TEXT: A
  SPACE
  HORROR
  ROLE
  PLAYING
  GAME
  >DIOGO NOGUEIRA<
  
  Introduction.....................1
  1 - Create a
  Spacer......................................2
  1.1 - Attributes................................2
  1.2 - Hit Protection (HP)...................2
  1.3 - Credits...................................2
  1.4 - Oxygen.................................2
  1.5 - Background............................3
  1.6 - Starting Equipment..................4
  1.7 - Details...................................4
  1.8 - Improving Your Spacer............4
  2 - Inventory...................8
  2.1 - Retrieving Items.......................8
  2.2 Durability.................................8
  2.3 - Encumbrance..........................8
  3 - Gear and
  Weapons.................................10
  3.1 - Credits..................................10
  3.2 - Gear....................................11
  3.3 - Weapons and Guns...............12
  3.4 - Armor and Suits....................13
  3.5 - Services................................14
  3.6 - Vehicles and Spaceships........15
  4 - Surviving in
  Space.......................................16
  4.1 - Role Playing..........................16
  4.2 - Keep This in Mind..................16
  4.3 - Saves...................................16
  4.4 - Combat................................17
  4.5 - Stress...................................20
  4.6 - Conditions............................21
  4.7 - Rest & Healing......................21
  4.8 - Hazards...............................22
  4.8 - Time....................................23
  4.9 - Overland Travel....................23
  5 - Followers &
  Hirelings...........................24
  5.1 - NPC Morale.........................24
  6 - Detachments...........25
  6.1 - Detachment Rules..................25
  7- Spaceships................26
  7.1 Your Spaceship.......................26
  7.2 - Spaceship Rules....................26
  7.3 - Upgrades.............................26
  7.4 - Spaceshipʼs Damage.............27
  7.5 - Repairing a Spaceship...........28
  7.6 - Crew Actions........................28
  7.7 - Space Travel.........................28
  8 - Refereeing
  Amongst the Stars.....29
  8.1 - Referee Principles..................29
  8.2 - Understanding Attributes.......30
  8.3 - Using Saves..........................30
  8.4 - Luck Rolls.............................30
  8.5 - Rulings Over Rules................30
  9 - Running The
  Universe..............................31
  9.1 - Exploration...........................31
  9.2 - Planetary Exploration............31
  9.3 Space Exploration..................31
  9.4 - Random Events.....................32
  9.5 - NPC Reactions......................32
  9.6 - NPC Morale.........................32
  10 - Aliens......................33
  10.1 - The Engineers.....................33
  10.2 - The Dreamers.....................36
  10.3 - The Watchers......................38
  10.4 - The Devourers.....................40
  10.5 - The Doppelgangers.............42
  11 - Humanity.................44
  11.1 - Governments.......................44
  11.2 - Corporations.......................45
  12 - Frontier
  Toolkit.................................46
  12.1 - Colonies.............................46
  11.2 - The Weird...........................48
  11.3 - Alien Ruins..........................52
  11.4 - Job Ideas............................56
  11.5 - Impending Catastrophe........56
  11.6 - Random Events....................58
  Character Sheet..........60
  
  Copyright 2020 by Diogo Nogueira
  Introduction
  Screams Amongst The Stars is a space horror
  survival role playing game (RPG). You and 2-5
  friends play make-believe, creating a shared
  narrative of a group of spacers doing their jobs
  in
  the
  frontier
  colonies
  while
  terrible
  and
  horrifying things occur around and with them.
  The rules help keep the story you tell consistent,
  interesting and challenging.
  You play a spacer, a person who lives and works
  in space, who finds themselves in a terrible
  situation (or maybe youʼre one of these few
  people that seek those situations). You could be
  space-truckers who accidentally open up a crater
  that should never have been filled with that sinister
  alien plant. Or maybe youʼre a group of scientists
  sent to study a newly found planet that contains
  alien ruins, where other groups have already
  disappeared. You could even play as a group of
  soldiers sent to a distant planet to capture a
  dangerous alien being after it killed all the
  inhabitants of the mining colony established there.
  This book contains all the rules players and
  Referees need to play the game, as well as many
  tools and tables to create adventures, locations
  and much more. However, it assumes you know
  what an RPG is and basically understand how to
  play one. If you donʼt, a quick Google search will
  provide you many answers and watching a few
  actual plays on YouTube will clarify a lot of things.
  But in the end, the best way to learn is to ask
  someone who has played one (use the internet)!
  Screams Amongst The Stars is inspired by all the
  space horror movies, comics and series Iʼve ever
  consumed (Alien, Event Horizon, Apollo 18, Life,
  Pitchblack, Solaris, and others), as well as
  games Iʼve read and played (Into the Odd,
  Electric Bastionland, Mausritter, Into the Bronze,
  Alien RPG, Abismo Infinito, Call of Cthulhu,
  Mothership, and others). Iʼve taken all that and
  mixed it with my own experiences to make a
  quick,
  simple
  and
  resourceful
  space
  horror
  survival RPG!
  This game contains themes
  and
  mechanics
  simulating
  some
  events
  appearing
  in
  Space Horror movies. These
  are not representative of real
  issues people live with. Things
  are far more complex in real
  life and canʼt be reduced to
  die rolls and gameplay.
  
  1
  -
  Create
  a
  Spacer
  2
  Humanity has left Earth centuries
  ago. Overpopulation, pollution and
  the XXII centuryʼs wars devastated
  the planet and made the expansion
  into space practically mandatory. So
  here you are. You live, work and
  play in the black. At least for now...
  Your
  spacer
  has
  three
  attributes
  determining
  their
  basic
  strengths
  and weaknesses.
  ▶
  Strength (STR): Physical prowess
  and endurance.
  ▶
  Dexterity
  (DEX):
  Agility
  and
  hand-eye coordination.
  ▶
  Willpower (WIL): Force of will
  and charisma.
  For each of these attributes roll
  2d6+3 in order, swapping any two.
  1.1 - Attributes
  Roll 1d6 for your HP—how much
  damage
  your
  spacer
  shrugs
  off
  before actually getting wounded.
  1.2 - Hit
  Protection (HP)
  Roll 1d6 and multiply the result by
  10. Thatʼs how many Credits you
  begin the game with. You can use
  Credits to buy new gear, secure
  food and lodging and even repair
  your spaceship.
  1.3 - Credits
  You
  begin
  the
  game
  with
  1d6
  Oxygen canisters. You use them to
  breathe in space and atmospheres
  lacking these important molecules.
  1.4 - Oxygen
  
