The Blackest Space
The Blackest Space
Josh Palmer’s
The Blackest Space
An Interstellar Survival
Sci-Fi Roleplaying Game
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C:\>Run
The Blackest Space
Initializing . . .
C:\BloatGames\BoD>cd/
C:\>Creator Credits/init
Created by
Josh Palmer
Written by
Josh Palmer
Editing by
Josh Palmer & Eric Bloat
Layout by
Eric Bloat
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TABLE OF CONTENTS
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Rulings vs Rules
This rulebook is incomplete. There is not a rule for every
situation. This was intentional. The Game Master (GM)
will have to make up rules from time to time, and that is
okay. The rules in this book can be changed. It is your
game now. Play it the way you want. That makes it the
most fun for your group.
Core Mechanic
Roll 1d20 & 1d6 Simultaneously
When you attack, make a save, make a skill, etc. roll a d20
and a d6 and add any applicable modifiers to the d20 roll.
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Hindrance
Hindrance adds an additional challenge or difficulty that
was not present before the attempt.
Benefit
Benefit adds an additional convenience that was not
present before the attempt.
Advantage
Advantage When rolling with Advantage, players roll 2d20
& 2d6 Simultaneously, picking the highest results.
Disadvantage
Disadvantage When rolling with Disadvantage, players roll
2d20 & 2d6 Simultaneously, picking the lowest results.
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Attributes
There are Six attributes: Strength, Intelligence, Wisdom,
Dexterity, Constitution, Charisma. Add your appropriate
attribute score to any roll Core Mechanic roll.
STRENGTH (STR): Strength is your physical power. It gives your
character a modifier to attacking with a melee weapon, punching
or kicking and to any other STR related tasks. It also modifies
damage to melee attacks.
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Determining Attributes
To Determine your character’s Attributes: Roll 6d6.
Set any “1” to the side.
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Luck
All characters start with 1d4+2 Luck Points.
You can spend as many Luck Points as you wish per session
but you only regain 1 point at the start of each game
session.
Hit Points
Characters begin with a base Hit Points (HP) score of 10.
Then add or subtract your CON score and any +/- received
from Race and Class.
Healing
8 hours of rest will recover all of your HP. You can also
use a Medi-Packs to recover lost HP.
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Death
Death occurs when your character takes enough damage to
bring their HP down to 0 or below.
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Move
A character’s move is a base 30’, unless otherwise noted.
A character gains +5’ Move for every 2 in their DEX score
and -5’ Move for each 2 negative DEX they have.
Your Move is how far you can progress in a round and still
attack or use an action. You may use your entire action to
go double your Move in the round.
Evade
Evade is your character’s natural defense to dodge
oncoming attacks. All characters start with a base Evade
score of 11, then the character adds their DEX score to
calculate her Evade total. Evade replaces traditional Armor
Class. To successfully hit a target, you must roll higher than
then their Evade score.
Armor Points
All pieces of qualifying Armor (and Shields) and natural
armor, are assigned an Armor Point value. These Armor
Points act as a damage reducer, reducing 1 point of damage
per Armor Point, when the character takes damage during
combat. A successful attack’s damage cannot be reduced
below 1 point of damage (unless otherwise noted). A
character’s Armor Points can never exceed 6 points* no
matter how much armor they are wearing. *This restriction
does not apply to special Armors.
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Everything in Turn
This game plays much like a tabletop board game.
Everything in this game happens in turns, beginning with
the player who wins initiative (see below) and moves on to
each other Player and Game Master around the table in a
clockwise direction.
Leveling Up
While going up in levels and gaining experience can
commonly be found in most old school roleplaying games,
they do not exist in this one.
This game is not about seeing how high your character can
go in levels but rather how long can your character survive
before potentially dying the blackest of deaths, left alone,
to rot away in the dark of a unknown planet or some other
less than preferable resting place.
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Initiative
To roll for initiative, simply roll 1d6+DEX Score, the
highest total score goes first.
The Game Master can call for a new initiative at the end of
a round or allow the order of initiative to carry over into
additional rounds.
Basic Combat
-Each participant rolls Initiative
-Highest Initiative makes the first action in the round. A
character’s action is what they do during the round (attack,
hide, try to do a skill check, etc.).
-Each participant gets an action in Initiative order. If a
participant gets multiple actions, they do them
simultaneously.
-Repeat until the battle is over. Each round is equal to 20
seconds.
DO I HAVE TO WAIT FOR MY TURN TO TALK??? No.
On anyone’s turn you can say a sentence or two but if you
need to monologue, wait for your turn to go. The GM will
tell you when you have said too much.
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Vacuum of Space
& Dangerous Environments
If a character is exposed to the vacuum of space or a hostile
environment (gas, deep water, etc.) without protection,
they take 1d4 damage per round.
Radiation
Exposure to radiation is a common hazard that must be
avoided for anyone trying to survive in space. A radioactive
source effects all adjacent areas on a map. If exposed to
radiation refer to the below table:
Dose *Rounds of CON Failure
Exposure DC
Low 2 + CON 13 Nauseated (skip
Score next action)
Moderate CON Score 16 Nauseated & 1
damage
Strong CON Score -1 20 Nauseated & d4
damage
Heavy Instant 22 Nauseated & d6
damage
*Rounds of Exposure: This is the number of rounds within
an hour one can tolerate before having to make a CON
check (if within or adjacent to anything with that level of
radiation). If they pass, they must roll for each round
exposed. Simultaneous exposure to different strengths of
radiation require saves from each type of exposure each
round. The effects are accumulative.
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Races of the Milky Way
The Apparatus
Arpi
Asaluss
Cymyrs
Gnargfang
Gronslag
Harkfey
Humans
Lanerians
Mirewhips
Qu’fer
Zygaq
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Classes
Bounty Hunter
Captain
Communications Commander
Ebontear Endbringer
Ebontear Necrojudge
Emerald Champion
Medical Officer
Meta-Psych
Pilot
Pirate
Science Officer
Security Director
Shock Marine
Smuggler
Technician
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Races of Blackest Space
Humans
Humans are the standard race and are not much different
than yourself. They come in all shapes, sizes and colors.
They receive no racial bonuses or penalties as most of the
rules written in this book were wrote with them in mind.
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The Apparatus
The Apparatus is a highly developed race of artificial, robotic lifeforms that
have humanoid bodies that vary in shape and size. They can be 4’-8’ tall. Their
consciousness can survive death for up to 25 days if their power core remains
intact (in their upper chest cavity). Most of the Apparatus pledge loyalty to the
Golden Arsenal or the Azure Domain, although some act as mercenaries or
pirates.
Attributes: - HP: +4 Home World: Barrisonn-5
Mechanical
The Apparatus have no CON score. They do not eat, drink, sleep or breathe.
They never get tired and are immune to all poisons, radiation and disease. They
are also immune to all electrical damage and the vacuum of space.
They have a metal body, giving them a natural 3 AP.
If at ¼ or less than their starting HP, they become Moderately radioactive.
Power Core
All members of The Apparatus have a power core that retains their life essence
and memories. It can be put into different bodies and will last 25 days if they
go to 0 HP.
Varied Types
Members of The Apparatus have varied talents and can switch bodies and
abilities while in a large city or in a ship with a changing station (costs 300+ in
Galactic Repute).
Each member of The Apparatus has 4 of these abilities and can gain more from
upgrades:
- +2 to any attribute (cannot select the same attribute twice)
- Speed upgrade: +3 to Evade & +10’ Move
- Tough: +1 AP & +5 more HP
- Melee Battler: They have Advantage on melee and hand to hand attacks.
One arm can shift into a melee weapon that does 1d6 damage.
- Range Master: Can use any range weapon. Advantage on ranged attacks.
One hand can shift into a laser rifle (Range: 200’, 1d6 damage).
- Shape Shift (into different robotic forms). Can Fly 120’ Move in plane
form, 60’ Move in Vehicle form and 90’ Move in submarine form.
- Reflective Armor: Whenever they are hit by a laser weapon, there is a 50%
chance it will bounce off and possibly strike another target within 30’. If
it does hit, it does ½ damage (Apply AP, then round down).
- Sensors: Cannot be surprised 60’. They have Advantage on Initiative.
- Aquatic Suited: Immunity to pressure, 60’ Move underwater (120’ as
Vehicle)
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Arpi
The Arpi are an ancient race of humanoids known for their green
skin and hair, and their abilities to harness a great, mental energy.
The Arpi general populace have some form of telepathy and minor
telekinesis, while the elite and Emerald Champions have more
powers. You are one of the elites that has shown great potential.
The typical Arpi stand 5’ – 6’ tall and most of them wear many
forms of body art and modifications.
Attributes: +2 INT, +1 WIS, +1 CHA , HP: -, Home World: Arpourus III
The Great Mind
The Arpi have a strong will, telepathy and minor telekinetic powers.
They have Advantage on any unwanted mental telepathy or mental
attack. They have the ability to move up to 10 lbs. at will (50’ range)
and can communicate telepathically with the willing within 100’.
Those unwilling may make an INT DC: 12 save to stop the telepathy
for 10 minutes.
Self Sufficient
Twice per day, an Arpi can use an action to heal themselves, or an
ally within 30’, 1d6 HP. This heal also removes a poison, disease,
radiation and curse effect.
The Arpi can hold their breathe for up to 15 minutes per point of
CON. They also can survive the vacuum of space for up to 5 minutes
and gain Advantage on all Radiation checks.
Great Diplomats & Leaders
Several hundred years of exploration have honed the Arpi’s skills in
the field of diplomacy and ship command. They have Advantage on
all diplomatic checks. They are especially adept at detecting lies.
When in Space Combat, all other members of the crew gain +1 to
all skill checks and attack rolls (Max of +5).
Fleet Footed
The Arpi are quick on their feet. They have a +5’ Move, +2 Evade
and Advantage on any DEX check involving tripping or balance.
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Asaluss
The Asaluss are a savage, high-tech race of conquerors that live to fight and
destroy. They follow an ancient religion that calls for them to fight until the
end of time. Although destructive enslavers, they enjoy a good challenge,
sometimes arming their victims with the hope of a better fight. They have been
sworn enemies of the Arpi for the past 500 years. Renegade Asaluss, that have
forsaken their people, can be found in the ranks of pirates, mercenaries and
other civilizations.
Attributes: +2 STR, +2 CON, +1 INT, -2 CHA, HP: +3
Home World: Asaluss Alpha
Descendants of the Serpent
Asaluss are large humanoids with snake-like features. They stand around 7’
tall and weigh 350+ lbs. They have sharp fangs (1d4 damage) that deliver a
poison upon a successful bite that does cause the loss of 1 DEX for 1 hour
(CON DC 13 negates). They have Advantage on all saves against poisons and
radiation.
They have a scaly skin that gives them 2 AP and they can swim at 40’ Move.
Warrior Soul
These warriors start combat training as small children. They are adept at using
any weapon or armor. They may select 1 specific weapon type that they favor,
gaining Advantage on all attacks with those weapons.
Asaluss have a code that prevents them from killing an unarmed, non-
combative foe. However, they will incapacitate them if need be.
Phasing
X times a day (X is their CON score) an Asaluss can phase out and instantly
reappear anywhere they can see within 40’. They may immediately act. When
they phase, the location they phased from and phased to, becomes Moderately
Radioactive for 5 minutes.
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Cymyrs
Cymyrs are a mysterious race of robotic humanoids that were discovered
in a vault on Pluto. They are very intelligent, highly curious and are all
designed as female humans with metal skeletons covered by soft, pail, grey
flesh that regenerates when damaged. Although all Cymyrs are beautiful,
they are very stoic and are short with creatures that do not interest them.
Although they cannot explain why, they all feel compelled to aid the
human race. All Cymyr names are 3 letters and 1 number, but are often
given nicknames.
Attributes: +1 STR, +2 INT, -2 CHA, HP: +3, Home World: Unknown
Mechanical
Cymyrs have no CON score. They do not eat, drink, sleep or breathe. They
never get tired and are immune to all poisons, radiation and disease. They
are also immune to all electrical damage and the vacuum of space.
Cymyrs have a metal skeleton, giving them 3 AP. Their skin and hair
regenerate at a high speed. They recover 1 HP every 10 minutes.
They have amazing eyes that can see in the dark (100’). Their eyes can also
act as a microscope and a telescope.
Evolving Brain
The brain of the Cymyr is always learning and they think very fast. Cymyrs
can speak and read any language they are exposed to within a few days,
and are adept at learning any skill. They gain Advantage on any INT check
and have a perfect memory.
Robo-Telepathy
They are able to telepathically communicate with other robots and
machines within 60’. They can turn on/ off and control simple
electronics with 60’.
Deceptively Quick
These robots look like they would be slow, but are deceptively quick. They
gain +1 to Evade. They have a +10’ Move when they do not attack in a
round and have Advantage on balance related checks.
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Gnargfangs
An intelligent race of cat-like humanoids, The Gnargfangs are a noble people
that have just developed warp technology and have been welcomed into the
galactic fraternity. The Gnargfangs have a large, biological diversity. They
range from 3 1/2’ to 7’+ tall, with fur of any color. Their civilization is a mixture
of psychic development and warp technology. Even though technologically
advanced, most Gnargfang are very superstitious.
Attributes: +1 to any 2 attributes, HP: -, Home World: Koshka-3
Feline Traits
All Gnargfangs are descendants of a variety feline races from Koshka-3. All of
them have the following traits:
- Enhanced senses: They gain Advantage on any sight, hearing or smelling
checks and they have Dark Vision (50’).
- Claws and Fangs that do d4+ STR damage.
- Great Leapers: Advantage on jumping and climbing checks.
- Furry: Their hair gives them 1 AP and they ignore the first 2 damage from
cold sources (then apply AP).
- The ability to use Gnarcryst Weaponry and Armor.
Each Gnargfang selects one of the following:
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Gronslag
Gronslag are a race of intelligent builders and powerful warriors that
come from Torroq, a rocky planet known for its mineral wealth and
massive war ships. They stand 7’-8’ tall, weigh 350-450 lbs. and are
made of a reddish rock. The males tend to have brown, rocky clusters
all over their bodies, while the females have crimson red, smooth
diamond skin. Gronslag have fiery red eyes and tend to take insults
very personal.
Attributes: +2 STR, +1 INT, -1 DEX, HP: +3, Home World: Torroq
Body of the Torroq Furnace
Gronslag’s have a body made of living rock. They have 4 AP and rarely
wear armor. They take ½ damage from fire, heat and radiation (apply
AP first and then rounded down). They have a silicon-based diet and
breathe oxygen. They have a -5’ Move.
Male Gronslags have rocky clusters on their bodies that cause anything
striking them in melee to take 1 damage. Female Gronslags have a
shiny, crimson skin that is partially reflective. Whenever they are hit by
a laser or energy weapon, there is a 50% chance it will bounce off and
possibly strike another target within 30’. If it does hit, it does ½ damage
(apply AP, then round down).
Senses of Torroq-Qim
Gronslag’s cannot be blinded in any way. They can see in the dark
(60’), see the invisible and can feel anything approach them within 60’.
They have Advantage on Initiative and cannot be surprised by anything
with 60’.
Way of the Blade & the Mind
Years of training in war and science give the Gronslag a unique mental
state, one of fury and temperance. They can use any weapon and
attack at Advantage with melee weapons or their bare fists. They also
have Advantage on any skill check related to battle tactics, building
design and fixing items.
During Ship Combat, Gronslag gain +1 to all skill checks and attack
rolls.
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Harkfey
The Harkfey are a race of small humanoids that resemble a cross between Elves
of Earth mythology and young teen humans. They stand 4’- 4 ½’ tall and are
known for their courteous demeanor, natural leadership skills and beauty.
Hailing from a forest planet, Harkfey must train in survival tactics before
heading out to the stars. They reach maturity around 50 and live up to 400
years.
Attributes: +3 CHA, +1 DEX, -1 STR, HP: -2, Home World: Goswor IV
Honed Senses
Harkfey ignore the first point of damage taken by any area effect.
X times per day, a Harkfey can re-roll their Initiative at +1. X is their DEX score.
Natural Leadership
Any Harkfey with a positive CHA score adds that score to their Evade. They
also gain Advantage on any diplomacy check with allies or those neutral to
them. This does not work on enemies or hostile forces.
Angry Enemies
The very noble behavior and child-like appearance anger their enemies.
Anything hostile to them is at -1 to all attacks and skill checks when engaged
in combat or negotiations against Harkfey.
Radiation Weakness
Harkfey take an additional 1 point of damage when damaged by radiation.
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Lanerians
Lanerians are an amphibious, female dominated society that have recently
developed warp technology. They are very artistic and peaceful explorers
that come from a water planet. Lanerians look like smaller humans
(average 4’- 5’ tall) with green or blue skin and long, braided hair that
always looks wet. They have a retractable fin along their spines. The males
are slightly smaller and only represent 20% of their population. Lanerian
culture does not have insults of any kind, so they are unfamiliar with the
concept, even after being around humans for 100+ years.
Attributes: +1 WIS, +2 DEX, -1 STR, HP: -1 , Home World: Laneria
Amphibious Traits
For thousands of years, Lanerians have lived in the sea and on the beautiful
coral sand beaches of their home world. They can breathe in the air and
underwater without missing a beat. While underwater, Lanerians can
move extremely fast (60’ Move) and have +4 Evade.
Affinity for the Arts
Lanerian civilization is centered around music, art, poetry and epic tales.
All Lanerians have Advantage on any performance or knowledge checks
involving the arts. They also speak an additional language.
Each Lanerian starts with an ancestral spear made from a special metal
mined on their home world. This metal has a magnetic property that allows
it to return to thrower that wears a special wrist band. The spear does 1d6
damage.
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Mirewhips
One of the most “alien” appearing creatures in the Milky Way, are the
Mirewhip. They are a large, green tentacle that stands 4’ tall. They have 2
smaller tentacles that act as arms and legs. They have 1 large eye and a
large mouth full of jagged teeth. Mirewhips are not known for their
diplomacy, because they cannot lie, they speak their mind always and tend
to have loud personalities. Many of the galaxy’s best pilots are Mirewhips.
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Qu’fer
The Qu’fer are a race of intelligent plants that have powerful mental
abilities. They are unable to move on their own, so they use telekinesis
or their robots to move. They are renowned as great robotic engineers.
Qu’fer may look like a fern, bush, cacti or any other type of small plant.
They are usually about 1 ½’ x 2’ in size.
Attributes: +2 INT, +2 WIS, -3 STR. They have no DEX score. HP: -3,
Home World: Qu’qod (destroyed by the Ebontear Crucible)
Plant Body
Life is quite different for the Qu’fer. They are stationary plants that
require nutrients, water and sunlight. They act at Disadvantage on all
rolls if not exposed to sunlight, or an equivalent light, for more than 24
hours.
When exposed to sunlight, Qu’fer heal at a rate of 1 HP per 20 minutes.
Genius Houseplants
The Qu’fer have a great intellect and several psychic powers. They
have:
- Advantage on all INT & WIS saves and checks.
- Telepathy within 300’. Any unwilling party can make a WIS
DC: 12 to stop communication for 3 minutes.
- Robo Telepathy. They can communicate with robots and
machines with 300’.
- Telekinesis: 100’ range, up to 50 lbs., thrown items do 1d4
damage.
- Telekinetic Move: Qu’far have no DEX, but can move
themselves by telekinesis (20’ Move). If forced to make a DEX
check or save, they do so at Disadvantage.
- Ectoplasmic Arms: They can create small arms with hands to
do mundane, physical tasks. These have the STR score of the
Qu’far.
Robot Masters
The Qu’fer are masters at robotic engineering. They gain Advantage
on all related checks. They can fix robots at twice the normal speed.
Qu’fer each have a Battle Armor that they can wear to move around
easier.
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Zygaq
Zygaq are a noble race of gaseous creatures. They can take the form of
almost anything, but often take on a form of a floating bipedal humanoid
when around most other cultures. They come in many colors, but always
have a blueish glow about them when calm. When agitated they take on
a reddish hue. Zygaq are great scientists and are innovative biologists.
Attributes: +3 INT, +1 WIS, +1 DEX, -3 STR, HP: -,
Home World: QYP-7
Gaseous Form
Zygaq are made of a living gas that they can alter into any form, spread
out up to 20’x20’ or condense down to 1’x1’. They can go through cracks,
hide in the smallest nook or grow to the size of an intimidating giant.
Zygaq are completely impervious to physical harm and cannot dish any out
either. They can create a small field around them that allows them to touch
things and move up to 10 lbs. They can float at 25’ Move and have a
natural +2 to Evade.
They are susceptible to energy damage, taking double damage from fire.
Filters
Zygaq can filter and breathe any type of air and survive the vacuum of
space (but not the heat if directly exposed to a star). They can expand this
to anyone they wish that they share a space with. They can move into an
area with other creatures and they can suck the air out of an area for a short
while.
Scientific Minds
Thousands of years of scientific knowledge is always within reach of Zygaq
researchers. They have Advantage on all science checks and can speak an
additional language.
Robo Helper
Each Zygaq is assigned a personal robot assistant. This assistant is loyal
and will do what the Zygaq orders. They are totally loyal. See p. 92
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Classes of Blackest Space
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Bounty Hunter
You travel the galaxy seeking those wanted by authorities and private
organizations alike for great rewards. Your methods can be strait and legal,
or you may be the type of Bounty Hunter that will collect a reward by any
means necessary.
Class Bonus +1 DEX & +1 INT
Class Restrictions
Bounty Hunters must have a positive INT score.
Weapon/ Armor Restrictions
Bounty Hunters are versed in all forms of known weaponry and armor.
They can learn how to use any weaponry they encounter after a few
minutes. Select one specific type of weapon (pistol, rifle, sword, etc.), you
gain +1 to attack with that weapon type.
Tracking & Gathering Information
Years of honing your craft have made you an expert at tracking and
gathering information. Bounty Hunters have Advantage on checks
involving both.
Tech Savvy
You are always looking to upgrade your tech to make you a better hunter.
You like to try new items or upgrades. You can try to fix your gear, robots
and vehicles. Select one of those 3, you have Advantage on all checks
involving that specialty. You are also a better than average pilot, gaining
+2 to all piloting checks.
Skilled Trapper
You are an expert at setting traps, literal or ambushes. You have Advantage
on trap creation and ambush planning checks. This skill also gives you
Advantage on detecting traps and ambushes.
Your Reputation Precedes You
Any wanted person that you are hunting that can see you, or is aware that
you are nearby, is at -1 to attack and -1 Evade. Also, if they have less INT
than you, they have Disadvantage on all skill checks.
Starting Gear: d4x 100 Galactic Repute, Simple Breather, Laser Pistol (1
extra clip), 2 Stun Grenades, 2 Knives, Off World Suit, Stun Pistol, Medi-
Pak
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Captain
You are the bold, fearless, charismatic leader that embodies the best of
your people. Everyone looks to you for leadership and inspiration. You
know the name, rank and job of every crew member. Can you keep
your crew alive? There can be only one Captain in each party.
Class Restrictions
Captains cannot have a negative score in INT or CHA.
Diplomatic Mastery
Captains spend years training their diplomatic skills. They have
Advantage on all diplomacy checks and checks related to customs of
other races.
You also can speak 2 additional languages.
Background Specialty
Captains spend many years training to become the leaders they
currently are. Select one of the backgrounds from below:
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• Military – You have Advantage on Survival checks. All of your
attacks do 1 additional damage & you gain +2 HP.
• Pilot – You have Advantage on all Pilot/ Navigation checks & +1
to Initiative.
• Scientist – You have Advantage on Science related checks & +1
INT.
• Security – You have +1 to Evade, +1 HP & +1 to attacks.
• Technician – You have Advantage on all repair and diagnostic
checks. It costs you 10% less to fix things.
Starting Gear: 2d4x 100 Galactic Repute, Laser Pistol (2 extra clips),
Force Suit, Knife, Medi-Pak, Sensor Comm, Off World Suit (Officer)
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Communications Commander
All communications on the ship, and among the crew, goes
through you. You know your way around the comm and
are expert at getting and sending transmissions, even in the
middle of a dust filled nebula. You may not be the most
glamourous crew member, but you know the secrets of
most of the crew.
