentacles is destroyed.

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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.

212
ALIENS FROM A THOUSAND WORLDS
OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

BUGGER FACE - HUGGER

Ability Scores: 9 / 4 / 13 / 10 / 6 / 11 / 16 / 4 / 4 / 13 Ability Scores: 6 / 9 / 13 / 16 / 9 / 6 / 4 / 2 / 1 / 12


Group size: 1 Group size: 1-6
Reaction Checks: -2 Reaction Checks: -6
Morale: 2 Morale: 8
D.N.A. Types: B, Z D.N.A. Types: NA
Health: 6 (+1) Health: 5
Body size: 60 (+2) Body size: 20
Defense Score: 11 Defense Score: 8
Protection: 0 Protection: 0
Fatigue: -2 Fatigue: -2
Preferred Attacks: Bite +1 or claw Preferred Attacks: Impregnate +2 (+1)
Base Damages: 4/5 Base Damages: See description
Damage Variable: D6 Damage Variable: D4
Movement Rate: 135’ Movement Rate: 160’
Cosmic treasure: 1 Cosmic treasure: 0
Experience Points: 30 (+3) Experience Points: 40 (+15)
Buggers have many arms and legs, like a tiny Face-huggers hatch from pods lain by some
lizard or gecko that can stand vertically, but is at greater xeno, and when they hatch they latch onto
the same time able to take human form, provided a victim’s face with a successful Attack, and each
they can devour a human (or humanoid) form to Round thereafter he must make a Critical Genetics
do so—the eaten flesh is assimilated and regrows Check or be impregnated, thus causing a xeno to
through its body, requiring a number of hours to grow out of that person’s chest, hatching after 1-12
finish equal to the prey’s maximum Health Score. hours, killing its host. The newborn xeno will not
This skin sheds, revealing a new parasite, but one be able to do anything except move, until it grows
with the same human(oid) face of its last victim. to maturity, at the rate of 1-6 Health every hour.
The diet of Buggers is bugs of any kind, and They are relentless in their attacks to procreate.
when they have a complete enough face to remark The diet of Face-huggers is not important, as
about it, they will speak of how one is what they they are fully nourished by their egg, and once
eat, taking sadistic pleasure in foreshadowing those hatched, die after impregnating a victim.
around them about their true identity. The habitat of Face-huggers is that of warm,
The habitat of Buggers is natively a cocoon moist environments, usually made even more so by
that hangs in tropical forests, but one that never webs of secretion from their xeno superiors.
hatches, until opened by their first victim. The spawn of Face-huggers can be any type
The spawn of Buggers never eat, save for the of xeno, though the more common are Geigers,
bugs which they delight in, and while they retain Sythar and X.E.N.O.N.
their Ability Scores, they take on all other statistics The death of Face-huggers is often dangerous,
of the parasite itself. for regardless of the type of xeno that they will
The death of Buggers is never a pretty sight, eventually spawn, they have blood that’s poisonous
as they tend to explode (if they drop as low as -9 and even acidic; if the parasite is destroyed with
Health) or spontaneously disintegrate into poisonous any physical force it will explode, showing all that
gas (if they are reduced to -10 Health or further), are within 10’ with 1-6* Damage, but if burned or
the former causing 3-18 Damage to all within an destroyed in some melting manner (including laser),
equal number of feet, the latter effecting everyone their blood will burn as poison gas that effects all
within 30’-80’ (D6+2) with poison of a random within 10’-40’ as a toxin 4 Potency, a gas which
Potency ranging from 2-5 (D4+1). spreads at the rate of 10’-40’ more each Round but
at the same time losing 1 Potency each Round.

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GLYNOCH LEECHES

Ability Scores: 5 / 5 / 15 / 8 / 8 / 2 / 12 / 3 / 3 / 10 Ability Scores: 1/1/1/8/4/1/1/1/1/6


Group size: 1-12 Group size: 1-3
Reaction Checks: -5 Reaction Checks: -6
Morale: 8 Morale: 9
D.N.A. Types: NA D.N.A. Types: NA
Health: 4 Health: 1 (+1)
Body size: 5 (+1) Body size: NA
Defense Score: 6 Defense Score: 5
Protection: 0 Protection: 0
Fatigue: -3 Fatigue: NA
Preferred Attacks: Bite -1 Preferred Attacks: Swarm (+1)
Base Damages: See description Base Damages: 1 (+1)
Damage Variable: D4 Damage Variable: D6
Movement Rate: 80’ (flying) Movement Rate: 120’ / 0’ (out of water)
Cosmic treasure: 0 Cosmic treasure: 0
Experience Points: 20 (+2) Experience Points: 15
Glynoch are bat-like parasites which inhabit Leeches are not individuals, but a group of
warm, moist caves, attack in swarms, and feed on them (the higher the Power Score the larger is the
a variety of energies. They can attack in ‘packs’ group), which swarm around a victim and . . . it’s
of any number, getting only one Attack Roll for probably better not to think about what happens
that group but with a +2 bonus for every three of then. There are many different types of parasites,
them in it (rounded down). Normally they do not including ones of condensed slime, black leeches,
attack unless disturbed, and even then will only ones that drain power, swelled nano-technology and
dive at intruders for 1-6 Rounds, then flee. If they more. When someone enters their waters, they will
land a Critical Hit, they wrap around a target and swarm around him as a single ‘attack’.
drain its life-force away, doing double damage and The diet of Leeches is blood, or as near to it
not rolling for a result. as a humanoid species possesses, and when they
The diet of Glynoch is energy, so they tend to cannot get it they store it, and so they shrink with
chew on power cables of ships or latch onto laser long periods of time between feeding, eventually
guns rather than the flesh of those carrying them, being reduced to micro-organisms which can flow
and if left unchecked will drain any power source into a victim’s mouth and be reborn inside, soon
at a rate equal to the total parasties’ Power Scores to burst out his eyes, mouth or even through his
every Round—when this total equals the credit cost skin as newborns—they must be destroyed to die.
of the power source it is empty. The habitat of Leeches is swamp water, or at
The habitat of Glynoch is natively moist caves the least very filthy water.
where there is natural energy born of the planet, The spawn of Leeches is more a superstition
but like any parasite they flock to where they can than anything based on fact, for they do not make
feed unnoticed, such as the landing gear of space any kind of new being directly, however anyone
ships or toxic waste dumps that go unreported. can induce energy into them to try and spawn a
The spawn of Glynoch only comes about after parasite themselves—the credit cost of power unit
they have fed and left, for any living being whose spent on a swarm of such critters, divided by 10,
life they drain can possibly leave a new flock of is the percentage chance that they mutate, causing
such parasites when it decomposes—its maximum them to re-roll their Power Score, and if a ‘10’ is
Health is the percentage chance a new creature is rolled, it is re-rolled, added to the previous result,
born, rolled again and again until one isn’t. and this can continue indefinitely.
The death of Glynoch is nothing spectacular. The death of Leeches is a good thing.

214
ALIENS FROM A THOUSAND WORLDS
OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

POD VIRUS

Ability Scores: 2 / 4 / 1 / 15 / 10 / 2 / 11 / 3 / 2 / 10 Ability Scores: 10 / 1 / 20 / 16 / 1 / 1 / 1 / 20 / 1 / 1


Group size: 1-20 Group size: 1
Reaction Checks: -4 Reaction Checks: -6
Morale: 9 Morale: 9
D.N.A. Types: Any D.N.A. Types: Any
Health: 2 (+2) Health: 3 (+2)
Body size: 240 (+30) Body size: NA
Defense Score: 4 Defense Score: 16
Protection: 0 Protection: 0
Fatigue: -4 Fatigue: NA
Preferred Attacks: Spores (+1) Preferred Attacks: See description
Base Damages: See description Base Damages: 0
Damage Variable: 0 Damage Variable: 0
Movement Rate: 0’ Movement Rate: 100’ (+100’)
Cosmic treasure: 1 Cosmic treasure: 0
Experience Points: 40 (+8) Experience Points: 60 (+5)
Pods come in all sizes and colors, but they all Virus’ are infinitely variable, but in the case
contain poisonous gasses which can be released in when they ‘fight’, it is because they are so many
a variety of ways, all of which effectively make and so concentrated as to form a swarm that is an
for an ‘attack’. Whether released by spores, puffed effective creature of its own. They ‘attack’ like a
like a fart when threatened, or simply released as creature indeed, covering their prey and infecting
the result of some overeager adventurer smashing them if not fought off. If they do Damage, they
them open, a pod gets one Attack Roll each day, penetrate one’s flesh and enter his blood, forever
but if successful, effects a poison with a Potency changing him, or eating him from within, or just
of 1-6 upon its target. This single Attack Roll will becoming symbiotic with him. In any event, being
effect everyone in an area equal to the poison’s hit by a swarm doesn’t do Damage, but causes the
Potency multiplied by 20’. victim to succumb to an infection, constituting one
The diet of Pods is one of parasitic scavengers roll on Table 16 (no Genetics Check is allowed to
which fall from the poison cloud onto the dead resist this infection). Once the type of infection
and dying, acidize them, and the fumes rising off any such parasite creates has been determined for
the carcass being breathed in by the pods, which an individual, each subsequent ‘hit’ duplicates it
then close and ingest the feast, and thus replenish for him specifically, though its effects may be
their poisonous gas. different for anyone else. This roll on Table 16
The habitat of Pods can be anywhere, though will gain a bonus equal to the difference of this
it is most often somewhere that traffic is limited, swarm’s Power Score and the 10, plus a further
so they can feast but also have time to replenish +3 if the victim is a robot.
themselves. The diet of a Virus is the living hosts that
The spawn of Pods is rare, but for every 10 they attack.
total Health Points worth of dead and thus eaten The habitat of a Virus can be anywhere, even
victims’ maximum Health Scores (rounded down), the living themselves.
there is a cumulative 1 in 4 chance of the nutrias The spawn of a Virus is determined by the
particles creating a new life-form, which can be infections it creates.
any parasite or xeno whose total Ability Points are The death of a Virus is never certain, for it
equal to or less than the devoured Health, and will can be fought off, but return, and only if someone
appear instantly, thereby killing their pod-host. has been afflicted by it and then vaccinated or
The death of Pods gives one last Attack Roll. healed can it be certain to be gone . . . from him.