  Cross reference your HP and Oxygen
  values
  on
  the
  Background
  table
  determining what your spacer does for a
  living most of the time.
  If desired, you can create your own
  Background. Come up with an occupation
  and two related items and youʼre set!
  HP
  O2
  Background
  Item A
  Item B
  1
  1
  Academy Student
  Tablet
  Fireworks
  1
  2
  Cantina Cooker
  Pans (1d4)
  Flammable Oil
  1
  3
  Inmate
  Saw (1d6)
  10 Ft Chain
  1
  4
  Space Hippie
  Incense
  Herbs
  1
  5
  Welder
  Welder
  Steel Plate
  1
  6
  Law Enforcer
  Shiny Badge
  Manacles
  2
  1
  Delivery Android
  Tablet
  Locked Case
  2
  2
  Droid Technician
  Set Of Tools
  Wire Roll
  2
  3
  Bartender
  Beer Bottles
  Corkscrew
  2
  4
  Scientist
  Science Kit
  Tablet
  2
  5
  Mechanic
  Can Of Lubricant
  Mechanic Tools
  2
  6
  Electrician
  Multimeter
  Small Generator
  3
  1
  Cleaner
  Can Of Solvent
  Reinforced Jumpsuit
  (Def 1)
  3
  2
  Priest
  Incenser
  Holy Book
  3
  3
  Navigator
  Star Maps
  Spaceship Miniatures
  3
  4
  Scavenger
  Trash Hook
  Spare Parts
  3
  5
  Graphic Artist
  Sketchbook And Pens
  Tablet
  3
  6
  Sales Person
  Box Of Merchandise
  Electroshock Weapon
  (1d6 Dex Dmg)
  4
  1
  Space Docker
  Hook
  Mechanical Jack
  4
  2
  Veterinarian
  Med Kit
  Tranquilizer Ampoules
  4
  3
  Mercenary
  Warrant Papers
  Flask With Booze
  4
  4
  Corporate Rep
  Business Cards
  Research Paper
  4
  5
  Spaceship Pilot
  Piloting Gloves
  Box Of Cigars
  4
  6
  Frontier Farmer
  Shovel
  Waterproof Overalls
  5
  1
  Engineer
  Spaceships Blueprints
  Measuring Tape
  5
  2
  Journalist
  Tape Recorder
  Tablet
  5
  3
  Corporate Saboteur
  Crowbar
  Plastic Explosives (D12)
  5
  4
  Customs Officer
  Tablet
  Sealing Tape
  5
  5
  Union Representative
  Pamphlets
  Big Hammer (1d6)
  5
  6
  Medic
  Med Kit
  Pain Pills
  6
  1
  Rock Star
  Signed Photos
  Guitar
  6
  2
  Comedian
  Notebook
  Sixpack Of Beer
  6
  3
  Space Marine
  Tactical Armor (Def 2)
  Swiss Army Knife
  6
  4
  Asteroid Miner
  Punching Bag
  Stone Crusher
  6
  5
  Grifter
  Make Up
  Fake Papers
  6
  6
  Movie Star
  Large Award (1d6)
  Camera
  1.5 - Background
  3
  
  You grabbed what you could and jumped
  into a spaceship. Your spacer starts with:
  ▶
  Flashlight.
  ▶
  Personal item (your choice).
  ▶
  1d6 Oxygen canisters (see 1.4).
  ▶
  Two items from your background.
  ▶
  A weapon of your choice (see 4.1)
  ▶
  Standard vacsuit.
  If your spacerʼs highest Attribute is:
  ▶
  8 or 9: roll on the Background table
  again and take either Item A or B.
  ▶
  7 or less: take both.
  1.6 - Starting
  Equipment
  Roll or choose a physical detail and a
  personality
  trait.
  Choose
  a
  name,
  pronouns and any other important traits
  you want to define for your spacer.
  1.7 - Details
  As your spacer survives more encounters with whatever is out
  there and gets through Crisis Events (see 4.5) they become
  hardier and more experienced.
  1.8 - Improving Your Spacer
  Their
  eyes
  Were
  cold
  As
  the
  Vacuum
  of
  Space...
  4
  
  d66 Physical Detail
  d66 Physical Detail
  11
  Bow-legged
  41
  Acid Burns
  12
  Delicate Hands
  42
  Bronze-skinned
  13
  Calloused Hands
  43
  One-eyed
  14
  Sharp Nails
  44
  Always Smiling
  15
  Tattooed Body
  45
  Nine Fingers
  16
  Burn Scars
  46
  Gap-toothed
  21
  Strange Birthmark
  51
  Full Lips
  22
  Long Braids
  52
  Broad Nose
  23
  Dreadlocks
  53
  Crooked Nose
  24
  Colorful Hair
  54
  Pointy Nose
  25
  Mohawk
  55
  Double Chin
  26
  Goatee
  56
  Wolfish Eyes
  31
  Bald
  61
  Hairy Skin
  32
  Old-fashioned Sideburns
  62
  Pimply Skin
  33
  Thin Lips
  63
  Veined Skin
  34
  Pierced Tongue
  64
  Unruly Eyebrows
  35
  Body Modification
  65
  Lanky Eyes
  36
  Missing Limb
  66
  Bleary Eyes
  d66 Personality Traits d66 Personality Traits
  11
  Adaptable
  41
  Questioning
  12
  Ambitious
  42
  Reserved
  13
  Competitive
  43
  Realistic
  14
  Dominating
  44
  Scrupulous
  15
  Emotional
  45
  Sarcastic
  16
  Enigmatic
  46
  Sensitive
  21
  Fanatical
  51
  Tolerant
  22
  Fatalistic
  52
  Thoughtless
  23
  Guileless
  53
  Treacherous
  24
  Haughty
  54
  Uncaring
  25
  Impressionable
  55
  Uninhibited
  26
  Lazy
  56
  Unpredictable
  31
  Loyal
  61
  Vivacious
  32
  Malicious
  62
  Vindictive
  33
  Non-committal
  63
  Venomous
  34
  Old-fashioned
  64
  Weak-willed
  35
  Pedantic
  65
  Witty
  36
  Power-hungry
  66
  Wishful
  5
  
