TEXT: Space Opera Roll
  Call:
  a Dice Throw Table for Generating
  Space Opera Action
  Words by Robert Garitta
  Icons by Game-Icons.Net
  some artwork copyright (c) 2013 by steve Miller (Specifically Stock Art
  Collection #4: Scenes from Yesterday's Future.)
  Copyright Robert Garitta 2017 (Reselling this for your own profit is just
  Rude. Other than that it's OGL. Use whatever ideas you want.
  
  Space Opera Roll Call
  The premise of this book is pretty simple, use a few die rolls (or drops) to create
  the outline of an adventure. I’ve used themes primarily from space opera but there
  is no reason you couldn’t use it in a super hero setting or for secret agents (in a
  very gonzo sort of story). It plays heavily to evil villain stereotypes, I will admit, and
  improbable technology but there’s no reason you can’t tweak the ideas to your
  liking.
  The next page has a number of icons in columns organized by antagonists, goals,
  weaponry, specialty, additional, and allies. The next page has the same icons
  unlabeled.
  Antagonists: What is the evil leader like?
  Goals: What are they after?
  Weaponry: What stands out about their defenses. Gun toting goons are implied as
  well.
  Specialty: What bizarre technology do they use?
  Additional: Any other oddities in use, in case the first roll wasn’t enough.
  Allies: Who else is after the bad guys and could be helpful? They can also be a
  pain in the wazoo.
  Rename them whatever you want if you wish. The table can be used to generate
  random elements by dropping dice or tokens on them or you can write in your own
  or you could write in die rolls next to each using the unlabeled table. Write in the
  numbers you assign to each icon to keep things straight if you have to. You could
  number each column one to ten or each row one to six depending on your tastes.
  After the tables I give a few ideas about each icon, again in general terms. You
  have to work them up to fit your setting and group.
  As with all my stuff you can get the best use out of this by ignoring most of it. Just
  roll for what you want, or don’t roll at all or just pick a roll and read across it.
  The icons I’ve used can be found here: http://game­icons.net/
  This entire book is free to copy, paste etc.Just don't go selling it. I’d have some
  nerve making it my property when I’ve repurposed other people’s ideas and icons.
  If you like some of the ideas here hit the internet and look for some Golden Age SF
  or check some classic movies out. You’ll know them when you seem them.
  Good rolling!
  Robert Garitta 2017
  
  Antagonist
  Goal
  Weaponry
  Specialty
  Additional
  Enemy
  Synthetic
  Anarchy
  AI
  Paleo
  Spawn
  Hero
  Cyborg
  Treasure
  'Borg Lt.
  Back Ups
  Bubble
  Agency
  Contained
  Destruction
  Megabot
  Body Swap
  Healing
  Victim
  Gemini
  Praise
  Missilebot
  Morphs
  Station
  Vigilnate
  Poisoner
  Tyranny
  Scoutbot
  Man Eaters
  Bio Lab
  Temple
  Maimed
  Respect
  Golem
  Mutant
  Potion
  Leader
  Deathly
  Journeyer
  Spiderbot
  Giant
  Death Ray
  Order
  Mystic
  Power
  Lifelike
  Undead
  Portal Tech
  Pirate
  Arificial Life
  Tankbot
  Infested
  Jailer
  Institue
  Mad Dr.
  Golden Age
  Vintage
  Eater Goo
  Abductor
  Sane Dr.
  Penitent
  