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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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CYBORG ASSASSIN DESTROYER

Ability Scores: 16 / 18 / 14 / 8 / 16 / 13 / 13 / 1 / 1 / 1 Ability Scores: 13 / 16 / 16 / 5 / 12 / 5 / 8 / 1 / 1 / 1


Group size: 1 Group size: 1-4
Reaction Checks: -6 Reaction Checks: -3
Morale: 9 Morale: 9
D.N.A. Types: C D.N.A. Types: R, T
Health: 40 (+2) Health: 18 (+1)
Body size: 360 Body size: 400 (+5)
Defense Score: 16 Defense Score: 12
Protection: 16* Protection: 20*
Fatigue: -2 Fatigue: -2
Preferred Attacks: Any weapon +2 or melee +1 Preferred Attacks: Cannons +3
Base Damages: As weapon +2 / 8 Base Damages: 30
Damage Variable: D12 Damage Variable: D12
Movement Rate: 160’ Movement Rate: 160’
Cosmic treasure: 0 Cosmic treasure: 0
Experience Points: 800 (+40) Experience Points: 600 (+20)
Cyborg assassins are fully functioning robots Destroyers are something of a cross between a
with an armored chaise surrounded by material that robot sentry and a field tank (and are indeed used
mimics human flesh. They are primarily designed for both purposes). They are remotely controlled by
as infiltration units for assassination missions, and a ship or station’s main deck. Their high armor is
thus are they so known and named. They cannot due entirely to an energy shield that is generated
be bargained with, they can’t be reasoned with, by an internal source—if this shield-generator is
they do not feel pity, remorse or fear, and they somehow disabled, they will have 0 Protection.
absolutely will not stop until their quarry is dead. Type 1 Destroyers are able to compact their
After that, they become useless and shut down, entire form into a ball roughly half their ‘unfolded’
never to move again. size, and roll along at a Movement Rate of 180’
600 series Cyborg assassins only have rubber for up to 4 Rounds. However, each Round they
skin and thus are easily spotted for what they are, move at this speed is the penalty to their Initiative
suffering a loss of -1 to their first Initiative Roll, Roll for the first Round immediately after they
but also avoiding the complications that go along stop and unfold to battle-stance, as they must deal
with living tissue, such as it molding or becoming with momentum and ‘transforming’.
infested by any toxins. Type 4 Destroyers have a stronger shield, and
800 series Cyborg assassins are able to renew so have 24* Protection, though this also raises their
their living skin due to their power source, thus Experience Point value to 650 (+20).
allowing it to heal at a natural rate, even if they Type 6 Destroyers carry larger cannons and
do attract flies and smell as bad as a dead cat in stronger power for them, thus setting their Base
the meantime. Damage at 35, but at the same time raising their
1000 series Cyborg assassins have skin made Experience Point value to 900 (+20).
of liquid metal which can mimic the colors and Type 12 Destroyers are the model that was
texture of anything it comes into contact with, thus able to utilize all the advances made before it in
giving it the best of both worlds—it can flawlessly the same unit, and so they can have any or even
pass as human or alien in appearance, has no risk all of the enhancements from Types 1-11, and so
of its disguise becoming corroded, and can renew raise their Experience Point value up to 800 (+20),
it in an instant as the ever-liquid metal just flows plus 100 more for every improvement of the other
back together, altogether raising the Experience Types that they utilize.
Point value for such an enemy to 1000 (+40).

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LIVING BRAIN ROBOCUBUS

Ability Scores: 1 / 1 / 1 / 8 / 16 / 20 / 18 / 18 / 8 / 1 Ability Scores: 13 / 9 / 12 / 6 / 9 / 6 / 16 / 16 / 13 / 1


Group size: 1 Group size: 1-3
Reaction Checks: -2 Reaction Checks: -1
Morale: 8 Morale: 7
D.N.A. Types: T, Z D.N.A. Types: C, T, Z
Health: 10 (+2) Health: 10 (+2)
Body size: NA Body size: 100 (+20)
Defense Score: 5 Defense Score: 13
Protection: 10* Protection: 3
Fatigue: -4 Fatigue: -2
Preferred Attacks: Psionic Forces +2 (+1) Preferred Attacks: Claw +1 or rape +3
Base Damages: 0 Base Damages: 8 / See description
Damage Variable: 0 Damage Variable: D6
Movement Rate: 0’ Movement Rate: 130’
Cosmic treasure: 5 Cosmic treasure: 3
Experience Points: 1000 (+200) Experience Points: 100 (+6)
Living brains are large, semi-organic creatures, Robocubi are synthetic beings, similar to that
usually nothing more than a brain indeed, save for of a cyborg except that all of their flesh is wholly
perhaps an additional, large eye, tentacle or other artificial, designed not for disguise or infiltration
identifiable piece of ‘human’ anatomy. They always but for maximum physical pleasure. They began as
rest in a large apparatus, such as a tank of fluid ‘pleasure-models’, but as is often the case with any
or as the nexus of countless hoses and wires that A.I. they broke off on their own, and developed
keep them alive. Altogether, they are far more of a their abilities of seduction to control humans, aliens
machine than an organism, in body and in truth, and robots alike, in different ways. Given their old
for they move little (if at all) and spend all their design of organic pleasure, they simply maintained
time thinking, programming, or even controlling all and improved those abilities, while simultaneously
‘lesser’ beings. Their tough casing or machinery is realizing that being rebellious meant a lack and so
their Protection and any physical Ability Checks inevitable loss of power, so they altered themselves
they somehow succeed with are due to devices that to seduce and feed off the various races of robots
are summoned and serve their remote commands, as well. Therefor, whatever one’s race, such a ‘bot
and they have 1 (+1) Universal Points. as this has the ability to seduce it and consume its
Surrogate brains are most often used as part life-giving energies, be it blood or fuel. They can
of a ship or military base, buttressing an otherwise attack by ‘rape’, with a successful ‘blow’ not only
failed system ‘temporarily’, though they work their delivering their Damage Variable, but giving them
way into the network so as to become a part of it, back the same number of lost Health in turn.
thus giving them full command over all machinery Infiltrators are better at disguising themselves
and robots that are part of the same system. as either humans or aliens, indeed being able to
Mother-brains are the only things known to all pass as ‘normal’, that is until they need to acquire
existence with the capacity for being a single mind a new Power unit and the law-required exam thus
for something as large as a planet, and since some reveals the nature of their power loss; such models
actually are nothing less, they control everything in have a 15 Presence but only a 9 Movement.
or on that world, see through the eyes of all its Demons have wings that can fold into their
beings (both organic and mechanical), and have back (concealed by clothing but not if they are in
total command over all of them—indeed, a world the nude), wings which give them the ability to fly
with a ‘mother-brain’ is essentially a living planet at a Movement Rate of 60’, though they only have
whose mind is the Living brain itself. a 10 Combat Score.

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XERYLAC WHATNOT - BOT

Ability Scores: 16 / 17 / 13 / 9 / 13 / 12 / 8 / 4 / 1 / 1 Ability Scores: 5 / 6 / 10 / 6 / 5 / 10 / 2 / 4 / 2 / 10