  d100 Masculine Names
  d100 Masculine Names
  1
  Shawn Crossley
  51
  Jürgen Meyer
  2
  Eric Oakes
  52
  Ingo Schultz
  3
  Ryan Murdock
  53
  Thomas Wagner
  4
  Jeffrey Bryum
  54
  Frank Krämer
  5
  Stephen Zander
  55
  Daniel Malzer
  6
  Michael Conoly
  56
  Dirk Köhler
  7
  Craig Crookston
  57
  Andreas Müller
  8
  Jackson Greto
  58
  Kai Metzner
  9
  Cedrick Parsh
  59
  Dennis Schmidt
  10
  Adam Harkness
  60
  Bernd Förster
  11
  Amr al-ʼAbartaʼi
  61
  Brendan Murphy
  12
  Baqar al-Katib
  62
  Kyle OʼSullivan
  13
  Ibrahim al-Saghir
  63
  Nolan Doyle
  14
  Sharif al-Wasiti
  64
  Conor McCarthy
  15
  Yusuf al-Kabir
  65
  Ross Campbell
  16
  Tahir al-Sufi
  66
  Owen Murray
  17
  Zayad al-Rumi
  67
  Liam OʼConnor
  18
  Ghazi al-Tuluni
  68
  Rory O'Neill
  19
  Ghassan al-Kasrawi
  69
  Declan Smith
  20
  Umar al-Najjar
  70
  Aidan Gallagher
  21
  Rui Moraes
  71
  Vito Ricci
  22
  Eduardo da Costa
  72
  Carlo Caputo
  23
  Arlindo Castelo Branco
  73
  Franco Savino
  24
  Pedro Gonçalves
  74
  Aldo Vicenzi
  25
  Antônio Amaral
  75
  Franco Paolucci
  26
  Tiago da Mata
  76
  Nino Domenico
  27
  Carlos Andrade
  77
  Giorgio Zucco
  28
  Ricardo Cardoso
  78
  Pasquale Marchese
  29
  Fernando da Silva
  79
  Salvatore Bruno
  30
  Mauro de Albuquerque
  80
  Pietro Candelora
  31
  Li Hui
  81
  Saburo Arakawa
  32
  Sung Jin
  82
  Akira Yamamoto
  33
  Xie Meng
  83
  Koji Murata
  34
  Tong Kehui
  84
  Shogo Endo
  35
  Hui Zhili
  85
  Tenyu Uchida
  36
  Xiao Shisun
  86
  Daisuke Ueda
  37
  Peng Lei
  87
  Yukio Sugihara
  38
  Wu Haocai
  88
  Motoki Nakajima
  39
  Chang Zhongyu
  89
  Riku Tsukehara
  40
  Taishi Xilong
  90
  Hitoshi Takagi
  41
  Etienne Cabot
  91
  Boris Yegorov
  42
  Pascal Dubois
  92
  Ivan Kuznetsov
  43
  Rémy Chevalier
  93
  Sergei Petrov
  44
  Benoît Roux
  94
  Oleg Maltsev
  45
  Didier Durand
  95
  Alexander Gerasimov
  46
  Gaston Leblanc
  96
  Viktor Batkin
  47
  Jacques Vioget
  97
  Piotr Vorapaev
  48
  Pierre Boulanger
  98
  Mikhail Zubov
  49
  Honoré Artaud
  99
  Yakov Trushin
  50
  Maurice Charbonneau
  100
  Valentin Rokossovsky
  6
  
  d100 Feminine Names
  d100 Feminine Names
  1
  Emma Hammill
  51
  Christina Schreiber
  2
  Pamela Araneo
  52
  Sabine Meer
  3
  Jennifer Reeves
  53
  Hanna Reimer
  4
  Anna Roman
  54
  Svenja Gerber
  5
  Nicole Forrest
  55
  Elke Weiss
  6
  Kaylene Minehan
  56
  Ria Kurz
  7
  Gina Kuklenski
  57
  Asta Lustig
  8
  Dora Maxson
  58
  Verena Knopf
  9
  Rebecca Bullert
  59
  Sacha Gebaur
  10
  Laticia Ahalt
  60
  Geraldine Cullen
  11
  Aʼisha al-Adwani
  61
  Fiona Campbell
  12
  Banujah al-Badawi
  62
  Brianna Walsh
  13
  Faiza al-Ifriqi
  63
  Sheila Quinn
  14
  Hiba al-Jaludi
  64
  Patricia Wilson
  15
  Izza al-Basri
  65
  Kaylee Kennedy
  16
  Labna al-Darir
  66
  Tracy OʼBrien
  17
  Rabia al-Hashimi
  67
  Ashlyn Byrne
  18
  Sahla al-Isbahani
  68
  Kira Lynch
  19
  Suraya al-ʼAttar
  69
  Tara OʼReilly
  20
  Zyanab al-Hamdani
  70
  Kathleen Moore
  21
  Andreia Ferreira
  71
  Caterina Malatesta
  22
  Natália Bernardo
  72
  Elena Carpino
  23
  Lucélia Reis
  73
  Pina Giacone
  24
  Paula Menezes
  74
  Angela Amato
  25
  Gabriela Garcia
  75
  Teresa Falcone
  26
  Letícia Lima
  76
  Belina Vecchio
  27
  Raquel Vasconcelos
  77
  Silvana Zabatino
  28
  Rosangela de Sá
  78
  Lucia Maggio
  29
  Michelle Goés
  79
  Enza Guerra
  30
  Izabela Mendes
  80
  Donna Bonaduce
  31
  Cheng Lihua
  81
  Ayuy Mishima
  32
  Li Mei
  82
  Kumie Otani
  33
  Siu Jie
  83
  Yoko Yasukawa
  34
  Gao Luli
  84
  Mari Sekigawa
  35
  Wong Lili
  85
  Rie Ogura
  36
  Ho Paihong
  86
  Hidemi Mishima
  37
  Leung Yiping
  87
  Sanae Komiya
  38
  Ko Ling
  88
  Mizuho Hirano
  39
  Kuo Qin
  89
  Fumiko Goto
  40
  Ma Ya
  90
  Namie Asai
  41
  Camille Galliard
  91
  Olga Alexandrov
  42
  Marguerite Perrault
  92
  Evgeniya Abakumov
  43
  Amélie Orleans
  93
  Natalya Davydov
  44
  Noémi Rochefort
  94
  Irina Gravikov
  45
  Celine Huet
  95
  Yekaterina Smirnov
  46
  Paulette Jourdain
  96
  Dariya Babanin
  47
  Élodie Menard
  97
  Sofia Yablokov
  48
  Capucine Thierry
  98
  Tatyana Yurin
  49
  Madeline Reynald
  99
  Lyudmila Essen
  50
  Virginie Camus
  100
  Svetlana Shashlov
  7
  