Class Bonus +1 INT & +1 CHA
Class Restrictions
Communication Commanders must have a positive INT &
CHA.
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Weapon/ Armor Restrictions
Communication Commanders have a military background
and can use all of the weapons and most armors of their
race & allies. They are not trained in Battle Armor.
At the Comm
You are an expert at all things involving communication.
You have double Advantage (roll 2 extra d20) at all
communication checks. You have the ability to attempt to
fix communications equipment, but not at Advantage.
Years of talking have made you an excellent speaker,
giving you Advantage on diplomacy checks. You also have
excellent hearing, giving you Advantage on any listening
related checks.
Linguist
Your training has made you an expert linguist. You know
all known, major languages of the galaxy. You can learn
new languages within days of first exposure to them.
Lie Detector
Your constant chatting on the comm has given you an
insight into whether someone is telling the truth. You can
make a WIS DC: 16 to see if someone is lying to you.
In the Know
You have the knack for knowing important information
and secrets of the crew. You know the name, rank and job
of every crew member.
Starting Gear: d4x 100 Galactic Repute, Laser Pistol (1
extra clip), Radio (50 Mile), Knife, Lap Top, Medi-Pak,
Sensor Comm, Off World Suit (Officer’s)
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Ebontear Endbringer
One of the most feared sights in the galaxy is an Ebontear Endbringer in
action. They fight without mercy and are the equals, if not superiors, to
even Emerald Champions in a fight. Almost any race can be an Ebontear
Endbringer, but they must give up their “humanity”, or equivalent, to join
the Ebontear Crucible. These warriors train for years to become killing
machines. This said, they are not mindless and are quite talented at
investigation and interrogation.
Class Bonus
+1 STR, +1 CON
Class Restrictions
Ebontear Endbringers must have a positive score in STR & CON. Arpi,
Qu’fer and Zygaq cannot become Endbringers.
Weapon/ Armor Restrictions
Ebontear Endbringers can use any weapon or armor.
Fade to Black
Endbringers do go through some mental training, but nowhere near as
much as their Emerald enemies. They can see in the dark (100’), have
limited telekinesis (up to 5 lbs.) and are immune to fear. You also have
Advantage on investigation and interrogation checks. Twice a day, they
can create darkness in a 60’ area around them lasting 1d4 minutes.
Harvester of Sorrow
Endbringers are immune to fear and exude an aura of fear. Any enemy
within 60’ is at Disadvantage on all rolls, unless they make a WIS DC: 15
save. The enemy may retry the save attempt at the beginning of each
round. If anyone fails this save 3 times in a row, they heal the Endbringer
1 HP. If there are multiple Endbringers in range, the enemy only rolls 1
save (but 3 failures heal all within range).
Battery
The main focus of Ebontear Endbringer training is fighting. They are
vicious warriors that have no mercy. They have +2 to melee attacks.
Endbringers can summon an energy weapon to their hand that looks like a
sword, axe, mace, flail, etc. This weapon does 1d6 + STR in damage. This
weapon can last up to 5 hours and can be re-summoned as an action.
49
Special Abilities of the Ebontear Endbringers
Endbringers have a large amount of special powers they
may develop, making each warrior unique. Each
Endbringer selects 4 of the following powers to start the
game with. They may learn more in the future by
discovering items or upgrades.
• Blackened: You have +3 HP. You have built up an
immunity to Radiation, but you exude Low
radiation to all adjacent to you while not in Battle
Armor.
• Bleeding Me: You have +1 HP and immunity to all
diseases and poisons. Twice a day, you may heal
1d4 HP after killing something with at least 3
starting HP.
• Creeping Death: You can shoot X energy blasts a
day (X is your WIS score). They have a 60’ range
and do 1d4 + WIS in damage.
• Holier Than Thou: The gods favor you. You have
+1 AP, Advantage on all CON saves & you take ½
damage from radiation (rounded down). You also
have the ability to hold your breath for up to 10
minutes. This training also allows them to survive in
the vacuum of space for up to 5 minutes.
• I Disappear: You gain +3 Evade and can teleport
twice a day (up to 60’). You may use an action after
teleporting.
• No Remorse: You have Advantage on all melee
attacks and can Move +10’ if you attack that round.
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• Of Wolf and Man: Advantage on Initiative & you
cannot be surprised. You have a loyal Avvraken at
your command. See p. 180
• One: When successfully hit by an attack, you may
have an adjacent ally take the hit instead. The
damage of the attack is reduced by 1. You can do
this twice a day without using an action.
• Overkill: Once per round, when you kill an enemy
in melee, you immediately may attack another
adjacent enemy.
• Seek & Destroy: You have a +1 to Range attacks
and your range attacks deal 1 extra damage.
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Ebontear Necrojudge
Necrojudges are the elite class of Ebontear society, acting as their rulers
and commanders. Trained in combat and in the ancient art of
Necrojudgement, Ebontear Necrojudges are the most feared warriors
in the galaxy. Their Necrojudgement powers, the galaxy’s most well-
guarded secret, allow them to reanimate the dead into their service.
Necrojudges claim that they destroy the souls of those they reanimate.
However, this has not been confirmed.
Class Bonus
+1 WIS, +1 STR, +1 CHA
Class Restrictions
Necrojudges need a 2+ WIS & a positive CHA.
Weapon/ Armor Restrictions
Ebontear Necrojudges can use any weapon or armor.
Seasons in the Abyss
Necrojudges can see in the dark (200’), have limited telekinesis (up to
20 lbs.) and are immune to fear. You also have Advantage on
investigation and interrogation checks. Three times a day, they can
create darkness in an 80’ area around them lasting 1d4 minutes.
Tormentor
Necrojudges can strike fear into the hearts of their enemies with a mere
thought or wave of their hand. As an action, they can attempt to
Torment a target within 60’. The target must make a CHA save, DC:
12+ Necrojudge’s CHA, or they lose their next action and are at
Disadvantage on all rolls for the next 2 rounds. This is a fear effect.
Necrojudges are immune to fear.
Angel of Death
Necrojudges can raise the dead to serve their bidding. As an action,
you can animate the corpse of a mostly intact, dead humanoid or
animal (no more than 10’ long or tall). You can control X corpses at
once (X is your CHA score + 1). They can respond to simple tasks like
“attack”, “hold”, “defend me”, etc. The corpse gains the Corpse
template. See p. 212
52
53
Special Abilities of the Ebontear Necrojudges
Necrojudges have a large amount of special powers they
may develop, making each priest unique. Each Necrojudge
selects 4 of the following powers to start the game with.
They may learn more in the future by discovering items or
upgrades.
• Altar of Sacrifice: As an action, destroy one of your
corpses. It does 1d4 damage to all adjacent and
heals you 1d4 HP.
• Black Magic: Three times a day, you can shoot a
Necrobeam at a target within 70’. If it hits, it does
1d6 damage, drains 1 STR (for 4 rounds) and heals
you 1d4 HP.
• Cast Down: If you kill a living target (with at least
2 starting HP), you may immediately animate their
corpse.
• Die by the Sword: You are an adept melee fighter,
gaining +2 to all Melee attacks.
• Divine Intervention: Gain +1 HP. If you are reduced
to 0 HP or lower and still have active corpses, they
all disintegrate and you go to 1d6 HP. This can
happen once per week.
• Ghosts of War: Your corpses are stronger than
normal. Add +1 AP, +1 Evade, +1 damage and +2
HP to each of your corpses.
• Live Undead: When one of your corpses kills a
living creature with at least 2 starting HP, you heal
1d4 HP.
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• Show No Mercy: Select a race. You are trained to
annihilate them. You gain +2 to attack and +2
damage against them. Your Tormentor DC is +2
against them and when you kill one of their kind,
you gain 1 HP.
• Silent Scream: Your Tormentor ability’s DC is +2
and lasts an additional round.
• Stain of Mind: Once per day, your Tormentor ability
can be used to affect all enemies within range.
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Emerald Champion
The Emerald Edge seek out those rare, gifted minds that
are capable of becoming Emerald Champions, an elite
order of warriors that defend the galaxy from evil and
chaos. It takes several years of monastic training to become
an Emerald Champion. This training hones the senses and
removes all of the malice and anger of the trainee. After
the basic training, the Champion must travel the galaxy for
several years on a spiritual journey to introduce more
peoples to the Emerald Edge and to wipe the Ebontear
Crucible from existence.
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Class Bonus
+1 to 3 different attributes
Class Restrictions
Emerald Champions need a 2+ WIS and a positive score in
STR and CON.
Edge Training
All Champions can bring forth a green, energy weapon
from the back of their hand. They can shape it into a sword,
club, whip, axe, etc. This weapon does 1d6 + WIS in
damage. This weapon can last up to an hour and can be
re-summoned as an action.
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Special Abilities of the Emerald Champions
Emerald Champions have a large amount of special powers
they may develop, making each warrior unique. Each
Champion selects 4 of the following powers to start the
game with. They may learn more in the future by
discovering items or upgrades.
• Attack Focus: +1 to all melee attacks, +1 to melee
damage, can use any melee weapon
• Defender of the Helpless: You are immune to fear.
All adjacent allies have +1 Evade and ignore the
first point of damage from area effects.
• Ebontear Hunter: You gain +2 to attack and do +2
damage to any Ebontear member.
• Edge Blasts: You can shoot X energy blasts a day
(X is your WIS score). They have a 100’ range and
do 1d4 + WIS in damage.
• Edge Mind: Advantage on Initiative & you cannot
be surprised
• Emerald Shield: You can create a personal shield
that gives you +2 Evade & 2 AP that lasts 1 hour
and can be re-summoned as an action.
• Healing Power: You have +1 HP, immunity to all
diseases and poisons. You heal 1 HP every 10
minutes. Once per day, you may heal yourself 1d4
HP. You are immune to moderate Radiation.
• Iron Stomach: You have +2 HP, Advantage on all
CON saves & you take ½ damage from radiation
(rounded down)
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• Lightning Quick: Advantage on all DEX checks and
saves. You have +10’ Move and +2 to Evade.
• Reflective Sword: While your mental weapon is out,
you have +1 Evade and an additional +3 Evade
against range attacks.
• True Vision: You can see through illusions and
disguises. You can never be blinded.
• Untouchable: +3 to Evade & 2 AP
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Medical Officer
The entire crew looks to you when they are ill or have
something to complain about. Some medical officers are
cynical bastards, while others are jovial caretakers.
Class Bonus
+2 INT
Class Restrictions
Medical Officers must have a positive INT & WIS score.
Weapon/ Armor Restrictions
Medical Officers spend their college years studying
medicine, so they have little time to learn weaponry.
However, they do have basic military training allowing
them to use knives, clubs and laser pistols.
I’m the Doctor!
You have an extensive grasp on medicine of your people,
giving you Advantage on all medical checks for your race.
You have studied some alien physiology, and can try to
perform medical checks on aliens, but you do so at
Disadvantage.
Any Medi-Pak you use provides 1 additional HP of healing.
Field Medic
While in combat, or in a hostile situation, you can attempt
a medical check on an injured crewman to heal them 1 HP.
This stops bleeding or minor injuries, but more substantial
injuries may require multiple checks.
Any ally within 100’ that attempts a Luck roll to avoid
Death (0 HP), is saved on a roll of 17-20, instead of 20.
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A Good Person to Have Around
The other crew members are happier when you are around
and they feel safer. Any ally within 100’ that re-rolls a Save
or skill check roll with a Luck point, ads your INT score to
that roll.
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Meta-Psych
Since you were a baby, you have shown great mental
powers. Sometimes future Meta-Psyches are trained by
their governments or religious orders, while others are
hidden from the authorities or run away and develop their
gifts on the lam.
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Class Bonus
+3 WIS, -1 to STR or CON
Class Restrictions
Meta-Psyches must have at least a 2 WIS and a positive
INT.
Ripping Headaches
All of your life you have had bad headaches and frequent
nose bleeds. Over time, you have been able to lessen their
frequency and intensity. If you ever roll consecutive
Hinderances, you get a bad head ache and your nose begins
to pour. You take 1 damage and are at Disadvantage on
all rolls for 1d6 rounds.
Forgotten in Space
Meta-Psyches have access to a great mental power that was
once a common ability of many ancient people. They are
able to tap into this power giving them all the following:
Advantage on any WIS save or check, you take half
damage from any Meta-Psych ability (rounded up),
Telepathy (100’ range, WIS DC: 13 negates the link for 5
rounds) and Telekinesis (100 lbs., 50’ range, 1d6 damage
for up to 100 lbs. thrown).
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Special Abilities of the Meta Psych
Meta Psyches have a large amount of special powers they may
develop, making each one unique. Each psychic selects 4 of the
following powers to start the game with. They may learn more
in the future by discovering items or upgrades.
• Brain Scan: You can try to scan the mind of any living
creature. They get a WIS DC: 14 to negate this and
further attempts for 5 minutes. If successful, you can
read their mind, know their fears & weaknesses, know
their current HP, AP & Evade.
• Build Your Weapons: You can focus your mental energy
into a psychic weapon. It can be a melee weapon (1d4
energy damage) or a pistol (does 1d4 energy damage
with a 60’ range). It takes a round to create and they last
1 hour. You can make a psychic armor that gives you +2
Evade and 3 AP. It takes a round to create and lasts 1
hour, or until it absorbs 20 damage.
• Clouds in My House: You can fog the minds of others.
Select a target within 60’. They must make a WIS DC:
15 save or incur one of the following for 1d6 rounds.
-Blindness (lose any Advantage and are at -4 on all rolls)
-Sleep
-Rage (they must attack another person, within 30’, of
your choice next round). They have +2 to attack and -2
Evade until the end of the next round.
-Make them forget the events of the past ten minutes.
• Fix My Heart: You can heal a target, by touch, 1d4 HP
or remove a disease from a target, X times a day (X is
your WIS score).
• Killing Technology: You can make machines, computers
and weaponry malfunction within 30’. Select a target
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and roll a d6. 1-2 Nothing happens. 3-4 It stops working
for 2 rounds. 5-6 It stops working for 5 rounds.
• Negatron: You and any Adjacent ally are fearless and
have Advantage on all WIS saves and checks. You can
see through any hologram or illusion. You can detect
when anyone is lying.
• Nothingface: You can alter your facial and body features
to look like another person of any humanoid race within
+2’/-2’ of your size. It takes a round to change and can
last for up to 12 hours.
• Time Warp: Time moves slightly slower for you. You
have +3 Evade, +5’ Move and Advantage on Initiative
and DEX checks. You age at ½ rate.
• Twin Dummy: Three times a day, you can create a mirror
image of yourself. It lasts 6 rounds and you can control
its actions. It is immune to all damage and effects, and
cannot touch or physically harm others.
• The Unknown Knows: You can speak, read and write in
any language you encounter.
Three times a day, you can attempt to remote view
anywhere in the known galaxy. It takes a WIS DC: 30 to
succeed, allowing you to view there for up to 10
minutes. If you have a personal item or piece of land of
your target, you get +10. If you are on the same planet,
you get +10. If the target is within same solar system as
you, you gain +6. If you have an emotional attachment
to the target, you gain +5. If you have been there before,
you gain +4.
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Pilot
Whether it be in the air, on the ground or underwater, you
are a gifted pilot that can guide just about anything to a
safe port. Your reflexes are second to none and you will let
everyone know it whenever you can.
Class Bonus
+2 DEX
Class Restrictions
You must have a positive DEX score.
Weapon/ Armor Restrictions
Pilots have a military background and are trained in all of
the weapons and armor of their race & allies.
Natural Aviators
Pilots have Advantage on all Piloting and Navigation
checks on vehicles that they are familiar with. They can try
to pilot anything they encounter. You gain +1 to attacks in
Space Combat.
Amazing Reflexes
You have Advantage on Initiative checks. All ships size 3
or smaller that you pilot, add your DEX to their Evade
score. All other ships you pilot gain +1 to Evade.
Repair Specialist
Pilots can try to diagnosis and fix technical problems of
vehicles they are familiar with. They gain Advantage on
those checks if working with a Technician.
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Four-Leaf Clover
The best pilots seem to have a permanent four-leaf clover
in their pocket. They gain +1 Luck and have a 25% chance
to regain an additional Luck point at the start of each
session.
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Pirate
The life of a normal space adventure is not for you. Plunder and
excitement drive you, not exploration and knowledge. You wish
to go wherever the solar winds take you, as long as you can make
a sweet profit from it.
Class Bonus
+1 DEX
Class Restrictions
None.
Weapon/ Armor Restrictions
Pirates have picked up the ability to use any weapon or archaic
armor that is common in the galaxy. Those they encounter new
weaponry or armor; they use it at Disadvantage for the first 4
times. Afterwards, they can use it as normal.
Swashbucklers
Pirates are trained to use swords and daggers with great skill.
You may add your DEX score to your melee attacks with them,
instead of STR. If you have defeated an opponent within the last
6 rounds, you have Advantage on all melee attacks.
Quick Feet
Pirates are extremely nimble and move like lightning. They have
a +5’ Move bonus. They have Advantage on Initiative checks,
escape, stealth, balance and sleight of hand checks.
Any area effect damage Pirates take is reduced by 1 (then apply
AP).
Fencing
Pirates have a knack of appraising the value of looted goods.
They gain Advantage on appraising and fencing attempts.
Pirates gain X% extra when selling stolen goods. X is double
their CHA score (1 minimum).
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Wanted
There is a bounty for your capture by several governments and
organizations. Your appearance is intimidating to those with a
weaker will. Against anyone with a lower WIS than you, you
have Advantage on intimidation checks and they attack you at -
1.
69
Science Officer
Years of schooling and insatiable curiosity have led you to a
career in the sciences. You seek to travel the galaxy in hopes of
making new discoveries and testing your knowledge.
Class Bonus +3 INT, -1 STR or DEX
Class Restrictions
Science Officers must have at least a 2 INT and a positive WIS.
70
Weapon/ Armor Restrictions
Science Officers have a military background and can use all of
the weapons and armor of their race & allies. However, they are
not as skilled with them as the most of the crew. All of their
attacks are made at -1.
Years of Study
After years of study, you have acquired a vast knowledge of
science that makes you indispensable to the crew. You have
double Advantage (roll 2 extra d20) on all science related checks.
You can also make knowledge related checks on anything, even
if you have never heard of the subject (but not at Advantage).
Important Insights
You may take an action to contemplate a target or problem,
hoping to make an important insight on it. Make an INT DC
(GM’s call). If you pass, you gain an insight into solving the
problem. If it is an enemy, you may select one of the following
that hinders them for the next 1d6 rounds (only 2 may be in
effect at a time):
• -1 to Evade
• -1 AP
• -1 to attack
• Disadvantage on all skill checks
• -5’ Move
Sharp Mind
Science Officers have Advantage on any INT checks and saves.
If they do not attack in a round, they add their INT score to their
Evade.
Starting Gear: d4x 100 Galactic Repute, Medical Comm, Lap
Top, Dual Laser Pistol, Knife, Medi-Pak x2, Off World Suit
(Officer), Simple Breather
71
Security Director
Every ship needs law and order. You bring that much
needed stability to the crew, by taking no crap and swiftly
dealing with any insubordination. The Captain relies
heavily on you and expects you to be ready at all times.
Class Bonus
+1 STR & +1 CON
Class Restrictions
A Security Director must have a positive score in CON,
DEX & STR.
Weapon/ Armor Restrictions
Security Directors have a military background and can use
all of the weapons and armor of their race & allies. They
can use foreign weaponry if given a short amount of time.
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Law and Order
Security Directors have Advantage on any checks involving
security procedures and on attempts to defuse hostile
situations or disagreements. They also gain Advantage on
any investigation check.
Badass in a Fight
You know how to handle yourself in a fight. You have a +1
to all of your attacks and have +2 to Evade.
Guardians of the Ship
Security Directors must keep visiting dignitaries and other
officers safe from harm. Any adjacent ally to the Security
Directors has +1 to Evade and 1 AP.
If any adjacent ally is successfully hit, you may take the hit
for them. Reduce that damage by 1 point before applying
AP.
Always Ready
You have Advantage on Initiative checks. If you are
adjacent to another officer or important dignitary, you and
those adjacent cannot be taken by surprise.
Any area effect damage to you, or any adjacent ally, is
reduced by 1 before applying AP.
If you are aboard a ship, it gains +1 to Initiative in Space
Combat.
Starting Gear: d4x 100 Galactic Repute, Sensor Comm, Lap
Top, Off World Suit (Officer), Force Suit, Knife, Dual Laser
Pistol, Laser Rifle
73
Shock Marine
Many civilizations have an elite squad of soldiers that are
trained for combat in many environments. They can fight
in space, on narrow ship decks and on many different types
of dangerous planets. Many Shock Marines hire
themselves out as mercenaries to make extra money.
Class Bonus
+2 CON
Class Restrictions
Shock Marines must have a positive STR & CON score.
Qu’fer and Zygaq cannot be Shock Marines.
Killing is My Business
Putting down your enemies is second nature to Shock
Marines. You have +1 to all of your attack rolls and your
attacks do an extra 1 damage to any target with less than
half of its starting HP.
Countdown to Extinction
Your training has made you better hunting down a specific
alien race. This is usually your race’s natural enemies, but
you select any race. When fighting them you gain +1 to
Evade, +1 to attack, +1 to damage and +5’ Move.
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75
Dawn Patrol
Shock Marines have Advantage on all CON saves and all
survival and wilderness related checks. They gain
Advantage on all radiation checks involving low Radiation.
They also are trained at piloting basic ships and vehicles
(+1 to piloting checks).
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Smuggler
You have made a career of smuggling guns, goods and people
across the galaxy. Getting that precious cargo from point A to
point B is your specialty. Some smugglers have a code of honor,
only stealing from the bad or rich, while others will steal food
from a beggar and transport slaves.
78
Class Bonus
+1 WIS & +1 CHA
Class Restrictions
Smugglers cannot have a negative CHA or WIS score.
Weapon/ Armor Restrictions
Smugglers are trained in all known weapons and can use any
non-Battle armor.
Fake Papers
As a Smuggler, you have to change your identity quite often.
You need forged papers for you, your crew, your cargo and your
ship. You have Advantage on attempts to gain these papers or
to forge them. You also have Advantage on bluffing attempts.
Sense Weaknesses
You have a knack for smelling out the weaknesses of your
enemies. Your attacks ignore 1 AP when you gain an attack
Benefit, you may use a Luck point to gain an additional random
Benefit.
Luck of the Stars
Smugglers gain +1 Luck and have a 25% chance of regaining an
extra Luck point at the start of each gaming session. You regain
a Luck point after you successfully pull of a big score.
Smuggling All of the Time
You know where to stash and hide things, giving you Advantage
on all checks involving hiding items, people and yourself. This
also gives you insight on spotting hidden things. You have
Advantage on all searching checks.
79
Technician
Since you were young, you have taken things apart just so you
can reassemble them in a superior manner. As Technician, you
are responsible for keeping the ship, robots and vehicles in
working order.
80
Class Bonus
+1 INT & +1 WIS
Class Restrictions
Technicians must have a positive INT & WIS.
Weapon/ Armor Restrictions
Technicians have a military background and can use all of the
weapons and armor of their race & allies. They can use foreign
weaponry if given a short amount of time.
Fixers
Technicians are experts at fixing mechanics, robotics and
computer systems. They gain Advantage on all checks involving
diagnosis and fixing problems involving those fields if they have
the proper equipment.
Technicians specialize in one field, in which they gain double
Advantage (roll 2 d20s) on those checks with proper equipment.
Select mechanics, robotics or computer systems as your
specialty.
Jury-rig
Known as miracle workers, they can fix items even if they have
poor equipment, or none at all. They get a chance to fix things
that seem impossible to fix. They may use an extra Luck point to
attempt to fix something in a life or death situation.