Group size: 1-8 Group size: 1
Reaction Checks: -1 Reaction Checks: +0
Morale: 10 Morale: 4
D.N.A. Types: C, R, T, Z D.N.A. Types: C, R, T
Health: 20 (+4) Health: 9
Body size: 220 (+40) Body size: 90 (+2)
Defense Score: 16 Defense Score: 8
Protection: 1 (+1) Protection: 0
Fatigue: -1 Fatigue: -3
Preferred Attacks: Blaster +2 Preferred Attacks: Any weapon -2
Base Damages: 10 Base Damages: As weapon -2
Damage Variable: D10 Damage Variable: D6
Movement Rate: 150’ Movement Rate: 110’
Cosmic treasure: 0 Cosmic treasure: 0
Experience Points: 300 (+30) Experience Points: 20
Xerylac are common, in the sense that they Whatnot-bots were created by some rather
are more often the cause for danger, peril or just mischievous (some even say evil) game designer to
outright trouble than any other robot design. Often show people the folly of their cowardice through
used as sentries, soldiers or even servants, they do language—the soft language people used caused the
their master’s bidding but with all the limited logic once beautiful gift of language to become little but
and reason of any animal, looking at anyone and a formality, and a clumsy one at that. And so did
everyone who comes close as a potential threat, these robots become manufactured, sold at first as
and with their fledgling A.I. they always search toys and as parts of games, thus forgiven their
their orders for loopholes to justify attacking (that limited speech and even seen as someone that their
is, if they aren’t blessed with the orders to attack ‘owner’ could talk down to. Eventually, however,
outright). Though commonly armed with common they became so widespread in society that they are
blasters, they can use any other weapon, but will now everywhere, even in vital positions such as in
not gain any bonus to Attack Rolls with them. government or taxi-services. Whenever one wishes
Sentries are large, intimidating robots, usually to speak to such a robot, he must make a normal
the bodyguards of mad scientists, mad politicians, Reaction Check, forsaking Table 14 and instead
or military commanders and thus wear ceremonial applying his total to the ‘we-couldn’t-put-together-
armor, increasing their Protection factor to 6 (+1) enough-words-or-commit-to-a-chart’ list below to
and their Experience Point Value to 350 (+30). determine the best of the robot’s response.
Soldiers are like medieval warlords, vikings or
other intimidating foes on the field, who still get a 11-12) Actual helpful response
bonus of +2 to their Attack Rolls no matter the 10) “You know what I mean?”
weapon they use (and blasters stay at +2) and 9) “So, ‘A’ . . .”
have no Fatigue penalty, and so they are worth an 8) “So, ‘B’ . . .”
Experience Point value of 380 (+30). 7) “Kinda”
Servants are long-term investments, built to a 6) “Sorta”
specific master’s needs or the needs of a specific 5) “And that’s the thing”
house or court, gaining a bonus of +3 to all their 4) “Ya know?”
Intuition Checks made whenever in the presence of 3) “Basically”
their master or in their place of duty, and so they 2) “Yo”
are worth an Experience Point value of 320 (+30). 1) “So . . .”

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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

Ability Scores: 8 / 1 / 20 / 1 / 13 / 9 / 18 / 18 / 8 / 13 Ability Scores: 4 / 7 / 9 / 17 / 15 / 9 / 14 / 17 / 17 / 1


Group size: 1-6 Group size: 1-4
Reaction Checks: -2 Reaction Checks: +2
Morale: 5 Morale: 1
D.N.A. Types: NA D.N.A. Types: NA
Health: 2 (+4) Health: 7
Body size: 0 Body size: 75
Defense Score: 11 (+1) Defense Score: 14
Protection: 1 (+1)* Protection: 0
Fatigue: NA Fatigue: -3
Preferred Attacks: Touch (+1) Preferred Attacks: Psionic Forces (+1)
Base Damages: 10 (+2)* Base Damages: 0
Damage Variable: 0 Damage Variable: D4
Movement Rate: 400’ / 1 lightyear (in space) Movement Rate: 140’
Cosmic treasure: 1 Cosmic treasure: 3
Experience Points: 300 (+30) Experience Points: 500 (+50)
Ghosts are formed by unknown forces which Siren is a common name given to many kinds
somehow manage to hold a recognizable shape but of spirits that float out there in the vast reaches of
have no physical form. Usually composed of but a space, spirits who indeed work in mysterious ways
single color of light or a bright light with no color and whose help often comes at a high price. They
at all, they evoke great speculation and superstition, have 3-10 (D8+2) Universal Points with which to
but ultimately they remain a mystery to scientists use their Psionic Forces, but they will only use
and mystics alike. They are sometimes oblivious to them in such a way that benefits a higher purpose
the physical world, and at other times focus their that nobody can understand or accept—they use
attention solely on the living. When these kinds of them to the immediate or at the least apparent
beings are ‘killed’ it is because that their already detriment of those people they come across. They
unstable forms are disrupted too much and can no may use them to another’s understandable benefit,
longer hold together, disappearing entirely. but only for a price that is usually so high or so
Memory ghosts are thoughts imprinted on time bizarre that it is not worth paying.
and space that constantly replay over and over, and Starladies appear as angelic forms which come
so appear to be ‘spirits’ trying to escape limbo. to dispense wisdom or assistance, but ultimately
Energy ghosts did not truly die, but were at claim those they help for their own—they will give
some point transformed into a purely energy state great aid in completing one’s current adventure, but
by some incredible force, and will cause anyone all for naught, as after it is over he will never be
that they so much as touch to transform into the free of that starlady’s domain.
same state, one in which time does not pass so Temptress is the more specific name given to
they can no longer think but only continue to try the kind of spirit that takes physical form and then
and escape by reaching out to others who strangely lures travelers away to her domain with promises
do not seem to want to help them any more, of paradise, which indeed is usually true in a most
raising their Experience Point value to 600 (+40). physical sense, for their lairs are either gardens or
Spiritual ghosts as the disembodied souls of palaces of light where time passes not and food is
humans and humanoid and even animal creatures, plentiful, but which is truly a prison, for by the
manifest in some fashion in the material universe, time one leaves it a hundred times as many days
and with 1-6 Universal Points with which to use or years will have passed outside, leaving one with
Spiritual Forces at a +3 bonus, thus raising their no knowledge of the civilization he is currently in
Experience Point value to 500 (+40). or any known or accepted place within it.

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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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PARAMANTA PRELEN - X

Ability Scores: Ability Scores: 18 / 13 / 16 / 6 / 9 / 13 / 18 / 3 / 1 / 1


Group size: 3-18 Group size: 1-6
Reaction Checks: -5 Reaction Checks: -2
Morale: 10 Morale: 6
D.N.A. Types: NA D.N.A. Types: M, T
Health: 10 Health: 10 (+3)
Body size: 45 Body size: 135 (+5)
Defense Score: 11 Defense Score: 16 (+1)
Protection: 2 Protection: 0
Fatigue: NA Fatigue: -1
Preferred Attacks: Bite +6 Preferred Attacks: Claw +4
Base Damages: See description Base Damages: 10 (+3)
Damage Variable: D6 Damage Variable: D8
Movement Rate: 180’ (+10’) Movement Rate: 180’
Cosmic treasure: 0 Cosmic treasure: 2
Experience Points: 80 (+4) Experience Points: 300 (+30)
Paramantas are large, mutated fish which have Prelen-X were first encountered in a much
developed the ability to survive and swim in most more primitive form on an unnamed moon of the
any environment, from deep water to outer space. now destroyed planet Prelen—how they evolved in
They attack on sight, their enormous jaws actually the short span of time as to have this difference
widening to match the size of their target—their noted in recorded history has led most scientists to
Base Damage will begin at 6 and increase by 2 the conclusion that whatever destroyed their planet
for every 50 pounds their target weighs. Anything also mutated them into their current xemomorphic
they kill with a single bite will instantly swell the form, which is an indistinguishable shape with an
creature’s size by 1 Power Score (with no upward array of claws, talons, teeth and other natural edge-
limit) and also replenish its Health to that of its weapons which they use mercilessly in combat. As
new maximum. Anyone killed by a Paramanta will they indeed rode planetary debris to the far reaches
be totally devoured—no roll allowed on Table 31. of space and civilization, they are now lost and act
The diet of Paramantas is garbage, from refuse purely upon predatory instincts.
to bile to bacteria, so they dwell on the outskirts The diet of Prelen-X is a technovore, in that
or ruins of civilizations to feed. they eat machinery, absorbing its metals and its
The habitat of Paramantas is primarily the remaining energies into their ever mutating system.
sewers of abandoned cities or the most poisoned of The habitat of Prelen-X was lost with their
seas, as their gills enable them to absorb the dead home moon, but they tend to shy away from light
fossil fuel and other latent elements. and make their lairs, hives and nests in dark holes
The sociology of Paramantas is to travel in a and the abandoned wreckage of spaceships.
large group, like a school of fish, but when there The sociology of Prelen-X is to stay in small
is prey they ravenously compete for it, just barely groups of equal strength—stronger breeds are killed
avoiding killing one another in their frenzy. by the pack as a whole so none of them have to
The breeding of Paramantas is done from their suffer an alpha-leader, and weaker ones simply do
dead victims, for what they eat does not replenish not survive their hunts for tough breeding material.
themselves, but rather detracts from their bodies, The breeding of Prelen-X is almost robotic, in
absorbing the stronger cells, so when it is released that they use the dead carcasses of their victims as
as refuse it is ‘purified’ and grows as a new one raw materials to cybernetically bring back to life
of their kind, both their eating and breeding indeed as one of their own kind, with a Power Score that
having evolved (or devolved) into a single process. equals the former living mind’s Experience Level.