  8
  Your
  spacer
  can
  carry
  STR+5
  normal sized items. If they lose their
  backpack or similar item they can
  carry STR items. Some larger items,
  such as two-handed weapons and
  bulky armor, count as 2 items.
  Organize your inventory by putting
  the most accessible items in the
  character sheetʼs first positions. To
  retrieve an item during an encounter
  you may spend your action and roll
  2d6. If your roll ties or exceeds the
  itemʼs
  position
  you
  retrieve
  it.
  Otherwise you canʼt retrieve it until
  your next action.
  2.1 - Retrieving
  Items
  If your spacer exceeds their Inventory
  capability
  (see
  2)
  they
  are
  Encumbered
  and
  cannot
  run
  and
  make all Saves with Disadvantage.
  2.3 - Encumbrance
  Most items have Durability of 3.
  When an item loses a point of
  Durability mark a “*” next to it on
  your
  character
  sheet.
  After
  accumulating 3 “*” next to it it is
  depleted
  or
  destroyed.
  “*”
  are
  cleared
  by
  being
  repaired,
  recharged or refilled.
  Items
  lose
  a
  point
  of
  Durability
  when:
  ▶
  The Referee deems it has been
  used enough.
  ▶
  Rolling a “ 20” when using an
  item and making an Attribute Save.
  ▶
  Rolling a “1” on a damage roll
  of a weapon.
  ▶
  Theyʼre depleted with use.
  You
  can
  replenish
  1
  point
  of
  Durability by spending 25% of the
  item's
  value
  in
  an
  appropriate
  location (fixing it in a shop, buying
  more bullets, charging it).
  2.2 Durability
  
  9
  
  3.1 - Credits
  How Dangerous Is It? Payment
  Not At All
  1d8 X 100 Credits Per Week
  Just A Little
  1d10 X 100 Credits Per Week
  Somewhat Perilous
  1d12 X 100 Credits Per Week
  Definitely Dangerous
  1d20 X 100 Credits Per Week
  Potentially Fatal
  1d100 X 100 Credits Per Week
  10
  Most spacers carry a digital wallet
  (normally shaped like a thick card)
  with their digital ID and current
  Credits balance.
  However, there are hard Credits
  too, and these are normally used
  when
  people
  donʼt
  want
  their
  money traced or are making illegal
  transactions.
  >Salaries
  If your spacer can continue doing
  their regular job normally, they get
  1d6
  x
  100
  Credits
  per
  week.
  Normal expenditures like a bed to
  sleep in, some food and similar
  essential
  services
  are
  considered
  covered while they are working.
  >Debt
  If your spacer needs to spend more
  Credits than they currently have on
  their
  account
  they
  can
  borrow
  money
  from
  one
  of
  the
  many
  corporations in the game. If they do
  this, the Referee can very well use
  the
  Corporations
  sections
  of
  the
  game to offer then a job to repay
  their debt.
  If they prefer paying their debt with
  Credits there is 10% interest applied
  after each adventure.
  >Hard Credits
  Getting
  Hard
  Credits
  isnʼt
  that
  simple. You either need to withdraw
  that amount from your account in a
  colony
  or
  station
  that
  has
  a
  corporation bank (hard to find in the
  Frontier) or get it by selling stuff to
  not-so-legitimate people.
  >Jobs
  A good way to get some extra
  Credits or even quit your boring job
  is to get a crew and take some jobs
  in
  the
  Frontier
  .
  Corporations,
  governments
  and
  other
  less
  reputable organizations are always
  looking for people to perform tasks
  and
  services
  in
  many
  fields.
  Throughout this book are several
  resources to generate potential jobs
  the Referee can use to insert these
  into the game. These pay an amount
  of Credits relative to how potentially
  dangerous they initially seem.
  All prices are in Credits. Not all items will be available at every colony or space
  station and you might even need to contact smugglers to get some of the more
  shady ones.
  This is only a sample list, as humanity is always coming up with new shiny things.
  
  Item
  Price Notes
  Analysis Console
  100
  Small portable device used to analyse biological samples in the
  field. Provides basic information.
  Backpack
  10
  Everyone begins with one, but you might lose it. Without it you
  can carry only half as much stuff.
  Binoculars
  30
  Allows you to see in the distance with 25x magnification.
  Comes with thermal and night vision.
  Com Jammer
  200
  Makes radio communication (distant range) impossible.
  Communicator
  15
  Small radio devices used to communicate between people on
  the surface.
  Computer Station
  200
  A more complete computer with 5x a tabletʼs processing power.
  Crowbar
  20
  Confers Advantage to appropriate STR Saves.
  Electronic Tool Kit
  300
  Tools to properly fix and build electronics.
  Flashlight
  10
  Illuminates up to medium range.
  Head Camera
  40
  Camera with audio and radio.
  HUD
  100
  Device that lets you see through the camera of others and
  communicate with them. Used in military operations.
  Invasion Tool
  80
  Set of tools to pick locks, hack electronic door systems and
  even airlocks.
  Magnetic Boots
  50
  Allows users to walk on metallic surfaces.
  Med Kit
  100
  Mark durability to recover 1d6 of either HP or STR. Can only
  be used once per person per day.
  Motion Detector
  150
  Can detect movement (medium range) signaling a connected
  device.
  Oxygen Canister
  50
  Used by most vacsuits. Mark 1 point of Durability per watch of
  use.
  Pain Reliever
  100
  Recovers 2d6 HP. If used more than 3 times in a week may
  cause addiction.
  Radio Coms
  50
  Used for communication between orbiting spaceships and
  people on the surface.
  Rations (1 week)
  30
  Individual and compact rations for a week. Essential nutrition,
  no taste.
  Rebreather
  100
  Can filter harmful gases and allow underwater breathing for 30
  minutes (an hour to recharge).
  S.O.S. Beacon
  50
  Small electronic projectile that emits a flare and beeping sound on
  available communication frequencies in the area (distant range).
  Scanner (Bio)
  100
  Scans area up to long range for signs of life.
  Scanner (Magnetic)
  100
  Scans area up to long range for signs of electromagnetism.
  Scanner (Medical)
  300
  Can diagnose biological beings to detect anomalies and
  diseases.
  Scanner (Planetary)
  200
  Can determine data on planets such as atmosphere type,
  gravity intensity and general geography up to distant range.
  Scanner (Tech)
  250
  Can diagnose most technological problems computers, robots
  and androids are suffering from.
  Sealing Tape
  5
  Can seal small orifices and tape stuff together.
  Stimpack
  200
  Confers an extra action per round for 1d6 turns, 1d6
  additional HP and Advantage on STR and DEX Saves.
  Afterwards, suffer Disadvantage on these Saves for 1 hour. If
  used more than 3 times in a week may cause addiction.
  Survey Drone
  200
  Can function up to distant range and can survey locations with
  camera and microphone.
  Survival Kit
  100
  Thermal tent, canteen, sleeping bag, portable stove and other
  essential items for survival in the wild.
  Tablet
  100
  Portable device with most computer capabilities.
  Thermal Goggles
  100
  Allows the wearer to see heat signatures up to medium range.
  Tracking Device
  40
  Small device that can be tracked by a computer or tablet.
  Vibroblade (1d6)
  50
  Small bladed vibro-tech knife.
  Water condenser
  50
  Can collect up to 50 liters of water per watch from most
  atmospheres.
  Welder
  50
  Seals most doors in 1 turn.
  11
  Equipment is hard to get or to buy, so most spacers make do with what they have and find
  out there. There arenʼt shopping malls in most colonies, so youʼre usually stuck with what
  your employer gives you.
  
