Star Rats
Star Rats
Playtesters
Character Creation 2 Andrew Kanillopoolos, Carl Lance, Debbie
Species, Background, Abilities, Starting Gear
Lance, Heather Kanillopoolos, Stephen Bishop
NPC Traits, When the PCs arrive, the NPCs are…, NPC
Reactions, Hostile NPC Reactions, Wandering Monsters
Random GM Tables 13
Overworld Encounters, Underground Encounters, Space
Encounters, Space Environments, Other Dimensions,
Alien Oddities, Data Tablet Contents
1
If you want your abilities to be more 1d Ability Score
CHARACTER CREATION randomized (and possibly unbalanced), 1-2 +0
Create a character at the start of a new campaign along with the other the GM may allow you to roll 1d for each 3-5 +1
players. If your character dies, you should make a new one right away. ability separately. 6 +2
Random Tables
To roll on the tables organized in 6 groups of 6, roll 2d separately. The 4. Record maximum health
first die points to a group, while the second points to an item within that
Your PC begins with 4 maximum health and 4 current health. PCs add
group. Groups go from left to right, then from top down. Bolded items
2 to their maximum health (but not current health) each time they gain a
refer you to another random table where you will then roll again. Rolling
level.
a Lizardman Cyborg (a roll of 4, 2), you would then roll on the cyborg
table (page 3) to see what type of augmentation the Lizardman has.
5. Choose starting feature
1. Roll, choose or create species Your PC begins with one of the following features:
The species below start out two handed and speak a common language.
• A +1 Attack Bonus (add 1 to all attack rolls).
Android Frogman Green human
• A single Path from the six following options (gain advantage on
Brain-in-a-jar mech Frogman Mutant Half-giant related danger rolls):
Crystalline Fungal infested mole Half-giant Mutant
Briarborn: Tracking, foraging, survival
Electric humanoid Fungoid Human
Codesperson: Programming, hacking
Faulty robot (Quirk) Fungoid Cyborg Human Cyborg
Fingersmith: Tinkering, picking locks or pockets
Fish folk Green blob Human Mutant
Roofrunner: Climbing, leaping, balancing
Shadowjack: Moving silently, hiding in shadows
Lizardman Naga Termite
Void Jockey: Driving, piloting, vehicle and starship repair
Lizardman Cyborg Plant folk Termite Mutant
Lizardman Mutant Ravenkind Tiny starship & crew*
Mantis Robot Tree giant 6. Roll or choose six items for starting gear
Mantis Cyborg Slugman Yeti
Record the location of all items, weapons, and armor: hands, belt, worn,
Mole Slugman Mutant Yeti Cyborg or backpack. Belts carry up to two items, and backpacks can carry as
* Starship and crew follow normal character rules. The stats represent the much as a backpack could reasonably fit.
combination of the ship and the crew’s abilities. All items are installed, held in Acid flask Credits (10) Fine liquor
mechanical hands, or stored on the ship. The average height of the crew is 1 inch.
Anti-radiation pill Credits (fake, 20) Fireworks (3)
Bear trap Data Tablet Flares (6)
2. Roll, choose or create background Bottle of emetic pills Dice Flashlight
Can of grease Digital lock breaker Gas mask
Artifact appraiser Demolition expert From Dimension
Collapsible pole Dud grenade Geiger counter
Augment installer Disc jockey Graverobber
Beggar prince Disgraced admiral Hitchhiker
Grappling hook Loan of 50 credits Pocket blowtorch
Colony refugee Escaped prisoner Informant
Holographic pet Lockpick Rope (50 ft.)
Corporate lackey Exiled noble Jailer
Large battery Manacles Shovel
Counterfeiter Former cultist Lonely hermit
Large net Medicine (3) Space suit
Lead box Nutrient bars (3) Translator cube
Mad scientist’s aide Scavenger Test subject (Mutant)
Loaded dice Parachute Truth serum (placebo)
Pit-fighter Scholar Tool salesperson
Primitive barbarian Shopkeeper Traumatized war vet
Propaganda writer Small-time thug Unemployed miner 7. Choose combat gear
Reformed arsonist Street performer Weapon designer
PCs start with a communicator, a set of light armor (+1 armor), and two
Robot rights activist Talented cook Woke from cryostasis weapons:
• Light weapons (1 handed): Daggers, dynamite, electrified claws,
3. Roll or choose abilities frag grenades, laser pistols, lightning whips, revolvers, etc.
Your PC has 3 abilities: Strength, Dexterity, and Will. Roll 1d to find their • Heavy weapons (+1 damage, 2 handed): Chainsaw swords, energy
starting values, or simply choose a row (with GM permission). cannons, flame throwers, large clubs, plasma-tipped spears, etc.
• Primitive ranged weapons (1 or 2 handed): Blowguns, improvised
1d Strength Dexterity Will
thrown objects, longbows, throwing daggers, etc.
1 +2 +1 +0
2 +2 +0 +1 Characters have a base armor rating of 6. Light armor increases it to 7.
3 +1 +2 +0
4 +0 +2 +1 8. Record name, level, and XP
5 +1 +0 +2
Keep your name short and memorable. You begin at level one and with
6 +0 +1 +2 zero XP.
2
GEAR & Enhancements Tools
Acid flask Collapsible pole Fire extinguisher
Players may have to haggle for actual prices. Vendors will typically buy
Beam drill Communicator Flares (6)
used items at 25% of the item’s value and stolen or illegal goods at 10%.
Bear trap Comm jammer Gas mask
Light weapons: 1 handed (20c).
Binoculars Crowbar Geiger counter
Heavy weapons: +1 damage, 2 handed (40c).
Can of grease Digital lock breaker Goggles
Shield: +1 armor, 1 handed (10c).
Chain (10 ft.) Disguise kit Grappling hook
Light armor: +1 armor (100c).
Heavy armor: +2 armor, no advantage on DEX danger rolls or surprise
Jar of barnacle glue Motion tracker Rope (50 ft.)
attack rolls while equipped (400c).
Large battery Mutation syringe Shovel
Pneumatic exoskeleton: Advantage on all STR danger rolls, unarmed
Lockpick Night vision goggles Small cryostasis box
and melee weapon attacks. The exoskeleton is extremely loud while
Magnetic boots Oxygen tank Space-suit
equipped, making stealth impossible. When the character takes damage,
the exoskeleton breaks and no longer grants advantage until a few Manacles Parachute Tracking device
minutes are spent to repair it (no roll needed) (600c). Medicine (3) Pocket blowtorch Translator cube
Common items: Rope, communicator, flares, data tablet, etc. (1-5c).
Specialized items: Gas mask, lockpick, pocket blowtorch, etc. (5-20c).