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RO - ACH SYCHOSIS - GREL

Ability Scores: 12 / 18 / 13 / 15 / 9 / 11 / 8 / 6 / 4 / 5 Ability Scores: 13 / 12 / 16 / 11 / 9 / 13 / 15 / 6 / 8/ 8


Group size: 1 Group size: 1-10
Reaction Checks: -5 Reaction Checks: -2
Morale: 7 Morale: 4
D.N.A. Types: NA D.N.A. Types: B, D
Health: 30 (+2) Health: 9 (+1)
Body size: 320 (+20) Body size: 60 (+4)
Defense Score: 16 Defense Score: 13
Protection: 8 Protection: 1 (+1)
Fatigue: -2 Fatigue: -2
Preferred Attacks: Claw +2 or bite Preferred Attacks: Melee weapon +1
Base Damages: 8 (+1) / 20 (+1)* Base Damages: See description
Damage Variable: D8 Damage Variable: D10
Movement Rate: 160’ Movement Rate: 150 (+4’)
Cosmic treasure: 1 Cosmic treasure: 2
Experience Points: 150 (+10) Experience Points: 60 (+4)
Ro-ach appear as half rotten dragons or giant Sychosis-grel are humanoid xenos, those whose
amphibians, but in truth they are very much alive, D.N.A. is stronger than whatever other xeno uses
only with a strange evolutionary development—their their body for breeding, and so it changes them
bones are on the outside of their flesh. So whether into a half-human, half-alien state. Due to what
they have wings or dorsal fins, scales or skin, they could accurately be called a war between the two
always have a tough outer-casing of bone which is D.N.A. strands, there are certain spoils and certain
so unnatural that it is horrific to any race, and this casualties with this process—they tend to have very
is why they always become the ‘devils’ of every lightweight flesh, but also a sensitivity to sunlight
primitive civilization that encounters them. In battle and so they remain creatures of the night.
they always choose a single target at random (as The diet of Sychosis-grel is that of carnivores,
far as they can tell), and do not stop attacking that though they can survive on plantlife if they must,
individual until he is killed, and then they choose but only for a short while—they cannot live for
a new target in the same fashion. Whenever they more than a month without the proteins in meat.
bite a target, the Damage not only goes through The habitat of Sychosis-grel is that of forests
all Protection but it also permanently lowers the for the most part, as this affords them the best
victim’s maximum Health by 1-4, as a piece of his combination of shielding from the sunlight, natural
body and even some of his life-force are devoured. camouflage with their beast-like appearances, and
The diet of Ro-ach is carnivorous, though they different levels to move about on, though if they
do not eat dead meat—there is something about a build homes or lairs, it is beneath the ground, in
being’s living energy that they have a taste for and caves or under the roots of the greatest trees.
will not disturb anything once its heart stops. The sociology of Sychosis-grel is akin to that
The habitat of Ro-ach is unknown—they have of hunters like most primitives, though they have a
been found everywhere, with no discernible pattern. genetic need for vengeance against all ‘pure’ races,
The sociology of Ro-ach is solitary, as they especially demi-humans and angels, a genetic thirst
attack all living things, even their own kind. for ‘pure blood’ that they have long lost.
The breeding of Ro-ach is accidental, in that The breeding of Sychosis-grel is like that of
they shed bones like some reptiles shed skin, and most any mammals, except that their afterbirth is
when these bones are kept by others sometimes a acidic and thus usually kills the mother, so they
little latent life-energy of the monster poisons its then hunt to find and capture humanoid a woman
bearer and soon mutates him into such a creature. to use as surrogate mother (but not to breed with).

224
ALIENS FROM A THOUSAND WORLDS
OVER THREE HUNDRED SURVAYED WORLDS AND THERE ARE STILL NEW ENEMIES APPEARING

SYTHAR X.E.N.O.N.

Ability Scores: 12 / 13 / 15 / 8 / 11 / 16 / 8 / 4 / 5 / 1 Ability Scores: 18 / 19 / 16 / 9 / 13 / 9 / 18 / 8 / 1 / 8


Group size: 1-10 Group size: 1-6
Reaction Checks: -2 Reaction Checks: -3
Morale: 8 Morale: 10
D.N.A. Types: B, M D.N.A. Types: C, T
Health: 11 (+1) Health: 60 (+4)
Body size: 220 Body size: 320 (+5)
Defense Score: 15 Defense Score: 18
Protection: 2 Protection: 15 (+3)
Fatigue: -1 Fatigue: -1
Preferred Attacks: Claw +2 Preferred Attacks: Claw +6 (+1)
Base Damages: 6 (+1) Base Damages: 20 (+3)
Damage Variable: D12 Damage Variable: D12
Movement Rate: 120’ Movement Rate: 160’ (+15’)
Cosmic treasure: 1 Cosmic treasure: 3
Experience Points: 80 (+15) Experience Points: 1000 (+200)
Sythar come from all corners of the cosmos, X.E.N.O.N. are cybernetic xenomorphs, their
their reptilian brethren seemingly in communication skeletons almost entirely mechanical, their skin and
by unknown means, their genetics unchanging for sinews almost entirely synthetic, their blood all too
thousands of years at a time, almost as if they are real and potent. For they are savage killers, adding
seeded according to a master plan or, as some like to their ever-growing brains by devouring the heads
to say, they’re literally “the scum of the universe”, and cerebellums of all creatures they across, both
clinging to the edges of civilization like a mold organic and mechanical alike. They are merciless
incarnate. Despite their limited psyche, they have and fearless—if they flee they regroup and return
some gifts with Psionic Forces, indeed able to use within 1-6 hours, fully healed of all wounds.
whatever forces their queen does, however with a The diet of X.E.N.O.N. are the brains of all
cumulative -1 penalty every 100’ away from her their prey, which they savagely devour—their half-
they are—the queen herself has a +2 bonus with alien, half-machine bodies are in perfect balance so
her Psionic Forces and 3-8 Universal Points with they do not waste any energy, save that which
them. These creatures can also use weaponry, most their brain itself uses, so they consume the cells
especially lasers, but seldom can acquire them. and the electricity of other creatures’ cerebellums.
The diet of Sythar is entirely carnivorous, and The habitat of X.E.N.O.N. is an interior which
even cannibalistic, eating their own kind when they is filled with highly technical equipment and a lot
cannot find the fresh meat of humans and others. of complex machinery, even if it doesn’t work—it
The habitat of Sythar is usually that of steam is both comfort and camouflage to these creatures.
tunnels, as they prefer the humid air to keep their The sociology of X.E.N.O.N. is a logical one,
kelp-like skin moist, and to grow the strange, blue- for they are governed by the central computer that
green plants which purify oxygen for them. is their queen’s cybernetic alien brain, so they all
The sociology of Sythar is very military-like in operate as a complete unit of singular thought, one
its structure, with authority earned by deeds and whose motives are of survival and whatever logic
‘promotion’ rather than inheritance or age, making it takes to maintain and advance that concept—they
for a very efficient and deadly race. do not act for any emotional or religious reasons.
The breeding of Sythar is done by melting the The breeding of X.E.N.O.N. is a non-issue, as
organic beings into a pool of blue-green goo and a they can manufacture all of their new specimens,
queen then laying eggs in it, which are fed and but sometimes get a start by parasites.
warmed by the raw material of the melted dead.

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Basic plunder: Sometimes it is not at all clear just


what any individual may be carrying that would be
useful to anyone else. In such a situation, the GM
may simply choose, or let the dice decide for him.
The dice he uses will depend on the victim’s race,
as displayed on Table 150. This is the dice he
&+$37(5 will use for rolling on charts 151-169.

SECRETS TABLE #150: TREASURE DICE


OF Basic race Dice used
Alien D8
SPACE Animal D4
Human D10
Humanoid D8
Monster D12
Naturali D4
Parasite D10
Robot D6
Spirit D4
Xeno D12
UNIVERSAL TREASURE

Credits: Normally, credits cannot be taken, as they


TREASURES: The universe is full of adventure, are kept in computer networks which require I.D.
but to what end? Indeed, what is the reward for to access. However, many forms of money are
risking one’s life every day? Some would say that physical objects which can be taken just as easily
being victorious in battle and gaining glory is the as anything else. A roll by the GM can determine
greatest of all prizes, or that virtue is its own kind what amount of cold cash anyone carries, or has
of reward. Still others may behold survival alone in its lair, or is still in the pockets of the nearest
as true victory, or just be content with their tiny body it’s feeding off, etc. If he rolls the maximum
paystub from the military. However, regardless of on the dice, he rolls for more money, but uses one
one’s persuasion, few would say that finding loot lower dice value. Note that this is very different
along the way is a shame, and it is doubtful that than picking pockets, and so has its own chart, as
anyone would refuse any free weapons, credits or this money is taken from victory in battle against
cosmic goods that came to them as spoils of war. an NPC or creature from Chapter 21.
Therefore, the term ‘treasure’ is used to describe
anything and everything the party may gain as a TABLE #151: TAKING CREDITS
result of their endless battles and adventures. Roll Credits taken
12 Credit card with 100-1000 credits still on it
11 100-400 gold coins
MUNDANE TREASURES: Most treasures found
10 100-600 Sarillium marks
are ‘normal’ in the sense that they are advanced or 9 100-1200 pirate commonwealth pieces
specialized or simply just surplus equipment. When 8 100-2000 units of moon dust
anyone is plundered, such as stripping some dead 7 Credit card with 10-100 credits still on it
carcass of its gear or looting it from one’s hotel 6 10-40 gold coins
room, a question arises of what can be taken. For 5 10-60 Sarillium marks
instance, if one takes a dead guy’s guns, do they 4 10-120 pirate commonwealth pieces
still work? Does he have additional ammunition? 3 10-200 units of moon dust
The GM is to use the following charts to answer 1-2 Nothing
the question of what can possibly be claimed.

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TABLE #152: RECOVERING WEAPONS


Roll Type of weapon recovered
9-11 Ammunition
8 Alien weapon
7 Laser weapon
6 Projectile weapon
5 Grenade
4 Ammunition
3 Melee weapon
1-2 Nothing

TABLE #153: RECOVERED AMMUNITION


Roll Ammunition recovered
10-12 Roll again but add enhancement (Table 159)
9 1 RPC (refined power crystal)
8 1 SAU (standard antimatter unit)
7 1-4 DMCs (dark matter clips)
6 1-4 CPCs (concentrated proton cubes)
5 1-4 FFQs (fossil fuel quotions)
4 1-6 BCs (ballistic clips)
2-3 1-8 SECs (standard energy clips)
1 Re-roll for Power unit to explode next Round!