  Everyone in space carries a weapon, even those who didnʼt want one before. Law
  enforcement isnʼt present everywhere, especially on the Frontier, and even teenagers have
  to know how to protect themselves.
  Weapons are divided into broad categories and may have unique characteristics.
  3.3 - Weapons and Guns
  Weapon
  Price Notes
  Unarmed (1d3)
  -
  Your fists, knuckles and every other part you use to hit.
  Small Melee Weapon
  (1d4)
  10
  Daggers, hammers, bats, handaxes and other small melee
  weapons which can be thrown up to short range.
  Medium Melee
  Weapons (1d6)
  40
  Axes, machetes, swords, baseball bats with spikes and other
  medium melee weapons which cannot be thrown effectively.
  Large Melee
  Weapons (1d8)
  80
  Katanas, zweihanders, mauls and other large melee weapons
  which are impossible to throw but can attack targets within
  short range.
  Small Ranged
  Weapon (1d4)
  50
  Darts, small handguns and everything in between which can
  usually hit targets up to medium range.
  Medium Ranged
  Weapon (1d6)
  120
  Crossbows, heavy pistols and small semi-automatic guns which
  can usually hit targets up to long range. Some are automatic
  and allow burst fire.
  Large Ranged
  Weapon (1d8)
  200
  Longbows, shotguns and small automatic rifles which can
  usually hit targets up to long range. Some are automatic and
  allow burst fire.
  Heavy Ranged
  Weapon (1d10)
  350
  Military grade automatic rifles and other more specialized
  weapons which can usually hit targets up to distant range. Most
  are automatic and allow burst fire.
  Stationary Ranged
  Weapons (1d12)
  500
  Mounted machine guns and other weapons that require setting
  up and only permit stationary burst fire which can usually hit
  targets up to long range. They fire in bursts.
  Flame Thrower (1d8)
  300
  These large weapons can attack up to 5 targets within close
  range of one another within medium range of the wielder and
  also forces a DEX save to not catch on fire and suffer 1d6
  points of damage every round afterwards.
  Grenade (1d10)
  100
  There are many types which either blast everyone within close
  range, create a large area of smoke up to short range where
  no one can see anything, emit high pitched noise deafening
  anyone within short range or emit strong light blinding anyone
  within short range.
  Poison Vial (1d8)
  100
  Hard to come by and even harder to find someone to make
  them. Poisons usually do 1d8 damage directly to an Attribute
  after 1 turn.
  Acid Vial (1d6)
  50
  Burns through most material (1d6 damage/ round) until
  cleaned.
  Ether Vial
  10
  Anyone forced to breathe this in makes a STR save or passes
  out for 1 hour.
  >Ammunition
  When a weapon loses Durability (see
  2.2),
  itʼs
  usually
  running
  out
  of
  ammunition. To buy more spend 25% of
  its cost per erased Durability mark.
  >Burst
  Mark 1 Durability to damage 1d6 targets
  within close range of each other.
  12
  
  Almost everyone in space has at least an old vacsuit in case they need it. There are also
  other suits and armors used for many different purposes explained below.
  3.4 - Armor and Suits
  Armor and Suits Price Notes
  Reinforced Clothes
  (Def 1)
  50
  Padded jackets with small ballistic plates set in strategic places
  (Defense 1, 1 Inventory slot).
  Tactical Armor (Def 2) 150
  Used by most security forces and some spacers expecting
  trouble (Defense 2, 1 Inventory slot).
  Military Armor (Def 3) 400
  Almost impossible to buy, used by special forces, and the best
  mercenaries (Defense 3, 2 Inventory slot, Disadvantage on
  DEX Saves).
  Vacsuit (Def 1)
  150
  Protects from vacuum, radiation and lack of breathable
  atmosphere. Uses Oxygen Canisters (Defense 1, 2 Inventory
  slot, Disadvantage on DEX Saves).
  Reinforced Vacsuit
  (Def 2)
  350
  Protects from vacuum, radiation and lack of breathable
  atmosphere. Reinforced for tactical operations on possible
  hostile environments. Uses Oxygen Canisters (Defense 2, 2
  Inventory slot, Disadvantage on DEX Saves).
  Battlesuit (Def 3)
  1000
  Almost impossible to buy, used only by the best military
  organizations. Protects from vacuum, radiation and lack of
  breathable atmosphere. Reinforced for warfare operations on
  hostile environments. Uses Oxygen Canisters (Defense 3, 3
  Inventory slot, Disadvantage on DEX Saves).
  Power Armor (Def 4)
  10000
  Prototype only. There are only a handful in use in the world.
  Protects from vacuum, radiation and lack of breathable
  atmosphere. Reinforced for warfare operations on hostile
  environments, and improves the users physical capabilities.
  Uses Oxygen Canisters (Defense 4, 2 Inventory slot,
  Advantage on STR Saves).
  >Modifications
  Some modifications alter how a weapon works and affects targets.
  EMP weapon (Costs 2x): Damages electronic objects, robots and androids. Reduces
  damage to biological beings 1 die size.
  ▶
  Laser weapon (Costs 3x): Increases damage dice by 1 die size.
  ▶
  Smart weapon (Costs 2x): Roll damage dice twice keeping the best result.
  ▶
  Explosive Ammo (Costs 2x): Damages detachments normally.
  ▶
  Penetrating Ammo (Costs 2x): Ignores up to Defense 2 armor.
  13
  