  Antagonist
  Goal
  Weaponry
  Specialty
  Additional
  Enemy
  
  SYNTHETIC
  CYBORG
  CONTAINED
  GEMINI
  POISONER
  MAIMED
  DEATHLY
  MYSTIC
  MAD DOCTOR
  PENITENT
  The character is artificial: android, clone, genemod etc. Increase hit points one
  third. They may possess immunities, to toxins or disease. This is a prime
  candidate for a recurring villain who returns from the dead (after a trip to the
  repair bay). They may even be an escaped experiment!
  The character's parts are not all factory original. They may have a small hidden
  weapon or sensor. They have light body armor from their new construction and
  may or may not pass for a normal human.
  This character had a mishap and requires special equipment to survive. He
  might need temperatures below freezing, near boiling or have a special
  breathing mix. The containment suit is equal to the best armor available and can
  support them in any environment long enough for a quick escape.
  The character possesses two or more distinct personalities. Each may have a
  different form (a la Mr. Hyde) or they could be a quorum of AIs that simulate
  different aspects of their personality. This makes them extremely unpredictable.
  Poisoners let toxins and pathogens do their dirty work. They may be master
  assassins or given to extortion on a grand scale. They will always have samples
  ready for use. They are meticulous about their work and most other things. It's
  why they are still alive. They have a bonus to resist hazardous substances.
  The character is not quite dead. The nature of their injuries impairs them in
  many ways, even with future medical technology. They have a third less hit
  points. They may have additions similar to the cyborg's. They also have one or
  more bots or service providers who are usually heavily armed.
  Deathly people (?) are fixated on death. They may be unliving by conventional
  standards, or lead a death cult. They have great charisma and are able to
  induce fear and loyalty in ordinary folks.
  Mystics possess powers most people do not. They may be psionic or possess
  other abilities. In a setting where powers are common they possess especially
  potent versions or unique powers that few can equal.
  The mad doctor or scientist is a classic. They possess extensive schooling and
  may hold several advanced degrees. Their researches break laws, ignore safety
  procedures, and make a mockery of ethics. Their obssessions and issues give
  them a unique outlook, making their work cutting edge.
  Some opponents are the result of tragedy. Sometimes it is a tragedy they set in
  motion themselves. They are more likely to question their actions and goals and
  treat those oposing them with respect and mercy. Their minions are people with
  similar backgrounds and fanatically loyal as a result.
  
  ANARCHY
  TREASURE
  DESTRUCTION
  PRAISE
  TYRRANY
  RESPECT
  JOURNEYER
  POWER
  GOLDEN AGE
  ARTIFICIAL LIFE
  The target is government or some authority. Grand thinkers may go after all
  governments or work for a single government that is outlawed against all others.
  Such authorities might have wronged them in the past or they might have
  misconceptions.
  Money, loot, treasure, filthy lucre. The opponent is in this for one goal, their own
  enrichment. This is a fairly predictable motive. Enough treasure can be used as
  bait.
  This goal involves the death or destruction of a person place or thing. The target
  usually exists in a physical sense. Making war on a concept is possible. I will
  triumph over Death itself! Is a common idea. The target might even deserve
  retribution. But the destroyer will often go too far to claim victory.
  Some people want praise and glory for their actions. They might be cagey about
  it professing to be patriots or whatever. But the only thing that matters is their
  personal glory and recognition. They shouldn't hold their breath because their
  methods go too far.
  Everyone must bow to the leader. The character will rule all. Scientific types and
  mystics will use various gadgets, drugs or powers to subjugate their mindless
  'followers'. Mystic and Deathly types use their innate powers of charisma and
  fear to cow dissent.
  While no one can equal the villain's accomplishments (in their own mind at
  least) a few people are capable of understanding and truly appreciating their
  feats.These people will be sought and brought to bear witness to the
  mastermind's victory
  Some people are on a personal quest, whether to find Atlantis, be the first man
  on Proxima 3 or travel backwards in time. They really do not care if anyone
  knows it. It's personal. Unraveling their agenda can be very difficult because
  they won't leave clues or write a monologue to share with the good guys.
  The antagonist is seeking extranormal power(s). Money, rulership, armaments
  aren't enough. They want to be gods themselves. They will cheat and kill for
  artifacts, formulas and arcane substances. They will kidnap and coerce ancient
  masters for their lore. It seldom ends well.
  Life! Sort of. That's the plan. The antagonist wants to play Creator. There are
  many methods. They may create a self aware machine, modify existing lifeforms
  or create totally new ones. This usually requires a lot of time and materials
  which they make up for with obssession and a crime spree.
  Start an era of peace and prosperity and banish all ills. It's the most idealistic of
  motives. The execution leaves a lot to be desired. Just ask Karl Marx. The end
  results are never as expected and the means are not justified.
  