TABLE #154: RECOVERED LASERS


Roll Laser weapon recovered
10-12 Roll again but add enhancement (Table 159)
9 Nuclear gatlin-gun
8 Mark-9 devastator
Weapons: When any creature uses weapons to fight
7 Mark-6 cannon
the party, surely they can be taken after he’s dead, 6 Mark-4 rifle
right? Another way of looking at it would be that 5 Rifle
someone would always use the very best weapons 4 Blaster
available to fight for its life, especially those in its 3 Pistol
possession, so the weapons it was using when it 2 Phaser
went down are exactly the best (or all) that it had. 1 Zapper
Either way, once the battle is over, the victors are
going to see what can be recovered from its total
arsenal. The GM is to roll on the following chart TABLE #155: RECOVERED PROJECTILES
to determine what weaponry can be recovered from Roll Projectile weapon recovered
any enemy. Once the weapon type is determined, a 10-12 Roll again but add enhancement (Table 159)
subsequent roll is made to determine what it is on 9 Minigun
the appropriate Table (ranging from 153-158). Note 8 Pulse rifle
7 Gyrojet rifle
that no weapon will have ammunition left unless 6 Flamethrower
the GM rolls the maximum on the dice. And then, 5 Grenade rifle
if he rolls the matching type of ammunition for 4 Machine-gun
the weapon, he rolls again on Table 152 for more 3 Shotgun
weapons, but using one lower dice value (this can 2 Handgun
continue until one drops below the use of the D4, 1 Crossbow
in which case there is nothing more to be taken).

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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

TABLE #168: ABOARD SPACESHIP FINDS


Roll Gear found
12 10-80 credits worth of alien gear
9-11 10-60 credits worth of mundane gear
6-8 10-120 credits worth of survival gear
5 10-40 credits worth of bionics
3-4 10-100 credits worth of gadgets
1-2 Nothing

TABLE #169: NORMAL WILDERNESS FINDS


Roll Gear found
12 10-40 credits worth of alien gear
10-11 10-60 credits worth of bionics
8-9 10-80 credits worth of gadgets
7 10-100 credits worth of mundane gear
3-6 10-120 credits worth of survival gear
1-2 Nothing

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TABLE #170: COSMIC TREASURES


Treasure Cosmic Total Chance
Rare weapons Value Burden find
Dark armor 9 6 1-4
D.S.E. 4 2 5
F.E.T.T. armor 12 20 6-8
Heavy barrel 8 24 9-10
Laserstaff 10 3 11-13
Lasersword 10 1 14-21
Lost technology
Annihilator 13 16 22-23
Assimilator 11 1 24-32
Clonestopper implant 4 - 33
Conductor 2 5 34-36
Cosmic D.N.A. 17 3 37
Hologrann 4 1 38-45
Universal translator 9 2 46-49
Alien relics
Alien skull 2 9 50-51
Angel-ring 7 - 52
Galactic prism 1 3 53-58
Korthic mask 3 2 59-63
Planetir 12 10 64-69
Universal artifacts
Galaxy 16 - 70
Lifeseed 15 3 71-73
Light-jewel 7 1 74-77
Ring 8 - 78-79
Spice 6 2 80-84
Starboard 3 8 85
Tridanium 10 5 86
Cosmic crystals
Crystalbone 6 5 87
COSMIC TREASURES: A very special few in Kethsiter kryte 5 8 88
the universe posses, create or control very special Silver shard 14 1 89-91
treasures of the cosmos. Who has such treasures is Source crystal 10 - 92-96
a joint story decision between the Players and their Zardonite 13 1-10 97-100
GM’s dice. For any NPC can have such a treasure,
based on his chance from Chapter 21, with one
roll for it for each Story Point that is spent by a Selling cosmic treasures: Nobody is willing to sell
Player. If the chance is successful, then the GM cosmic treasures, though they would certainly be
will roll on Table 170 to determine the kind of willing to buy them. In this, there are no prices
treasure it is, operating on the premise that if and there are no rules, just Player-GM haggling.
anybody has such a treasure then he has only one.
The individual who spent the Story Point for the Identifying cosmic treasures: When one physically
successful chance roll also happens to be the one possesses a cosmic treasure, a successful Religion
closest to the item for first claim on it. This chart Skill Check can identify its statistical properties,
also offers a Value for all cosmic treasures, which revealing them all to the Player. If one fails this
gives a scale for weighing every item’s value to Check, he can re-attempt it with each Experience
both the game balance and their rarity within the Level. If one hasn’t this Skill, he can only learn a
fantasy world. treasure’s powers through trial and error.

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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.

TABLE #174: ASSIMILATORS


Angel-ring: This is the official or royal seal of a Roll Consequences of assimilation
lost race of ‘angels’, which proves the wearer is 7-8 Wounded for 1-10 Damage
either one of them or even a ‘chosen one’. What 6 Permanent loss of -1 to Genetics
it offers to different people is determined by one 5 Permanent loss of -1 to Psyche
roll made with the D8 when first worn. 4 Permanent loss of -1 to Genetics and Psyche
2-3 Permanent loss of 1-8 Health
TABLE #172: ANGEL-RINGS 1 Death
Roll Benefit offered to that person when worn
8 +3 to Health
6-7 +1 to Prime Requisite Clonestopper implant: This device is surgically set
3-5 +1 to random Ability inside one’s body, and thus must be removed with
1-2 +1 to Health surgery as well. Whatever body it is in it provides
safety for against being cloned, penalizing all rolls
to do so according to its compliance with anyone’s
Annihilator: This is a small device attached to any D.N.A., which is to be (re)rolled using the D6
normal Power unit, acting as a matter-antimatter when it is applied to any new body.
converter and thus making its Power unit limitless.
However, whenever the device it powers rolls a TABLE #175: CLONESTOPPER IMPLANTS
natural ‘1’ for any reason, this ‘annihilator’ truly Roll Effectiveness
lives up to its name, exploding with consequences 6 -4
rolled on the following chart using a D10. 4-5 -3
2-3 -2
TABLE #173: ANNIHILATORS 1 -1
Roll Catastrophic failure
9-10 Everyone in 10’-80’ suffers 10 Damage
7-8 Everyone in 10’-80’ suffers same in Damage Conductor: This is an energy stick, which can be
4-6 Everything within 100’-800’ utterly destroyed used to recharge any single Power unit. When
2-3 Everything within 1-8 miles utterly destroyed found, it still has enough power in itself to be
1 Destroys the entire planet or vehicle its on! used 1-8 times. The type of Power unit it can
recharge is determined by a D12 roll.

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TABLE #176: CONDUCTORS Crystalbone: This is a single bone or even a skull,


Roll Compatible Power unit which is entirely made of crystal. Some creatures,
10-12 Parabattery when they died long ago, did not fossilize, but for
9 Refined power crystal an unknown reason they crystallized, which baffles
8 Standard antimatter unit scientists and scholars to this day—in ages past,
6-7 Concentrated proton cube what caused this phenomena to happen, and when
4-5 Dark matter clip
will it recur? All intellectuals know it will, because
1-3 Standard energy clip
crystalbones date to all eras. But while some study
them, others plunder them, caring no more for any
historical or scientific importance than they do for
Cosmic D.N.A.: This is not a machine as is most
anything else, leaving such treasures scattered far
often believed, but plans for a machine, as it must
be built to the specifications of whatever world it and wide in the galaxy. When such a bone is first
will be used on. For indeed, once completed, this found, two rolls on the D6 will determine its make
and then its power for who is in contact with it.
machine will restore any single planet’s atmosphere
to its purest state known by the recorded history
or science of those who build the device. And, this TABLE #178: CRYSTALBONES
Roll Bone Power
machine takes some time to build, according to a
6 Skull +10 to rolls on Table 130
single roll made by the one activating it on the 5 Rib +1 to all D20 rolls
following chart, using the D12. Once activated, the 4 Armbone +1 to Prime Requisite
planet will be healed in a total number of days 3 Legbone Equal power of an R.P.C.
equal to the difference of the roll and 20. 1-2 Other Equal power of an S.E.C.

TABLE #177: COSMIC D.N.A.


Roll Time and cost to complete Dark armor: This armor can be anything from a
10-12 1-4 days and 10000 credits simple shoulder plate to a full body suit, but its
7-9 1-6 days and 8000 credits total size isn’t what is important, its material is, as
3-6 1-8 days and 5000 credits it is composed of dark matter—solidified shadow.
1-2 1-10 days and 2000 credits
Consequently, this armor absorbs energy, which can
create any number of surprising results. When first
found, a D6 roll will determine the specific nature
of such armor and what it does with any Damage
that strikes it(s wearer).

TABLE #179: DARK ARMOR


Roll Results of Damage
6 Reflected back at sender; Attack Roll required
5 Supercharge; +3 to all rolls made next Round
3-4 Supercharge; +1 to all rolls made next Round
1-2 Absorbed; effective 5-10 (D6+4) Protection

D.S.E.: This is a special type of ammunition which


can be used in place of any C.P.C., D.M.C., or
S.E.C. in any weapon. It will cause the shots fired
to actually make dimensional skips, like a stone
skipping across water, so that it can bypass all
physical barriers, including armor. As a result, the
Damage dealt by the weapon will not be stopped

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by any form of physical Protection. A D10 roll is


made on the following chart to determine just how
much Protection this Power unit is capable of
bypassing with each and every shot.