  Sometimes you and your crew will need the service of other people, be it a medic to patch
  up your wounds, a science lab to analyze some samples you collect or even trained
  mercenaries to keep you safe when you explore a newly discovered planet on the frontier.
  The Credits cost in this table refers to a week of work and can be negotiated up (if the
  circumstances are dangerous) or down (depending on the relationship between the
  characters and the individual or faction).
  3.5 - Services
  Service
  Price Notes
  Construction Worker
  60
  STR 12 - For building structures, be it on colonies or space
  stations.
  Courier
  50
  To deliver special messages or packages directly. They usually
  take some time to arrive as they take many packages at one.
  Docker
  50
  Carries stuff to and from your spaceship.
  Engineer
  300
  WIL 12 - Can identify failures in structures and make new
  projects for objects, buildings, vehicles, etc.
  Gunner
  200
  DEX 12 - Can operate spaceshipʼs weapons with efficiency.
  Medic
  600
  WIL 14 - Can treat patients, recovering HP and Attribute
  damage twice as fast than normal.
  Mercenary
  150
  STR 12 - Carries a Medium Ranged Weapon (1d6) and uses
  Tactical Armor (DEF 2).
  Mercenary
  Commander
  500
  STR 14, WIL 12 - Carries a Large Ranged Weapon (1d8) and
  uses Tactical Armor (DEF 2). Grants Advantage on Morale
  checks to allies within medium range.
  Miner
  75
  STR 12 - For mining operations in space and on asteroids.
  Navigator
  500
  WIL 13 - Can provide Advantage to WIL to trace a route in
  space travel.
  Pilot
  650
  DEX 12, WIL 12 - Can pilot most spaceships out there and take
  you to most places. Cost is tripled if a spaceship is not
  provided.
  Scientist
  250
  WIL 14 - Can provide specialized information regarding their
  field (biology, archeology, psychology, sophontology).
  Spaceship Mechanic
  400
  DEX 12, WIL 12 - Can repair and identify problems on
  spaceship engines if given enough time and resources.
  14
  
  Your crew starts with a spaceship of your choice according to the type of jobs you usually
  perform. They can purchase other ships, make upgrades and repairs as the game
  progresses. See section 7 for the rules governing spaceships.
  3.6 - Vehicles and Spaceships
  Vehicle
  Price Notes
  Exploration Wagon
  10k
  5 HP - STR 12 - Detachment scale. Possesses 3 Scanners (Bio,
  Planetary, Electronic).
  Battle Wagon
  20k
  8 HP - Def 2 - STR 14 - Detachment scale. Possesses 1
  Stationary Weapon (1d12) and 2 Heavy Weapons (1d10).
  Walker
  30k
  10 HP - Def 2 - STR 12, DEX 12 - Detachment scale. Possesses 1
  Stationary Weapon (1d12, and 3 Scanners (Bio, Planetary,
  Electronic).
  Scout Ship
  150k
  6 HP - Def 2 - DEX 14, WIL 12 - Spaceship scale. Possesses 2
  Large Ranged Weapons (1d8) and 3 Scanners (Bio, Planetary,
  Electronic).
  Scientific Ship
  200k
  4 HP - Def 1 - DEX 12, WIL 14 - Spaceship scale. Possesses 2
  Medium Ranged Weapons (1d6), 3 Scanners (Bio, Planetary,
  Electronic) and a complete scientific laboratory for complex
  analysis.
  Trade Ship
  150k
  8 HP - Def 1 - DEX 12 - Spaceship scale. Triple the Inventory
  space. Possesses 2 Medium Ranged Weapons (1d6).
  Military Ship
  300k
  10 HP - Def 3 - STR 14, WIL 12 - Spaceship scale. Possesses 2
  Heavy Ranged Weapons (1d10) and Scanner (Electronic). Can
  also carry other military vehicles and troops (up to 5
  detachments).
  Transport Ship
  250k
  6 HP - Def 1 - STR 12, DEX 12 - Spaceship scale. Can carry up
  to 20 people with comfort or 100 cramped. Possesses 2
  Medium Ranged Weapons (1d6).
  Mining Ship
  300k
  8 HP - Def 2 - STR 12 - Spaceship scale. Double the Inventory
  space. Possesses 2 Medium Ranged Weapons (1d6) and
  Scanner (Minerals).
  Commander Ship
  1000k
  20 HP - Def 4 - STR 16, DEX 8, WIL 12 - Spaceship scale.
  Possesses 8 Heavy Ranged Weapons (1d10) and 2 Stationary
  Weapons (1d12). Also has Scanner (Electronic). Additionally,
  can carry other military vehicles and troops (up to 20
  detachments).
  15
  
  You play as a spacer in the Frontier
  of space exploration, doing what
  you can to survive and earn a few
  extra Credits. You have a job and
  you get it done. You say what they
  say, decide what they do and think
  for them. You can speak in first,
  second or third person (or switch
  between). You donʼt need to be an
  actor (you can if you want), you just
  need to make their decisions.
  4.1 - Role Playing
  When
  your
  spacer
  attempts
  something
  dangerous
  and
  the
  outcome is interesting for a success
  or a failure, the Referee asks you to
  make a STR, DEX or WIL Save.
  ▶
  Roll a d20. If the result is equal
  to or less than the Attribute you
  succeed.
  If
  the
  roll
  exceeds
  the
  Attribute
  your
  spacer
  fails
  and
  suffers
  the
  consequences
  the
  Referee describes.
  ▶
  Depending
  on
  the
  odds,
  a
  success
  can
  be
  more
  or
  less
  dramatic.
  >Opposed Saves
  If
  your
  spacer
  is
  competing
  or
  working against another character,
  they
  both
  Save
  and
  the
  lowest
  successful result wins.
  >Advantage &
  Disadvantage
  If your spacer is particularly well
  prepared
  for
  a
  task,
  has
  useful
  equipment or the task is Background
  related, the Referee may grant you
  Advantage (roll twice and take the
  better result).
  The Referee grants Disadvantage
  (roll twice and take the worse result)
  if
  your
  spacer
  is
  ill
  prepared,
  hindered or outmatched.
  4.3 - Saves
  in
  Space
  The Referee describes a situation and scenario. You describe what your spacer
  does. The Referee narrates the outcome using the rules when necessary. The
  conversation flows, with rules regulating uncertain and interesting situations.
  To improve your survival chances
  and get the most from this game,
  keep these in mind:
  ▶
  Ask
  questions
  to
  clarify
  situations and acquire information
  taking notes.
  ▶
  Work with the other spacers.
  Plan ahead. Make allies if possible.
  ▶
  When
  rolling
  dice
  you
  are
  risking everything. Make good plans
  avoiding dice rolls.
  ▶
  Play to survive but enjoy your
  death.
  ▶
  Donʼt pull back. You need to
  fight dirty to survive.
  ▶
  Running is always an option. A
  pretty good one actually.
  ▶
  If your spacer dies, make a
  new one.
  4.2 - Keep This
  in Mind
  16
  