  A.I.
  'BORG LT.
  MEGABOT
  MISSILEBOT
  SCOUTBOT
  GOLEM
  SPIDERBOTS
  LIFELIKE
  VINTAGE
  TANKBOT
  The bad guys have a powerful artificial intelligence working for them. It could
  have great powers of prediction (when it has enough data) or be a master at
  disabling other computers (like ones controling security and defense systems).
  The AI might be very naive, unaware of it's master's nature, and lonely.
  The cyborg is op of the line for loyal lieutenants, they often owe their lives and
  shiny bits to their masters. They have 3­4 weapons installed and half again as
  many hit points. Optionally they also have a kill switch or self destruct to ensure
  their loyalty or at least their silence
  They built a robot. A really big robot. These things are great for painting
  buildings. They work in pairs, one holding the spray gun and the other moving
  the building up and down. They have limited intelligence (you don't want them
  getting ideas) and often carry a pilot internally.
  These robots range from human sized up to tank sized. They are characterized
  by firepower. they have at least 3­6 weapon systems and all their problem
  solving involved a suitable application of high explosives. Again, not too bright
  because you don't want them getting ideas.
  Scoutbots are human sized or smaller. They are built for speed and stealth,
  tracking any emeies and reporting back on secure channels. They are brighter
  than the other robots. Downloadng one's data banks could be very useful if you
  manage to capture one.
  it's a robot! It's a drone! A golem is a 'bot or android that is teleoperated by
  remote control. The user operates the golem from a VR cockpit miles away. Any
  robot will hesitate to risk its existance but a golem will let you raise mayhem like
  you're playing a first person shooter on 'Easy' evel.
  Spiderbots operat much like the scoutbot, except they are smaller cheaper and
  more numerous. They can attack much like a swarm of shiny rats but are only a
  nuisance to well equiped adventurers.
  The bad guys have very lifelike android on their staff. It could be a heavy, a spy
  or even a loyal lieutenant. Lieutenants have human level intelligence. Spies
  nearly so but with a huge database devoted to mimicking their target. Some
  mimic humans so well extensive tests are required to find them.
  Tankbots are blunt instruments of ill omen. They range from somewhat larger
  than human to vehicle sized and pack a punch. Some have controls and room
  for a human crew or to transport troops.
  The bad guys are old school. They have technology from years or decades ago.
  Their gear uses old computer languages that modern systems can't read or
  hack. Modern defenses might be useless their 'obsolete' weaponry. They're also
  pretty cool looking.
  
  PALEO
  BACK UPS
  BODY SWAP
  MORPHS
  MAN EATERS
  MUTANTS
  GIANTS
  UNDEAD
  EATER GOO
  INFESTED
  The bad guys bring back the dead. Not the recently dead either: raptors, t­
  rexes, killer giant penguins, cave bears and the like. Their soldiers may be riding
  dire wolves (on steroids). They may even have access to a pole of Neaderthal
  or Giganthopithecus for day labor and strongarm duties.
  They make new friends all the time! The evil mastermind has clones. Lots of
  clones. It's the dark underside of 'one uniform fits all.' A villain with access to this
  sort of technology could keep coming back indefinitely or could replace your
  friends and allies with his own minions.
  Another come back from the dead trope is swapping bodies with someone when
  your is messed up and leaking. This is more insidious than cloning or using
  android replacements. There is no way to tell you are someone different unless
  you get a good mind reader on the job.
  Paleo­cloning will restore monsters from our past. Morph technology takes
  harmless modern life forms and makes them into apex predators. Cross a flock
  of butterflies with piranha. Induce gigantism and turn your weaponized hamster
  loose downtown!
  Plants can kill you with toxins already but these genetically enhanced beauties
  will eat adventurers alive. Everyone knows to keep an eye out for guard dogs bt
  who suspects a guard rhododendron? For good measure the plants could be
  carnivores and have toxins as well.
  Most mutations are harmful, to your enemies. The evil mastermind has a horde
  of mutatations working for him, humans (or animals) who take several side steps
  and a pirouette on evolution's march. They may have some enhanced
  characteristics, mental power or shoots lasers from their eyes if you go gonzo.
  Giant creatures are intimidating! But most creatures can't be mich bigger than
  they are without alteration. A human tops out at 4.5 meter before their spines
  crumble under their own weight. Insects have it even worse. A giant will have
  their anatomy reinforced giving them high armor class and damage.
  Corpses that are somehow reanimated are even better for scaring people than
  giants. The unliving are naturally resistant to damage. Bullets and beams do
  little lasting damage and an axe might work best (or called shots). Many forms
  of undeath are infectious making them even scarier.
  An infestation is a type of goo or slime that grows rapidly. It can quickly fill urban
  centers, trapping people. Under control it could be used to quickly construct a
  headquarters or fortress (but tell it to stop growing.) It is generally very hard to
  hurt with conventional weapons and requires something like fire or acid to kill.
  Eater goo is the most terrifying form of slime. An infestation can trap or suffocate
  but eater goo eats everything. Extremely tough materials (or inert ones like gold)
  may hold them off which is good since you couldn't store or transport them
  otherwise. Researching a toxin for eater goo can be an adventure in itself.
  