Let Me Upgrade That
Techs can take weapons, armors, items, vehicles and attempt to
upgrade them. The GM will assign a DC based on what the Tech
is trying to do. If they pass, the item gains a temporary upgrade
(+1 to attack, +1 damage, extra range, evade bonus, AP bonus,
etc.).
Starting Gear: d4x 100 in Galactic Repute, Sensor Comm, Laser
Pistol, Technician Kit, Simple Breather, Knife
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Gear & Currency
Prices will be listed in Galactic Repute, the common
universal trade currency of the Great Civilizations (the warp
capable civilizations). Even the Ebontear Crucible and the
Asaluss use this system. However, you may find yourself
on a planet that is not part of the known galaxy and uses
an unknown currency or is still on the barter system.
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Archaic Weapons
Weapon Cost Damage Traits
Asaluss Death 1500 1d6+1 150’ Thrown, explodes
Spear x2 where it hits or misses
(doing an additional 1d6
damage to all within 10’)
Axe, Battle 20 2d6 2 Handed, STR 1+
Axe, Gnarcryst 200 1d8 Light, unbreakable
Axe, Small 5 1d6 20’ Thrown
Bow, Short 10 1d6 50’ Range, 20 Arrows (5
cost)
Club 1 1d6
Dagger 3 1d6-1 50’ Thrown
Dagger, 125 1d6 Light, Unbreakable, 100’
Gnarcryst Thrown
Knife 1 1d4-1 60’ Thrown
Sling 5 1d6-1 50’ Range, Rock ammo
Sling, Harkfey 375 1d6-1 100’ Range, needs no
ammo
Spear 3 1d6 100’ Thrown
Spear, 1000 1d6 200’ Thrown, Returns in 1
Lanerian round
Returning
Sword, 350 1d8+1 Light, Unbreakable
Gnarcryst
Sword, Long 20 1d6
Sword, Saber 15 1d6-1 Use DEX, Not STR
Sword, Short 10 1d6-1
Sword, Two- 50 2d6 2 Handed, STR 1+
Handed
Warhammer 5 1d6 30’ Thrown
Warhammer, 500 2d6+2 2 Handed, +1 to attack,
Ebontear Elite STR 2+ to use
War Hammer, 50 2d6 2 Handed, STR 1+
Two-Handed
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Modern Weapons
Weapon Cost Damage Traits
Asaluss Net 800 - 60’ Range, shoots a net, traps them
Gun on a hit (STR DC: 15 to break out),
6 nets, 50 per 6 nets.
Dual Laser 200 1d6/ Stun 100’ Range, 20 Shots per clip, Clips
Pistol cost 25. Can shoot a laser or stun.
CON DC: 13 or the target loses
their next action.
Energy Knife 300 1d4
Energy Sword 1000 1d8 If you roll a Hinderance while
attacking, you take 1 damage.
Energy Whip 500 1d4 If you roll a Hinderance while
attacking, you take 1 damage.
Flame Thrower, 75 1d10 30’ Range, 30 Shots per clip. Clips
Wrist cost 20
Grenade, Blast 30 2d6 100’ Thrown. Does 2d6 damage to
everything within 40’.
Grenade, Stun 20 - 100’ Thrown, everyone within 30’
must make a CON DC: 13 or they
lose their next action.
Laser Pistol 100 1d6 100’ Range, 20 Shots per clip, Clips
cost 25
Laser Pistol, 1000 1d6+1 200’ Range, 35 Shots per clip, Clips
Gnarcryst cost 50
Laser Rifle 200 1d8 200’ Range, 15 Shots per clip, Clips
cost 35
Laser Rifle, 2500 1d10 500’ Range, 25 Shots per clip, Clips
Gnarcryst cost 65
Laser Rifle, 1000 1d8+1 800’ Range, 15 shots per clip, Clips
Sniper cost 40
Rifle, Ebontear 4000 1d8 (Laser) 1d8 to everything in front of you
Spread (15’ across), 40’ Range, 15 shots
per clip, Clips cost 100
Stun Baton 125 1d4/ Stun On a hit, the target must make a
CON DC: 9 or they lose their next
action.
Stun Pistol 65 - 50’ Range, 15 Shots per clip, Clips
cost 10. CON DC: 13 or the target
loses their next action.
Weapon Mod 1 1000 - Adds +1 to attack or +1 damage to
a weapon permanently (+5 Max)
Weapon Mod 2000 - Adds +1 to attack and +1 damage
Ultra to a weapon permanently (+5 Max)
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Archaic Armor
Armor Cost AP Traits
Chain Shirt 25 3 P: -2’ Move
Edge Robes 1000 2 Light weight
Jury-Rigged 5 2 Clunky. P: Disadvantage
on DEX checks and saves.
-5’ Move
Leather 10 1 P: -1’ Move
Armor
Padded 5 1
Armor
Plate 500 4 -5’ Move P” -10’ Move
Armor, Half
Shield, 20 1 Can use 2 Handed Items.
Buckler P: Cannot use a 2 handed
weapon.
Shield, 150 3 Light, Unbreakable P: -1
Gnarcryst to attacks
Shield, 30 2 P: -1 to attacks
Normal
85
Modern Armor
Armor Cost AP Traits
Apparatus 3000 +1 Adds +4 HP. Apparatus only. (2
Platting Max)
Armor Nano- 3000 - Use to repair an armor. Repairs 5
Repair Kit HP per round, until fully repaired.
Armor Upgrade I 2000 +1 Adds +1 AP to a Modern Armor or
Battle Suit (3 Max)
Armor Upgrade 4000 - Adds +3 HP to a Battle Suit (Max
II 2)
*Battle Armor 5000 3 45 HP. Self-Destructs at 0 (1d8
Asaluss damage to all within 30’, can be
overridden)
*Battle Armor 4000 3 40 HP. Fire Resistant (Prevent the
Ebontear first 3 fire damage)
*Battle Armor 2700 2 25 HP. +30’ Move Underwater.
Eel Sonar (cannot be surprised or
blinded).
*Battle Armor 4000 3 35 HP. +1 to Evade.
Emerald Edge
*Battle Armor 3000 3 30 HP. 2 bursts in the feet (1d6
Expanse damage if used as a weapon) to
jump 50’
*Battle Armor 2000 2 22 HP. +1 Evade.
Harkfey
*Battle Armor 1500 2 25 HP. +1 Evade.
Mirewhip
*Battle Armor 3500 3 30 HP. Special slot for The Qu’fer
Qu’fer inside the armor.
*Battle Armor 4000 3 30 HP. When hit by a laser, 50%
Shimmer of the time it will bounce off and
possibly hit another near-by
target.
*Battle Armor 6200 4 50 HP.
Shock Marine
Force Suit 1000 3 10 HP. Creates an invisible suit
that provides atmospheric
protection and air. Prevents low
Radiation. Takes 2 hours to
recharge after hitting 0 HP.
Cannot wear with Battle Armor. P:
-1 to all rolls
86
Armor Cost AP Traits
Force Suit, 3500 3 20 HP. Creates an invisible suit
Advanced that provides atmospheric
protection and air. Prevents low
and moderate Radiation. Takes 1
hour to recharge after hitting 0 HP.
Cannot wear with Battle Armor. P:
-1 to all rolls
Gnarcryst 500 2 Unbreakable, can be used as a
Buckler Shield buckler.
P: -1 to attacks
Jet Pack 1500 - +10’ Move. As an action, you can
jump 100’ x3 (Refills cost 100).
Can be added to a Battle Armor.
All adjacent take 1 fire damage
when you jump. P: cannot use if
untrained.
Off World Suit, 35 1 Prevents the first 2 damage from
Basic the environment. Can be worn
under a Battle Suit, but does not
stack AP.
Off World Suit, 100 2 Prevents the first 3 damage from
Officer’s the environment. Can be worn
under a Battle Suit, but does not
stack AP.
Radiation Suit 600 2 8 HP. Prevents all Radiation
damage and effects. Provides
atmospheric protection and air.
Shield, Energy 200 1 +1 Evade P: -1 to all attacks
Space Suit 150 2 10 HP. Traditional space suit and
helmet, but smaller, Has 8 hours of
air and atmospheric protection.
Protects against low and moderate
Radiation. P: ½ Move
*Battle Armors are full, air tight body armor that can be worn in hostile
environments or in space (immunity to pressure, radiation and gas).
They have magnetic boots that allow them to walk on the hulls of
starships. When they absorb too much damage, they stop working.
Cannot be properly operated by those without training (P: 1/2 Move,
Disadvantage on all rolls). They can adjust in size +1’/-1’.
87
Adventuring Gear
Item Cost Item Cost
Backpack 2 Night Goggles (Dark 25
Vision 60’)
Bedroll 2 Oxygen Mask/ Tank* 50/
15
Bedroll & Pillow 4 Planetary Beacon* 25
Breather, Simple* 50 Radiation Pills x100* 40
Clothes, Adventurer’s 10 Rations, Fancy (2 days) 5
Clothes, Basic 3 Rations, Military (3 days) 1
Clothes, Officer’s 25 Radio (10 Miles) 10
Compass 5 Radio (100 Miles) 50
Demolitions Kit* 15 Rope 50’ (15 HP) 1
First Aid Kit, Basic 5 Rope 100’ (20 HP) 2
First Aid Kit, Med 40 Rope, Super Fiber 100’ 6
Officer* (50 HP)
Fishing Pole & Lures 5 Star Map, Travel Watch* 300
(known systems)
Flask 1 Tent (2 person) 10
Flashlight (20 hours) 1 Tool Kit, Electronics 35
Flashlight (20 hours/ 6 Took Kit, Hacker’s 50
solar recharge)
Flashlight, Gnarcryst 100 Tool Kit, Mechanics 15
(100 hours)
Flint & Steel 2 Tool Kit, Robotics 50
Hologram Recorder* 300 Tool Kit, Simple 15
Journal & Pen 1 Tool Kit, Survival* 250
Lap Top Computer 50 Wine, Average 3
MedicalComm* 200 Wine, Poor 1
Medi-Pak 10 Wine, Quality 5
Mirror, Small 3 Wine, Zygaq (strongest 25
legal)
SensorComm* 100 Zayrig Gas Canister 100
(used for Stasis)
88
Breather, Simple: A mask that goes over the mouth and nose that allows
you to breathe in a hostile atmosphere that contains at least 12% Oxygen.
Does not work in methane and similar atmospheres that would damage
skin.
First Aid Kit, Med Officer: Contains many medical supplies, medicine,
morphine, 3 Medi-Paks, 20 Radiation Pills, antidotes, etc.
Medi-Pak: Small syringe that when used, heals the target 1d6 damage and
removes a disease. After using 3 a day, a creature must make a CON DC:
20 save to get the healing effect.
Oxygen Mask & Tank: A breather that goes over the mouth (see Breather,
Simple) and supplies oxygen. Each extra tank costs 15 and lasts 3 hours.
Planetary Beacon: This a small box that, when activated, creates an SOS
signal that is detectable by any ship that enters the same solar system. It
lasts 1 month.
Radiation Pills: One pill lasts 1 day. It prevents the effects of low radiation.
You gain Advantage on saves against Moderate radiation.
Tool Kit, Survival: A briefcase on most ships that has a good amount of
survival gear inside it. It has a Laser Pistol, Simple Breather, rations for 24
days (1 person), blankets, pillow, bed roll, medicine, Medi-Pak, adventure’s
clothes, 50’ rope, tarp, 2 knives, 64 oz. of water, bowl, 2 planetary beacons,
flask, journal and pens.
89
Cybernetics
These implants are available in most space stations and
markets. Black market versions will be cheaper, but may
not work as well.
Cybernetic Cost Upgrade/ Effects
Arm 5000 +1 STR
Arms, Extra 50000 +2 STR & +1 Action per
Set round
Brain Boost 6500 +1 INT (2 Max)
Eye 4000 +1 to range attacks
Eyes, Pair 9000 +1 to range attacks,
Advantage on sight checks &
can see through illusions
Face Changer 15000 +1 CHA, can change facial
features (2 rounds to change)
Hand 3500
Homing 2000 Traceable by your people’s
Beacon tech (250 miles)
Immunity 3000 You are immune to low
Boost Radiation
Leg 5000 +1 DEX
Lungs 15000 +1 CON, breathe in any
environment
Recall Chip 5500 +1 WIS (2 Max)
Spine 10000 Reverses paralysis. +1 to CON
saves.
Universal 10000 Brain implant, can understand
Translator and speak known languages
& you gain Advantage on
attempts to decipher new
languages.
90
Robots
Robot Cost Traits/ Stats
Courtesy Robot 4000 HP: 8 Evade: 11 AP: 1 Move: 25’
Attack: Cannot attack. Special: Highly
Intelligent (4 INT), has a personality,
knows all known languages and
customs.
Guardian Robot 2000 HP: 15 Evade: 12 AP: 2 Move: 25’
Bonus: +1 to Initiative, +1 to Melee
attacks and damage, +4 to spot.
Attack: Punch or by weapon Special:
All allies adjacent to this robot gain +1
Evade.
Hauler Robot 3200 HP: 12 Evade: 10 AP: 2 Move: 20’
Bonus: -1 to Initiative, +5 to Melee
attacks and damage. Attack: Punch or
weapon Special: 5 STR
Pirate Robot 700 HP: 5 Evade: 12 AP: 1 Move: 30
Bonus: +1 to Initiative, +1 to Range
attacks. Attack: Punch or weapon
Special: Easy to Hack (Advantage on
attempts)
Power Robot 800 HP: 4 Evade: 8 AP: 3 Move: 15 Bonus:
-3 to Initiative Attack: Cannot attack.
Special: Portable power source to
recharge items.
Protector Robot 5000 HP: 16 Evade: 13 AP: 2 Move: 30
Bonus: +1 to Initiative, +1 to Range
attacks, +1 to Melee attacks and
damage. Attack: punch or weapon
Special: Programmed to defend a
target. The target they defend gains +2
Evade if the robot is within 20’.
Servant Robot 1000 HP: 5 Evade: 11 AP: 1 Move: 30
Attack: Cannot attack. Special:
Trained to do basic work or
maintenance. Programmed &
knowledgeable in a particular field.
91
Robot Cost Trait/ Stats
WAR-BOT XT6 12000 HP: 50 Evade: 8 AP: 4 Move: 20
Bonus: +3 to melee attack, +3 melee
damage Attack: Punch (1d6+3), Lasers
x2 (shoots 2 at once: 1d6+3 each),
Slam (2d6+3). Special: Tank treads
Warrior Robot 6000 HP: 20 Evade: 11 AP: 3 Move: 30
Bonus: +1 to Melee attacks and
damage. Attack: Punch or weapon
Special: Built in Laser Pistol in one
palm (no clips needed) and a sword on
the other back hand.
Zygaq Helper 3000 HP: 13 Evade: 14 AP: 2 Move: 30/ 20’
Climbing Bonus: +1 to Initiative
Attack: Punch or Laser Finger (Range:
20’ ad4-1 damage) Special: Has 4 legs
and can climb up walls. Large
scientific database.
Robot Upgrade 500 Adds +3 HP or +1 AP to a Robot (Max
I 4)
Robot Upgrade 700 Adds +1 Evade (Max 3)
II
Robot Upgrade 900 Adds Targeting System (+1 to Range
III attacks) and +1 to Initiative (Max 3)
Robot Upgrade 2000 Adds a higher INT & personality to the
IV robot. They are an expert at one field
(like Engineering, Politics, Biology,
etc.) (Max 4)
Robot Repair 1000 Fixes 2d6 HP and repairs physical and
Kit system damage.
*These robots are all basic followers that are programmed
to follow a particular person or group (following rank), but
they can be reprogrammed. All Robots have no CON. They
are immune to poison, gas, radiation, mental attacks,
surprise damage and never tire. They have a self-sustained
power source.
92
Vehicles
Interstellar Ships
Interstellar Ships can achieve warp speed by folding space.
All civilizations utilize a similar warp engineering using
hydrogen, making it surprisingly cheap. The current state
of technology in the galaxy is that a warp capable ship can
travel a light year in 3 days. The maximum speed for a non-
warping ship is about 3 million miles a minute. Skilled
technicians and engineers can push their engines to go
slightly faster, but not by too much. Pushing an engine may
cause it to explode or completely clunk out. Space
communications travel at the same speed as warp capable
ships.
Space Combat
You cannot fight in warp. If Space Combat is attempted by
ships moving more than double their Move in a round, all
attacks are made at Disadvantage. Use a grid for combat.
93
Actions
-Attacks: For each attack, roll a d20 & d6, adding your
ship’s and pilot or acting gunner’s attack bonus. If that
number exceeds the target ship’s Evade, the attack hits.
Apply damage and effects. You may shoot a ship’s lasers
or use a ship’s special attack. You do not have to face a
ship to attack it.
-Move: You can Move your full Move and Attack in an
action.
-Evasive Maneuvers: Lasts until your next action when
activated. Move at double speed, but you cannot attack. If
hit during Evasive Maneuvers, your pilot may make a Pilot
DEX check to negate the attack. The DC is the total roll of
the successful attack.
-Flee: Move up to triple your Move. However, you cannot
attack.
-Ram: If you can Move into an adjacent space with another
ship, you can Ram it. Make an attack roll. If your ship is
larger, do it at Advantage. If it is the same or smaller, do it
at Disadvantage. On a hit, you do 2d20 damage to the ship.
Then your ship receives damage equal ½ of the damage
you did if the ship is the same size or smaller (the damage
is 1/4 if the ship is smaller). Round up the damage. At the
end of the Ram, either ship without active shields loses 1
AP.
-Engage Warp Drive and enter warp (if calculations are
complete).
94
Free Actions
These do not take an action to use, but cannot be done until
your turn in the Initiative.
-Raise Shields
-Initiate Warp Calculations. Pilot makes a Piloting DC: 16
check. If they are successful, the calculations will be ready
in 1d6 rounds. If they fail, they must retry in another round.
If the calculator is the gunner, someone else must attack
during the calculating round.
-The appropriate crewman may attempt to fix something or
hasten repairs. For instance: try to get more power out of
the engines, fix communications, get the shields on line
quicker, speed up the warp calculations, get more range for
an attack, divert power from one system to another, etc.
GM’s use their discretion for the DC.
-Make an order to a crew man.
-Attempt to communicate with another ship.
-Start self-destruct protocol (if your ship has one installed).
Requires at least 3 officers or the Captain to initiate. Can
be set for 4- 20 rounds.
-Surrender
95
Star Ships
Here are some of the basic ships available to players. Many
groups will use, or start with ships that are owned by one
of the galaxy’s civilization. They may be on a science,
exploration or conquering mission and are responsible for
the ship’s safety.
Ship Stats
Used by: Primary people/coalitions that use these ships.
Size: Ship Size
Crew: Minimum crew needed to operate/ Maximum crew.
Evade: Evade score
AP: Armor points
Hit Points: Ship’s HP. (A ship at 0 HP, is functionally dead.)
Warp Speed: How fast the ship can move at warp.
Move: Spaces the ship can move at non-warp speeds
Shields: Strength of the ship’s shields. Once down, shields
cannot be raised again until they regenerate.
Actions: Number of actions the ship can make per round.
Weapons: Ship’s weapons
Special: Special abilities of the ship
Bay Hold: Total size worth of ships (Size 3 or smaller) that
the ship can hold in its loading bay. Each ship comes with
1 Basic Shuttle.
Black Market Cost: Average cost on the Black Market.
96
Ship Sizes
97
Size 0
Escape Pod
Used by: All civilizations.
Size: 0
Crew: 1/2
Evade: 18
AP: 1
Hit Points: 10
Warp Speed: Incapable
Move: 12
Shields: 2 (Regenerates in 1d12 rounds)
Actions: 1
Weapons: None
Special: 2 Survival Tool Kits, Max speed is x3 Move, 2
Stasis Pods (time stands still for those inside, powered by
Zayrig gas), Homing Beacon
Bay Hold: - Black Market Cost: 8000
98
Size 1
Shuttles
Used by: All civilizations.
Size: 1
Crew: 1/ 6
Evade: 16
AP: 1
Hit Points: 25
Warp Speed: ¼ Standard
Move: 12
Shields: 6 (Regenerates in 1d10 rounds)
Actions: 1
Weapons: Laser (Range: 10 Damage: 1d6)
Special: 3 Survival Tool Kits, Homing Beacon
Bay Hold: -
Black Market Cost: 20000
99
Size 1 Upgrades (Cost) 4 Max
100
Size 2
Star Fighters
Basic stats (adjustments below)
Used by: All civilizations.
Size: 2 Crew: 1/ 2 Evade: 20 AP: 2 Hit Points: 30
Warp Speed: ¼ Standard
Move: 16
Shields: 4 (Regenerates in 1d6 rounds)
Actions: 1
Weapons: Laser x2 (Range: 12, Damage: 1d6+1)
Special: 2 Survival Tool Kits, +2 on Evasive Maneuver rolls
Bay Hold: -
Black Market Cost: 30000
101
Typical Civilization Upgrades
Harkfey: +2 Evade
Lanerians: +1 Move, +3 HP
102
Size 2 Upgrades (Cost) 6 Max
Repair (6000+)
+1 Evade (8000) +1 AP (11000)
+5 HP (7000) 1/3 Warp (18000)
+1 Move (9000) +1 Shields (7500)
1d4 Regenerative Shields (12000)
+1 AP against lasers (9000)
+1 Laser damage (6000)
+1 to attack with Lasers (6000)
+1 to Evasive Maneuvers (5000)
Calculation Upgrade (5000)
Beam Resistance: If hit by a tractor beam, your Pilot’s
escape attempt is done at +5 (7500)
Missiles- Range: 12 Damage: 1d8+1 (10000)
Tractor Beam: You can attempt to halt a ship of the same
size or smaller if within 3 spaces. The target ship’s pilot
must make a Pilot DC: 16 to ignore it. Once hit, you cannot
escape until freed from the beam. (5500)
Self-Destruct: 4 space radius for 1d10 damage (5000)
103
Size 3 Ships
Explorer Class Ships
These ships are generally used for scientific exploration in
uninhabited regions, where conflict is not expected.
Used by: All civilizations
Size: 3 Crew: 2/ 50
Evade: 14
AP: 3
Hit Points: 40
Warp Speed: Standard
Move: 12
Shields: 15 (Regenerates in 1d6 rounds)
Actions: 1
Weapons: Lasers x2 (Range: 16, Damage: 1d4+1), Missiles
(Range: 16 Damage: 1d8)
Special: Tractor Beam (Can snare disabled ships).
Bay Hold: 4 (at the expense of cargo room)
Black Market Cost: 100000
104
Typical Civilization Upgrades
Lanerians: +1 Move, +3 HP
105
Size 3 Upgrades (Cost) 8 Max
Repair (8000+)
+1 Evade (10000) +1 AP (13000)
+5 HP (8000) +5 Crew (10000)
+1 Move (11000) +1 Shields (9000)
1d4 Regenerative Shields (15000)
+1 AP against lasers (10000)
+1 Laser damage (7000)
+1 Missile damage (8000)
+1 to attack with Lasers (6000)
+1 to Evasive Maneuvers (5000)
Calculation Upgrade (5000)
Beam Resistance: If hit by a tractor beam, your Pilot’s
escape attempt is done at +5 (7500)
Tractor Beam: You can attempt to halt a ship of the same
size or smaller if within 5 spaces. The target ship’s pilot
must make a Pilot DC: 16 to ignore it. Once hit, you cannot
escape until freed from the beam. (7500)
Self-Destruct: 5 space radius for 1d12+2 damage (6000)
Stasis Bank: 12 Stasis pods (5000)
106
Size 4 Ships
Azure Ghosts
Primary Class ship of The Apparatus of The Azure Domain,
named with numbers.
Used by: The Azure Domain
Size: 4 Crew: 8/ 300 Evade: 14 AP: 4 Hit Points: 110
Warp Speed: Standard Move:10
Shields: 25 (Regenerates in 1d6+1 rounds) Actions: 1
Weapons: Lasers x2 (Range: 22, Damage: 2d6+1), Azure
Torpedoes (Range: 25, Damage: 3d4 Damage + the
target’s Lasers are at -1 to attack for the next 4 rounds),
Vision Missiles (Range: 35, Damage: N/A, anything hiding
within the section hit, or adjacent to the section hit, is
revealed for this round and next.