Cloning
Luxury items: Cyborg augment, robotic mule, etc. (20-100c).
Largely considered unethical, cloning is illegal in many areas. Despite
Beasts: Long-neck cat (5c), Giant pill bug (75c), Woolly mammoth (170c).
this, secret cloning facilities can be found. Duplication cost varies wildly
Transport: Wagon (30c), Rocket bike (300c), Treaded vehicle (500c),
but is always exorbitant. For clone side effects roll 1d on the table below.
Aircar (600c), Used starship (1,000c), New starship (4,000c).
Transport related: Fuel (20c a day), Drone (50c), Spare parts (repair 1 2-3 4-5 6
1 point of hull damage) (50c), Vehicle or starship upgrade (400c). Mentally Loses No Side Creates 1d
Property: Room at a decent inn (40c a night), Small house (1,000c), Unstable 5 XP Effects More Copies
Tavern (2,000c), Estate (50,000c), Space station (250,000c).
Hirelings (all prices are per day): Servant (1-5c), Local guide (10-20c),
Mercenary (20-50c), Specialist (50-100c). Cyborg Augmentations
An improperly installed augmentation will function, but the strain caused by the
Miscellaneous Items operation will permanently lower the character’s maximum health by 1.
PCs may find these items when they loot dead bodies or pick someone’s pocket. AI companion Electroshock fist Internal body-cooler
A small unique pet Caffeinated sludge Data Tablet Audio/video recorder Emotional dampener Internal body-heater
Ad for a local pit-fight Can of spray paint Datajack VR game Cybernetic arm Fall-absorbing legs Internal comm
Anti-AI propaganda Collectible figurine Dice Cybernetic leg Heads-up display Internal gun holster
Anti-radiation pill Coupon (one free Tool) Fireworks (3) Data-link plug Hearing amplifier Internal oxygen tank
Broken manacles Credits (roll 3d) Flask of liquor Drill arm Hidden storage LED tattoo
Broken robot parts Cultist holy book Government poster
Liquid metal arm Removable seeing eye Subdermal boom box
ID badge Paranoid newsletter Security codes Mind transfer plug Retractable claws Subdermal tablet
Illegal pleasure cube Pocket lighter Sleeping pill Night vision Robotic centaur legs Translation database
Illegal stimpack Pocket multitool Switchblade Pain reducer Self-destruct bomb Voice modulator
Long expired chocolate Prayer flag Test subject job ad Pheromone mimicry Sight magnification Waste reprocessor
Music cartridge Robot rights leaflet Treasure Quick speed-reading Sonar array Weapon implant
Nutrient bars (3) Scandalous photo Wanted poster
Mutations
Weapons Inorganic species do not mutate except in extreme situations.
Battleaxe Dagger Frag grenade Acidic saliva Cat ears Extra arm
Blowgun & darts Disintegrator gun Gravity grenade Antlers Claws Extra 1d eyes
Broadsword Dynamite Grenade launcher Ant-like antennae Cough up baby clone Extra head (NPC Trait)
Chainsaw-sword Electrified claw Heavy railgun Atomic breath ray Crab arm Extra 1d mouths
Club Energy cannon Laser pistol Bat wings Double in size Eye stalks atop head
Collapsible katana Flame thrower Laser rifle Bioluminescence Enlarged eye Followed by vermin
Lightning gun Net gun Revolver Gecko-like climbing Pale white Ram horns
Lightning whip Plasma pistol Rocket launcher (+2) Glowing eyes Partly turn to stone Rhino horn
Machete Plasma rifle Shock knuckler Grow flowers Patchy fur Saber tooth fangs
Machine gun Plasma-tipped spear Shotgun Head sinks into chest Porcupine-like quills Spider-silk saliva
Massive wrench Prox mine (2 damage) Smoke grenade Insectoid wings Prehensile tail Tentacle arm
Molotov cocktail Raygun Sniper rifle Long arms Raisin-like wrinkles Unnatural voice
3
TREASUREs & artifacts Twenty Known Artifacts of the Old Ones
Audio retriever: Recover absorbed sounds, up to a week ago, from glass.
What may be worthless to one vendor may be worth a great deal to
Biomass cloak: A living biomass that instinctively intercepts attacks,
another, for example, cult idols would be more valuable to cultists. To
shielding the wearer. Has 4 maximum health which can heal as normal.
determine the value of an item of treasure roll 1d and multiply by 100
credits. For nanotech and artifacts roll 3d and multiply by 100 credits. Cyborg kit – AI control: Snaking wires pierce through the cyborg’s hand,
burrowing into machinery to take control of an AI. If forced out of
Treasure physical contact or if hacked, lose control of the AI and take 2 damage.
Dimensional rift gun: Opens a rift to a random dimension for 2 minutes
Alien currency Ceremonial mask Cult idol
before closing. There is a 1 in 6 chance after every use that the gun breaks.
Ancient tome Classified schematic Endangered plant
Electronic thought pill: Single use. Intensely alters thoughts for the day.
Artifact Cloning vat chemicals Exotic animal fur
Before use, input the pill’s coding, using two words or less.
Can of clone vat flesh Corporate secrets Exotic fruit
EMP rod: Single use. Making contact with any electrical device or
Cask of fine liquor Counterfeit Treasure Expensive jewelry machinery, the rod drains all electricity, immediately shutting it down.
Ceremonial armor Credit pile (roll all dice) Expensive silverware Foam cube: Single use. A small white cube, when compressed, expands
rapidly, filling a space the size of a small house with a spongy, airy
Famous painting Legendary Weapon Property deed substance, the consistency of a marshmallow.
Floating orb carapace Map to treasure vault Rare figurine The friendly stick: +1 damage, 2 handed. A club made from an extinct
Gemstones Mining survey data Rare perfume tree with peculiar properties. Can be used outside of combat to cause a
Government secrets Noble’s signet ring Suppressed research non-mechanical character, when struck, to reroll their NPC reactions
Holographic clothes Pre-disaster earth relic Unstable super-fuel (page 7). Lasts 10 minutes and they are now immune to the friendly stick.
Illegal nanotech gear Precious metals WMD component Goggles with attached x-ray eye loupes: When the lenses of the eye
loupes are flipped into place the wearer may see through physical objects
that are within 2 feet of the lenses.