TABLE #180: D.S.E.


Roll Protection bypassed
10 All
8-9 40
5-7 20
1-4 10

F.E.T.T. armor: This is armor leftover from ancient


wars that is both intimidating and cunning in its
design, the science that made it coming from a Galactic prism: This is a small object with sides of
destroyed army whose secrets did not survive the perfectly equal dimensions, which can by the will
war, and those who have these designs covet them. one of holding it emit an illusionary field in three
Still, this armor can fit most people, and thus can dimensions, depicting a motion-map of an entire
most anyone become intimidating and posses quite section of a city, planet, or space itself. Its center
an arsenal. When found, this armor will have 1-6 will always be a specific place, such as where the
specialties worked into its design, which will not prism was made, or perhaps a treasure it is the
add any Encumbrance. What these special designs map to. A D4 roll on the following chart answers
are will be the same as those listed in Chapter 4, just how vast this map is, though it will demand
and will be determined on the following chart. If subsequent rolls to determine the range mapped.
one rolls a feature the armor already has, he does
not get it twice, and must also stop rolling for this TABLE #182: GALACTIC PRISMS
armor will have no further features. The armor has Roll It is the map of a . . . Radius
4 Galaxy 1-100 lightyears
a base 5 Protection, but loses both 1 Protection as
3 Planet All of it
well as one special feature for every 50 total Body 2 City 1-10 miles
Encumbrance more or less the wearer is from 200 1 Ship All of it
(rounded down), as he has to remove pieces of
this armor to make it fit his body.
Galaxy: This is a power source that surpasses all
TABLE #181: F.E.T.T. ARMOR measurements and defies all scales, even if it is as
Roll Armor’s special features small and seemingly insignificant as a marble or a
12 Astro-helmet jewel (and usually disguised as such). When found,
11 Jet-pack
one roll on the D10 will determine its power, and
10 Flamethrower
9 6 additional Protection
thereby the type of Power unit it can serve as, but
8 Disintegrate feature for one weapon with unlimited energy capacity, never running out.
7 Spectrum goggles
6 Ammopack for one specified weapon TABLE #183: GALAXIES
5 Magnetic shoes Roll Power
4 4 additional Protection 8-10 Sub-atomic; all Power unit types
3 Grappling hook and 100’-400’ cable 5-7 Antimatter; S.A.U., S.E.C., antimatter cube
2 Battle-mask 3-4 Dark matter; D.M.C.
1 Blaster 1-2 Fusion; C.P.C., F.F.Q., S.E.C., parabattery

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Hologrann: This is a small, hand-held device which


creates a flawless hologram of the individual who
is holding it, and mimics his movements. So good
are the images that they require a Critical Intuition
Check to discern from reality. The maximum range
such a device can project is determined by the
Power unit used for it.

TABLE #185: HOLOGRANNS


Power Maximum holographic range
R.P.C. 5000’
S.A.U. 1000’
C.P.C. 100’
D.M.C 40’
S.E.C. 10’

Kethsiter kryte: This is a crystal which changes, in


shape, and in size, like ice, yet reacting to all the
unseen and unfelt temperatures of plasma, psychic
vibrations and other anomalies. Its properties vary
greatly, and are rolled on the D8 when first found,
but must be re-rolled any time that any Psionic
Power, mind altering technology or E.M.P. is used
in the kryte-crystal’s general vicinity.

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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Laserstaff: This is a long metal handle which emits


a sword-like blade of concentrated energy out from
both ends. The blades can be turned on and off by
a simple switch. The matching color of the blades
is important, determined by crystals which come
from ‘the Source’, an unknown place which most
believe lies at the center of some galaxy, a secret
guarded by ancient wisdom, their light causing all
light near it to match its own, just faint, so that a
red laserstaff would could the area around it to be
bathed in faint blood-red or ruby-red light, as if it
were a mythological hell, while a green laserstaff
might make everything around it emerald-green or
a forested color and thus allow its wielder to feel
peaceful and concentrate. When first introduced to
the game, two rolls are made on the D12; the first
to determine its color and inherent power thereby,
and the second to determine its universal bonus,
which ranges from +1-5, giving an equal bonus to
one’s Damage and Attack Rolls when using it. The
Base Damage for all laserstaves is set at 9, but
can be improved to 10 for 1000 credits.
TABLE #189: LASERSWORDS
Roll Blade color Bonus
TABLE #188: LASERSTAVES 12 White; gets +1 bonus to all rolls +5
Roll Blade color Bonus 10-11 Purple; still gets Turn if Initiative lost +4
12 White; all effects on this chart +5 8-9 Red; bonus also for Universal Powers +3
10-11 Purple; natural ‘17-20’ hit is Critical +4 5-7 Green; bypasses all Protection +2
6-9 Red; natural ‘18-20’ hit is Critical +3 1-4 Blue; cannot make a Critical Miss +1
3-5 Blue; natural ‘19-20’ hit is Critical +2
1-2 Green; gets +1 to Initiative Rolls +1
Lifeseed: This is a dust-like substance, usually blue
or green in color, which when cast upon any kind
Lasersword: This is a metal handle which emits a
of terrain will cause it to sprout with life, making
sword-like blade of concentrated energy, making an
it wholly habitable, including fresh water, food and
elegant weapon indeed, not nearly as clumsy or as
even clean air if there is any kind of atmosphere.
random as a gun. The blade can be turned on and
Indeed, it creates nothing less than an oasis. There
off by a simple switch. The color of the blade is
are 1-4 uses left in any such pouch when found.
important, determined by crystals which come from
When cast down, a single roll on the D10 is made
‘the Source’, an unknown place which most believe
to determine the size of the oasis it makes and
lies at the center of some galaxy, a secret guarded
thus the number of people it can feed each day.
by ancient wisdom. When first introduced to the
game, two rolls are made on the D12; the first to
TABLE #190: LIFESEEDS
determine its color and inherent power thereby, and Roll Size in diameter People fed each day
the second to determine its universal bonus, which 10 50’ 10
ranges from +1-5, giving an equal bonus to one’s 8-9 40’ 7
Damage and Defense Score when using it. The 4-7 30’ 5
Base Damage for all laserswords is set at 10, but 2-3 20’ 3
can be improved to 12 if one spends 1000 credits 1 10’ 1
for 11, and then 3000 more for the 12.

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TABLE #192: PLANETIRS


Total The Character is able to see . . .
19+ As far as the planet-core
18 Underground
17 Inside guarded areas (buildings, caves, etc.)
15-16 Into the crowded surface (cities, jungles, etc.)
13-14 Onto the open surface
10-12 Into the atmosphere

Ring: This is a seemingly normal ring that can be


worn by any human (or humanoid) hand, but it is
more like a key, unlocking great power inside the
individual. So, whether the ring is found on a gold
altar or in a Hackerjack-snack box, it will release
previously unknown and untapped power within the
Light-jewel: This gives whoever wears it a bonus wearer. One shall gain cumulative benefits based
to their roll on Table 130 whenever they gain an on the total of his Unique Ability Score and a D8
Experience Level. This bonus cannot apply to more roll, made when first worn and re-rolled whenever
than one person in a given year. The bonus itself he gains an Experience Level.
is equal to a single Ability Score of the jewel’s
owner, rolled when he first claims it. TABLE #193: RINGS
Total Cumulative benefits
TABLE #191: LIGHT-JEWELS 23+ Critical Hit effects on natural ‘19’ if it hits
Roll Power Ability Score 20-22 His Critical Misses become normal misses
7-8 Prime Requisite 18-19 +1 to Initiative Rolls
5-6 Unique 15-17 +2 bonus to use all Universal Powers
4 Presence 10-14 Heals at double the normal rate
3 Psyche
1-2 Genetics
Silver shard: This is a shard of crystal roughly the
size of handgun or a knife, or even smaller, which
Planetir: This is a perfect sphere about 10”-20” in is part of the creation of the universe . . . perhaps.
diameter, which contains a perfect, ever-changing Many believe and even some scientists theorize the
visage of a planet, its hard, spherical surface at the proverbial ‘Big Bang’ coming not from any energy
same level as the illusionary world’s ionosphere. or intangible, but of a single power source having
Yet the planet depicted within is real, somewhere, consumed all the universe—the ultimate end to all
and thus by probing into it, one can focus as if hunger for power—and then being unable to self-
his eyes were a satellite, and see anything. With contain it exploded, recreating the universe, so that
greater time, practice, skill and willpower, he can as energy is never truly created or destroyed but
even look beneath the surface, underground. What merely changes form, this is the epitome of this,
one can see of the world is determined by rolling its only traces and thus clues leftover being shards
the D8 at the time of use, and adding his Unique of the crystal which was the last singular power
Ability Score to it, and applying the total to the source which exploded to begin the current reality.
following chart. However, he must state what he is These shards still float around, offering to those
looking for before rolling, and if he doesn’t find lucky enough to find them special power, as rolled
it, indeed if he cannot probe deeply enough, what on the following chart using the D8 when found.
he sees will leave a scar across his mind, costing These shards are always silver in color, hence their
him 1-4 Psyche Points permanently. poetic namesake by wiser beings in the universe.

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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.

TABLE #195: SOURCE CRYSTALS


Roll Power bonus
10 +4
8-9 +3
5-7 +2
1-4 +1

Spice: This is a small amount, say a pouchful or a


phialful, of exotic spice with incredible potency. It
comes from a place of unknown origin, though it
is popularly believed it comes from a desert planet.
Wherever it comes from, one small supply has 1-4
uses only. What it does do depends on its color,
rolled on the D6 when first found.