  >Initiative
  The situation usually determines who acts
  first. When attacking unsuspecting foes,
  you and your allies who are aware of the
  plan act first. When in doubt, make a DEX
  Save to act before your enemies.
  When acting in a combat round, your
  spacer can move up to short range and
  perform an action. They can move up to
  medium range without taking an action.
  Actions can be anything from negotiating,
  attacking,
  running
  away,
  flipping
  a
  switch, toppling a barrel or anything you
  imagine.
  >Attacks
  Attacks always hit. Roll your weaponʼs
  die, dealing that much damage minus
  their Defense.
  When
  attacking
  with
  some
  kind
  of
  advantage (on higher ground, with a
  risky gambit or something else), the attack
  is Enhanced, dealing 1d12 damage.
  When
  attacking
  with
  significant
  disadvantage (being grappled, against a
  target with cover or something similar),
  the attack is Impaired, dealing 1d4
  damage.
  >Hit Protection & Damage
  Damage
  is
  subtracted
  first
  from
  an
  individualʼs
  Hit
  Protection
  (HP)
  representing their ability to avoid or shrug
  off real wounds.
  When HP is reduced to 0, damage is dealt
  directly to STR.
  Combat is hell. In the 23rd Century, there are weapons that can kill a person in mere
  seconds. Not to mention the terrifying creatures that await unwary explorers on alien
  worlds. Sometimes, however, itʼs unavoidable, so be prepared.
  4.4 - Combat
  17
  
  >Scar
  However, an attack taking you to exactly 0 HP grants a Scar. Reference the die result
  reducing you to 0 HP on the table.
  Damage
  Resulting Scar
  1
  You acquire a visually obvious scar on your, roll 1d6:
  (1) Forehead; (2) Nose; (3) Neck (4) Chest; (5) Legs; (6) Arms.
  2
  You falter and shake your head. After calming yourself with something (a drink,
  maybe?), recover 1d6 HP.
  3
  Hobbled until someone treats you and can either move or act each round.
  4
  Hit in the head, spitting bloody teeth and looking a mess until someone treats
  you. Disadvantage on conversational WIL saves until then.
  5
  You got a nasty wound, need stitches and are Deprived until properly treated.
  6
  A vital organ is hit. It is bad! If you take Critical Damage before treatment, you die.
  7
  A part of you is ripped out, roll 1d6:
  (1) Lips; (2) Eye; (3) Nose; (4) Thumb; (5) Toe; (6) Scalp (partial).
  Disadvantage on conversational WIL saves (unless intimidating them).
  8
  One of your limbs is ripped off or needs amputated, roll 1d4:
  (1) Right arm; (2) Left arm; (3) Right leg; (4) Left leg.
  9
  You are cracked in the head and Deprived until you spend a few hours
  unloading with someone you care about.
  10
  You receive a humiliating blow and are furious until you get your revenge,
  making your attacks against the enemy who hit you Enhanced.
  11
  The attack cracked your skull. You feel a little strange and different. Reroll your
  WIL with 2d6.
  12+
  A devastating blow that should be fatal. You make STR Saves with Disadvantage
  for the next 1d6 turns, and if you suffer Critical Damage before treatment, you
  die horribly.
  >Critical Damage
  Anyone
  (PC
  or
  enemy)
  taking
  STR
  damage rolls a STR save. If successful
  they can continue fighting. Otherwise,
  they take Critical Damage.
  When taking Critical Damage gain the
  Injured condition and be incapacitated
  until treated and taking a Short Rest.
  An injured person untreated for 6 turns dies.
  >Attribute Damage
  If someone suffers enough damage to
  reduce their STR to 0, they are dead. For
  DEX, they are paralyzed. For WIL, they
  suffer a Stressful Event.
  If your spacer dies, create a new one. The
  Referee should introduce them as soon as
  possible. Getting back into the game
  quickly supersedes realism (they were a
  former colleague that just got back, or
  someone
  they
  just
  rescued
  in
  the
  apparently deserted colony).
  >Distance & Range
  Range
  and
  distance
  are
  abstract
  for
  narrative
  play
  and
  divided
  into
  5
  categories: Close, Short, Medium, Long
  and Distant, relative to their situation.
  For example, in combat Close is a few
  steps
  away
  and
  within
  most
  melee
  weaponsʼ range and Distant is further
  than almost any weapon can reach. If
  weʼre
  talking
  about
  spaceships
  and
  system travel, Close range means a few
  hundred meters away (close enough to
  dock or for a collision), and Distant range
  means
  itʼs
  distant
  enough
  that
  the
  spaceship would need to burn quite some
  fuel to get there.
  Close
  Short
  Medium
  Long
  Distant
  18
  