Nanotech Holostache: Adhesive patch displays a holographic mustache of any style
In the past, interstellar empires fought wars using nanite swarms conceivable. Unlike other grainy holographs, the holostache looks
programmed to demolish the enemy while multiplying the nanite’s exactly like the real thing.
ranks. Entire civilizations were completely consumed in these wars. Fear Nevermiss pistol & ammo: Firing guided, rocket-propelled bullets, this
of this technology has caused all the known empires today to ban the 1 handed pistol never misses. Attacks deal a maximum of 1 damage.
creation and use of nanotech. Those in possession of nanotech (including Pages from the Dimensional Travelogue: Loose pages, translated from
personal gear) are actively hunted by the government. a long-lost tome, it details the travels of a unique explorer traveling
Most of the swarms (page 9) that still exist today are poorly designed. through many different dimensions. Roll 1d, the result is the number of
Created at the end of the wars, when the only concern was creating more questions the pages can answer about a particular dimension and
as quickly as possible. Many nanites lack resistances to various elements dimensional travel, including locations of dimensional rifts.
such as extreme cold, extreme heat, liquid, etc. These glaring design Portal knife: Can slice open a portal to anywhere the wielder can see. The
flaws are the only reason interstellar species were able to fight their way portal closes at the end of that character’s turn. Traveling through the
back from likely extinction. portal ages characters 1d years (6’s explode).
Rare mutation syringe – Rock eater: Able to eat and gain nourishment
Highly Illegal Nanotech Gear from rocks and minerals.
Low-grade nano-constructors: Can quickly build small structures such Reality disruptor: A small device that once a day can temporarily warp
as walls, barricades, ramps, and small shelters. When not in use, the reality, with unpredictable results. To determine the effect possible for
nanites form a fist-sized cube. the day, roll 1d on the table below.
Nano-multitool: Can carry out the functions of any tool listed on the
1 2-3 4-5 6
Tools table on page 3. In the case of single use items, such as medicine or
Redirect Fluctuate Amplify Invert
a mutation syringe, the nanites create the item. When not in use, the
nanites form a thick, fist-sized circular disc. Players may suggest uses for the device. If the suggested use matches the
Resurrection orb: Once a day, a recently dead corpse can be temporarily effect’s name and situation closely, the GM should usually allow it.
revived, gaining 2d health (up to their maximum). Bodily functions are Reverse gravity patch: When attached to an object or person and turned
maintained by the nanites, and the character continues to live for on, gravity has the opposite effect, repelling rather than pulling, on
1d hours, at which point the nanites must return to a powered-down whatever it is attached to, until the patch is turned off or destroyed.
state and the character dies. The character also dies if they once again are Self-luminous paint: A quart of white paint. When applied it emits an
reduced to 0 health, or if the nanites are withdrawn by a command of the intense light, eliminating all shadows. Any attempts at stealth fail.
owner. When not in use, the nanites form a fist-sized orb. Repeated exposure over a period of weeks causes blindness and insanity
in all lifeforms, including mechanical life.
The Old Ones Starship upgrade – Bio-coating: Single use. Shields the ship from heat
Civilizations have risen and fallen for countless millennia, some allowing it to travel for a short time in the outer layer of a star. Or can use
dwarfing the ambition and knowledge of those now in power. These when hit by an attack to ignore all damage from that attack.
long-dead empires, known as the “Old Ones,” have left behind powerful Starship upgrade – Device 2204: When activated, the starship becomes
technological artifacts. The Old Ones’ technology surpasses current incorporeal, unable to interact with the physical universe. While on, the
knowledge, to the point that artifacts cannot be repaired, or reverse ship takes 1 damage each round as it convulses out of sync with reality.
engineered by the best efforts of even the greatest engineers. Collectors All onboard must brace themselves before activating or fall unconscious.
and mercenary groups actively seek out these mysterious artifacts. Walking bio-cage: A multi-legged living cage. Rarely eats prisoners.
4
In desperation, some use vessels with lower maximum hulls, far below
VEHICLES & STARSHIPS safety standards, called junkers. While a common sight on backwater
Planets are large. Star systems are unbelievably large. Without vehicles planets, especially among bandits and pirate fleets, junkers are illegal to
and starships many places would be completely unreachable. In several use and have no resale value.
days a starship can travel between planets within a star system. These When a critical hit is rolled against a vehicle or starship, the vessel suffers
vessels are the lifeblood of modern society. Despite this, vehicles and a major malfunction such as, catching fire, a system breaking down and
starships are costly to maintain and relatively fragile. In Star Rats, needing quick repairs, a breach in a starship’s hull, a crewmember taking
combat between vessels is fast and often ends in destruction. A smart damage from flying debris, pinned against a wall, violently thrown, etc.
crew will find ways to avoid confrontation, and when not possible, will When reduced to 0 hull, the vessel ceases to function. Possibly causing a
do everything they can to gain an unfair advantage. crash, loss of oxygen production, fire, breaking apart, explosions, toxic
When driving or piloting, add the DEX bonus to danger rolls used to fumes, etc. Most times vessels can be made to work again, if the hull is
steer the craft. Add the WIL bonus when operating radar or making repaired. When away from a repair facility, Spare Parts can be used,
repairs. When firing any weapons add the character’s attack bonus. once per day, to repair 1 point of hull damage. At a repair facility, a
Characters have many different actions they can take to gain advantage, vessel’s hull can be repaired completely in a single day, using multiple
such as a pilot making a successful piloting danger roll to line up a target spare parts. After being repaired from 0 hull, vehicles and starships gain
for the gunners. Radar can be used to map a path for the pilot or lock on a Quirk. Mostly annoying, quirks are forever attached to the vessel.
to a target for the gunners. Additionally, when a target vessel’s mobility
is restricted by terrain, harpoon lines, acts of sabotage, etc. attackers get
Radar
advantage on any attacks against it. Radio waves are used to determine the size, range, angle, and speed of
Every round each weapon can be fired once. Radar can be used once, objects or weather patterns. Radar is useful to help guide pilots, gunners,
unless two or more radar upgrades are installed. The vessel can take one and spot incoming vessels. Each round a radar operator can make a WIL
action per round, such as escape, pursue, dodge obstacle, line up a danger roll to guide the pilot, giving them advantage, or guide the
target, ram, etc. gunners, giving all attacks advantage against one target for that round.
Vehicles and starships have a Hull rating that is reduced by damage, the Radar can be finnicky and easily break. Attempts to repair it uses up
same as health. Standard vehicles have an armor of 8 and a hull of 14. 1 spare part. If the first repair attempt fails it will need to be repaired at
Standard starships have an armor of 9 and a hull of 14. Smaller craft, like a proper repair facility. When a starship’s radar breaks down it will
rocket bikes or shuttle craft have only 8 hull but cost half the price. require a spacewalk to repair if no suitable landing site is nearby.