Special: Reflective Plate (negate the first laser damage
dealt to this ship, then apply AP). Tractor Beam
Bay Hold: 12
Black Market Cost: 1.5 Million
107
Battle Class Cruiser
Primary Class ship of The Gnargfang, named for creatures
of Koshka-3.
Used by: The Gnargfang
Size: 4 Crew: 10/ 700 Evade: 13 AP: 4 Hit Points: 120
Warp Speed: Standard
Move: 10
Shields: 22 (Regenerates in 1d6 rounds)
Actions: 1
Weapons: Lasers x2 (Range: 20 Damage: 3d6-1), Catpaw
Missile (Range: 22 Damage: 1d20+1 and the target ship
cannot use Evasive Maneuvers for the next 1d4 rounds)
Special: Tractor Beam, Beam Resistance
Bay Hold: 14
Black Market Cost: 2 Million
108
Dragonfang
Primary Class ship of The Asaluss Empire, named for
fabled warriors.
Used by: The Asaluss
Size: 4 Crew: 10/ 600 Evade: 14 AP: 4 Hit Points: 130
Warp Speed: Standard
Move: 9
Shields: 22 (Regenerates in 1d6 +1 rounds)
Actions: 1
Weapons: Lasers x2 (Range: 20, Damage: 3d6),
Deathfangs (Range: 18, Damage: 1d20 and disrupts
communications for 2d4 rounds), Fangs of Allgoshh
(Range: 22, Damage: 1d20 and if the shields are down,
reduce the ship’s AP by 1).
Special: Tractor Beam, Unbreakable Armor (anytime this
ship loses AP, roll a d6. If you roll a 4-6, you lose no AP. If
you roll a 1-3, you lose the AP as normal).
Bay Hold: 14
Black Market Cost: 6 Million (extremely rare)
109
Emerald Edge
Primary Class ship of The Emerald Edge, named with
numbers.
Used by: The Emerald Edge and occasionally The
Explorer’s Expanse
Size: 4 Crew: 15/ 1200 Evade: 15 AP: 5 Hit Points: 140
Warp Speed: Standard Move: 11
Shields: 25 (Regenerates in 1d4 rounds) Actions: 1
Weapons: Lasers x3 (Range: 24 Damage: 1d8+1), Jade
Strikers (Range: 26, Damage: 2d6 and the target loses 1
Evade & 1 Move for 4 rounds).
Special: Last Stand of Edge (If the ship has less than 15 HP,
you can do all of the following on your action: double your
Move, shoot your lasers, shoot your Jade Strikers and enter
into warp if your calculations is at 3 or less. All weapon
systems then go offline for 10 minutes), Disruptor Mines
x36 (Places up to 6 Disruptor Mines on any 6 different
locations. Any non-Emerald Edge ship that touches one,
takes 1d8 damage, instantly stops and loses its actions for
the round), Tractor Beam
Bay Hold: 16
Black Market Cost: 4.5 Million
110
Golden Wasp
Primary Class ship of The Apparatus of The Golden
Arsenal, named with numbers.
Used by: The Golden Arsenal
Size: 4 Crew: 8/ 300 Evade: 16 AP: 3 Hit Points: 105
Warp Speed: Standard
Move: 11
Shields: 15 (Regenerates in 1d4 rounds)
Actions: 1
Weapons: Lasers x2 (Range: 22 Damage: 2d6-1), Stingers
(Range: 30, Damage: 3d4-1, target ship loses 1 Move for 4
rounds), Vision Missiles (Range: 35, Damage: N/A,
anything hiding within the section hit, or adjacent to the
section hit, is revealed for this round and next
Special: Tractor Beam, Enhanced Warp Calculator: +2 to
calculation checks
Bay Hold: 12
Black Market Cost: 1.5 Million
111
Oceanstar Class
Primary Class ship of the Lanerians, named for sea
creatures of Laneria.
Used by: Lanerians and The Explorer’s Expanse
Size: 4
Crew: 10/ 900
Evade: 15
AP: 3
Hit Points: 95
Warp Speed: Standard
Move: 10
Shields: 20 (Regenerates in 1d6 rounds)
Actions: 1
Weapons: Lasers x2 (Range: 22, Damage: 2d6-1), Splash
Bomb (Range: 15, Damage: 3d6, on a hit it shorts out the
target’s shield. They go out for 1d4 rounds.)
Special: Tractor Beam
Bay Hold: 16 Black Market Cost: 2 Million
112
Infinity Traders
Primary Class ship used by the people of The Infinity
Exchange, named with numbers.
Used by: The Infinity Traders, many independent captains
and pirates due to their availability on the Black Market.
Size: 4 Crew: 12/ 925 Evade: 16 AP: 3 Hit Points: 100
Warp Speed: Standard (add 1 to all warp calculation rolls)
Move: 12 Actions: 1
Shields: 10 (Regenerates in 1d4 rounds)
Weapons: Lasers x2 (Range: 20, Damage: 1d10), Arc-4
Missiles (Range: 20, Damage: 2d6 and add 1 round the
target’s shield regeneration if they are down)
Special: Tractor Beam, Extra hold for supplies
Bay Hold: 20
Black Market Cost: 750000
113
Phase Whisper
Primary Class ship used by The Zygaq, named with
numbers.
Used by: The Zygaq (Atmosphere is deadly to all non-
Zygaq or robot, full space suits are required to be aboard).
Size: 4 Crew: 3/ 500 Evade: 15 AP: 3 Hit Points: 100
Warp Speed: Standard
Move: 14 Actions: 1
Shields: 20 (Regenerates in 1d6 rounds)
Weapons: Lasers x1 (Range: 20, Damage: 2d6), Wind
Torpedoes (Range: 30, Damage: 2d6+1, on a successful hit
the target is pushed back 1 space. If that space is adjacent
to another ship then you may make that ship immediately
make a Ram attack against that ship.)
Special: Tractor Beam
Bay Hold: 10
Black Market Cost: 650,000 (almost impossible to use)
114
Sail Booter
Primary Class ship used by many pirate and independent
organizations, named for captains or organizations.
Used by: Many pirates and independent groups.
Size: 4 Crew: 10/ 855 Evade: 15 AP: 2 Hit Points: 100
Warp Speed: Standard
Move: 14 Actions: 1
Shields: 20 (Regenerates in 1d6 rounds)
Weapons: Lasers x1 (Range: 20, Damage: 2d6), Wind
Torpedoes (Range: 30, Damage: 2d6+1, on a successful hit
the target is pushed back 1 space. If that space is adjacent
to another ship then you may make that ship immediately
make a Ram attack against that ship.)
Special: Tractor Beam
Bay Hold: 18
Black Market Cost: 800000
115
Solar Class
Primary Class ship of the Humans of the Solar Council,
named for destroyed Earth cities.
Used by: The Explorer’s Expanse
Size: 4 Crew: 12/ 1000 Evade: 14 AP: 4 Hit Points: 110
Warp Speed: Standard
Move: 10 Actions: 1
Shields: 20 (Regenerates in 1d6 rounds)
Weapons: Lasers x2 (Range: 24, Damage: 2d6), Slug Flares
(Range: 25, Damage: 2d6+2 On a successful hit, the
target’s move is reduced by 1 for 1d6 rounds.
Special: Tractor Beam
Bay Hold: 14
Black Market Cost: 2 Million
116
Starwhip Class
Primary Class ship of the Mirewhip, named for legendary
pilots.
Used by: Mirewhips
Size: 4 Crew: 5/ 650 Evade: 16 AP: 2 Hit Points: 100
Warp Speed: Standard
Move: 12
Shields: 15 (Regenerates in 1d6 rounds)
Actions: 1
Weapons: Lasers x2 (Range: 18, Damage: 2d4), Shield
Piercers (Range: 22, Damage: 2d6, they by-pass shields on
a successful roll of 17+).
Special: Tractor Beam, Smaller passages,
Bay Hold: 14
Black Market Cost: 750000
117
Sun Arrow
Primary Class ship of The Harkfey, named cities on Goswor
IV.
Used by: The Harkfey
Size: 4 Crew: 10/ 1600 Evade: 16 AP: 3 Hit Points: 100
Warp Speed: Standard
Move: 12 Actions: 1
Shields: 20 (Regenerates in 1d4 rounds)
Weapons: Lasers x2 (Range: 20 Damage: 1d10), Sun Lance
(Range: 22 Damage: 2d8 and the target ship loses 1 Move
for 4 rounds if they have no shields active), Sun Scorcher
(Range: 24, Damage: 2d6 and the target ship’s weapon
systems go offline for 1d4 rounds if they have no active
shields)
Special: Tractor Beam, Smaller passages, Stasis Pods (250)
Bay Hold: 12
Black Market Cost: 1.6 Million
118
Torqual Class
Primary Class ship of the Gronslag, named for their ancient
leaders.
Used by: Gronslag and The Explorer’s Expanse
Size: 4 Crew: 8/ 850 Evade: 13 AP: 5 Hit Points: 125
Warp Speed: Standard
Move: 8 Actions: 1
Shields: 20 (Regenerates in 1d6 rounds)
Weapons: Lasers x2 (Range: 20, Damage: 2d6), Torqual’s
Fireball (Range: 25 Damage: 3d6, add 1 round to Warp
Calculations on a successful hit).
Special: Tractor Beam XX
Bay Hold: 14
Black Market Cost: 2.4 Million
119
Void Caller
Primary Class ship of the Ebontear Crucible, named for
Ebontear gods and important locations.
Used by: The Ebontear Crucible
Size: 4 Crew: 12/ 1000 Evade: 14 AP: 4 Hit Points: 115
Warp Speed: Standard
Move: 9 Actions: 1
Shields: 15 (Regenerates in 1d6 rounds)
Weapons: Lasers x2 (Range: 24, Damage: 2d6), Void
Disruptors (Range: 24, Damage: 1d6 and the target’s
shields deactivate), Void Breakers (Range: 18, Damage:
1d10 and the target’s AP is reduced by 1).
Special: Void Shields (any time you take a non-Ram hit
with the shields up, roll a d6. On a 6, the attack is negated
and your shields regenerate a d4. All Ram attacks are done
at Disadvantage while your shields are up.), Self-Destruct
System, Tractor Beam
Bay Hold: 20
Black Market Cost: 10+ Million (none have ever appeared)
120
Size 4 Ship Upgrades (Cost) 10 Max
Repair (100000+)
+50 Crew (75000)
+1 Evade (250000) +1 AP (250000)
+5 HP (250000) +1 Bay Hold upgrade (100000 & -50 crew)
+1 Move (250000) +1 Shields (200000)
1d4 Regenerative Shields (300000)
+1 AP against lasers (200000)
+1 Laser damage (150000)
+1 to attack with Lasers (140000)
+1 to Evasive Maneuvers (100000)
Calculation Upgrade (75000)
Beam Resistance: If hit by a tractor beam, your Pilot’s
escape attempt is done at +5 (65000)
Tractor Beam: You can attempt to halt a ship of the same
size or smaller if within 5 spaces. The target ship’s pilot
must make a Pilot DC: 16 to ignore it. Once hit, you cannot
escape until freed from the beam. (60000)
Self-Destruct: 8 space radius for 3d10 damage (100000)
Applying another civilization’s weapon systems to another
ship is possible, but difficult (200000+)
Stasis Bank: 250 Stasis pods (100000)
121
Space Booty
When exploring the cosmos, it nice to occasionally score
some booty from your fallen enemies, abandoned bases or
as a reward for completing a mission. Use this table to
generate random finds. The average cost of each item will
be listed next to the item. However, many items may not
be available in some areas, or they may cost much more.
Roll 1d10
1-2 Stat Bonuses
3 Weapons
4 Armor
5-6 Equipment
7-9 Galactic Repute/ Currency
10 Special Items
122
Stat Bonuses
These represent a one-time upgrade to a particular stat or
attribute. They come in a syringe and can be used once, or
sold. Each stat can only be boosted by 1 each 6 months in
game time (except HP, which is once each 3 months).
Roll d20
Roll Stat Cost
1 STR +1 2000
2 INT +1 2000
3 WIS +1 2000
4 DEX +1 2000
5 CON +1 2000
6 CHA +1 2000
7-9 Random 1750
Attribute +1
10-11 Initiative +1 1750
12 AP +1 3000
13 LUCK +1 3500
14-18 HP +1 1500
19 Extra Class 3000
Ability or +2
HP
20 HP +2 2800
123
Weapons d20
Roll Weapon CostTraits
1 Axe, Gnarcryst 200 1d8, Light, unbreakable
2 Dagger, 125 1d6, Light,
Gnarcryst Unbreakable, 100’
Thrown
3 Sword, 350 1d8+1, Light,
Gnarcryst Unbreakable
4 Warhammer, 500 2d6+2, +1 to attack, 2
Ebontear Elite Handed, STR 2+ to use
5 Spear, Lanerian 1000 1d6, 200’ Thrown,
Returns in 1 round
6 Asaluss Death 1500 1500 1d6+1, 150’
Spear x2 Thrown, explodes
where it hits or misses
(doing an additional 1d6
damage to all within
10’)
7 Sling, Harkfey 375 1d6-1, 100’ Range,
needs no ammo
8 Energy Knife 650 1d4+1, +1 to attack
+1
9 Energy Sword 2000 1d8+1, +1 to attack
+1
10 Energy Whip 1500 1d4+1, +1 to attack
+1
11 Grenade, Blast 150 100’ Thrown. Does 2d6
x5 damage to everything
within 40’.
124
12 Laser Pistol +1 300 1d6, 100’ Range, 20
Shots per clip, +1 to
attack
13 Laser Pistol, 1000 200’ Range, 35 Shots
Gnarcryst per clip
14 Laser Pistol, 1500 200’ Range, 35 Shots
Gnarcryst +1 per clip, +1 to attack
15 Laser Rifle +1 450 1d8 200’ Range, 15
Shots per clip, +1 to
attack
16 Laser Rifle, 2000 1d8+1, 800’, 15 shots
Sniper +1 per clip, +1 to attack
17 Asaluss Net 800 No damage, 60’ Range,
Gun +1 shoots a net, traps them
on a hit (STR DC: 15 to
break out), 6 nets, +1 to
attack
18 Rifle, Ebontear 6000 1d8 to everything in
Spread +1 front of you (15’
across), 40’ Range, 15
shots per clip, +1 to
attack
19 Weapon Mod 1 1000 Adds +1 to attack or +1
damage to a weapon
permanently
20 Weapon Mod 2000 Adds +1 to attack and
Ultra +1 damage to a weapon
permanently
125
Armor d20
Roll Armor Cost AP Traits
1-2 Shield, 150 3 Light, Unbreakable
Gnarcryst
3 Apparatus 3000 +1 Adds +4 HP. Apparatus
only. (2 Max)
Platting
4 Battle 5000 3 45 HP. Self-Destructs at 0
(1d8 damage to all within
Armor 30’, can be overridden)
Asaluss
5 Battle 4000 3 40 HP. Fire Resistant
(Prevent the first 3 fire
Armor damage)
Ebontear
6 Battle 2700 2 25 HP. +30’ Move
Underwater. Sonar (cannot
Armor Eel be surprised or blinded).
7 Battle 4000 3 35 HP. +1 to Evade.
Armor
Emerald
Edge
8 Battle 3000 3 30 HP. 2 bursts in the feet
(1d6 damage if used as a
Armor weapon)
Expanse
9 Battle 2000 2 22 HP. +1 Evade.
Armor
Harkfey
10 Battle 1500 2 25 HP.
Armor
Mirewhip
11 Battle 3500 3 30 HP. Special slot for The
Qu’fer inside the armor.
Armor
Qu’fer
126
12 Battle 4000 3 30 HP. When hit by a laser,
50% of the time it will
Armor bounce off and possibly hit
Shimmer another near-by target.
13 Force Suit 1000 3 10 HP. Creates an invisible
suit that provides
atmospheric protection and
air. Takes 2 hours to
recharge after hitting 0 HP.
Cannot wear with Battle
Armor.
14 Force Suit, 3500 3 20 HP. Creates an invisible
suit that provides
Advanced atmospheric protection and
air. Takes 1 hour to recharge
after hitting 0 HP. Cannot
wear with Battle Armor.
15 Gnarcryst 500 2 Unbreakable, can be used as
a buckler.
Buckler
Shield
16 Off World 100 2 Prevents the first 3 damage
from the environment. Can
Suit, be worn under a Battle Suit,
Officer’s but does not stack AP.
17 Shield, 200 1 +1 Evade
Energy
18 Armor 2000 +1 Adds +1 AP to a Modern
Armor or Battle Suit (3 Max)
Upgrade I
19 Armor 4000 - Adds +3 HP to a Battle Suit
(Max 2)
Upgrade II
20 Armor 3000 - Use to repair an armor.
Repairs 5 HP per round, until
Nano- fully repaired.
Repair Kit
127
Equipment d20
Roll Item Cost Traits
1 Courtesy Robot 2000 0 HP, fully intact, but
not working
2 Guardian Robot 1000 0 HP, fully intact, but
not working
3 Hauler Robot 1600 0 HP, fully intact, but
not working
4 Pirate Robot 350 0 HP, fully intact, but
not working
5 Power Robot 400 0 HP, fully intact, but
not working
6 Protector Robot 2500 0 HP, fully intact, but
not working
7 Servant Robot 500 0 HP, fully intact, but
not working
8 Warrior Robot 3000 0 HP, fully intact, but
not working
9 Robot Upgrade I 500
10 Robot Upgrade II 700
11 Robot Upgrade III 900
12 Robot Upgrade IV 2000
13 Robot Repair Kit 1000
14 SensorComm 100
15 Flashlight, 100
Gnarcryst
16 Hologram 300
Recorder
17- Tool Kit, Survival 250
18
19- MedicalComm 200
20
128
Galactic Repute/ Currency
Roll Currency Traits
1-2 Galactic Repute, A small bonus amount of GR
Minor (GM’s discretion)
3-4 Minerals, Minor 100 GR in minerals
5-6 Trade Goods, 100 GR in minor trade goods
Minor
7 Illegal Goods, 100 GR in illegal goods (drugs,
Minor weapons, alcohol, stolen goods,
etc.)
8 Livestock, Minor 100 GR in livestock or exotic
animals
9 Galactic Repute, A fair bonus amount of GR
Moderate (GM’s discretion)
10-11 Minerals, 500 GR in minerals (heavy)
Moderate
12-13 Trade Goods, 500 GR in trade goods (heavy)
Moderate
14 Illegal Goods, 500 GR in illegal goods
Moderate
15 Livestock, 500 GR in livestock and exotic
Moderate animals
16 Cybernetics 3000 GR voucher towards
Voucher Cybernetics
17 Robotics 3000 GR voucher towards robots
Voucher
18 Ship Upgrade 10000 GR voucher towards ship
Voucher upgrades
19 Illegal Goods, A major amount in illegal goods
Major
20 Galactic Repute, A major amount of GR (GM’s
Major discretion)
129
Game Masters, feel free to adjust these amounts to suit
your campaign level.
Special Items
These are relics and artifacts that have been lost to time, or
are rare creations of the denizens of the galaxy.
Attribute buffs from artifacts are capped at +3 for each total.
Roll d20
Roll Artifact Cost Traits
1 Hyglaus 6000 Wearer can speak, read and
Medallion understand any language.
130
12 Lovecomb’s 5000 + 1 to CHA, Advantage on
Monocle persuasion checks if the other has
less CHA than you.
13 Arpi Qu 4000 +1 to WIS
Earring
14 Agroiuss’ 7500 +2 to all attacks and you have
Boots Disadvantage on all diplomacy or
persuasion checks
15 Sack of 6000 A small, plain looking bag that
Exquihok can carry 1000 lbs. and yet
weighs only 1 lbs.
16 Asaluss’ 35000 +1 to STR, CON, Evade and AP.
Champion Once per 73 hours, if the wearer
goes below 1 HP, they
Ring immediately gain 2d6 HP.
17 Saber of Elolit 12500 Long, crystal saber. Does 1d10
the Teal damage. The wielder gains +3 to
Evade and anytime they are
Dancer attacked and missed, they can
move 5’.
18 Endbringer’s 15000 Huge maul that requires 4+ STR
Typus Maul to use at all. Does 3d6 damage.
Can Melee attack a target 5’
away. Any enemy within 30’ that
sees the maul hit, must make a
WIS DC: 14 check or be at
Disadvantage on all attack rolls
this and next round.
19 The Dark 35000 The wearer does not need to
God’s breathe, eat, drink or sleep. They
are immune to pressure, poisons
Medallion and radiation. Your hair and eyes
turn black.
20 The Ancient ??? A golden and silver box the size
Cube of a fist. It has ancient symbols all
over it. When one attempts to
open the box, they must make a
WIS DC: 14 save. If successful,
roll on the Ancient Cube chart*.
If they fail, they take 1d6
damage. Any person may try to
use the box once a week.
131
*The Ancient Cube Chart
When successfully activated, roll on the chart below and
the result is permanently applied. If you use a luck point to
re-roll this result, you lose 1 HP permanently.
1 Lose 1 STR
2 Lose 1 INT
3 Lose 1 WIS
4 Lose 1 DEX
5 Lose 1 CON
6 Lose 1 CHA
7 Lose 1 Luck
8 Lose 1d4 HP
9 You die horribly
10 Change sex
11 Gain 1 STR
12 Gain 1 INT
13 Gain 1 WIS
14 Gain 1 DEX
15 Gain 1 CON
16 Gain 1 CHA
17 Gain 1 Luck
18 Gain 1d4 HP
19 Gain +1’ Move
20 Gain Immunity to Fear & Advantage on all rolls
involving this device.
132
133
Galaxy Background
It is the year 2201 to most people of Earth. 100 years ago,
mankind developed the technology for interplanetary space
flight, and soon discovered basic warping technology,
leading to flight between solar systems. Currently, the
Earth is a member of The Explorer’s Expanse and The
Emerald Edge, a coalition of several planets that seek to
explore the galaxy and defend its inhabitants from a
plethora of active threats.
Earth’s Timeline
2020 A massive movement of pseudoscience, especially
climate change denial, begins to have a major effect of
world policies involving carbon emissions and health
issues.
134
2028 The death count of the plague reaches 2 billion!
Violence and famine wipe out millions more. Many coastal
cities are beginning to drown.
2039 The growing Savior Cities are now all walled off from
the wilds, but they still take in refugees. The outer
communities become more violent as the world heats up
and many resources become scarce.
2042 Regular air travel and trade between the Savior Cities
begins. The world population is estimated at 1.5 billion.
135
2050 The Treaty of Moscow is signed by every Savior City,
creating a unified alliance and a World Council. Most of
Africa, Australia and the Middle East become
uninhabitable due to the heat. A large coalition of
independent communities, The Thundering Horde, unify in
the Asian Steppes and destroy the Savior City of Irkutsk.
2056 The World Council begins to relaunch satellites and
send manned missions to space. The Thundering Horde
now control most of Siberia, Eastern Russia, Mongolia and
Northern China.
2061 Construction of Luna Savior I, a city on the Moon,
begins. Several small space stations are finished. The
Thundering Horde takes the Korean Peninsula and
launches a failed attack on Sapporo.
2065 Luna Savior I is completed. The World Council
approves lethal force to deal with The Thundering Horde
after they destroy Xi’an with a nuclear weapon and begin
marching toward Chongqing.
136
2077 A major breakthrough in ship speed is made, allowing
a ship to go from Earth to Mars in 5 days. Ships are sent to
every planet and moon in the solar system by the end of
the year. The world population nears 2 billion.
137
2111 The S.C.C. Irkutsk launches from Pluto on its way to
Alpha Centauri. Unmanned probes are launched to the
other nearest solar systems.
138
2154 The S.C.C. Damascus does not report back after
being the first ship sent to the J-15 solar system. A second
ship, the S.C.C. Rabat, is deployed and does not report back
either.