  SPAWN
  BUBBLE
  HEALING
  STATION
  BIO LAB
  POTION
  DEATH RAY
  PORTAL TECH
  ABDUCTOR
  JAILER
  The bad guys have instant monsters. Quick growing seeds or eggs that sprout
  or hatch by remote control or at a predetermined time. While the creatures that
  spawn are not unbeatable they will have numbers and often surprise on their
  side.
  They have shields. If energy shields already exist then the bad guys have better
  shields than the good guys. FInding a weakness could be an adventure hook. If
  there are no available shields then they will seem unstoppable, at least at first.
  Instead of stronger shields their shields can recharge faster or block scans.
  The minions enjoy full medical coverage ... just don't get too caught up in the
  appearance. The bad guys have state of the art and beyond medical facilities.
  This can help the villain return from the dead or allow blackmail by treating ill
  dependents of powerful people.
  The bad guys have an extensive headquarters, a space station if it fits the
  setting. All the secret weapons and other goodies are held here. Nothing less
  than a major offensive will breach it and this is often impossible due to other
  factors (it is in hostile territory or hidden by a nebula etc.)
  Bio labs provide an explanation for the various bizarre beings making up a large
  fraction of the mastermind's forces. State of the art medical and research
  facilities are included. The biol lab can earn income making controlled or rare
  substances for sale.
  The bad guys practice better living through chemistry. They have one or more
  pecial mixture to enhance strength, speed or endurance or perhaps provide a
  healing surge. Coming down off the potion will greatly impair the takers.
  The death ray is the crowning achievement of weapon technology. It can be a
  powerful destructive force or the equivalent of a neutron bomb, wiping out
  organic life and nothing else. This can make memorable derelict spaceships, full
  of skeletons in spacesuits (yes that's a thing, look it up.)
  GOing from Point A to Z, and skipping all the other letters. Teleportations is great
  for surprise attacks and escapes. If teleportation exists in the setting then this
  version has some enhancements, such as being invisible to sensors or working
  somewhere it usually doesn't (like going through shields or deep underground).
  The bad guys possess technology for confining powerful beings and artifacts
  (maybe even spaceships or stations). This can be a very powerful force bubble
  or a pocket dimension (like the Spectral Zone). Extreme versions might see
  cities shrunk and bottled.
  Abductors are small scout ships fitted with excellent cloaking device technology.
  They are often used for kidnapping enemies or subjects to experiment on. They
  seldom have heavy weapons but their defenses are as good as a battlecruiser's.
  Abductors often have grapples or tractor beams to snag people
  
  HERO
  AGENCY
  VICTIM
  VIGILANTE
  TEMPLE
  LEADER
  ORDER
  PIRATE
  SANE DR.
  INSTITUTE
  This is a hero of the 'beat on the bad guys until they fall down variety'. He is
  predictable but hard to kill and could be a severe problem to any mastermind if
  they have someone to point them in the right direction.
  The Agency has many eyes and ears. It's operatives have had a hard time
  surviving encounters with the bad guys. They are looking for good field
  operatives. The Agency provides information and some sneaky tech support.
  But how far do you trust them?
  A former victim of the bad guy wants to help. They suffered a loss at the villain's
  hands and they want revenge. They may be highly capable themselves. They
  did survive after all. They can also be blinded by revenge and go to any length
  to achieve it.
  Smart, stealthy, and capable the vigilante has made some progress in thwarting
  the bad guys. They have numbers on his side and he needs help to finish the
  job. He may want to take over the operation and can be a control freak because
  only he can get the job done.
  The Temple is a secluded and mysterious religious sect. They have access to
  secret knowledge that may aid your struggle. They can supply a sanctuary,
  wisdom, and bandages. They may not take a more active or violent role.
  The Leader has made it their mission to bring the villain to justice (or trial if there
  are newspeople present). As the leader of a nation the they have many
  resources, but their actions are easy to follow. They also have so many
  followers a few spies are unavoidable.
  The true purposes and extent of the Order are unknown but they do want to aid
  your fight. Their very secrecy can work against their purposes. they need front
  people to do the heavy lifting. exactly what help they can give is also unknown.
  How do you know they are really on your side.
  The Pirate is an outlaw but he has a code he lives by. He was wronged by the
  same people you oppose and is willing to help. While he has at least one (and
  maybe more) ships and men he is also pursued by the Patrol. Is his aid worth
  the risk of being branded an outlaw?
  The Institute was founded to research and develop powers of the mind. Some of
  their personnel were victims of the bad guy's experiments. Others had their
  research stolen or extorted. Now they want to make sure it stops. How much of
  your plans are your own idea though?
  Sane doctors outnumber mad codtors by a sizable fraction. It is hard to tell the
  two apart at times. the doctor might also make certain concessions to acquire
  some mad research materials or be kidnapped to witness a mad technological
  break through.
  
SOURCE: textdata/thevault/_GM Books/World Building & Game Design/ Misc S/Space Opera Roll Call.pdf