5
Stealth Purchasing
Actions can be taken to avoid detection while driving or piloting vehicles Prices for vehicles and starships are found in the Gear & Enhancements
or starships. This is done by shutting off radar and using terrain or stellar chapter (page 3). These are prices for vessels with no upgrades. Upgrades
objects for cover, using decoys, flying dangerously close to other objects, can be added and incorporated into the cost. When buying a used vehicle
etc. Having the stealth technology upgrade makes avoiding detection or starship, roll a random quirk to be added to the craft. Purchased fuel
easier and grants advantage to any related danger rolls. and spare parts should be listed under cargo.
6
NPC Reactions
NPCs & Monsters If the PCs come across a monster or NPC whose disposition is unknown,
Star Rats takes place in a universe filled with unimaginable amounts of roll 1d on the table below.
different aliens and creatures, each more exotic than the last. The GM is
encouraged to create strange and unique new species for the PCs to 1 2-3 4-5 6
encounter. Keep encounters with new aliens and creatures fresh by Hostile Wary Friendly Helpful
including unique cultures, surprising special abilities, and interesting
Hostile NPCs will attempt to hinder, harass, or attack the PCs. Roll on
vulnerabilities for the players to learn and exploit. The Alien Oddities
the hostile NPC reactions table below to suggest actions the NPCs take
table on page 13, and many of the Monster tables in Maze Rats, can be used
towards the PCs. Wary NPCs are unhelpful unless given significant
to quickly add an element of strangeness.
motivation. Friendly NPCs will help if it does not inconvenience them.
For more mundane situations where all that is needed is a common
Helpful NPCs will help even when it is inconvenient.
species, the GM can make use of the Character Creation’s Species table
and Background table on page 2.
Hostile NPC Reactions
Creating NPCs and Monsters Abduct a PC & flee Challenge to a contest Draft PCs into service
STR: Weak +0, Average +1, Strong +2, Powerful +3, Monstrous +4. Argue over what to do Challenge to a duel Eat PCs or feed to pets
DEX: Slow +0, Average +1, Nimble +2, Swift +3, Blurred +4. Attack immediately Charm & then rob PCs Enslave PCs as pets
WIL: Dimwitted +0, Average +1, Clever +2, Brilliant +3, Genius +4. Blow everything up Demand food Flee
Attack Bonus: Untrained +0, Trained +1, Dangerous +2, Masterful +3, Call for help Demand money Flee & return stealthily
Lethal +4. Carrying hostages Demand praise Flee & return with more
Armor: Unarmored 6, Light protection 7, Moderate protection 8, Heavy
protection 9, Nigh impervious 10. Note that armor can also be used to Get behind cover Mistakes PCs identity Sell info about the PCs
represent a monster’s resistance to mundane weapons, or other factors Give false information Mock the PCs Sell PCs to an enemy
that would make it difficult to harm. Lighthearted brawl Monologue Set fire to everything
Health: Weak 1d, Typical 2d, Tough 3d, Hulking 4d, Colossal 6d. Loosing nerve to attack Protect a Treasure Steal item & flee
A new group of four or five PCs should be able to survive a battle with a Lure PCs into a trap Protect their children Tell PCs to leave
group half their number, of untrained, unarmored, weak, enemies. Lure PCs to a monster Protect their leader [x ADD 1 ENTRY x]
NPC Traits
Often the best way to make an important NPC memorable is to give them a NPC Morale
peculiar trait that makes them stand out as different. When an NPC or hireling faces more danger than they were expecting,
Always in a hurry Brutally honest Depressed the GM may call for a WIL danger roll to see if they rout or beg for mercy.
Always polite Bursts into tears Easily distracted Typical situations for making a morale check include when an NPC loses
Always prepared Charming Falls asleep suddenly half of their force (when in a group), loses half of their health (when
alone), or loses their leader.
Apathetic Compulsive liar Fiercely loyal
Most NPCs should not get into fights they cannot win and should
Boastful Conspiracy theorist Forgetful
tactically retreat or sue for peace if it makes sense, even without making
Bossy Daydreamer Gets PC’s names wrong
a morale roll.
Giggles for no reason Interrupts constantly Overly cheerful Encounters with Monsters
Gruff Lonely Sickly In hostile areas, every 10 in-game minutes there is a 1 in 6 chance the PCs
Gossips Matter of fact Strange obsession will have an encounter with a Wandering Monster. There is a 2 in 6
Hates all violence Motherly Strange phobia chance when a PC is wearing a pneumatic exoskeleton, or otherwise
Has a crush on a PC Nervous Uses made up words drawing a lot of attention. The GM decides how many monsters are
Hearty laugh Oblivious Virtuous encountered and rolls on the NPC Reactions table. Under NPC entries,
only clearly visible items are listed.
Lighting a bonfire Searching frantically Sparring in a pit-fight Mech-suited jellyfish Rotting tar-hound Three-headed serpent
Looting bodies Selling illegal goods Spray painting graffiti Mudman Saber-toothed tiger Translucent ooze
Making plans Seriously lost Starting a dark ritual Mutated (x4) bear Shadow brute Tyrannosaurus rex
Plotting against leader Setting up barricades Testing new weapons Pterodactyl Shapeshifting creature Uplifted beetleman
Questioning a captive Sick & about to die Transporting Treasure Radioactive ooze Teleporting rat swarm War bot
Running in terror Sleeping Waiting in ambush Rogue nanite swarm Tentacled horror Winged eyeball
7
Acidic ooze Deranged service bot
A crawling lump of bubbling acid, with a pungent chemical odor. Built for menial tasks. Over the years some malfunction and deteriorate. They
STR: +1 DEX: +0 WIL: +0 Attack Bonus: +0 Armor: 6 Health: 6 now travel in mobs, parts broken or missing, searching for electrical power.
Notes: Acid does +1 damage. Able to melt its way through almost any STR: +1 DEX: +0 WIL: +0 Attack Bonus: +0 Armor: 6 Health: 1
material in a matter of minutes. Notes: Collectively insane, reroll NPC Reactions every few minutes.
Occasionally a war bot will travel with the mob.
Items: Most are unarmed (attacks subtract 1 damage but may not reduce
Acid-spitting grub damage to 0), there is a 1 in 6 chance of the bot having a makeshift
A ravenous grub the size of a large hound. This larva will escape any enclosure in weapon (perhaps a detached robotic limb, or built-in tool).
search for food. Considered a delicacy, they are hunted by many for their nutty
flavored protein-rich meat.
STR: +0 DEX: +0 WIL: +0 Attack Bonus: +0 Armor: 6 Health: 3 Flightless owl
Notes: Can spit acid a short distance, doing +1 damage. A large rotund owl standing a head above most humans. Flightless owls are a
nuisance to many, often getting in the way and stubbornly following characters.