2155 A fleet is sent to J-15. They encounter an army of
satellites and drones that decimate the fleet. 2 ships survive
and return to report the loss. Future plans to explore J-15
are scrapped.
2167 The S.C.C. Copenhagen encounters a Lanerian fleet
on the outskirts of the explored galaxy and is captured.
Negations take several months, but a peace treaty is signed
and a border is established. Travelers from both
civilizations are allowed safe passage through each other’s
space. The Solar Council and Lanerians create embassies
and exchange technologies.
2175 The S.C.C. Miami and the Oceanstar Liquanto, a
Lanerian ship, discover a recently destroyed base of an
unknown alien race in a previously unknown area of space.
Soon after, they board a near-by, crippled star ship. The
ship had 2 Gronslag survivors that were saved from death’s
embrace by the quick-thinking crews. They learn from the
survivors that they have been in a losing war for the past
20 years with an alien civilization known as The Ebontear
Crucible.
2176 The Treaty of Hope is signed between The Solar
Council, The Lanerians and The Gronslag Empire. The new
allies are defeated at The Battle of Blackest Night by an
Ebontear Fleet.
139
2177 The S.M.E.G. Corporation (Space Mining and
Engineering Group) begins to dominate deep space mining
and many shipping lanes.
2201 All powers prepare for the first ever Galactic Summit
to be held at Exchange Hub Alpha.
140
Sections of the known Milky Way
Thus far, all of the action in The Blackest Space has
occurred inside The Milky Way galaxy. There are 3 known
clusters of activity in The Milky Way. These are connected
by worm holes and ships with warp drive.
Southern Section
This is the domain of The Explorer’s Expanse, which
includes The Solar Council (Earth Humans), The Lanerians
and The Gronslag. Recently, the Ebontear Crucible and
Asaluss have made forays into this section.
141
Gronslag Empire
The Gronslag Empire is a small cluster of star systems ruled
by The Gronslag race, a rocky humanoid people. They have
been starfaring for about 400 years, having recently
encountered the Ebontear Crucible to great detriment to
the Gronslag. They also have recently encountered their
current allies, the Star Council and the Lenarians, which led
to their encounters with the Emerald Edge. The Gronslag
do not interfere with non-warp civilizations they encounter.
Races: Gronslag
Home World: Torraq
Languages: Gronslag
Religion: No official religion. 15% religious.
Government: Parliamentary Democracy
Colors: Orange, Black & Dark Red
Allies: Lanerians, The Solar Council, The Emerald Edge
Enemies: Ebontear Crucible
Flag Ships: Toqural Class
Places of Note:
142
Lanerian Depths
Lanerian Depths is the small territory controlled by the
Lanerians, a race of amphibious humanoids. They are a
female dominated society and are famous for their musical
and poetic prowess.
Races: Lanerians
Home World: Laneria
Languages: Lanerian
Religion: No official religion. 2% religious.
Government: Matriarchal Democracy
Colors: Blue and Green
Allies: Gronslag, The Solar Council, The Emerald Edge
Enemies: Ebontear Crucible and Asaluss
Flag Ships: Oceanstars
Places of Note
143
The Solar Council
Races: Humans
Home World: Earth
Languages: English (trade and science language) and
others.
Religion: No official religion. 40% religious.
Government: Social Democracy
Colors: White, Blue & Yellow
Allies: Lanerians, Gronslag, The Emerald Edge
Enemies: Asaluss and Ebontear Crucible
Flag Ships: S.C.C (Solar Council Class)
Places of Note:
144
Noted metropolis of Earth: Toronto, Outpost 7 (Yukon &
Alaska), Pittsburgh, Lake Michigan Prime (Chicago &
Milwaukee), Denver, St. Louis, The Ohio River Union
(Louisville & Cincinnati), Dallas/ Ft Worth, Western Ashes
(Phoenix & Las Vegas), Calgary Sky, New Tenochtitlan
(Mexico City), Lima, Inner Amazona (Brasilia), New
London (Central England), Valhalla (Central Norway &
Sweden), Berlin, Bern, Prague, Moscow, Baku, New
Sydney (Ocean city atop the ruins of Sydney), Grand
Zealand, New Persia (Tehran), The Great Horn (Addis
Abba), Oasis 2 (Southern Egypt), Southern Star (Pretoria),
Lahore, New Delhi, Hyderabad, Katmandu, Wuhan,
Chongqing, Sapporo, New Tokyo (Ocean city), High Seoul
(Ocean city), The Ice Vault (Antarctica)
145
PAX I: A planet 50 light years from Earth, with heavy
vegetation and a breathable atmosphere that was recently
colonized by the Solar Council. Produces huge amounts of
food and it has a new Emerald Edge monastery for training
humans to be Emerald Champions.
146
Central Section
This is the crowded section near the center of the Milky
Way, extending well out to near the Western edge of the
solar system.
147
The Apparatus: The Azure Domain
The Azure Domain is the more aggressive faction of the
Apparatus. The Azure Domain and the Golden Arsenal
have been at war against each other for the past 500 years.
The AZ are conquerors seeking weaponry, slaves and more
raw materials to create more of their numbers.
Races: The Apparatus
Home World: Barisonn-5
Languages: Telekonn
Religion: Outlawed
Government: Totalitarianism
Colors: Azure Blue, Black & White
Allies: The Asaluss and the Ebontear Crucible
Enemies: The Golden Arsenal, The Emerald Edge, The
Brine Mire
Flag Ships: Azure Ghosts
Places of Note
148
The Apparatus: The Golden Arsenal
The Golden Arsenal are the less aggressive, more scholarly
faction of the Apparatus. The Azure Domain and the
Golden Arsenal have been at war against each other for the
past 500 years. The GA were losing the war until the
Emerald Edge aided them. The GA seek to explore to learn
and to seek enlightenment.
Races: The Apparatus
Home World: Barisonn-5
Languages: Telekonn
Religion: None. The Apparatus do not have the concept in
their culture, but allow religious practices by others that do
not infringe upon the rights of others.
Government: Direct Democracy
Colors: Gold, Silver and Platinum
Allies: The Brine Mire, The Emerald Edge, The Explorer’s
Expanse
Enemies: The Azure Domain, The Ebontear Crucible
Flag Ships: Golden Wasps
Places of Note
149
The Brine Mire
This small section of the Milky Way is controlled by the
Mirewhips. They are very adventurous, but have been
checked by the aggression of the Asaluss and Azure
Domain. So many of the best Mirewhip pilot have struck
out to other parts of the galaxy to test their skills and to
quench their thirst for adventure.
Races: Mirewhips
Home World: The Brine Mire I
Languages: Ishcozz
Religion: No official. 40% religious (mostly nature
religions)
Government: Oligarchy
Allies: The Golden Arsenal, the Emerald Edge, the
Explorer’s Expanse
Enemies: The Azure Domain, the Ebontear Crucible, the
Asaluss
Flag Ships: Starwhip Class
Places of Note:
150
Ebontear Crucible
The most violent and destructive civilization in the galaxy
are the Ebontear Crucible. They seek to annihilate, or
enslave, all life to honor their mysterious Gods of the
Shadowshore. The Ebontear live to destroy, but rarely dive
into a conflict without solid strategy. The Ebontear and
Earth humans are biological similar, showing a potential
shared ancestry.
Races: Humans and others. Home World: Unknown
Languages: Blackwords
Religion: Gods of the Shadowshore. All others are
outlawed. Government: Theocratical Oligarchy
Allies: The Asaluss, the Azure Domain
Enemies: The Golden Arsenal, the Emerald Edge, the
Explorer’s Expanse, the Brine Mire, the Gnargfang
Flag Ships: Voidcall Class
Places of Note
Crucible Center: The primary area controlled by the
Ebontear, near the Galactic Center. In the middle of this
zone is the home world of the Ebontear. No one outside of
the Ebontear Crucible has been there, or at least been there
and escaped to tell of what they saw. It is rumored to be
home of their gods, intergalactic slave markets, or even
more horrible things.
Western Zone: This is a newly discovered section adjacent
to the far western edge of the Emerald Edge. The Ebontear
have quickly taken and fortified this region to act as a
launching point for future invasions into Emerald Edge,
Golden Arsenal and Mirewhip space.
151
The Emerald Edge
The oldest known, living spacefaring race. The Emerald
Edge are led by the Arpi, a humanoid race dedicated to
preserving life and peace in the galaxy. Although peaceful,
the Emerald Edge will fight to the death to defeat extreme
aggression. The Qu’ fer joined the EE after their home
world was destroyed.
Races: Arpi, Qu’ fer and many other refugee races
Home World: Arpourus III
Languages: Emerald Tongue
Religion: No official. 65% religious (mostly meta-physical
or ancestor worship)
Government: Parliamentary Democracy
Allies: The Golden Arsenal, the Explorer’s Expanse, the
Brine Mire, the Gnargfang
Enemies: The Asaluss, the Azure Domain, the Ebontear
Crucible
Flag Ships: EE Class ships
Places of Note
152
Forbidden Zone
A huge area of space that is off limits for investigation by
any civilization. The Emerald Edge have dictated and
defend the boundary they established. They are tight
lipped about this section, but assure the other civilizations
that it is dangerous to enter the zone. All other civilizations,
except for the Ebontear, have agreed to this treaty. Even
the Azure Domain and the Asaluss fear and avoid this
region.
153
The Eastern Arm of the Milky Way
This section of space is the worn-torn home of the Asaluss
and Gnargfang. They Asaluss dominate most of the
explored areas of this region, but do have some opponents
here that are seeking to check their power.
154
Flag Ships: Dragon Fangs
Places of Note:
155
Blackspace Corsairs
The Blackspace Corsairs are a loosely unified group of
pirate fleets that terrorize much of the Eastern Milky Way
(but they act as mercenaries throughout the galaxy). They
are known for acquiring and selling all kinds of goods,
including slaves. They are free to move throughout much
of Asaluss territory.
Races: Humans and others
Home World: None, but Blackspace Station is their main
hub. Languages: EX1 Religion: No official. 60% religious.
Government: Authoritarianism
Colors: Red and Purple
Allies: The Asaluss
Enemies: The Gnargfang
Flag Ships: Sail Looters
Places of Note:
156
The Harkfey Sovereignty
The Harkfey Sovereignty is a small group of civilizations
that have fled to Harkfey space as refugees from Asaluss &
Blackspace Corsair aggression. Under the Harkfey, they
have united to fight back against the evil Asaluss in the
western section of the eastern arm of the Milky Way.
Races: Harkfey and many other small civilizations
Home World: Goswor IV
Languages: Harkfey
Religion: No official. 30% religious.
Government: Parliamentary Democracy. They have a royal
family that has served as a figure head for the past 300
years.
Colors: Green, Yellow & Brown
Allies: The Emerald Edge, the Gnargfang, the Zygaq
Enemies: The Asaluss, the Blackspace Corsairs
Flag Ships: Sun Arrows
Places of Note:
157
Gnargfang Territory
The Gnargfang had only visited six new star systems when
they encountered The Asaluss and, luckily for them, The
Harkfey Sovereignty. After losing several battles to the
Asaluss, the Gnargfang are saved by the Harkfey, creating
a peace treaty between them. The Gnargfang are ruled by
the Lyssmay royal family, a benevolent house that has
brought prosperity to their planet for the past 200 years.
Races: Gnargfang
Home World: Koshka-3
Languages: Gnarg
Religion: Ancestor Worship. 60% religious.
Government: Monarchy.
Colors: Blue and Black
Allies: The Harkfey Sovereignty, the Emerald Edge, the
Zygaq
Enemies: Asaluss, the Blackspace Corsairs
Flag Ships: Battle Class Cruiser
Places of Note:
158
Zygaq Coalition
The Zygaq have been star faring for 400 years. They have
discovered a few other technologically advanced
civilizations, but they only observe them from afar. The
Zygaq seek to explore and learn more of the galaxy’s
secrets, but have been forced to spend the past 100 years
fending off the Asaluss.
Races: Zygaq
Home World: QYP-7
Languages: Zygaq
Religion: No official. 1% religious.
Government: Socialist Democracy
Colors: Blue, Pink and White
Allies: The Harkfey Sovereignty, the Emerald Edge, the
Gnargfang
Enemies: Asaluss, the Blackspace Corsairs
Flag Ships: Phase Whisperers
Places of Note:
159
Other Organizations
160
Exchange Hub Delta: A large Star Base at the edge of
Lanerian space. It is a massive trade port and acts as a
Worm hole hub to all known areas in the galaxy. Home to
one of the largest trading posts in the galaxy. Each
civilization has an embassy here. The base does not allow
active weapons on site and is heavily guarded. Rumors of
secret worm holes to other galaxies!
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The Probers or Greys
The Greys, or better known among the denizens of the
Milky Way as the Probers, are a mysterious alien race that
are in the lore of every known, intelligent race. Millions of
beings claim to have been abducted by, and tested on by
the Probers. No civilization has been able to capture one
or even prove they exist. Even the Ebontear Crucible and
Asaluss have reports of encountering the Probers. They are
rumored to have a slave race of small humanoids that serve
them.
Races: The Greys Home World: Unknown
Languages: Unknown, but they seem to speak all known
languages Religion: Unknown
Government: Unknown
Allies: Unknown
Enemies: All known races
Flag Ships: Unknown
Places of Note: Unknown
162
163
Random Star System Generator
Exploring unknown solar systems is of major importance
to ships from every civilization. Discovering new worlds,
gathering resources, making allies and expanding territory
is of the utmost importance. Below are some charts that
will help you create new, unique systems.
164
Star Type (d20)
1-4 G (Earth Size) 10% Chance of life.
5-6 Yellow Dwarf 5% Chance of life.
7 Orange Dwarf 3% Chance of life.
8-15 Red Dwarf 1% Chance of life.
16 Blue or Red Giant 1% Chance of life.
17 Brown Dwarf Dead system. No organic life.
18 Dead Star Dead system. No organic life.
19 Neutron Star Dead system. No organic life.
20 Black Hole (Small) Nothing else in system.
Number of Planets
Roll a d12 for number of planets.
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Possibly Inhabited Planet Types (d10)
1 Rocky (Dead)
2 Rocky (Stable Tectonics)
3 Rocky (Valuable Minerals)
4 Desert
5 Ice
6 Volcanic
7 Gaseous, Small (Floating Cities if not gaseous)
8 Oceanic
9 Oceanic (with some land)
10 Artificial (Terraformed)
Gravity (d6)
1 ½ of Earth’s Gravity (Double Move)
2-4 Earth’s Gravity
5 Double Earth’s Gravity (1/2 all Moves)
6 Triple Earth’s Gravity (1/3 all Moves)
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Type of Humanoid Life (d12)
1 Rock or Fire
2 Ice
3 Feline
4 Canine or Wolfen
5 Lizard or Snake
6 Vegetable or Plant-like
7 Fish or Amphibian
8 Human
9 Human Variant (skin, features, etc.)
10 Elven or Fairy
11 Robotic
12 Other
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BENEFIT & HINDERANCE TABLES
Benefits occur from rolling a natural 6 on the d6. On a
natural 20 and 6, the attack does maximum damage (then
add benefit).
If you miss an attack that gets a benefit, you still get the
benefit.
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Benefit when using an Edged Weapon
1 Good hit that does 1 extra damage.
2 Scar your opponent, they get -1 CHA for 3 days.
3 Leg injury, the defender is at -1 Evade for 4 rounds.
4 Hand cut. The defender drops their weapon.
5 Master strike. Ignore that defenders AP for 2 rounds!
6 Demoralizing cut. The defender cannot use Luck for 4
rounds.
7 Eye cut. The defender’s next 2 attacks are at
Disadvantage.
8 Bleeding cut. At the start of the next round, the defender
takes 1 damage.
9 Gushing slice. The hit does double damage.
10 Slicing blow that allows you to make another attack.
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Benefit when using an Energy Weapon (or like ability)
1 Excellent strike. Does 1 extra damage.
2 Head strike. The target has -1 INT for 4 rounds.
3 Eye strike. The target is at -2 to all attacks for 4 rounds
(if they rely on sight).
4 Weakening strike. The target has -1 STR for 4 rounds.
5 Bouncing hit. Each adjacent creature takes 1 damage.
6 Insightful hit. The target has -1 AP for 4 rounds.
7 Shocking hit. The target drops their weapon or shield.
8 Reflective hit. The attack also effects the nearest enemy
(within 10’).
9 Area hit. The attack effects all enemies adjacent to the
target as well.
10 Lucky shot. This attack does not use a shot from the clip.
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Benefit when attacking from a Starship
1 Good shot. +1 to the damage (hit or miss).
2 Slowing Shot. The target is at -1 Move for 4 rounds*
3 Puncturing shot. The target loses 1 Ap for 4 rounds*
4.Computer damaged. The target is at -1 Evade for 4
rounds*
5 Engine strike. Add +4 rounds to all warp calculations
until fixed (Engineering DC: 20)*
6 Shield damage. The next time the shields go down, add
+3 rounds to its regeneration.
7 Bay Hold hit. This attack damages all ships in the Bay
hold as well*
8 Power strike. Add +1d6 to the attack (hit or miss).
9 Weapon systems damage. The target is at -2 to attack for
4 rounds*
10 Deadly strike. The target takes an additional 1d6
damage & is at -1 to Evade for 4 rounds (hit or miss)*
*If the shields are still up on this attack, ignore the benefit
and instead the shields take an additional 1d6 damage (hit
or miss).
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Hinderance when using a Blunt or Edged Weapon
1 Backbite. Take 1 damage.
2 Trip. -1 to Evade for 2 rounds.
3 Wild swing. Target gains Advantage on the next attack
against you.
4 Pulled muscle. Gain Disadvantage on STR & CON checks
for 4 rounds.
5 Poor attack. -5 to this attack.
6 Wrong way attack. The attack goes against a random,
adjacent ally.
7 Unlucky attack. Lose 1 Luck.
8 Slippery hands. Drop your weapon.
9 Reluctant blow. Lose your next action. Gain +1 Evade for
2 rounds.
10 Broken weapon. Your weapon breaks. Ignore if energy
or magic weapon.
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Hinderance when using a Ranged Weapon
1 Slippery hands. Drop your weapon.
2 Ammo spill. You drop your clip or throwing weapons.
3 Pulled muscle. Gain Disadvantage on STR & CON checks
for 4 rounds.
4 Trip. -1 to Evade for 2 rounds.
5 Ammo break. Lose your next action.
6 Unlucky attack. Lose 1 Luck.
7 Into the fray. The attack goes against a random target
within range.
8 Wrong way attack. The attack goes against a random,
adjacent ally.
9 Traitorous attack. The attack goes against a random ally
within range.
10 Broken weapon. Your weapon breaks. Ignore if energy
or magic weapon.
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Hinderance when making a skill or attribute check
1 Unlucky moment. Lose a Luck point.
2 Witless moment. Gain Disadvantage on your next check.
3 Feeble moment. -1 to STR checks for 4 rounds.
4 Lost moment. -1 to INT checks for 4 rounds.
5 Unwise moment. -1 to WIS checks for 4 rounds.
6 Slow moment. -1 to DEX checks for 4 rounds.
7 Weak moment. -1 to CON checks for 4 rounds.
8 Unlikable moment. -1 to CHA checks for 4 rounds.
9 Oops moment. -5 to your check.
10 Double oops moment. -10 to your check.
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Hinderance when attacking from a Starship
1 Misfire. The attack fails.
2 Weapon jam. The attack fails and your next attack is at -
2.
3 Shield drain. Your shields lose 1d6 HP.
4 Engine drain. You are at -1 Move for 4 rounds.
5 Computers damaged. You cannot warp for 3 rounds.
6 Bay damage. None of your ships can dock or leave the
dock for 4 rounds.
7 Weak shot. This attack does ½ damage if successful.
8 Random shot: Your attack targets a different ship at
random within range.
9 Communications outage. Your ship’s communication
system goes down for 4 rounds.
10 Slowing drain. You are at -1 Evade for 4 rounds.
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MONSTERS/ ADVERSARIES
Monsters of all types inhabit the galaxy. These are some
of the basic encounters that can happen in the wilds of
space. Feel free to make new monsters and races, and to
adjust the listed monsters to fit your campaign.
Apparatus Soldier
Sentient, humanoid, shape shifting robots.
Hit Points: 11
Evade: 12
Armor Points: 3
Move: 30’
Bonus: +2 to attacks, +2 to Melee damage, +2 to Initiative
Attack: By weapon
Special:
Mechanical: The Apparatus have no CON score. They do
not eat, drink, sleep or breathe. They never get tired and
are immune to all poisons, radiation and disease. They are
also immune to all electrical damage and the vacuum of
space. If at ¼ or less than their starting HP, they become
Moderately radioactive.
Reflective Armor: Whenever they are hit by a laser weapon,
there is a 50% chance it will bounce off and possibly strike
another target within 30’. If it does hit, it does ½ damage
(Apply AP, then round down).
Shape Shift (into different robotic forms). Can Fly 120’
Move in plane form. Can move 60’ Move in Vehicle form.
Sensors: Cannot be surprised within 60’. They have
Advantage on Initiative.
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Arpi Soldier
Green skinned, humanoids known for being quick and for
being peacekeepers.
Hit Points: 8
Evade: 13
Armor Points: 2 (armor)
Move: 35’
Bonus: +2 to melee attacks & damage, +3 to range attacks,
+3 to Initiative
Attack: By weapon
Special:
The Great Mind: The Arpi have a strong will, telepathy and
minor telekinetic powers. They have Advantage on any
unwanted mental telepathy or mental attack. They have the
ability to move up to 10 lbs. at will (50’ range) and can
communicate telepathically with the willing within 100’.
Those unwilling may make an INT DC: 12 save to stop the
telepathy for 10 minutes.
Self Sufficient: Twice per day, an Arpi can use an action to
heal themselves, or an ally within 30’, 1d6 HP. This heal
also removes a poison, disease and curse effect. The Arpi
can hold their breathe for up to 15 minutes. They also can
survive the vacuum of space for up to 5 minutes and gain
Advantage on all Radiation checks.
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Asaluss Soldier
Large snake-like humanoids, known for being vicious
warriors. Asaluss have a code that prevents them from
killing an unarmed, non-combative foe. However, they will
incapacitate them if need be.
Hit Points: 12
Evade: 14
Armor Points: 4 (2 natural, 2 armor)
Move: 30’/ 40’ Swim
Bonus: +3 to melee attacks & damage, +1 to range attacks,
+1 to Initiative, Advantage on Poison saves, Advantage
with chosen weapon
Attack: By weapon, Fangs (d4, a successful bite that causes
the loss of 1 DEX for 1 hour / CON DC 13 negates)
Special:
Spirit of the Hunter: When pursuing an enemy, Asaluss
gain +10’ to Move for up to 3 rounds. They can use this
ability 3 times a day.
Phasing: 3 times a day an Asaluss can phase out and
instantly reappear at anywhere they can see within 40’.
They may immediately act. When they phase, the location
they phased from and phased to, becomes Moderately
Radioactive for 5 minutes.
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Asamaa Bats
Small, flying beasts that resemble a cross between a bat
and cobra. They generally hunt in packs of 4-6. Often bred
as pets and hunting companions by the Asaluss.
Hit Points: 4
Evade: 15
Armor Points: 1 (natural)
Move: 40’ Flying/ 10’ Ground/ 30’ Swimming
Bonus: +1 to melee attacks, +2 to Initiative, Advantage on
Poison saves
Attack: Fangs (1d4-1, a successful bite that causes the loss
of 1 WIS for 1 hour / CON DC 11 negates)
Special: -
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Avvraken
The Avvraken are a large canine raised by the Ebontear.
They look like large, jet black wolves crossed with
crocodile, with a giant spiked tail. They stand around 2’ tall
and 5’ long. Many Ebontear Endbringers bring Avvraken
into combat with them.
Hit Points: 9
Evade: 14 (16 underwater)
Armor Points: 2 (natural)
Move: 40’ Ground/ 50’ Swimming
Bonus: +2 to melee attacks, +1 to melee damage, +1 to
Initiative
Attack: Fangs (1d6+1), Tail (1d8+1), Claws (1d4+1)
Special: Breathe underwater. Can jump 30’.