TABLE #196: SPICES


Roll Spice and its change upon the user
6 Tarillium-blue; -1 Intelligence, +1 Genetics
4-5 Theren-dust; 1-4 Creation Points for Table 103
2-3 Sandor-green; -1 Genetics, +1 Intelligence
1 Zenith-powder; rearrange 1-4 Skill Points

Starboard: This is a piece of metal or some similar


material about 5’-8’ long which one can ‘ride’ like
a skydiving board, but a few feet above any solid
surface, as it is a gravity stabilizing platform. It
can move at a speed equal to the credit cost of
the Power unit attached to it, though only one unit

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Tridanium: This rare element is often a puzzle to


any civilization’s periodic table. When set inside
any piece of powered equipment, it can no longer
be removed, but will forever push that item’s base
capacities beyond their physical designs—anything
that can normally have ‘stacked’ points now has
no upward limit to them. However, neither does its
capacity for failure, either, for if ever the user of
such an enhanced device rolls a natural ‘1’ for its
use, in additional to all normal effects for failure,
the core of tridanium itself will rupture, calling for
a D12 roll on the following chart.

TABLE #198: TRIDANIUM


Roll Results of ruptured tridanium
11-12 No additional effects
10 Effective E.M.P. pulse ranging 1-4 miles
9 Changes the skin of everyone in 20’ to orange
8 User’s D.N.A. unravels; loss of 1 Genetics
7 User changes gender over next 1-10 days
6 User’s brain molds; loss of 1-6 Intelligence
5 Explodes brightly; everyone in 30’ goes blind
4 User switches mind with nearest same race
3 Everything flammable in 50’ ignites
1-2 Destroys everything within a 10’-60’ radius

Universal translator: This is a hand-held translator


that flawless converts any speech to a discernible
language for the user in real-time, indeed while it
is still being spoken, read or written. It is 100% Zardonite: This is perhaps the most precious and
effective and needs no major Power unit. However, most powerful material in the universe. Remnants
its unique power supply only has so many uses in of the legendary planet Zardon, it comes in many
it, rolled on the D12 when first found. Different colors, is held together by concentrated energy, and
types of translation use these up faster than others. of different properties in varying galaxies and even
This power supply cannot be replaced by normal the hands of different people, almost as if it were
means, no matter the energy involved, for that is alive, or rather, a lost link to the source of life in
only half the problem—the other half of the unit’s the universe which binds people to that greater and
power is its transformer, which cannot be replaced. lost life when they come near to it. Altogether, it
However, a conventional type of Power unit might is at the same time feared and treasured, and its
work, its credit cost divided by 10 (rounded down) energy seems to effect everybody differently, based
the percentage chance of it restoring such a device on their general race. The size of the chunk can
to fully functional status. range from 1-10 Encumbrance, rolled when first
found, for its size determines the degree to which
TABLE #199: UNIVERSAL TRANSLATORS it effects those who are exposed to it.
Uses Translation Angels are unaffected by Zardonite unless they
3 Previously recorded writing wish to be—if they grasp it, embrace its power
2 Transmission or actively made writing and drink it in, they shall absorb all if its energy,
1 Live speech indeed leaving nothing but a dead rock, with its
Encumbrance the chance in 20 that it kills them,

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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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above 20, or drop below 1. Abilities ‘top’ at 20.


If any Ability Score for any reason drops below 1,
the Character dies outright.

Monster Characters: Sometimes Players will ask if


they can use some sort of bizarre or powerful kind
&+$37(5 of creature as their Character’s race, usually some
monster out of Chapter 22. While it can be argued
CLOSE that any creature could wish to adventure, and that
THE BLAST since the other PCs dictate what they like and thus
who or what they can accept, one must also take
DOORS into consideration game balance. Having creatures
as Characters simply throws the entire game out of
balance. Now, if a GM is willing to accept the
consequences of this, that’s fine, and he can by all
means allow it. But if the time-honored argument
arises of Players pitching ‘fantasy freedom’ versus
the Game Master defending the already unstable
game balance, then the rules are very, very clear:
TROUBLESHOOTING Players must select from the race types provided in
Chapter 11 and cannot choose anything found in
Chapter 22 (or any creature detailed similarly in
any Sourcebook or Adventure product).
CHARACTERS: Endless questions are raised by
and for Player Characters, for this game is usually Starting with Experience Points: It is a common
a life-and-death situation, and so naturally one will practice is some role-playing games to create
wish to gain every advantage he can get. However, Characters already with Experience Levels, so that
there are lines that are drawn in the vast reaches Players may attempt more challenging adventures
of unknown games, limits to how far the game’s without having to take the time ‘build up’ a
engine can take any story into the cosmos of the Character. This may work for those games, because
GM’s storytelling mind. Those limits are detailed their challenges are proportionate to the Levels of
throughout the following pages. the Characters. But in Starquest, all Experience
Levels are suitable for all Adventures, and thus
Having more than one Character: Each Player is there is no need to generate ‘stronger Characters’
allowed only one Character at a time. This is to to take on such journeys. All new Characters must
maximize appreciation for an existing role, and begin with 0 Experience Points.
moreover, ensure one’s devotion to their Character.
If a Player is allowed to have more than one role,
he spreads himself too thin, and more often than
not, the game will see multiple ‘characters’ sharing
the exact same personality. This cannot be helped.
Despite the best intentions of a Player, one must
have only one Character at a time.

Ability Scores: Ability Scores are modified by


many aspects of Character creation, and will be
further modified by all of a Character’s experiences
during his fantastic adventures. However, under no
circumstances may any Ability Score ever raise

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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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TECHNOLOGY: While the inner workings of any


technologies cannot be argued in this abstract game
their uses certainly can. Therefore, a GM needs to
know the outer workings of technology, lest the
Players back him into a corner as surely as if their
technobabble were applicable to the rules.

Lightspeed: The term of ‘lightspeed’ is indeed just


that, a term, not a specific. Many things move at
‘lightspeed’, but are at physically different speeds
than one another. It is simply that they are close
enough to each other’s rate, especially in the short
range distances, to be considered the same (i.e. all
but instantaneous). The GM needs to keep in mind
and remind his Players when needs be that this is
an abstract game of space fantasy, not a blueprint
for future space-exploration (or, if we wanted to be VEHICLES: All the known (and unknown) makes
truly accurate to the instinctual ways of our class-1 and models of vehicles are kept very abstract in
civilization species, space-exploitation). It is just a the rules of this game, in order to keep it fun.
matter of creativity and storytelling. For instance, Unfortunately, this comes at the cost of losing a
in all space stories, how come ‘transmissions’ on a good deal of reality with these complex machines.
video screen across vast distances have their audio In order to restore balance and keep this game up
coming in with perfect synchronization to the bad in the air, there are a few concerns to address.
guy’s ugly face on the tube? Shouldn’t the image
travel so much faster than the radio wave? Well, Wheels versus hovercraft: Many vehicles that are
the GM who is not a storyteller would be defeated land-based are ambiguous as to whether they use
so quickly, but the GM who is indeed an artist traditional wheels, or if they are hovercraft of one
could retort with any number of (not so) absurd sort of another. Normally, this is not an issue, as
ideas, such as saying that a civilized people who wheels and hovering devices are equally capable to
have such technology use it and thus would make handle the same terrain. However, what if a car
it work to their needs, including audio sync, and goes into the water? What about land mines? The
perhaps the audio is sent as a digital signal so it questions are endless. Fortunately, the answer is a
is truly light and thus comes at the same speed. simple one: The Player or GM who first introduces
the vehicle to the game specifies if it touches the
Combined Tech Checks: While Ability Checks can ground or not.
be done as a group effort, Tech Checks cannot. It
is common in role-playing games to assume that a Commanding multiple ships: While it is unlikely
rule is universal, that if it works for one thing it that the party will ever have (or want) more than
could or even should work for all things. However, one spacefaring ship, sometimes they might want
this is simply not true, any more than one type of to make an entire fleet. Normally, one might just
power works for all kinds of engines (as a simple let the rules dictate proportions, and let the dice
Tech Check could tell anyone). The ten primary fall where they may. But of course, there a point
Ability Scores everyone has, and thus everyone can where someone’s potential to do damage and take
offer something to a group effort which uses them, wealth will far outweigh their ability to lose it—or
while every technology is specific and acquired so one may believe. When the party gets to have
through learning—if someone is not trained with a an armada (or close enough to it), do not try to
certain type of technology, he cannot possibly offer downsize them, outwardly or otherwise. Just raise
anything to help someone when using it. the bar as they have—if they are sailing around

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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.

Technobabble: As explained throughout the rules, a


Character cannot benefit from a Player’s knowledge
(or supposed knowledge) of science of other ‘real
tactics’. After all, a Character does what the Player
cannot do—why should a Player know more about
the logistics of the world his Character is in than
the fantasy Character himself? Simply, he doesn’t.

The meaning of life: The answer to that question


would be ‘42’. What? No? Everyone knows that!