STR: +2 DEX: +0 WIL: +0 Attack Bonus: +0 Armor: 6 Health: 5
Bandit
Where there is money, there will be thieves. Bandits are a common sight
throughout the galaxy on both major planets and backwater worlds. Floating orb
STR: +1 DEX: +2 WIL: +0 Attack Bonus: +1 Armor: 6 Health: 8 A hovering pearly white orb crackling with electric energy. In the past they were
Fingersmith enslaved, as a source of power, then abandoned as more efficient methods of
Items: Laser rifle (+1 damage, 2 handed). generating power were developed. Still found wandering through the ruins of past
civilizations. They are hunted once again, now for their carapaces, worth a great
deal for use in creating intricate carvings.
Crystal-crab swarm STR: +0 DEX: +1 WIL: +1 Attack Bonus: +4 Armor: 10 Health: 2
Small crabs made up of shimmering crystals. While moving the crabs make a Notes: Lightning strike (+2 damage).
melodious sound of glass clinking against glass, idealized by the poets. Crystal-
crabs are often found near small intricate palaces they make out of clay or sand.
STR: +0 DEX: +0 WIL: +0 Attack Bonus: +0 Armor: 8 Health: 6 Flying leech
Notes: Swarms take 2 less damage (but may not reduce damage to 0) A bird-sized leech with bat-like wings and a tooth-filled maw. A bottom-feeder of
from all sources except area-of-effect damage, such as explosions, many caverns, the flying leech gives off a strong metallic odor.
flames, etc. STR: +0 DEX: +1 WIL: +0 Attack Bonus: +0 Armor: 6 Health: 1
Crystal-crabs avoid high pitched noises if possible and when exposed to Notes: Flying leeches often carry disease. Resistant to the bad effects,
extremely high frequencies will shatter. they may or may not show physical signs of the diseases.
After prolonged contact, or at the end of close combat with the diseased
creature, all non-mechanical characters may be infected, see page 12 for
Cultist rules concerning diseases.
The galaxy is full of cults adorned with various religious pageantry. Ranging from
the seemingly friendly to the downright creepy.
STR: +0 DEX: +1 WIL: +2 Attack Bonus: +0 Armor: 6 Health: 6 Forgotten
Notes: Randomly flip to any page of Star Rats, the first word read, is the A large human-like head atop a dozen spider legs. The forgotten are perception
object of their worship or integral to their worship in some major way. editors, able to alter what is being experienced. They live on a diet consisting solely
Items: Dagger (1 handed) or plasma-tipped spear (+1 damage, 2 handed). of fingernails. Ragged or missing fingernails will often be the only sign that a
character has had a run-in with one of the forgotten.
Giant possum with throne-like saddle
STR: +0 DEX: +2 WIL: +3 Attack Bonus: +0 Armor: 6 Health: 2
Reserved for high ranking or elite members. The mount’s fur is covered with exotic
religious symbols painted in bright neon colors. Notes: All non-mechanical characters near a forgotten must make a WIL
danger roll to resist the forgotten’s perception editing ability. If failed,
STR: +0 DEX: +2 WIL: +1 Attack Bonus: +1 Armor: 6 Health: 6
the forgotten edit all that the character perceives. If successfully resisted,
Briarborn
the character’s perception is still edited but the edits are clearly flawed
and inconsistent.
Cyborg pigman Avoiding the risk of confrontation, the forgotten manipulate their prey
to turn on and attack those who resist their perception edits.
Techno freaks who have rejected civilization and obsess over cybernetics.
Can walk up walls.
STR: +2 DEX: +0 WIL: +2 Attack Bonus: +1 Armor: 7 Health: 8
Codesperson
Items: Energy cannon (+1 damage, 2 handed). Rusty chainsaw-sword Four-hoofed narwhal
(+1 damage, 2 handed). Light armor (+1 armor, included in armor stat).
Featuring a narwhal body and tail, with horse like legs, they are often prized for
Junker rocket bike racing. Wild four-hoofed narwhals are not normally violent but can be
Paint flaking off, crudely held together and billowing smoke. unpredictable and easily spooked into a stampede.
Armor: 8 Hull: 4 STR: +2 DEX: +0 WIL: +0 Attack Bonus: +0 Armor: 6 Health: 6
Guided rocket launcher (+2 to attack bonus). Notes: Horn (+1 damage). Four-hoofed narwhals are incredibly fast on
Notes: Junker, no resale value. both land and in water.
8
Giant (human) Mech-suited jellyfish
Towering three times the height of a normal human. Giants make intimidating A mysterious group of aliens that traverse in water-filled, bulky, mechanized
figures. Due to the inconvenience of modern architecture the giants mostly keep to suits. They are searching for data, but what data and why is unknown.
themselves. Focused instead on their own intense rivalries between clans. STR: +2 DEX: +1 WIL: +4 Attack Bonus: +2 Armor: 9 Health: 4
STR: +4 DEX: +0 WIL: +1 Attack Bonus: +2 Armor: 7 Health: 12 Codesperson, Fingersmith
Notes: Can treat 2 handed weapons as using only 1 hand. Items: Disintegrator gun (1 handed, leaves nothing behind of its victim
Items: Laser pistol (1 handed). Mace (+2 damage, 2 handed, giants only) but ash). Plasma shield (+1 armor, included in armor stat). Heavy armor
(+2 armor, included in armor stat, no advantage on DEX danger rolls or
surprise attack rolls).
Giant alien spider
Stinking of dust and mold. The vehicle-sized, giant alien spiders are covered with
eyes at odd locations and are aggressively territorial. Mudman
STR: +1 DEX: +1 WIL: +3 Attack Bonus: +2 Armor: 6 Health: 8 With lifespans longer than the life of some planets, it is said that a single mudman
Notes: Need a successful STR danger roll to break free from its webbing. has forgotten more than the total knowledge of whole empires. Nomadic explorers,
they can be found in all parts of the infinite universes. They often carry exotic items
To keep watch, it rips its own eyes out, stringing these still functioning
and enjoy haggling. They shun the use of money, demanding to barter instead.
eyes up throughout its domain.
STR: +3 DEX: +0 WIL: +2 Attack Bonus: +0 Armor: 8 Health: 10
Can walk up walls.
Briarborn
Items: Gnarled wooden spear (+1 damage, 2 handed). Large bag.
Giant ant
A colossal creature, bigger than a small building. A group can destroy a whole city,
Mutated (x4) bear
or just as easily pick it up in chunks and move it. The giant ant is not much
different than the common ant, but unlike its smaller cousin, giant ants are more A tortured species. Their environment ruined, the radiation that warped them,
independent and can speak in the languages common to the galaxy. They crave now flows through their blood, being passed on to each new generation.
candies and sweet treats, are talkative and polite, but absolutely convinced we are STR: +3 DEX: +0 WIL: +1 Attack Bonus: +3 Armor: 7 Health: 10
not living beings. Seeing us as something like strange rocks.