Bad Luck: Avvraken exude a field of bad luck. Anyone
within 40’ that uses a Luck point for a re-roll, does so at
Disadvantage.
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The Brain Worms
Giant, purple maggots (1’ long) with a ring of sharp teeth
that prays upon the brains of intelligent beings. They live
in forests and jungles, where they hide in trees and seek to
drop down on victims. They secrete a glue-like substance
that lets them climb trees.
Hit Points: 2
Evade: 9
Armor Points: 2 (natural)
Move: 10’ Ground/ 10’ Climbing
Bonus: +1 to melee attacks, +5 to Climbing
Attack: Bite (1d4-1, a successful bite that causes the loss of
1 INT for 1 hour / CON DC 11 negates)
Special:
If it eats a brain of an intelligent creature, it gains +3 extra
HP for 1 day.
Canine Aliens
Humanoid aliens that have evolved from wolves or dogs.
Hit Points: 12
Evade: 13
Armor Points: 3 (1 natural, 2 armor))
Move: 35’
Bonus: +1 to attacks, +1 to damage, +1 to Initiative
Attack: Bite (1d4 +1), Claws (1d4 +1) or By Weapon
Special: Enhanced senses: They gain Advantage on any
sight, hearing or smelling checks and they have Dark Vision
(50’).
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Cymyr
Mysterious race of robotic humanoids that work closely
with the humans of Earth.
Hit Points: 10
Evade: 13
Armor Points: 3 (natural)
Move: 30’
Bonus: +1 to melee attack & damage, +2 to range attacks,
+2 to Initiative, Advantage on any INT check (3 INT)
Attack: By weapon
Special:
Mechanical: Cymyrs have no CON score. They do not eat,
drink, sleep or breathe. They never get tired and are
immune to all poisons, radiation and disease. They are also
immune to all electrical damage and the vacuum of space.
Their skin and hair regenerate at a high speed. They recover
1 HP every 10 minutes. They have amazing eyes that can
see in the dark 100’. Their eyes can also act as a microscope
and a telescope.
Robo-Telepathy: They are able to telepathically
communicate with other robots and machines within 60’.
They can turn on/ off and control simple electronics with
60’.
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but they must give up their “humanity”, or equivalent, to
join the Ebontear Crucible.
Hit Points: 12 (52 in armor) Evade: 11
Armor Points: 3 (3 armor) Move: 30’
Bonus: +4 to attacks, +2 to melee damage
Attack: Warhammer (2d6), Laser Rifle (1d8), Energy
Weapon
Special:
Fade to Black: They can see in the dark (100’), have limited
telekinesis (up to 5 lbs.) and are immune to fear. You also
have Advantage on investigation and interrogation checks.
Twice a day, they can create darkness in a 60’ area around
them lasting 1d4 minutes.
Harvester of Sorrow: Any enemy within 60’ is at
Disadvantage on all rolls, unless they make a WIS DC: 15
save. The enemy may retry the save attempt at the
beginning of each round. If anyone fails this save 3 times
in a row, they heal the Endbringer 1 HP. If there are
multiple Endbringers in range, the enemy only rolls 1 save
(but 3 failures heal all within range).
Battery: Endbringers can summon an energy weapon to
their hand that looks like a sword, axe, mace, flail, etc. This
weapon does 1d6 + STR in damage. This weapon can last
up to 5 hours and can be re-summoned as an action.
Blackened: Immunity to Radiation, but they exude Low
radiation to all adjacent to you while not in Battle Armor.
Overkill: Once per round, when they kill an enemy in
melee, they immediately may attack another adjacent
enemy.
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Ebontear Endbringer, Captain
The elite that lead the Ebontear Endbringers.
Hit Points: 30 (70 in armor)
Evade: 12
Armor Points: 4 (3 armor, 1 natural)
Move: 30’
Bonus: +6 to melee attacks, +3 to melee damage, +1 to
range attacks, +1 to Initiative
Attack: Elite Warhammer (2d6+2), Laser Rifle (1d8),
Energy Weapon
Special:
Fade to Black: They can see in the dark (100’), have limited
telekinesis (up to 5 lbs.) and are immune to fear. You also
have Advantage on investigation and interrogation checks.
Twice a day, they can create darkness in a 60’ area around
them lasting 1d4 minutes.
184
Battery: Endbringers can summon an energy weapon to
their hand that looks like a sword, axe, mace, flail, etc. This
weapon does 1d6 + STR in damage. This weapon can last
up to 5 hours and can be re-summoned as an action.
185
Ebontear Necrojudge, Initiate
Necrojudges are the elite class of Ebontear society, acting
as their rulers and commanders. Trained in combat and in
the ancient art of Necrojudgement, Ebontear Necrojudges
are the most feared warriors in the galaxy. Their
Necrojudgement powers, the galaxy’s most well-guarded
secret, allow them to reanimate the dead into their service.
Necrojudges claim that they destroy the souls of those they
reanimate. However, this has not been confirmed.
Hit Points: 13 (53 in armor)
Evade: 11
Armor Points: 3 (3 in armor)
Move: 30’
Bonus: +2 to attacks, +2 to melee damage, +1 to Initiative
Attack: By weapon
Special:
186
Tormentor: Necrojudges can strike fear into the hearts of
their enemies with a mere thought or wave of their hand.
As an action, they can attempt to Torment a target within
60’. The target must make a CHA save, DC: 15, or they
lose their next action and are at Disadvantage on all rolls
for the next 2 rounds. This is a fear effect.
187
Ebontear Necrojudge, High Annihilator
High Annihilators are the toughest of Necrojudges.
Hit Points: 23 (63 in armor)
Evade: 12
Armor Points: 3 (3 in armor)
Move: 30’
Bonus: +4 to attack, +2 to melee damage, +2 to Initiative
Attack: By weapon
Special:
188
Angel of Death: Necrojudges can raise the dead to serve
their bidding. As an action, you can animate the corpse of
a mostly intact, dead humanoid or animal (no more than
10’ long or tall). You can control 5 corpses at once. They
can respond to simple tasks like “attack”, “hold”, “defend
me”, etc. The corpse gains the Zombie template (p.XX).
189
Emerald Champion Initiate
The Emerald Edge seek out those rare, gifted minds that
are capable of becoming Emerald Champions, an elite
order of warriors that defend the galaxy from evil and
chaos. It takes several years of monastic training to become
an Emerald Champion. This training hones the senses and
removes all of the malice and anger of the trainee.
Hit Points: 20 Evade: 15/ 18 against range attacks
Armor Points: 4 (2 armor) Move: 35’
Bonus: +4 to attacks, +1 to melee damage, +2 to Initiative
Attack: Edge Sword (1d6+4)
Special: Advantage on all WIS saves, the ability to see in
the dark (60’), minor telekinesis (up to 10 lbs.) and
telepathy (allies within 60’), 4 WIS
Edge Sword: Champions can bring forth a green, energy
weapon from the back of their hand. They can shape it into
a sword, club, whip, axe, etc.
Hold Breath: Can hold their breathe for up to 10 minutes.
This training also allows them to survive in the vacuum of
space for up to 5 minutes and makes them immune to low
Radiation.
Defender of the Helpless: Immunity to fear. All adjacent
allies have +1 Evade and ignore the first point of damage
from area effects.
Edge Blasts: Can shoot 4 energy blasts a day. They have a
100’ range and do 1d4 + 4 damage.
Edge Mind: Advantage on Initiative & you cannot be
surprised
Reflective Sword
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Emerald Champion Prime
Enlightened warriors of the Emerald Edge that have
attained the highest ranking.
Hit Points: 40 Evade: 17/ 20 against range attacks
Armor Points: 5 (2 armor) Move: 40’
Bonus: +7 to attacks, +1 to melee damage, +3 to Initiative
Attack: Edge Sword (1d6+6)
Special: Advantage on all WIS saves, the ability to see in the dark
(60’), minor telekinesis (up to 10 lbs.) and telepathy (allies within
60’), 6 WIS
Edge Sword: Champions can bring forth a green, energy weapon
from the back of their hand. They can shape it into a sword, club,
whip, axe, etc.
Hold Breath: Can hold their breathe for up to 10 minutes. This
training also allows them to survive in the vacuum of space for
up to 5 minutes and makes them immune to low Radiation.
Defender of the Helpless: Immunity to fear. All adjacent allies
have +1 Evade and ignore the first point of damage from area
effects.
Edge Blasts: Can shoot 6 energy blasts a day. They have a 100’
range and do 1d4 + 6 damage.
Edge Mind: Advantage on Initiative & you cannot be surprised
Reflective Sword
Ebontear Hunter: Gains +2 to attack and do +2 damage to any
Ebontear member.
Emerald Shield: Can create a personal shield that gives them +2
Evade & 2 AP that lasts 1 hour and can be re-summoned as an
action.
True Vision: Can see through illusions and disguises, and can
never be blinded.
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Fire Monster, Large
10’ tall, fire monster a space adventurer may encounter on
a volcanic planet.
Hit Points: 18 Evade: 9 Armor Points: 2 Move: 25’
Bonus: +3 to melee attacks, +3 to melee damage
Attack: Punch (d4+3), Anyone striking this monster with a
melee attack takes 2 damage.
Special: Immune to radiation & fire. Cold does double
damage. Lasers do ¼ damage (apply AP first, the round
up).
192
Gas Monster, Large
10’ tall, gas monster a space adventurer may encounter on
a planet.
Hit Points: 18 Evade: 11 Armor Points: 0
Move: 25’ Floating Bonus: +1 to Initiative
Attack: Touch does (d4 damage & you must make a CON
DC: 13 save or pass out for d4+1 rounds), Life Drain
(Range: 30’, does 1d4 damage and the monster heals that
much HP)
Special: Immune to radiation & fire. Lasers do double
damage. Physical attacks do not affect this monster.
Gnargfang Soldier
An intelligent race of cat-like humanoids, The Gnargfangs
are a noble people that have just developed warp
technology and have been welcomed into the galactic
fraternity. The Gnargfangs have a large, biological
diversity. They range from 3 1/2’ to 7’+ tall, with fur of any
color.
Hit Points: 9 Evade: 14
Armor Points: 4 (2 armor, 2 natural) Move: 30’
Bonus: +3 to attacks, +2 to melee damage, +3 to Initiative
Attack: By weapon
Special:
Feline Traits
- Enhanced senses: They gain Advantage on any sight,
hearing or smelling checks and they have Dark Vision (50’).
- Claws and Fangs that do d4+ STR damage.
- Great Leapers: Advantage on jumping and climbing checks.
193
Fish-Man Aliens
Many worlds are dominated by aquatic life. Fish-Man
Aliens are humanoids with blue or green skin.
Hit Points: 9
Evade: 12/ 16 underwater
Armor Points: 2 (1 armor, 1 natural)
Move: 30’/ 60’ Swim
Bonus: +2 to range attacks, +1 to Initiative
Attack: By weapon, Spear (d6)
Special:
Amphibious Traits: They can breathe in the air and
underwater without too much trouble, but prefer to be
underwater.
194
Gronslag Soldier
Gronslag are a race of intelligent builders and powerful
warriors that come from Torroq, a rocky planet known for
its mineral wealth and massive war ships. They stand 7’-8’
tall, weigh 350-450 lbs. and are made of a reddish rock.
The males tend to have brown, rocky clusters all over their
bodies, while the females have crimson red, diamond skin.
Gronslag have fiery red eyes and tend to take insults very
personal.
Hit Points: 11 Evade: 10 Armor Points: 4 Move: 25’
Bonus: +4 to melee attacks, +3 to melee damage, +1 to all
skill checks
Attack: By weapon Special:
Body of Torroq: Gronslag’s have a body made of living
rock. They take ½ damage from fire, heat and radiation
(apply AP first and then rounded down). They have a
silicon-based diet and breathe oxygen.
Male Gronslags have rocky clusters on their bodies that
cause anything striking them to take 1 damage. Female
Gronslags have a shiny, crimson skin that is partially
reflective. Whenever they are hit by a laser or light weapon,
there is a 50% chance it will bounce off and possibly strike
another target within 30’. If it does hit, it does ½ damage
(apply AP, then round down).
Senses of Torroq-Qim: Gronslag’s cannot be blinded in any
way. They can see in the dark, see the invisible and can
feel anything approach them within 60’. They have
Advantage on Initiative and cannot be surprised by
anything with 60’.
195
Harkfey Soldier
The Harkfey are a race of small humanoids that resemble a
cross between Elves of Earth mythology and young teen
humans.
Hit Points: 7
Evade: 14
Armor Points: 2 (2 armor)
Move: 30’
Bonus: +4 to range attacks, +3 to Initiative, Advantage on
all wilderness survival skills involving forests and cold
environments
Attack: By weapon
Special:
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Human Soldier (Earth)
Hit Points: 8
Evade: 12
Armor Points: 2 (2 armor)
Move: 30’
Bonus: +1 to attacks, +1 to melee damage
Attack: By weapon
Special: -
Humans (Primitive)
Hit Points: 6
Evade: 13
Armor Points: -
Move: 35’
Bonus: +1 to attacks, +1 to melee damage
Attack: By weapon
Special: -
197
Lanerian Soldier
Lanerians are an amphibious, female dominated society.
They are very artistic and peaceful explorers that come
from a water planet. Lanerians look like smaller humans
(average 4’- 5’ tall) with green or blue skin and long,
braided hair that always looks wet. They have a retractable
fin along their spines.
Hit Points: 8 Evade: 14/ 18 underwater
Armor Points: 2 (2 armor) Move: 30’/ 60’ Swim
Bonus: +3 to range attacks, +3 to Initiative
Attack: By weapon, Spear (d6)
Special:
198
Man-Eating Plant
What looks like a normal bush or small tree, is actually a
flesh-eating plant that prays upon living creatures. It has 4
vines that try to trap creatures with.
Hit Points: 18 (3 per vine)
Evade: 9 (12 for vines)
Armor Points: 3 (1 per vine)
Move: Vines can Move 20’ and are 40’ long
Bonus: +1 to melee attack, +1 to Initiative,
Attack: Vines (1 damage & they grab unless the target
makes a STR DC: 12 save and pull them 20’ toward the
mouth), Mouth Bite (1d10 damage)
Special: Immunity to Poison, Fire does double damage
199
Meta-Psych
Meta-Psyches have many, varied different mental gifts that
they may develop, making them highly sought-after
mercenaries, travelers or heroes.
Hit Points: 8 (28 psychic armor)
Evade: 11
Armor Points: 3 (psychic armor)
Move: 30’
Bonus:
Attack: By weapon
Special: 5 WIS
Brain Scan: Can try to scan the mind of any living creature.
They get a WIS DC: 14 to negate this and further attempts
for 5 minutes. If successful, you can read their mind, know
their fears & weaknesses, know their current HP, AP &
Evade.
200
Forgotten in Space: They are able to tap into this power
giving them all the following: Advantage on any WIS save
or check, you take half damage from any Meta-Psych
ability (rounded up), Telepathy (100’ range, WIS DC: 13
negates the link for 5 rounds) and Telekinesis (100 lbs., 50’
range, 1d6 damage for up to 100 lbs. thrown).
201
Mirewhips
One of the most “alien” appearing creatures in the Milky
Way, are the Mirewhip. They are a large, green tentacle
that stands 4’ tall. They have 2 smaller tentacles that act as
arms and legs. They have 1 large eye and a large mouth full
of jagged teeth. Mirewhips are not known for their
diplomacy, because they cannot lie, speak their mind
always and tend to have loud personalities.
Hit Points: 7
Evade: 15
Armor Points: 3 (1 armor, 3 natural)
Move: 30’
Bonus: +2 to range attacks, +2 to Initiative, Advantage on
piloting checks and sleight of hand related checks
Attack: By weapon, Bite (d4 + the target must make a CON
DC: 12 save or they lose 1 CON for 1 hour (does not stack).
Special:
Eye of the Brine Mire: Mirewhips can alter their vision with
a mere thought. They can transfer between infra-red, dark
vision and normal vision. They gain Advantage on
attempting to see through illusions and to see the invisible.
They can even make their eye glow (20’ of light).
202
Octox
An intelligent race of small, octopus-like creatures that
occupy a planet near Earth. They have a Bronze Age-level
of technology, but they use coral weaponry that requires
no smelting. They will die if taken out of water for more
than 10 minutes.
Hit Points: 6
Evade: 16 (underwater)
Armor Points: 2
Move: 60’ (underwater)
Bonus: +2 to range attacks, +2 to Initiative
Attack: By weapon, Bite (d4-1), Squeeze (d6)
Special: Breathe underwater, Dark Vision 100’, Ink Spray:
creates darkness in a 50’ area for 2d4 rounds).
203
Qu’fer in Battle Armor
The Qu’fer are a race of intelligent plants that have
powerful mental abilities. They are unable to move on their
own, so they use telekinesis or their robots to move. They
are renowned as great robotic engineers. Qu’fer may look
like a fern, bush, cacti or any other type of small plant.
Hit Points: 6 (36) Evade: 11 Armor Points: 3 (3 armor)
Move: 20’/ 30’ in armor Bonus: -
Attack: By weapon (in armor) Special:
Genius Houseplants: The Qu’fer have a great intellect and
several psychic powers. They have:
- Advantage on all INT & WIS saves and checks.
- Telepathy within 300’. Any unwilling party can
make a WIS DC: 12 to stop communication for 3
minutes.
- Robo Telepathy. They can communicate with
robots and machines with 300’.
- Telekinesis: 100’ range, up to 50 lbs., thrown items
do 1d4 damage.
- Telekinetic Move: Qu’far have no DEX, but can
move themselves by telekinesis (20’ Move). If
forced to make a DEX check or save, they do so at
Disadvantage.
- Ectoplasmic Arms: They can create small arms with
hands to do mundane, physical tasks. These have
the STR score of the Qu’far.
Robotic Masters: The Qu’fer are masters at robotic
engineering. They gain Advantage on all related checks.
They can fix robots at twice the normal speed.
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Rock Monster, Large
10’ tall, rock monster a space adventurer may encounter on
a rocky planet.
Hit Points: 22
Evade: 7
Armor Points: 4
Move: 20’
Bonus: +5 to melee attacks, +5 to melee damage, -1 to
Initiative
Attack: Punch (d6+5), Crush (d10+5, if this attack misses
the monster loses its next action)
Special: Immune to radiation
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Shock Marine
Many civilizations have an elite squad of soldiers that are
trained for combat in many environments. They can fight
in space, on narrow ship decks and on many different types
of dangerous planets. Many Shock Marines hire
themselves out as mercenaries to make extra money.
Hit Points: 16 (66 in armor)
Evade: 15
Armor Points: 3 (armor)
Move: 35’
Bonus: +3 to melee attacks, +3 to melee damage, +1 to
Initiative, +1 to range attacks, +1 to Pilot checks
Attack: By weapon
Special: Advantage on all Radiation checks involving low
Radiation.
Killing is My Business: +1 to all attack rolls and your
attacks do an extra 1 damage to any target with less than
half of its starting HP.
Countdown to Extinction: Select any race- when fighting
them you gain +1 to Evade, +1 to attack, +1 to damage and
+5’ Move.
I Thought I Knew It All: You are good at learning from your
mistakes. When you roll an Hinderance, you may re-roll it
once, ignoring any 6.
Killing Road: Once per round, when you kill a target, you
may make an immediate extra attack.
The World Needs a Hero: You are immune to fear. All
adjacent allies have +1 Evade and ignore the first point of
damage from area effects.
206
Silver Gloggs
Silver Gloggs are 6’ humanoid frogmen with grayish/ sliver
skin and 6 eyes. They have a high, animal intelligence and
can breathe in almost any atmosphere. They are aggressive
and breed extremely fast, causing many ecological
problems to the planets they have been exposed to.
Hit Points: 9 Evade: 14 Armor Points: 2
Move: 40’/ 60’ Swimming
Bonus: +1 to melee attacks, +1 to melee damage, +6 to
Initiative Attack: Claw (1d6+1), Bite (1d4+1), Leap Attack
(1d8+1, if they leap 30’+)
Special: Can breathe in any environment, Immunity to
Pressure & Radiation, Advantage on any visual related
checks, Radioactive: Low
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Slime Monster
A 6’ tall, form changing blob of slime that is out to dine on your bones.
Hit Points: 15 Evade: 12 Armor Points: 2
Move: 25’/ 10’ Swimming
Bonus: +2 to melee attacks, +2 to melee damage, Advantage against
cold and radiation checks, 5 CON
Attack: Slap (d4+1 damage), Hug (d8+1 damage), Spit (d6 damage)
Special: Immune to Acid, poisons and Laser damage. Does not breathe
and is immune to the vacuum of space.
Slime Trail: Any adjacent being is at half move, and stays at ½ Move
for 4 rounds after moving away.
Space Inflamer
This creature is a disgusting sight, often discovered in refuse piles and
filthiest spaces. They are about 1’ long thick, worm covered in a
horrible slime. Its mouth is filled with several wriggling tentacles that
they use to syphon blood from its victims. Those bitten by a Space
Inflamer often become very ill with a contagious disease that will
quickly spread throughout a colony or ship.
Hit Points: 2 Evade: 16 Armor Points: 2
Move: 35’/ 50’ Swimming
Bonus: +3 to Initiative
Attack: Bite (1d4-1, target must make a CON DC:14 save or become
infected by a disease that makes you feel extremely hot and your skin
turns red. While ill, you are at ½ Move and are at Disadvantage on
attacks and physical skill checks. This lasts 1d4 days.)
Special:
Slimy Skin: When anyone touches a Space Inflamer (even if dead for
days), they must roll the above save. If anyone strikes a Space Inflamer
with a blunt weapon and is not wearing armor, they must roll the above
save.
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Zygaq
Zygaq are a noble race of gaseous creatures. They can take
the form of almost anything, but often take on a form of a
floating bipedal humanoid when around most other
cultures. They come in many colors, but always have a
blueish glow about them when calm. When agitated they
take on a reddish hue. Zygaq are great scientists and are
innovative biologists. They are almost always accompanied
by a robot.
Hit Points: 8 Evade: 12 Armor Points: 0
Move: 25’ Floating
Bonus: Advantage on all science checks
Attack: By weapon Special:
Gaseous Form: Zygaq are made of a living gas that they can
alter into any form, spread out up to 20’x20’ or condense down
to 1’x1’. They can go through cracks, hide in the smallest nook
or grow to the size of an intimidating giant. Zygaq are
completely impervious to physical harm and cannot dish any out
either. They can create a small field around them that allows
them to touch things and move up to 10 lbs.
They are susceptible to energy damage, taking double damage
from fire.
They are immune to radiation and anything adjacent to them
takes radiation damage as if it were 1 level lower (Low becomes
none).
Filters: Zygaq can filter and breathe any type of air and survive
the vacuum of space (but not the heat if directly exposed to a
star). They can expand this to anyone they wish that they share
a space with. They can move into an area with other creatures
and they can suck the air out of an area for a short while.
209
Zynagart Beast
The most dangerous monster galaxy. They hail from Fury
VI, a jungle planet controlled by the Asaluss. They are used
for Asaluss hunting rituals and for biological warfare
against other worlds. Several planets have been decimated
by the Asaluss’ use of these monsters. These beasts stand
8’, but usually crawl on all fours (10’ long). They have a
shiny chrome-like body that is covered with spikes, with 2
long clawed arms and a barbed tail. They have an almost
featureless face that has two small slits and no visible
mouth. It has a mouth in its chest that is filled with razor
sharp teeth. When these beast die, they explode.
Hit Points: 34 Evade: 14 Armor Points: 3 Move: 40’
Bonus: +4 to melee attacks & damage, +3 to Initiative
Attack: Claws (2d4+4), Bite (1d10+4), Ram (1d8+4), Tail
(1d10+4)
Special:
Shimmer Skin
-In clear daylight they reflect blinding light, giving them +2
Evade.