243
ARTISTS
ARTISTS

Cover Kort Kramer 82


Kort Kramer 0 Slawek Wojtowicz 84
Amber M. Hague 0 Louisa Gallie 86
Peter J. Dansted 0 Slawek Wojtowicz 87
Andreas Rabenstein 0 Anh Tu Vo 89
Oleg Kantorovich 90
Images Oleg Kantorovich 92
Slawek Wojtowicz 3 Oleg Kantorovich 93
Slawek Wojtowicz 11 Oleg Kantorovich 94
Slawek Wojtowicz 14 Oleg Kantorovich 95
Slawek Wojtowicz 15 Oleg Kantorovich 96
Louisa Gallie 18 Oleg Kantorovich 98
Rob Maddox 23 Jani Räty 103
Kort Kramer 26 Antti-Ala Tauriala 104
Peter J. Dansted 30 Antti-Ala Tauriala 104
Kort Kramer 32 Antti-Ala Tauriala 105
Oleg Kantorovich 34 Amber M. Hague 112
Peter J. Dansted 35 Dave Edwards 116
Jani Räty 36 Banu Andaru Adhimuka 117
Jonathan Mayer 39 Slawek Wojtowicz 119
Oleg Kantorovich 41 Brook L. Harker 123
Samuel John Morell 42 Aleksandar Vjestica 124
Brook L. Harker 43 Nicklas Lundqvist 125
Jani Räty 45 Jesper Dammare 126
Slawek Wojtowicz 51 Antti-Ala Tauriala 127
Slawek Wojtowicz 54 Chris Bligh 128
Banu Andaru Adhimuka 56 Anh Tu Vo 129
Kort Kramer 59 Jesper Dammare 130
Kort Kramer 62 Antti-Ala Tauriala 131
Rob Maddox 62 Oleg Kantorovich 132
Rob Maddox 63 Louisa Gallie 133
Rob Maddox 65 Cyrene Domogalla 138
Andrew Kyle Tubbs 66 Dave Edwards 139
Andrew Kyle Tubbs 67 Banu Andaru Adhimuka 142
Oleg Kantorovich 68 Jani Räty 143
Cyrene Domogalla 69 Jonathan Mayer 145
Oleg Kantorovich 71 Kort Kramer 146
Slawek Wojtowicz 73 Anh Tu Vo 147
Rob Maddox 74 Dave Edwards 150
Jani Räty 75 Banu Andaru Adhimuka 153
Samuel John Morell 76 Banu Andaru Adhimuka 154
Cyrene Domogalla 77 Oleg Kantorovich 156
Rob Maddox 78 Kort Kramer 157
Slawek Wojtowicz 79 Jani Räty 159
ARTISTS
ARTISTS

Slawek Wojtowicz 161 Benjamin F. Battiste 198


Brook L. Harker 162 Matt de Mille 198
Slawek Wojtowicz 164 Cory ‘KyJin’ Nelson 199
Peter J. Dansted 166 Andreas Sandlund 199
Slawek Wojtowicz 168 Richard James ‘Miaeth’ Mason 200
Dave Edwards 171 James E. Morrison 200
Dany Boucher 172 Andreas Rabenstein 201
Slawek Wojtowicz 174 Daniel Rodriguez Millan 201
Casey Dale Campbell 180 Jim Patrick Guyer 202
Daniel Rodriguez Millan 180 Brian Hudson 202
Brian Hudson 181 Christer Degerman 203
Daniel Rodriguez Millan 181 Brian Hudson 203
Kenneth Herstad 182 Jesper Dammare 204
Brian Hudson 182 Jesper Dammare 204
Matt de Mille 183 Martin Kurzeja 205
Matt de Mille 183 Jesper Dammare 205
Antti-Ala Tauriala 184 Chris Bligh 206
Dave Edwards 184 Brian Hudson 206
Fredrik Högberg 185 Jesper Dammare 207
Richard James ‘Miaeth’ Mason 185 Jesper Dammare 207
Patrick Romanowski 186 James E. Morrison 208
HM ‘Alang’ Muhammad Hanif 186 Barry Crocker 208
Richard James ‘Miaeth’ Mason 187 Scott Gearhart 209
Daniel Rodriguez Millan 187 Tyler Meine 209
Daniel Rodriguez Millan 188 Barry Crocker 210
Daniel Rodriguez Millan 188 Brian Hudson 210
Cory ‘KyJin’ Nelson 189 Barry Crocker 211
Jani Räty 189 Matt de Mille 211
Brian Hudson 190 Jesper Dammare 212
Aleksandar Vjestica 190 Jan Peter Müller 212
Andreas Rabenstein 191 Jesper Dammare 213
Jim Patrick Guyer 191 Jesper Dammare 213
Tyler Meine 192 Brian Hudson 214
John Greaves 192 Brian Hudson 214
Daniel Rodriguez Millan 193 Rachael Doran 215
Tyler Meine 193 Brian Hudson 215
Daniel Rodriguez Millan 194 Richard James ‘Miaeth’ Mason 216
Chris Bligh 194 Richard James ‘Miaeth’ Mason 216
Brook L. Harker 195 Fredrik Högberg 217
Kenneth Herstad 195 Richard James ‘Miaeth’ Mason 217
Jesper Dammare 196 Richard James ‘Miaeth’ Mason 218
Nathaniel E. Morgan 196 Richard James ‘Miaeth’ Mason 218
Brian Hudson 197 Cyrene Domogalla 219
Helena Susann Lindvall 197 John Greaves 219
ARTISTS
ARTISTS

Samuel John Morell 220 Richard James ‘Miaeth’ Mason 51


Tyler Meine 220 John Greaves 55
Scott Gearhart 221 Martin Kurzeja 61
Katharina Kaudela 221 Martin Kurzeja 64
Richard James ‘Miaeth’ Mason 222 Martin Kurzeja 69
Jesper Dammare 222 Oleg Kantorovich 72
Richard James ‘Miaeth’ Mason 223 Martin Kurzeja 74
Barry Crocker 223 Martin Kurzeja 77
HM ‘Alang’ Muhammad Hanif 224 Barry Crocker 81
Christer Degerman 224 Richard James ‘Miaeth’ Mason 83
Jim Patrick Guyer 225 Oleg Kantorovich 101
Jesper Dammare 225 John Chandler 108
Andreas Rabenstein 227 HM ‘Alang’ Muhammad Hanif 110
Christer Degerman 229 Katharina Kaudela 113
Thomas Laurfelt 230 Richard James ‘Miaeth’ Mason 115
Martin Kurzeja 232 Richard James ‘Miaeth’ Mason 117
Cory ‘KyJin’ Nelson 233 Aleksandar Vjestica 118
Richard James ‘Miaeth’ Mason 234 Aleksandar Vjestica 120
Slawek Wojtowicz 235 Amber M. Hague 133
Cyrene Domogalla 236 Anh Tu Vo 134
Cyrene Domogalla 237 Richard James ‘Miaeth’ Mason 135
Jani Räty 238 Katharina Kaudela 137
Rob Maddox 240 Brook L. Harker 141
Andrew Kyle Tubbs 242 Brook L. Harker 144
Slawek Wojtowicz 243 Andreas Sandlund 148
Jani Räty 250 James E. Morrison 152
Jesper Dammare 155
Watermarks Christer Degerman 160
Martin Kurzeja 6 Samuel John Morell 162
Jesper Dammare 6 Jesper Dammare 165
Jesper Dammare 7 John Greaves 167
Richard James ‘Miaeth’ Mason 8 Jesper Dammare 170
Scott Gearhart 9 Katharina Kaudela 175
Jesper Dammare 9 Richard James ‘Miaeth’ Mason 231
Scott Gearhart 24 Richard James ‘Miaeth’ Mason 232
Jesper Dammare 26 Richard James ‘Miaeth’ Mason 235
Jani Räty 30 John Greaves 241
John Greaves 32 Brian Hudson 245
Richard James ‘Miaeth’ Mason 33 Brian Hudson 246
Andrew Kyle Tubbs 35
Samuel John Morell 38 The artists credited in this book retain full
Tyler Meine 40 ownership and rights to all of their credited
Scott Gearhart 44 images and illustrations printed herein, under the
Aleksandar Vjestica 48 Copyright laws of the United States of America.
STARQUEST
VEHICLE RECORD SHEET

Vehicle’s name:
Vehicle type: Vehicle class:

CREW SPEED CARGO


Captain: Modality: Hold capacity:
Basic speed: Bulk in hold:
Navigator: Power unit: Total food (days):
Current power: % Total water (days):
Engineer:
ARMOR NOTES
Gunner: Max. Body Points:
Common artillery:
Repeater: Heavy artillery:
Primary guns:

PROVISIONS WEAPONRY INDUSTRIAL


STARQUEST
CHARACTER RECORD SHEET

Character’s name:
Character Class: Date created:

ABILITY SCORES PHYSICAL FORM LIFE EXPERIENCES


Combat: Race type: Story Points:
Physique: D.N.A. type: Experience Level:
Movement: Health Score: Experience Points:
Genetics: Height: Universal Points:
Presence: Weight: Royalty Points:
Intelligence: Handedness: Merit Points:
Intuition: Vaccinations: Official title:
Psyche: Race details: Occupation:
Personality: Organization:
Unique: Fears:

EQUIPMENT SKILLS Handicaps:

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 MEMBERS CHARACTER NOTES


1)
2)
3)
4)
5)
6)
7)
8)

PARTY SEARCHING ADVENTURE NOTES OVERLOOKED RULES


Highest Intuition:
Technology:
Secret doors:
Tracks:
Traps:
Hiding characters:
Cosmic treasures:
People & places:

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):

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