STR: +6 DEX: +1 WIL: +3 Attack Bonus: +4 Armor: 8 Health: 16
Pterodactyl
Briarborn, Roofrunner
Patrolling alien skies, the pterodactyl is once again the fear of all those below.
Notes: Can walk up walls.
STR: +2 DEX: +2 WIL: +1 Attack Bonus: +1 Armor: 7 Health: 8
Briarborn
Giant worm
A massive worm with a tooth filled mouth. Easily angered and leaving enormous
underground tunnels in its wake.
Radioactive ooze
STR: +4 DEX: +0 WIL: +0 Attack Bonus: +4 Armor: 6 Health: 30 A crawling lump of magma-like radioactive material. Gives off an odor of fried
electronics or burnt popcorn.
Notes: Able to burrow through solid rock.
STR: +1 DEX: +0 WIL: +0 Attack Bonus: +0 Armor: 6 Health: 6
Twice a day the giant worm can make a corrosive spray attack. Add the
attack bonus like a normal area-of-effect attack. Anyone damaged by the Notes: After every attack by the ooze that deals damage, the target has a
attack must roll 1d for each item, armor, and weapon, in the character’s 1 in 6 chance of gaining a new random Mutation (page 3).
hands, belt, or worn, on a result of 1 it is permanently destroyed.
Popular as guard animals. A dog-like, cube shaped, beast lacking legs, traveling Depending on how these vulnerabilities are exploited, damage may
by vigorously hopping. The hairy cube-beast has a lingering musky smell. either be increased or destroy the swarm completely with no roll needed.
STR: +2 DEX: +0 WIL: +0 Attack Bonus: +0 Armor: 6 Health: 4 As an action the nanite swarm can consume materials to heal 4 health.
9
Rotting tar-hound Translucent ooze
Skeletal bones peeking out from a liquid tar substance. Hind legs warped and A crawling lump of translucent ooze, displaying the remains of its last meal. Being
useless causing it to drag itself along the ground. Smells of decay and maggots. attacked by a translucent ooze is like being drowned and consumed by mucus.
STR: +1 DEX: +2 WIL: +1 Attack Bonus: +2 Armor: 6 Health: 1 STR: +1 DEX: +0 WIL: +0 Attack Bonus: +0 Armor: 6 Health: 6
Shadowjack
Saber-toothed tiger
Bulky forelimbs and a gaping saber-toothed maw, the big cat of old is a clever Tyrannosaurus rex
hunter few can escape. Still one of the most fearsome carnivores to walk the land.
STR: +2 DEX: +3 WIL: +3 Attack Bonus: +3 Armor: 7 Health: 9 STR: +4 DEX: +1 WIL: +1 Attack Bonus: +4 Armor: 9 Health: 20
Briarborn, Roofrunner, Shadowjack Notes: Teeth (+1 damage).
Alternatively, a biomechanical version exists, experimental in nature,
containing two Weapon implants (page 3) and one Mutation (page 3).
Shadow brute
The head of a hyena upon a gorilla-like beast. Their fur is blacker than coal.
Shadow seems to cling to and envelop the creature. Skeletal arms, the remains of Uplifted beetleman
its most desired food, can be found strewn throughout their lairs. An uplift project gone horribly wrong. The beetlemen are now known for their
STR: +3 DEX: +2 WIL: +1 Attack Bonus: +1 Armor: 6 Health: 4 extreme brutality, even towards their own kind.
Shadowjack STR: +2 DEX: +1 WIL: +1 Attack Bonus: +1 Armor: 7 Health: 8
Notes: Will rip off their prey’s arm (an opposed STR danger roll, Notes: Has 4 hands and acidic saliva.
opponent has advantage) and flee with their prized delicacy. Items: Four laser pistols (+2 damage when wielded at once, no advantage
on attacks, 1 handed). Light armor (+1 armor, included in armor stat).
Four servants of various species pulling a wooden cart
Shapeshifting creature STR: +2 DEX: +0 WIL: +0 Attack Bonus: +0 Armor: 6 Health: 1
An unpredictable carnivore that crudely mimics the sight and sounds of other
Armor: 7 Hull: 14
predators with a repulsive mix of the prey it hunts.
STR: +0 DEX: +2 WIL: +4 Attack Bonus: +2 Armor: 6 Health: 10
Notes: Changes size and form easily. As an action can change form and War bot
swap two ability bonuses (STR, DEX, WIL). Their cylindrical bodies have given rise to them being called “water heaters.” These
obsolete robot soldiers can be found discarded throughout the galaxy, wandering
aimlessly, looking for a purpose for their violent programming.
Teleporting rat swarm STR: +2 DEX: +0 WIL: +1 Attack Bonus: +1 Armor: 9 Health: 8
An escaped strain of laboratory rats have developed the ultimate solution to their Items: Plasma pistol (1 handed). Metal shield (+1 armor, included in
maze filled lives. armor stat). Heavy armor installed into frame (+2 armor, included in
STR: +0 DEX: +1 WIL: +1 Attack Bonus: +0 Armor: 6 Health: 4 armor stat, no advantage on DEX danger rolls or surprise attack rolls).
Notes: Rat swarms often carry disease. Resistant to the bad effects, they Inside each warbot are 2 Tools (page 3), or 1 broken Weapon (page 3)
may or may not show physical signs of the diseases. lodged into places they do not belong.
After prolonged contact, or at the end of close combat with the diseased
creature, all non-mechanical characters may be infected, see page 12 for
rules concerning diseases.
Swarms take 2 less damage (but may not reduce damage to 0) from all
sources except area-of-effect damage, such as explosions, flames, etc.
Can teleport to anyplace they can see or smell.
Tentacled horror
Tentacles burst up from the ground to drag its prey down below. Only the tentacles
of the beast have been seen. Reports exist of being bitten by a sharp beak, but no
one has successfully excavated the entire creature. It remains elusive.
STR: +3 DEX: +0 WIL: +0 Attack Bonus: +2 Armor: 7 Health: 6
Notes: Two successful opposed STR danger rolls in a row allow the
tentacled horror to pull its prey into cramped underground tunnels to its
beak where it will then attack its prey.
The stats represent the tentacle arm of the beast and when the tentacle is
destroyed it will swiftly retreat down a maze of subterranean tunnels.
10
Space Travel Threats Space barnacles
Groups of these irritating arthropods attach themselves to passing starships.