-At night or in the shadows, they virtually disappear, giving
them +3 Evade.
-When hit by lasers, ignore the first 2 damage (then apply
AP).
Explosive Death: When they die, the Zynagart explodes
doing 1d4+1 damage to all adjacent. This also covers those
hit with a pheromone that marks them as enemies, giving
all Zynagart within 60’ a +1 to attack and damage against
them for 10 rounds (the effect stacks).
210
Templates
Add these templates to another monster or race to
specialize them.
211
Corpse: Those poor, mindless creatures that are raised from
the dead. -2 Evade, -10’ Move & -3 to Initiative. They
cannot run or use any range weapon or device & they lose
all attacks (except bite, claw or slam). Immunity to Poisons,
Diseases, Toxins, Fear, Mind Probing, Mind Control, Pain
and Radiation. Add +3 HP & +2 AP. Bite (d4-1 or higher
if they had it before). If their bite or claws deal damage, the
target must make a DC CON 13 save or they will become
infected. If infected, they are at -2 to all attack & skill rolls,
lose ½ their Move (rounded up) and lose 1 HP an hour until
magically or psychically healed. They will continue to try
to eat the living until they are reduced to HP and their brain
is destroyed. If the brain remains intact, they will fight no
matter how negative their HP gets. They can be
incapacitated by destroying their legs or body.
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Pilot: -1 HP, +2 to Initiative, +2 to range attacks, Advantage
on all Piloting and Navigation checks on vehicles that they
are familiar with, +1 to attacks in Space Combat,
Advantage on Initiative checks. All ships size 3 or smaller
that you pilot, add your DEX to their Evade score. All other
ships you pilot gain +1 to Evade. Any ally performing a skill
check when you are piloting, do it at Advantage.
213
Science Officer: -2 HP & -1 to attacks. Add your INT (3) to
your Evade if you do not attack in a round. You have
Advantage on any INT checks and saves. You have double
Advantage (roll 2 extra d20) on all science related checks.
You can also make knowledge related checks on anything,
even if you have never heard of the subject (but not at
Advantage). Important Insights: You may take an action to
contemplate a target or problem, hoping to make an
important insight on it. Make an INT DC (GM’s call). If you
pass, you gain an insight into solving the problem. If it is
an enemy, you may select one of the following that hinders
them for the next 1d6 rounds (only 2 may be in effect at a
time):
• -1 to Evade
• -1 AP
• -1 to attack
• Disadvantage on all skill checks
• -5’ Move
215
Blackest Space Introductory Mission
This is a simple adventure that serves as a good
introduction to The Blackest Space game. Your players are
serving on a Solar Class starship on an exploration mission
into uncharted space for the Explorer’s Expanse. Each
player selects one of the premade crew members or makes
a character that would be working on an Earth star ship.
The Captain must be one of those selected or created. The
GM may allow the players to control the unused characters
in situations that are absolutely needed (i.e. If nobody is
playing the Medical Officer and some gets injured).
-When the S.C.C. Tromso enters the outer edge of the new
star system, The Captain asks the bridge crew “What is our
first course of action crew?”
216
-The crew should discuss what course of action (or actions)
they should immediately partake in after the Captain’s
question.
Possible Ideas
-Scan the star system. It has 6 planets and a G-sized Star
(similar to Earth’s sun). The Planets (furthest from the star
to the closest): Large frozen planet with 4 moons, Large
gas planet with 20 moons, Huge gas planet with 18 moons,
Dead Rocky planet with 1 moon, Rocky planet with an
atmosphere, water and 1 moon and a Rocky planet without
a moon.
-Further scans indicate no technology or warp residue in
the system.
-The second planet from the star is teaming with life and a
breathable atmosphere.
217
Stone Age. The humanoids look exactly human, except
they are slightly smaller (4’-5’), have orange skin, light
colored hair and long, furry tails. These people seem happy
as many frolic and farm through a field of purple wheat.
They have a small, rocky settlement near a large, crystal
blue lake.
-Select a party and gear (if needed) and head down to the
surface.
218
The crystal creatures come ashore and walk around the
orange aliens for a few minutes, until one crystal alien stops
in front of what looks like a young orange man. With a
swift stroke of its claw, the crystal alien cuts the head off
of the man. As yellowish blood flies everywhere, the crystal
alien begins to devour the man. As this happens, none of
the other aliens move.
-In 2 minutes, the crystal alien will have devoured the entire
carcass. One of the other crystal aliens begins to approach
an elderly man and does the same.
-If the crew continues to watch, they will see the crystal
aliens go back into the water, leaving a shell on the shore.
Once they are gone, the orange aliens will go to the shell
and open it. Within the shell is a slimy substance that the
aliens begin to eat in an orderly manner. If the party
attacked or tried to stop the aliens, the shell will appear if
all three crystal aliens are killed. The orange aliens will just
sit there if there is a fight until the shell appears. If any crew
member eats the substance, they must make an INT DC: 13
check or lose a d4 INT for 1 day.
219
-If they fight here are the crystal monster stats:
Crystal Monsters of Planet 2
Hit Points: 20
Evade: 9
Armor Points: 3
Move: 20’ (cannot Run)/ 40’ Swimming
Bonus: +1 to Melee attacks
Attack: Claws (d6+2 damage)
Special: Immune to all lasers! Blunt type damage does
double damage (punches, hammers, etc.). If one aims at the
eye, they roll at -2 to attack, but the eye has no AP and 3
HP. If destroyed, the monster will become blind
(Disadvantage on all attacks & ½ Move).
The crystals from the aliens may be useful in making laser
resistance armor.
-If the party stops the crystal aliens, the orange aliens will
eat from the shell and go about their business paying no
mind to the crew. Their faces and body movements look
catatonic and slow. If one is forcefully held or stopped,
another will run to the lake and dive in. In a few minutes
another party of crystal aliens will come to shore to attack
(1 per remaining party member). The orange aliens will
ignore the party at all costs.
220
-If the party stays out of the fight, this ritual will repeat each
other day at the same time. If they leave without
interfering, each party member gains +1 WIS. If the party
leaves the planet, go to Another Ship.
221
Chief Crystal Monster
This one is about double the size.
Hit Points: 35
Evade: 10
Armor Points: 4
Move: 20’ (cannot Run)/ 50’ Swimming
Bonus: +2 to Melee attacks
Attack: Claws (d6+4 damage)
Special: Immune to all lasers! Blunt type damage does
double damage (punches, hammers, etc.). If one aims at the
eye, they roll at -2 to attack, but the eye has no AP and 3
HP. If destroyed, the monster will become blind
(Disadvantage on all attacks & ½ Move).
The crystals from the aliens may be useful in making laser
resistance armor.
222
S.C.C. Tromso (Solar Class)
The ship has all basic equipment and weaponry. Your
generic Crewmen are equal to Human soldier (p.XX) with
a laser pistol.
Size: 4
Crew: 12/ 1000 (Current crew of 55)
Evade: 15*
AP: 4
Hit Points: 120*
Warp Speed: Standard
Move: 11*
Shields: 20 (Regenerates in 1d6 rounds)
Actions: 1
Weapons: Lasers x2 (Range: 24, Damage: 2d6), Slug Flares
(Range: 25, Damage: 2d6+2 On a successful hit, the
target’s move is reduced by 1 for 1d6 rounds.
Special: Tractor Beam, Beam Resistance: If hit by a tractor
beam, your Pilot’s escape attempt is done at +5*
Bay Hold: 14 / 3 Solar Class Star Fighters, 2 Basic Shuttles,
2 Upgraded Shuttles (+4 Crew & +1 AP)
The ship has 2 brand new Expanse Battle Armor Suits &
several robots in the Hold.
*Upgrades
223
Solar Star Fighters (3)
Size: 2
Crew: 1/ 2
Evade: 20
AP: 2
Hit Points: 35
Warp Speed: ¼ Standard
Move: 16
Shields: 6 (Regenerates in 1d6 rounds)
Actions: 1
Weapons: Laser x2 (Range: 12, Damage: 1d6+1)
Special: 2 Survival Tool Kits, +2 on Evasive Maneuver rolls
224
Asaluss Star Fighters (1)
Size: 2
Crew: 1/ 2
Evade: 20
AP: 2
Hit Points: 30
Warp Speed: ¼ Standard
Move: 16
Shields: 4 (Regenerates in 1d6 rounds)
Actions: 1
Weapons: Laser x2 (Range: 12, Damage: 1d6+3)
Special: 2 Survival Tool Kits, +2 on Evasive Maneuver rolls
225
Yazuki Yasukawa-Captain Human
Captain Yasukawa is on her first deep space mission as a
ship’s captain. She graduated first in her class from the
Pluto Academy and the Solar Council and Explorer’s
Expanse have high hopes for her future. She is very short
and frail, but she has a strong heart and commanding
personality.
STRENGTH: -1 HIT POINTS: 12/ 22 Force Suit
INTELLIGENCE: 5 EVADE: 14
WISDOM: 2 ARMOR POINTS: 0/ 3 Force Suit
DEXTERITY: 3 LUCK: 5
CONSTITUTION: 1 MOVE: 30’
CHARISMA: 6
CLASS ABILITES
Weapon/ Armor Restrictions: Can use all of the weapons
and armor of their race & allies.
Keeping Your Cool: You are Fearless in the face of danger.
All of your allies within 100’ have +1 Evade and have
Advantage on any fear related checks. During Space
Combat, your crew gains +1 to all skill checks.
Diplomatic Mastery: Advantage on all diplomacy checks
and checks related to customs of other races.
A Little Bit of Luck: Once per day, you can apply
Advantage to any Luck re-roll.
Background: Scientist – You have Advantage on Science
related checks.
226
LANGUAGES: English, Japanese, Korean, Chinese,
French, Arpi, Gnargfang, Lanerian, Asaluss
227
Alron-Daay-Meta-Psyche Arpi
Alron-Daay is a young Arpi Meta-Psyche that just left his monastery to
go on an adventure to prove his worth and to test his mettle. He loves
physical and mental challenges, seeking them out, rarely fleeing from
a challenge. He is very defensive of his crew and friends.
STRENGTH: 1 HIT POINTS: 13
INTELLIGENCE: 4 EVADE: 18
WISDOM: 6 ARMOR POINTS: 0
DEXTERITY: 4 LUCK: 4
CONSTITUTION: 1 MOVE: 35’
CHARISMA: 3
RACIAL ABILITES
The Great Mind: The Arpi have a strong will, telepathy and minor
telekinetic powers. They have Advantage on any unwanted mental
telepathy or mental attack. See Forgotten in Space below for Telepathic
and Telekinetic levels.
Self Sufficient: Twice per day, an Arpi can use an Action to heal
themselves, or an ally within 30’, 1d6 HP. This heal also removes a
poison, disease, radiation and curse effect. The Arpi can hold their
breathe for up to 15 minutes per point of CON. They also can survive
the vacuum of space for up to 5 minutes and gain Advantage on all
Radiation checks.
Great Diplomats & Leaders: Advantage on all diplomatic checks and
are especially adept at detecting lies. When in Space Combat, all other
members of the crew gain +1 to all skill checks and attack rolls (Max
of +5).
Fleet Footed: They have Advantage on any DEX check involving
tripping or balance.
CLASS ABILITES
Weapon/ Armor Restrictions: Edged weapons and light armors.
Ripping Headaches: All of your life you have had bad headaches and
frequent nose bleeds. Over time, you have been able to lessen their
frequency and intensity. If you ever roll consecutive Hinderances, you
get a bad head ache and your nose begins to pour. You take 1 damage
and are at Disadvantage on all rolls for 1d6 rounds.
228
Forgotten in Space: They are able to tap into a power giving them all
the following: Advantage on any WIS save or check, you take half
damage from any Meta-Psych ability (rounded up), Telepathy (100’
range, WIS DC: 13 negates the link for 5 rounds) and Telekinesis (100
lbs., 50’ range, 1d6 damage for up to 100 lbs. thrown).
Build Your Weapons: You can focus your mental energy into a psychic
weapon. It can be a melee weapon (1d4 energy damage) or a pistol
(does 1d4 energy damage with a 60’ range). It takes a round to create
and they last 1 hour. You can make a psychic armor that gives you +2
Evade and 3 AP. It takes a round to create and lasts 1 hour, or until it
absorbs 20 damage.
Fix My Heart: You can heal a target, by touch, 1d4 HP or remove a
disease from a target, X times a day (X is your WIS score).
Negatron: You and any Adjacent ally are Fearless and have Advantage
on all WIS saves and checks. You can see through any hologram or
illusion. You can detect when anyone is lying.
The Unknown Knows: You can speak, read and write in any language
you encounter.
Three times a day, you can attempt to remote view anywhere in the
known galaxy. It takes a WIS DC: 30 to succeed, allowing you to view
there for up to 10 minutes. If you have a personal item or piece of land
of your target, you get +10. If you are on the same planet, you get +10.
If the target is within same solar system as you, you gain +6. If you
have an emotional attachment to the target, you gain +5. If you have
been there before, you gain +4.
GALACTIC REPUTE & VALUABLES: 2000 GR
GEAR: Medi-Pak, Robes, Off World Suit, Simple Breather, Sensor
Comm, Knife +1, Saber
CHARACTER NOTES
AGE: 24 SEX: Male
HAIR: Light Green (long) EYES: Green
HEIGHT: 5’ 7” WEIGHT: 142 lbs.
NOTES: Quick witted, but very level headed. Has a major dislike of the
Asaluss. Wears his hair long and tied pony tail.
229
Deerar Odra the Ripper-Security Director Gnargfang
Deerar is the chief of Security on the S.C.C. Tromso. She is
very loyal to the Explorer’s Expanse. They saved her and
her family from an Ebontear conquering party. Hates the
Ebontear Crucible.
STRENGTH: 5 HIT POINTS: 15/ 25 Force Armor
INTELLIGENCE: 2 EVADE: 18
WISDOM: 2 ARMOR POINTS: 1/ 4 Force Armor
DEXTERITY: 3 LUCK: 4
CONSTITUTION: 3 MOVE: 30’
CHARISMA: 1
RACIAL ABILITES
Feline Traits: All of them have the following traits:
- Enhanced senses: They gain Advantage on any
sight, hearing or smelling checks and they have
Dark Vision (50’).
- Claws and Fangs that do d4+ STR damage.
- Great Leapers: Advantage on Jumping and
Climbing checks.
- Furry: Their hair gives them 1 AP and they ignore
the first 2 damage from cold sources (then apply
AP).
- The ability to use Gnarcryst Weaponry and Armor.
The Way of the Claw and Fang: You are trained as a mighty
defender of your people, gaining +2 to all melee attacks
and you can move an additional 10’ in a round if you attack
or are aiding an ally.
230
CLASS ABILITES
Weapon/ Armor Restrictions: Security Directors have a military
background and can use all of the weapons and armor of their
race & allies. They can use foreign weaponry if given a short
amount of time.
Law and Order: Advantage on any checks involving security
procedures and on attempts to defuse hostile situations or
disagreements. They also gain Advantage on any Investigation
check.
Badass in a Fight: You have a +1 to all of your attacks
Guardians of the Ship: Security Directors must keep visiting
dignitaries and other officers safe from harm. Any adjacent ally
to the Security Directors has +1 to Evade and 1 AP. If any
adjacent ally is successfully hit, you may take the hit for them.
Reduce that damage by 1 point before applying AP.
Always Ready: You have Advantage on Initiative checks. If you
are adjacent to another officer or important dignitary, you and
those adjacent cannot be taken by surprise.
Any area effect damage to you, or any adjacent ally, is reduced
by 1 before applying AP.
If you are aboard a ship, it gains +1 to Initiative in Space Combat.
231
SMG-6 “Tech Maiden”-Science Officer Cymyr
SMG-6 is a Cymyr that has a deep knowledge in all forms of
science, computers and analysis. She is constantly reading,
yearning to put her skills to the test in the field. She is extremely
beautiful and amazingly athletic, which draws unwanted
attention to her.
STRENGTH: 3 HIT POINTS: 13
INTELLIGENCE: 8 EVADE: 14
WISDOM: 2 ARMOR POINTS: 3
DEXTERITY: 2 LUCK: 3
CONSTITUTION: - MOVE: 30’
CHARISMA: -2
RACIAL ABILITES
Mechanical: Cymyrs have no CON score. They do not eat, drink,
sleep or breathe. They never get tired and are immune to all
poisons, radiation and disease. They are also immune to all
electrical damage and the vacuum of space.
Cymyrs have a metal skeleton, giving them 3 AP. Their skin and
hair regenerate at a high speed. They recover 1 HP every 10
minutes.
They have amazing eyes that can see in the dark (100’). Their
eyes can also act as a microscope and a telescope.
Evolving Brain: Cymyrs can speak and read any language they
are exposed to within a few days, and are adept at learning any
skill. They gain Advantage on any INT check and have a perfect
memory.
Robo-Telepathy
They are able to telepathically communicate with other robots
and machines within 60’. They can turn on/ off and control
simple electronics with 60’.
232
Deceptively Quick: They have a +10’ Move when they do not
attack in a round and have Advantage on balance related checks.
CLASS ABILITES
Weapon/ Armor Restrictions: Science Officers have a military
background and can use all of the weapons and armor of their
race & allies. However, they are not as skilled with them as the
most of the crew. All of their attacks are made at -1.
Years of Study: You have double Advantage (roll 2 extra d20)
on all science related checks. You can also make knowledge
related checks on anything, even if you have never heard of the
subject (but not at Advantage).
Important Insights: You may take an Action to contemplate a
target or problem, hoping to make an important insight on it.
Make an INT DC (GM’s call). If you pass, you gain an insight
into solving the problem. If it is an enemy, you may select one
of the following that hinders them for the next 1d6 rounds (only
2 may be in effect at a time):
• -1 to Evade, -1 AP, -1 to attack, Disadvantage on all skill
checks, -5’ Move
Sharp Mind: Science Officers have Advantage on any INT
checks and saves. If they do not attack in a round, they add their
INT score to their Evade.
GALACTIC REPUTE & VALUABLES: -
GEAR: Medical Comm, Lap Top, Dual Laser Pistol, Laser Pistol
+1, Knife, Medi-Pak x2, Off World Suit (Officer)
CHARACTER NOTES
AGE: ? SEX: Female Hair: Blonde Eyes: Teal Height: 5’ 11”
Weight: 150 lbs.
233
Dr. Vance Hrbek “Dr. Delight”- Medical Officer Human
Dr. Hrbek, or Dr. Delight as he is called by most of the crew
because of his total lack of charm and bed-side manner, is
one of the youngest crew members. Although a teenager
that graduated Medical School at 15, he is a true genius,
and hates to waste time with inane chit chat.
STRENGTH: 0 HIT POINTS: 12/ 22 Force Armor
INTELLIGENCE: 7 EVADE: 12
WISDOM: 3 ARMOR POINTS: 0/ 3 Force Armor
DEXTERITY: 1 LUCK: 5
CONSTITUTION: 2 MOVE: 30’
CHARISMA: -1
CLASS ABILITES
Weapon/ Armor Restrictions: Medical Officers spend their
college years studying medicine, so they have little time to
learn weaponry. However, they do have basic military
training allowing them to use knives, clubs and laser
pistols.
I’m the Doctor! You have Advantage on all medical checks
for your race. You have studied some alien physiology, and
can try to perform medical checks on aliens, but you do so
at Disadvantage.
Any Medi-Pak you use provides 1 additional HP of healing.
Field Medic: While in combat, or in a hostile situation, you
can attempt a medical check on an injured crewman to heal
them 1 HP. This stops bleeding or minor injuries, but more
substantial injuries may require multiple checks.
Any ally within 100’ that attempts a Luck roll to avoid
Death (0 HP), is saved on a roll of 17-20, instead of 20.
234
A Good Person to Have Around: The other crew members
are happier when you are around and they feel safer. Any
ally within 100’ that re-rolls a save or skill check roll with
a Luck point, ads your INT score to that roll.
CHARACTER NOTES
AGE: 17 SEX: Male HAIR: Blonde EYES: Blue HEIGHT:
5’ 5” WEIGHT: 120 lbs.
NOTES: Handsome, but very arrogant (comes from
money). Speaks in a Czech accent.
235
Orsy Bluewave-Communications Commander Lanerian
Orsy Bluewave is the fast talking, well-loved, highly charming
communications officer of the S.C.C. Tromso. She is also an
expert on music and art, doubling as the ship’s entertainer and
antiquities expert.
STRENGTH: 0 HIT POINTS: 11/ 21 Force Armor
INTELLIGENCE: 2 EVADE: 15
WISDOM: 3 ARMOR POINTS: 0/ 3 Force Armor
DEXTERITY: 4 LUCK: 3
CONSTITUTION: 1 MOVE: 30’
CHARISMA: 3
RACIAL ABILITES
Amphibious Traits: They can breathe in the air and underwater
without missing a beat. While underwater, Lanerians can move
extremely fast (60’ Move) and have +4 Evade.
Affinity for the Arts: Lanerian civilization is centered around
music, art, poetry and epic tales. All Lanerians have Advantage
on any performance or knowledge checks involving the arts.
They also speak an additional language.
Sonic Scream: Female Lanerians can let out a high-pitched
scream X times a day (X is their CON score). This scream can be
concentrated as an attack at 1 target, or everyone else within 40’.
It automatically hits unless they each make a CON DC: 12 save.
If they fail, they lose 1 DEX and attack at Disadvantage for 1d4
rounds. This does not harm beings in ships or Battle Armor.
Range Experts: They have Advantage on all attacks with a spear.
This training gives them a +1 to all other range attacks.
236
CLASS ABILITES
Weapon/ Armor Restrictions: Communication Commanders
have a military background and can use all of the weapons and
most armors of their race & allies. They are not trained in Battle
Armor.
At the Comm: You are an expert at all things involving
communication. You have double Advantage (roll 2 extra d20)
at all communication checks. You have the ability to attempt to
fix communications equipment, but not at Advantage.
Years of talking have made you an excellent speaker, giving you
Advantage on diplomacy checks.
You also have excellent hearing, giving you Advantage on any
listening related checks.
Linguist: Your training has made you an expert linguist. You
know all known, major languages of the galaxy. You can learn
new languages within days of first exposure to them.
Lie Detector: Your constant chatting on the comm has given you
an insight into whether someone is telling the truth. You can
make a WIS DC: 16 to see if someone is lying to you.
In the Know: You have the knack for knowing important
information and secrets of the crew. You know the name, rank
and job of every crew member.
GALACTIC REPUTE & VALUABLES: 2000 GR
GEAR: Laser Pistol +1 (1 extra clip), Radio (50 Mile), Knife, Lap
Top, Medi-Pak, Sensor Comm, several Instruments & song
books, Force Suit (3 AP, 10 HP, Environmental), Off World Suit
(Officer’s), Ancestral Spear: Returns to thrower that wears a
special wrist band. The spear does 1d6 damage.
CHARACTER NOTES
AGE: 21 SEX: Female HAIR: Black EYES: Green
HEIGHT: 4’ 7” WEIGHT: 70lbs. NOTES: Long, braided hair.
237
Everlit Highhammer-Technician Gronslag
The ship’s chief technician and general fixer is the Gronslag
known as Everlit Highhammer. A foreboding, giant of a creature,
Everlit is actually a cheerful optimist and pacifist at heart. That
said, he will fight if he has no choice, or if there is no other
option.
STRENGTH: 5 HIT POINTS: 16/ 26 in Force Armor
INTELLIGENCE: 5 EVADE: 11
WISDOM: 3 ARMOR POINTS: 4/ 7 in Force Armor
DEXTERITY: 0 LUCK: 4
CONSTITUTION: 2 MOVE: 25’
CHARISMA: 1
RACIAL ABILITES
Body of the Torroq Furnace: Gronslag’s have a body made of
living rock. They have 4 AP and rarely wear armor. They take ½
damage from fire, heat and radiation (apply AP first and then
rounded down). They have a silicon-based diet and breathe
oxygen.
Male Gronslags have rocky clusters on their bodies that cause
anything striking them in melee to take 1 damage.