As widespread as space travel is, the void is still untamed. Dangers both
STR: +4 DEX: +0 WIL: +0 Attack Bonus: +0 Armor: 10 Health: 4
known and unknown abound.
Notes: Swarms take 2 less damage (but may not reduce damage to 0)
Blockade class starship from all sources except area-of-effect damage, such as explosions,
flames, etc.
A war engine used by most militaries for its overwhelming firepower.
Ships with space barnacles attached cannot gain advantage on piloting
Armor: 9 Hull: 14 (Crew - DEX: +3 WIL: +1 Attack Bonus: +2 Void Jockey)
danger rolls.
Three guided rocket launchers (+2 to attack bonus) .
Characters can make an opposed STR danger roll to remove all the
barnacles (killing does not remove them). If the danger roll fails, they
cannot be removed until reaching a repair facility.
Customs frigate
Designed to reduce piracy and smuggling, it prowls busy traffic routes.
Armor: 9 Hull: 14 (Crew - DEX: +1 WIL: +2 Attack Bonus: +2 Void Jockey) Space leviathan
Laser (+3 damage). Powerful radar (gain advantage on related danger Feeding on microbes living high in the atmosphere of planets, these gigantic quasi-
rolls). whale-like creatures can survive for years at a time at an incredibly slow
metabolism rate, allowing them to travel between planets. Easily irritated, they
have been known to attack starships that get too close.
Generational ship STR: +4 DEX: +0 WIL: +0 Attack Bonus: +3 Armor: 6 Health: 25
Forgotten by the worlds that have birthed them, these ancient capital ships Notes: When especially enraged they will ram their enemy.
continue their long journey. Over the years, governments have enacted strict laws
about interfering with these ships when they are found, but this has not stopped
some from rooting around in them for small valuables. Space squid
Armor: 10 Hull: 40 (Crew - DEX: +0 WIL: +2 Attack Bonus: +1)
Feeding on leviathans and other space-based creatures, this super predator is
Two underpowered lasers (+2 damage). incredibly aggressive, typically attacking any moving thing it sees.
STR: +3 DEX: +2 WIL: +2 Attack Bonus: +4 Armor: 9 Health: 8
Notes: Enwraps itself around its target preventing escape.
Pirate ship
While not afraid of violence, pirates will prefer to take their prizes through
intimidation rather than risk a costly battle. Space station
Armor: 9 Hull: 6 (Crew - DEX: +2 WIL: +0 Attack Bonus: +1) Providing rest, trade, and facilities to repair starships. To the travel-weary spacer
Breaching ram-drill (a successful piloting danger roll breaches the target these stations are a beacon of light in a dark universe.
ship and allows access until disconnected. When the target is moving,
Armor: 10 Hull: 40 (Crew - DEX: +0 WIL: +4 Attack Bonus: +4 Void Jockey)
both ships receive 1d minus 3 damage).
Four lasers (+3 damage). Two escape pods (9 armor and 6 hull). Powerful
Notes: Junker, roll for Quirk (page 6), no resale value.
radar (gain advantage on related danger rolls). Large hangar bay (can
A common tactic among pirates is to have several spacesuited crew contain 4 starships, takes up 4 upgrade slots).
tethered to the starship open fire with small arms fire. Use the stats for
bandits: STR +1, DEX +2, WIL +0, AB +1, A 6, H 8, Fingersmith; Laser rifle +1.
Stellar flare
With little warning, radiation penetrates a starship’s armor forcing all
Pirate harpoon ship organic characters to succeed at a STR danger roll or take 2 damage.
Originally used as leviathan hunting vessels, pirate groups have converted them Everyone failing the danger roll also have a 2 in 6 chance of gaining a
for their own uses as support ships. random Mutation (page 3). If steps are taken to protect themselves, grant
Armor: 9 Hull: 6 (Crew - DEX: +2 WIL: +0 Attack Bonus: +1) advantage to the danger roll, or remove the risk completely.
Three harpoon cannons (successful attacks do damage and prevent
escape). Escape pod (9 armor and 6 hull).
Notes: Junker, roll for Quirk (page 6), no resale value. Strange godlike alien
No two are alike. We give them names such as Tentacles Holding Cube, Skull
Bread, Unfolding Light, Transcended Satellite Array, The Many, Bipedal Woolly
Planetary shuttle Crocodile, etc. but they defy comprehension. Beware gaining their attention.
A small shuttle, popular on the open market for use in ferrying passengers. STR: +?? DEX: +?? WIL: +?? Attack Bonus: +?? Armor: ?? Health: ??
Armor: 9 Hull: 8 (Crew - DEX: +1 WIL: +1 Attack Bonus: +0) Notes: These godlike aliens have almost limitless power.
Atmospheric package (capable of takeoff and landing on planets).
Notes: Due to its size it is limited to 2 upgrades. Costs 2,400c new.
Unstable reality
Small pockets of distorted space can be encountered causing strange
Plasma storm effects, such as repeating time loops, zones of emotions, body swapping,
These storms can flare up suddenly, arcing high powered plasma. Each people showing up out of nowhere claiming to be your grandparent, or
round roll 1d, on a result of 1 the storm subsides, 2-5 it does that much daughter, or an assassin hired to kill you, or all three at once, etc.
damage to whatever has the highest health or hull, if the die rolls a 6 all The causes are unknown. Dimensions pushing into ours? The strands of
starship’s radar dishes are fried and no longer operational. reality being strained? Remnants of an alien pollution?
11
Parasites & Diseases Partial list of diseases
Crystal-growth: Hardened crystals grow from the character causing the
Along with first contact comes a horde of new parasites. Likewise, as the
area to be paralyzed. The disease starts in a small area and slowly spreads
interstellar community grows, disease flourishes, mixing and mutating
over the character’s body and items the character uses often. Eventually
with other diseases to form more and more exotic strains.
entombing the character alive. The disease has been known to have
strange psychedelic effects on crystalline species.
Partial list of parasites
Cybervirus: An experiment in biomechanical viruses, from the nanite
Fungal infested moles: Mushrooms grow on the shoulder, head or back
wars. It invades biological characters and twists them into a part robotic
of the infested. At times causing visions of strange symbols layered over
form with the goal of an AI taking over. This weaponized virus was not
reality. Some believe it to be portents of the future, others believe it to be
as effective as had been hoped, instead the AIs could not keep control for
a form of communication. Removing the fungus entirely, kills the host.
long and when in control they would instead seek their own seemingly
random objectives.
Every week the character is infected roll a new STR danger roll, if they
fail, roll on the table below to gain a new ongoing effect. If successful, or
an entry is rolled that the character already has, nothing happens.
Roll 2d, one die indicates the row, the other indicates the column.
2d 1-3 4-6
1 AI randomly takes control Antlers of stiff wires & LEDs
2 Bulges with robotic organs Can digest electrical power
3 Grow 1d cybernetic arms Itchy skin rusts like metal
4 Painful metallic blisters Randomly vomit rocket fuel
5 Reads nearby AI’s thoughts Robotic face grows on torso
6 Square cybernetic pupils Tiny bots burst from skin
When cured the features already rolled remain but the character will no
longer gain additional biomechanical parts.
Nummy headed: Extremely contagious, no matter what precautions are
taken characters must make a STR danger roll without advantage.
Causes the character to feel like in a fog and their mouth overflows with
saliva. No advantage on any actions taken while nummy headed.
For now, the parasite seems content with only infesting moles. In almost
Nummy headedness normally goes away after a few days. Caffeine or
all cases, the infestation happens soon after birth. These infested moles
illegal stimpacks eliminates the symptoms for a short time.
are looked at with suspicion and even outright fear by other moles. Some
suspect the fungus overrides the mole’s consciousness. The fungoids Sneezing blink: After infection, the first distinctive smell the character
instead see the fungal infested as a curious oddity, nothing more. encounters they now have a reaction to. As long as they are infected,
every time the character smells this odor, they have a sneezing fit that
Yeti lice: Encountered in areas of extreme squalor. All characters without
ends with a loud popping noise. The character then teleports “safely” to
hair, fur, or feathers are immune to the lice. Characters whose bodies are
a random location, usually within 30 feet.
not completely covered in hair, fur, or feathers are granted advantage on
resisting infestation. The lice continuously bite their host, making sleep Square purples: Causes purple squares, in different sizes, to appear all
impossible. The character cannot regain health by resting. over the infected person’s body. Hysteria has arisen around this disease
with the recent discovery that it originally comes from another
Diseases dimension. Some of the following rumors about the disease are true, the
After prolonged contact or at the end of close combat with a diseased others are false:
character all non-mechanical characters must make a STR danger roll to • Concentrating on circles or spheres make the infected extremely
resist being infected (advantage given to those who take steps to avoid angry and violent.
infection). • Internal organs become cube shaped.
The GM may choose to have the disease incubate and not take effect right • Purple is more vibrant to the infected and vibrates with the
away but show symptoms over time. Characters who succeed on their frequency of the universe, putting the infected in a state of
STR danger roll are now immune to that particular strain of the disease religious fervor.
(but not the disease as a whole) and do not have to make future danger • Those infected are irresistibly drawn to the Illuminated Plains, on
rolls due to spending time with their infected companions. a small remote planet, orbiting a dead star.
Robot and cyborg “diseases” such as robotic mutations, digital ghosts, • The virus is the first step of a colonization effort from another
organic delusions, self-aware augmentations, obsessively adding living dimension.
body parts, hallucination errors, etc. require a WIL danger roll to resist. • Will randomly vomit purple sludge-cubes that move on their own,
Cures leaving a purple trail behind.
All cures are determined by the GM. Parasites and diseases can be minor Yellow cough: The first symptom is a high fever, along with coughing
nuisances that are easy to get rid of or could require a long campaign to fits. Second, the organs begin to writhe and migrate slowly throughout
find the cure. Medication availability can change drastically from one the torso, being reordered for a new purpose. Third, the infected begin
stellar system to the next. Additionally, supplies can change rapidly, to cough syrupy-thick yellow smoke, smelling of caramel. Shortly after
making an area once with a great stock of medicine suddenly have this stage, sweet-tasting, golden molasses excretes from the character’s
nothing to offer. A disease that once was trivial can then suddenly ears, nose, and mouth. Lastly, the infected slowly dies as the organs
become a real threat. prioritizes producing the molasses over necessary bodily functions.
12
Space Environments
RANDOM GM Tables Cloud of dead nanites Eater of worlds Minefield
Random tables can help the GM improvise and add surprise twists to Comm interference Gas giant atmosphere Mining operations
their games. These random tables do not spell out all the details, but Construction zone Large starship convoy Orbital farms
instead give the GM a suggestion that can be interpreted differently by Cultist astral temple Leviathan boneyard Orbital housing
each GM, even differently by the same GM at different points in the
Dense asteroid field Megastructure ruins Orbital shipyards
campaign. The tables can be used to improvise an entire session, as filler,
Discarded clones Military station Pirate’s hideout
or rolled beforehand to inspire prepped situations.
Optional: roll twice on the encounter table and combine the results.
Planet-sized corpse Research station Stellar flare
Overworld Encounters Planetary rings Secret military hub Super-dense dust cloud
Plasma storm Shattered planet Swarm of ice comets
Abandoned camp Battle underway Drunken revelers
Prison asteroid Space battle debris Trade station
Acid geysers Beast befriends a PC Extreme temperature
Radar interference Space junkyard Uncharted planetoid
Annoying vermin Contest underway Fans of the PCs
Refueling station Starship race Wormhole (one-way)Δ
Bandits Crashed escape pod Festival underway
Bandit’s camp Dangerous plant life* Flying starship
Δ
Must make two successful piloting danger rolls to avoid being pulled in.
Barbarian tribe Diseased travelers Fugitive left to die
Other Dimensions
Irradiated glowcloud Scam artist Traveling noble
Roll 2d, one die indicates the row, the other indicates the column.
Meteor strikes Signs of a Monster Traveling performer
2d 1-3 4-6
NPC requests help Stampede Underground
1 Dimensional prison Evil twin dimension
PCs are followed Tar pits Vehicle gains a Quirk
2 Fire & lava Mind of a strange alien king
Pickpocket attempt Tax collector & escort Wandering madman
3 Nightmare realm Non-robots outlawed
Powerful storm Traveling merchant Wildfire
4 Present-day Earth Ruled by a hive mind
* Acidic sap, a disguised monster, choking pollen, enemy informants, fast moving 5 Tavern in the inbetween Universal ice age
river of flower petals, mind control, etc. 6 Utopia (with a dark secret) World of Maze Rats
Lava flow Overworld Toxic fumes Live inside stone Obsessed with speed Sentient planet
Mad scientists Pools of radiation Traveling merchant Living polyhedrons One-week lifespan Tech made of flesh
Metal eating spores Powered down robot Treasure vault door Long for extinction Politely genocidal Think PCs are illusions
Monster lair Prisoners Vein of precious ore Memory editors Quarantined by gods This is their afterlife
Noncombat enemies Signs of a trap ahead Very tight passageway Migratory forests Questions are evil Uses stolen tech
Other adventurers Signs of a Monster Weird sarcophagus Multi-dimensional Scavenge body parts View PCs as livestock
13