Senses of Torroq-Qim: Gronslag’s cannot be blinded in any way.
They can see in the dark (60’), see the invisible and can feel
anything approach them within 60’. They have Advantage on
Initiative and cannot be surprised by anything with 60’.
Way of the Blade & the Mind: Years of training in war and
science give the Gronslag a unique mental state, one of fury and
temperance. They can use any weapon and attack at Advantage
with melee weapons or their bare fists. They also have
Advantage on any skill check related to battle tactics, building
design and fixing items.
During Ship Combat, Gronslag gain +1 to all skill checks and
attack rolls.
238
CLASS ABILITES
Weapon/ Armor Restrictions: Technicians have a military
background and can use all of the weapons and armor of their
race & allies. They can use foreign weaponry if given a short
amount of time.
Fixers: Technicians are experts at fixing mechanics, robotics and
computer systems. They gain Advantage on all checks involving
diagnosis and fixing problems involving those fields if they have
the proper equipment.
Technicians specialize in one field, in which they gain double
Advantage (roll 2 d20s) on those checks with proper equipment
– Computer Systems.
Jury-rig: Known as miracle workers, they can fix items even if
they have poor equipment, or none at all. They get a chance to
fix things that seem impossible to fix. They may use an extra
Luck point to attempt to fix something in a life or death situation.
Let Me Upgrade That: Techs can take weapons, armors, items,
vehicles and attempt to upgrade them. The GM will assign a DC
based on what the Tech is trying to do. If they pass, the item
gains a temporary upgrade (+1 to attack, +1 damage, extra
range, evade bonus, AP bonus, etc.).
LANGUAGES: Gronslag, Lanerian, English, Arpi, Asaluss
GALACTIC REPUTE & VALUABLES: 3500 GR
GEAR: Sensor Comm, Laser Pistol +1, Technician Kit, Simple
Breather, Laser Knife, Force Armor (3 AP, 10 HP,
Environmental)
CHARACTER NOTES
AGE: 30 SEX: Male HAIR: - EYES: Red HEIGHT: 7’
4” WEIGHT: 360 lbs.
NOTES: Covered in spike clusters.
239
Kipper Rimsquig-Pilot Mirewhip
A true rude, crude, trash talking master pilot and gunner on
the S.C.C. Tromso, Kipper Rimsquig is a unique fellow. As
agile as he is brash, Kipper may be annoying, but is a
valuable member of the crew.
STRENGTH: -2 HIT POINTS: 9/ 19 Force Armor
INTELLIGENCE: 2 EVADE: 18
WISDOM: 3 ARMOR POINTS: 3/ 6 Force Armor
DEXTERITY: 7 LUCK: 6
CONSTITUTION: 0 MOVE: 30’
CHARISMA: -2
RACIAL ABILITES
Quick Reflexes: They gain Advantage on piloting checks and
sleight of hand related checks. They gain +2 to Evade if they are
adjacent to only 1 enemy.
Tough, Rubbery Skin: They have 3 AP and are immune to blunt
& falling damage. They also gain Advantage on any check
against poisons and toxins.
What a Big Mouth You Have: Mirewhips have huge teeth that
do 1d4 bite damage. If they bit a target, the target must make a
CON DC: 12 save or they lose 1 CON for 1 hour (does not stack).
Eye of the Brine Mire: Mirewhips can alter their vision with a
mere thought. They can transfer between infra-red, dark vision
and normal vision. They gain Advantage on attempting to see
through illusions and to see the invisible. They can even make
their eye glow (20’ of light).
Luck of the Green: They gain 1 Luck point and they have a 25%
chance of regaining an extra Luck point with each session. They
heal 1 HP when they use a Luck point and are successful on the
new roll.
240
CLASS ABILITES
Weapon/ Armor Restrictions: Pilots have a military
background and are trained in all of the weapons and armor
of their race & allies.
Natural Aviators: Pilots have Advantage on all Piloting and
Navigation checks on vehicles that they are familiar with.
They can try to pilot anything they encounter. You gain +1
to attacks in Space Combat.
Amazing Reflexes: You have Advantage on Initiative
checks. All ships size 3 or smaller that you pilot, add your
DEX to their Evade score. All other ships you pilot gain +1
to Evade.
Repair Specialist: Pilots can try to diagnosis and fix
technical problems of vehicles they are familiar with. They
gain Advantage on those checks if working with a
Technician.
Four-Leaf Clover: They have a 25% chance to regain an
additional Luck point at the start of each session.
Any ally performing a skill check when you are piloting, do
it at Advantage.
LANGUAGES: Mirewhip, English, Apparatus
GALACTIC REPUTE & VALUABLES: 3000 GR
GEAR Dual Laser Pistol +1, Medi-Pak, Knife, Radio (10
Miles), Sensor Comm, Off World Suit (Officer’s), Force
Armor (3 AP, 10 HP, Environmental)
CHARACTER NOTES
AGE: 24 SEX: Male HAIR: - EYE: Green HEIGHT: 3’ 4”
WEIGHT: 50 lbs.
NOTES: Super slob. Loves Earth metal music.
241
Kay Mekonnen “Razor Angel”-Shock Marine Human
Kay Mekonnen was born in The Great Horn base in Eastern
Africa. Her great athletic ability made a candidate for entry
into the prestigious Oates Academy in The Southern Star
base in Pretoria. She excelled in the program and is now a
rookie Shock Marine assigned to the S.C.C. Tromso’s
maiden voyage. New missions require at least 2 Shock
Marines be present in case the ship’s encounter powerful
threats. She took the name Razor Angel due to her love of
edged weapons and because she has a strikingly, beautiful
face.
STRENGTH: 2 HIT POINTS: 12
INTELLIGENCE: 2 EVADE: 17
WISDOM: 1 ARMOR POINTS: 0
DEXTERITY: 3 LUCK: 4
CONSTITUTION: 2 MOVE: 35’
CHARISMA: 2
CLASS ABILITES
Weapon/ Armor Restrictions: Shock Marines can use any
known weapon or armor. They can quickly learn to use new
weaponry in hours.
Killing is My Business: Putting down your enemies is
second nature to Shock Marines. You have +1 to all of your
attack rolls and your attacks do an extra 1 damage to any
target with less than half of its starting HP.
Countdown to Extinction: Your training has made you
better hunting down a specific alien race (Humans). When
fighting them you gain +1 to Evade, +1 to attack, +1 to
damage and +5’ Move.
242
Dawn Patrol: Shock Marines have Advantage on all CON
saves and all survival and wilderness related checks. They
gain Advantage on all radiation checks involving low
Radiation. They also are trained at piloting basic ships and
vehicles (+1 to piloting checks).
Symphony of Destruction: You attack at Advantage.
The World Needs a Hero: You are immune to fear. All
adjacent allies have +1 Evade and ignore the first point of
damage from area effects.
These Boots: +3 to Evade and +5’ Move.
• The Scorpion: You have Advantage on Initiative. If
you attack a target that has lower Initiative, you deal
1 extra damage.
CHARACTER NOTES
AGE: 17 SEX: Female
HAIR: Black (curly & long, braided in battle) EYES: Brown
HEIGHT: 5’ 9” WEIGHT: 130 lbs.
NOTES: Dark skin, strong jaw line, athletic build, with
razor wire tattoos on her arms.
243
Raymond del Toro “El Chupacabra”-Shock Marine Human
This is El Chupacabra’s 7th active, long term mission and he
cannot wait to encounter hostile life forms. He lives for the
fight and will challenge almost anyone that stands in his
way, hence his nickname. He was born in the sweltering
badlands of Northern Mexico, where he fought and
survived until his family made it to the refuge of Western
Ashes. There he became an elite boxer, and would soon
volunteer to join the Shock Marines and punch some aliens.
STRENGTH: 5 HIT POINTS: 20
INTELLIGENCE: 1 EVADE: 14
WISDOM: 1 ARMOR POINTS: 0
DEXTERITY: 2 LUCK: 4
CONSTITUTION: 6 MOVE: 30’
CHARISMA: 0
CLASS ABILITES
Weapon/ Armor Restrictions: Shock Marines can use any
known weapon or armor. They can quickly learn to use new
weaponry in hours.
Killing is My Business: Putting down your enemies is
second nature to Shock Marines. You have +1 to all of your
attack rolls and your attacks do an extra 1 damage to any
target with less than half of its starting HP.
Countdown to Extinction: Your training has made you
better hunting down a specific alien race (Humans). When
fighting them you gain +1 to Evade, +1 to attack, +1 to
damage and +5’ Move.
Dawn Patrol: Shock Marines have Advantage on all CON
saves and all survival and wilderness related checks. They
244
gain Advantage on all radiation checks involving low
Radiation. They also are trained at piloting basic ships and
vehicles (+1 to piloting checks).
Killing Road: Once per round, when you kill a target, you
may make an immediate extra attack.
The World Needs a Hero: You are immune to fear. All
adjacent allies have +1 Evade and ignore the first point of
damage from area effects.
In My Darkest Hour: When you have less than ½ of your
starting HP, you gain +3 to Evade, +3 AP, Advantage on all
saves and you regain 1 Luck.
Symphony of Destruction: You attack at Advantage.
Cybernetics: Left Arm, Lungs (can breathe in any
atmosphere)
CHARACTER NOTES
AGE: 30 SEX: Male
HAIR: Bald (Black) EYES: Brown
HEIGHT: 6’ 4” WEIGHT: 255 lbs.
NOTES: Several facial and body scars.
245
Rudy Rutledge-Ryman “RRR”-None Human
To most of the ship’s crew, the new officer known as Triple
R, appears to be just another nervous rookie that was
assigned to a dangerous mission before they are ready.
Their worries are warranted, as Triple R is as green as a
crewman can be. He was assigned this position by his
uncle, who just so happens to be an important Admiral. The
Admiral told Triple R that he did not come back a man, he
would be disowned and sent to the frontlines of the fight
with the Ebontear Crucible.
CLASS ABILITES
Weapon/ Armor Restrictions: You are trained in most basic
weaponry of the Explorer’s Expanse.
246
GEAR Laser Rifle +1 (2 extra clips), Laser Pistol +1 (2
clips), Sensor Comm, Off World Suit, Lap Top, Knife,
Simple Breather, Force Armor (3 AP, 10 HP,
Environmental), Zygaq Wine x3
CHARACTER NOTES
AGE: 19 SEX: Male
HAIR: Brown EYES: Green
HEIGHT: 5’ 6” WEIGHT: 150 lbs.
NOTES: Sweaty and nervous disposition. Has some
general knowledge of pop culture and world history.
247
D100 ADVENTURE HOOKS
1 You encounter 2 identical space ships, one crewed by
doppelgangers that emulate your best characteristics
and another crewed by doppelgangers that emulate
your worst characteristics. Both ships are damaged
and only have an hour of life support left
2 Your ship is sent to act as a guard detail for an
intergalactic sporting event.
3 You are sent to infiltrate a smuggler crew and
sabotage their mission.
4 A science crew has crashed on a dangerous ocean
planet. You are sent to rescue them.
5 You are sent to an ocean planet to investigate a large
series of submerged ruins.
6 A misfunctioning robot is running amok on a small
moon base.
7 You are sent to quash a war between two pre-warp
civilizations on different planets in the same star
system.
8 You arrive on a planet of primitive humanoids that
can see through any holograms you can create. They
instantly begin to worship you as gods.
9 A fleet of pirates have disrupted the trading route in a
remote system.
10 A lone Asaluss is terrorizing a small station on a
remote planet.
11 You encounter a disabled, alien ship in deep space at
the same time an Ebontear ship appears.
12 While on shore leave on a resort planet, the crew
encounters a new alien species that sucks the bones
from humanoids.
13 You are sent to investigate a newly discovered jungle
planet. It is covered by ancient, overgrown runes.
14 Ancient caves have been discovered below a rocky,
lifeless planet. The ancient runes indicate an item of
great luck is hidden within.
15 You discover a new planet with two Iron Age
civilizations. One has brutally enslaved the other.
16 You discover a planet that looks like a new Eden. But,
as you search the planet, it is far more dangerous
than expected.
17 You are sent on a joint discovery mission with an
Apparatus crew.
248
18 A cryptic communication asking for assistance has
been received. They are only a few days warp away.
19 You are sent on a joint discovery mission with an Arpi
crew.
20 A cybernetically enhanced human has crashed on an
ally planet and is wreaking havoc.
21 You are sent on a joint discovery mission with a
Gnargfang crew.
22 You are sent to evacuate a dangerous penal colony
located in a system that is about to go nova.
23 You encounter a space ship from the future, crewed
by future versions of your crew. These future versions
are weaker, failed versions of the crew.
24 You are sent on a joint discovery mission with a
Cymyr crew.
25 A science crew has crashed on a dangerous desert
planet. You are sent to rescue them.
26 You encounter an identical space ship, crewed by your
evil twins.
27 You are sent on a joint discovery mission with a
Gronslag crew.
28 You are sent to broker a peace deal between warring
civilizations.
29 While on shore leave on a resort planet, the crew
encounters a human serial killer.
30 You are sent on a joint discovery mission with a
Harkfey crew.
31 A pirate ship attacks, seeking to capture your ship.
32 You are sent to infiltrate a pirate crew and sabotage
their mission.
33 You encounter a disabled, alien ship in deep space at
the same time a Pirate ship appears.
34 You are sent on a joint discovery mission with a
Lanerian crew.
35 A Meta Psyche is terrorizing a small outpost on a
remote planet.
36 A science crew has crashed on a dangerous jungle
planet. You are sent to rescue them.
37 You are sent to a planet to invite them to join the
Emerald Edge.
38 You discover an unmanned ship. After exploring, it
has an intelligent computer on board that tries to
expel the unwanted crew.
249
39 You are sent on a joint discovery mission with a
Mirewhip crew.
40 A shape changing alien infiltrates the ship, seeking to
eat the crew.
41 You are sent on a joint discovery mission with a Qu’
fer crew.
42 The crew wakes up with no memories of the past
week.
43 You are sent on a joint discovery mission with a Zygaq
crew.
44 You are sent on a mission to disrupt an Asaluss
conquest.
45 Some unknown force switches all of the character’s
personalities.
46 You are sent on a mission to disrupt an Ebontear
conquest.
47 You discover a fruitful planet with a safe, delicious
new food that could feed a quarter of the galaxy.
Unfortunately, the planet appears sentient.
48 Intercept a Bounty Hunter returning from their
mission.
49 An intergalactic peace conference has been hi-jacked
by terrorists
50 Your team has been sent in to save the hostages
51 The Ebontear have been increasing their raids and
have started taking more prisoners. What are they up
to?
52 You are sent on a mission to escort a group of
Emerald Champions to an Ebontear planet.
53 A new plant has been discovered on a planet claimed
by the Asaluss. It is a wonder plant that could be used
to save trillions of lives.
54 A rogue pair of Shock Marines are raiding an outpost
on a frozen planet.
55 You are sent on a mission to guard a Gnarcryst mine
56 A science crew has crashed on a dangerous frozen
planet. You are sent to rescue them.
57 Several Space Flammers have gotten loose on the
ship.
58 Several packs of Asamaa Bats have gotten loose
aboard the ship.
59 You are sent to evacuate a farming colony located in a
system that is about to go nova.
250
60 A group of robots have malfunctioned on a distant
space station.
61 An alien escape pod crashes on a planet that your
crew is investigating. It contains a no lifeforms, but is
filled with alien artifacts.
62 Your ship is sent to destroy an Asaluss ship that has
encroached into ally space.
63 Your team crashes on an alien planet and your shuttle
is destroyed. You must survive a week on this world
before your ship returns.
64 An alien disease that reanimates corpses has infected
a space station.
65 You discover an Ebontear Shrine on an abandoned
planet. Its ruins have several evil artifacts strewn
about the grounds.
66 Rumors of a powerful Ancient Cube’s resting place
have been swirling. You receive word that it may be on
a world near the edge of the galaxy.
67 You have been given a scientific mission to monitor a
super nova, but others are also there monitoring the
event.
68 You have been sent on a diplomatic mission to a
Gronslag planet.
69 You encounter an identical space ship, crewed by your
doppelgangers. However, they are excessive nice and
polite, almost to a fault.
70 You encounter an alien being that appears to each
crew member as their perfect mate
71 You encounter a space ship from the future, crewed
by future versions of your crew. These future versions
are super powered ass kickers.
72 You encounter a disabled, alien ship in deep space at
the same time an Asaluss ship appears
73 A small colony has broken away from the Explorer’s
Expanse. You are sent to peacefully return to them to
the fold.
74 While on shore leave on a resort planet, the crew
encounters an alien serial killer.
75 Your Captain is about to be wrongly court marshalled,
and you decide to free them.
76 The crew is captured while on an uncharted world,
and enslaved by a subterranean race.
251
77 Your ship is damaged in deep space. You need to head
to a nearby space station to buy new parts.
78 A serial killer is loose in your ship.
79 Man eating plants have overrun a trading outpost.
80 You are to escort an insufferable, self-righteous royal
diplomat to an important peace negotiation.
81 You are to deliver a cache of valuable weapons to a
planet trying to fend off an Ebontear invasion.
82 You are sent to a diplomatic meeting on a Lanerian
planet. All of the male crew members are treated like
second class citizens.
83 Your crew is sent on a rescue mission to an
uninhabited portion of Africa (extreme hot wasteland).
84 Your crew is sent on a rescue mission to a heavily
forested portion of North America known for extreme
isolationists.
85 Your crew is sent on a rescue mission to a jungle
portion of Central America known for insane mutants
and cannibals.
86 Your crew is sent on a rescue mission to a frozen
portion of the Arctic known for mutated polar bears
and wolves.
87 Your crew is sent on a rescue mission to a
mountainous portion of Europe known for extreme
isolationists.
88 Your crew is sent on a rescue mission to a wilderness
portion of Siberia known for cold weather and
mutated vegetation.
89 Your crew is sent on a rescue mission to a rocky,
coastal portion of East Asia known for extreme
weather.
90 Your crew is sent on a rescue mission to a wind-blown
wasteland portion of Australia known for deadly
extremes.
91 You are sent to broker a treaty between The Golden
Arsenal and The Azure Domain.
92 You are sent to defend an outpost at the edge of the
Forbidden Zone.
93 You are sent on a rescue mission that takes you into
the Forbidden Zone.
94 An important scientist has been sold into slavery in
the Blackspace Corsair zone. You sent to free them by
force, diplomacy or finically.
252
95 Your ship is one a several sent to J-15 to reattempt
communications with the dangerous civilization
located there. You discover a new civilization of rock-
like people that have built their city atop the ruins of
the Great Ancient civilization.
96 The Infinity Exchange has hired you to escort them on
a trade mission with a newly discovered alien
civilization.
97 Your crew is sent to investigate Prober activity in a
busy section of the galaxy.
98 A large fire monster has destroyed 2 outposts on a
distant moon. You are sent to stop it from destroying
more.
99 A Meta Psyche serial killer is taking out your crew one
at a time.
00 Silver Gloggs have overrun a settlement on a distant
moon. You are hired to wipe them out.
253
INDEX
Advantage 7
Adventure Hooks 248
Ancient Cube 132
Apparatus 20, 148
Archaic Armor 85
Archaic Weapons 83
Armor Points 12
Arpi 23, 152
Asaluss 24, 154
Asamaa Bats 179
Attributes 8
Avvraken 180
Azure Domain 148
Azure Ghost 107
Battle Class Cruiser 108
Benefits 7
Benefit Tables 168
Blackspace Corsairs 156
Bounty Hunter 43
Brain Worms 181
Brine Mire 150
Canine Aliens 181
Captain 44
Central Section 147
Combat 14
Comm Officer 46
Core Mechanic 6
Cybernetics 90
Cymyrs 27
Death 11
Disadvantage 7
Dragonfang 109
Eastern Section 154
Ebontear Crucible 151
Ebontear Endbringer 49
254
Ebontear Necrojudge 52
Emerald Champion 56
Emerald Edge 110, 152
Escape Pods 98
Evade 12
Explorer Class 104
Fire Monster 192
Fishman Alien 194
Forbidden Zone 153
Galactic Repute 82, 129
Galaxy Background 134
Gas Monster 192
Gear 82, 88
Gnargfangs 28, 158
Golden Arsenal 149
Golden Wasp 111
Gronslag 30, 142
Harkfey 33, 157
Healing 10
Hindrance 7
Hindrance Tables 168
Hit Points 10
Humans 18, 144
Iceman Monster 197
Infinity Exchange 160
Infinity Traders 113
Initiative 14
Intro Mission 216
J-15 146
Lanerians 34, 143
Luck 10
Man-Eating Plants 199
Med Officer 60
Meta Psyche 62
Milky Way 141
Mirewhips 37, 150
Modern Armor 86
255
Modern Weapons 84
Move 12
NPCs 226
Phase Whisper 114
Pilot 66
Pirate 68
Probers 162
Oceanstar 112
Octox 203
Qu’fer 39
Radiation 15
Random Star Generator 164
Robots 91
Rock Monster 205
Ruins 162
Sail Booter 115
Saves 11
Savior Cities 145
Science Officer 70
Security Officer 72
Shock Marine 74
Shuttles 99
Silver Groggs 207
Size 4 Ships 107
Skill Checks 11
Slime Monster 208
Smuggler 78
Solar Class 116
Solar Council 144
Southern Section 141
Space Booty 122
Space Combat 93
Space Inflamer 208
Special Items 130-131
Starfighters 101
Starships 96
Starwhip Class 117
256
Sun Arrow 118
Technician 80
Templates 211
Timeline 134
Torqual Class 119
Vacuum of Space 15
Void Caller 120
Zygaq 41, 159
Zynagart Beast 210
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DESIGNATION OF PRODUCT IDENTITY The Blackest Space copyright and the
Product Identity of Eric Bloat and Bloat Games, 2019. All art is copyright by
the artists and was licensed for use by Bloat Games.
DESIGNATION OF OPENCONTENT All other content not designated Product
Identity is open content.
OPEN GAME LICENSE Version 1.0a
The following is the property of Wizards of the Coast, Inc. Copyright 2000
Wizards of the Coast, Inc. ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark
owners who have contributed Open Game Content; (b)"Derivative Material"
means copyrighted material including derivative works and translations
(including into other computer languages), potation, modification, correction,
addition, extension, upgrade, improvement, compilation, abridgment or other
form in which an existing work may be recast, transformed or adapted; (c)
"Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d)"Open Game Content" means the
game mechanic and includes the methods, procedures, processes and
routines to the extent such content does not embody the Product Identity and
is an enhancement over the prior art and any additional content clearly
identified as Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative works under
copyright law, but specifically excludes Product Identity. (e) "Product Identity"
means product and product line names, logos and identifying marks including
trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic
elements, dialogue, incidents, language, artwork, symbols, designs,
depictions, likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; names and
descriptions of characters, spells, enchantments, personalities, teams,
personas, likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner of the Product
Identity, and which specifically excludes the Open Game Content; (f)
"Trademark" means the logos, names, mark, sign, motto, designs that are
used by a Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor (g) "Use",
"Used" or "Using" means to use, Distribute, copy, edit, format, modify,
translate and otherwise create Derivative Material of Open Game Content. (h)
"You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains
a notice indicating that the Open Game Content may only be Used under and
in terms of this License. You must affix such a notice to any Open Game
Content that you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other terms or conditions
may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License,
the Contributors grant You a perpetual, worldwide, royalty free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are
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Your original creation and/or You have sufficient rights to grant the rights
conveyed this by License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT NOTICE of
any Open Game Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright holder's name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7.Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed in
another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or coadaptability with
any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not
constitute a challenge to the ownership of that Product Identity. The owner of
any Product Identity used in Open Game Content shall retain all rights, title
and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open Game
Content.
9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
copy of the Open Game Content You Distribute.
11.Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content
due to statute, judicial order, or governmental regulation then You may not
Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to
comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination of
this License.
14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards
of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards
of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary
Gygax and Dave Arneson.
The Blackest Space copyright 2019 Bloat Games, Author: Josh Palmer
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