  19
  
  The human mind spent millenia on earth,
  confined into a single planet in the whole
  universe. Now itʼs constantly exposed to
  places, visions and events way beyond its
  experiences, and it shudders. Space travel
  itself is disturbing, as the Fold Engines
  distort space and time, causing many
  people to suffer stress and disorientation,
  even when in cryo chambers.
  When
  your
  spacer
  experience
  otherworldly and bizarre events, or face
  horrifying scenes, you make a WIL Save.
  Failure means they suffer WIL damage.
  The severity of the damage varies with
  how otherworldly or horrifying it is for the
  spacer.
  ▶
  Mildly strange or upsetting events: 1
  point of WIL.
  ▶
  Strange and unsettling events that
  make you gasp: 1d4 points of WIL.
  ▶
  Reality challenging events and fear
  inducing threats, making you shudder:
  1d6 points of WIL.
  ▶
  Otherworldly
  events
  that
  shatter
  reality and horror inducing events that
  makes you scream: 1d8 points of WIL.
  ▶
  Mind
  shattering
  events
  and
  heart
  stopping visions of terror that makes you
  cry: 1d10 points of WIL.
  >Crisis Event
  When your WIL is reduced to 0, you suffer
  a Crisis Event. Reference the die result
  reducing your WILL to 0 on the table.
  >Recovering Stress
  You can recover lost WIL points by resting
  and engaging with your Personal item.
  Without your Personal item, you cannot
  recover WIL points lost due to Stress.
  If you lose your Personal item, you must
  find
  it
  or
  wait
  1
  week
  to
  form
  an
  attachment to another item, turning it into
  your Personal item.
  >Growth Through Crises
  After each Crisis Event your spacer may
  grow.
  ▶
  The first time it happens, reroll your
  maximum HP with 1d6, keeping the total
  if higher, and roll a d20 against one of
  your Attributes. If you roll higher than
  its score, it improves by one.
  ▶
  The second and third time it happens,
  reroll
  your
  maximum
  HP
  with
  2d6,
  keeping the total if higher, and roll a d20
  against two of your Attributes. If you roll
  higher than its score, it improves by one.
  ▶
  The fourth and every subsequent time it
  happens, reroll your maximum HP with
  3d6, keeping the total if higher, and roll a
  d20 against all of your Attributes. If you
  roll higher than its score, it improves by one.
  4.5 - Stress
  Damage
  Crisis Event
  1
  You hold it together and get Advantage on all Saves for the next 1d6 turns.
  2
  You canʼt keep your focus, suffering Disadvantage on all Saves for the next 1d6
  turns.
  3
  You run away to reflect on what you saw, leaving everything behind. You need
  1d6 turns to recover.
  4
  You see things that are not there for 1d4 hours, and canʼt differentiate them
  from reality.
  5
  You acquire a new phobia. It can be of spiders, if there was a spider nearby, or
  of elevators if it all happened in one. You suffer Disadvantage on all Saves when
  it's relevant.
  6
  You are paralyzed while your mind tries to rationalize everything. You cannot
  move or act for a full hour.
  7
  You have a hard time trusting anyone, and have to pass a WIL save every time
  you meet someone or suffer 1d4 points of WIL damage.
  8
  You pass out and are unconscious for 1d6 hours. You have very disturbing
  dreams while unconscious and suffer Disadvantages on all Saves related to the
  dream for a week.
  9
  You lose control for a moment and immediately attack the closest person to you
  for 1d6 rounds. If you are alone, you attack whatever thing it is in reach.
  10
  You have a heart attack and unless you pass a STR Save, you die immediately. If
  you pass the Save, you pass out for 1d6 days.
  20
  
  21
  4.6 - Conditions
  Conditions
  are
  negative
  effects
  your
  spacer
  suffers
  from,
  written
  on
  your
  character sheet and erased when they no
  longer apply (as you Rest and treat them).
  ▶
  Deprived:
  Without
  something
  important
  (water,
  food,
  meds),
  you
  cannot benefit from Rests.
  ▶
  Exhausted: After two days without
  a Long Rest, you have Disadvantage on
  all Saves.
  ▶
  Injured: You are incapacitated and
  inert, dying if left untreated for 6 turns.
  ▶
  Blind: Disadvantage on all visual
  Saves.
  ▶
  Deaf: Disadvantage on all auditory
  Saves.
  4.7 - Rest &
  Healing
  To recover and heal wounds, your spacer
  must Rest.
  ▶
  Short Rest (1 Turn): A sip of water
  and a few minutes of rest restoring 1d6 HP.
  ▶
  Long Rest (1 Watch): Eat, drink and
  get some sleep restoring all your HP. If
  your HP is already full, restore 1d6 STR or
  DEX. To recover WIL, you need to have
  your Personal Item with you (see 4.5).
  ▶
  Full Rest (1 Week): Requires a safe
  location and fully restores HP and all
  Attribute scores and removes most long-
  term Conditions.
  
  Spacers are subjected to many perilous
  situations everywhere they go. Watch out
  for these in particular.
  >Starvation
  A pound of food must be consumed per
  day by each spacer.
  ▶
  1 day without food gives you a
  Deprived condition.
  ▶
  After 5 days without food, suffer 1d6
  points of damage per day.
  >Dehydration
  Half a gallon of water must be consumed
  per day by each spacer.
  ▶
  1 day without water gives you the
  Deprived condition.
  ▶
  After 2 days without water, suffer
  1d6 points of damage per day.
  >Vacuum
  People cannot survive in the vacuum of
  space.
  ▶
  If youʼre exposed to vacuum you
  suffer 1d8 points of damage per round.
  ▶
  If you are only partly protected you
  may suffer from Suffocation, Pressure,
  Extreme Temperatures or other hazards.
  >Pressure
  The human body can only sustain certain
  levels of atmospheric pressure and suffers
  and even succumbs under pressures far
  above or below Earthʼs ATM.
  ▶
  Slightly higher or lower ATM: You feel
  dizzy
  and
  weak,
  suffering
  Disadvantage on all Saves.
  ▶
  Considerably higher or lower ATM:
  You feel sick and suffer 1d6 points of
  damage
  per
  watch
  and
  suffer
  Disadvantage on all Saves.
  ▶
  Extremely higher or lower ATM: Your
  body begins to collapse. You suffer 1d6
  points of damage per round, cannot act
  and only move at half speed.
  >Suffocating
  Not
  all
  atmospheres
  have
  the
  right
  combination of molecules allowing your
  spaces
  to
  breathe
  (or
  someone
  may
  drown you).
  ▶
  Normally you can hold your breath
  for twice as many rounds as your STR
  score. If caught by surprise, you can only
  hold for a number of rounds equal to half
  your STR score.
  ▶
  Every round without being able to
  breathe afterwards inflict 1d6 points of
  damage.
  >Extreme Temperatures
  In space it can get really cold, enough to
  freeze you to death. Likewise, if you get
  too close to a star you will get fried.
  ▶
  Make a STR Save when exposed to
  Extreme Temperatures. If you fail you
  suffer 1d4 points of damage. Repeat the
  Save periodically, in accordance with
  how hot or cold the environment is and
  how protected from it you are (every day
  for a place over 100º F with barely any
  protective gear, every hour in a freezing
  tundra without proper clothing, every
  round in a blazing building).
  >Radiation
  The Fold Engines, stars, minerals and all
  sorts of elements emit radiation that can
  be harmful to your spaces.
  ▶
  Light Radiation: Make a STR Save
  every
  hour
  or
  feel
  sick,
  suffering
  Disadvantage to all Saves. The effect
  persists for 1d6 turns after exposure ends.
  ▶
  Mild Radiation: Make a STR Save
  every
  turn
  or
  feel
  sick,
  suffering
  Disadvantage to all Saves and suffer
  1d6 points of damage. The sickening
  effect
  persists
  for
  1d6
  hours
  after
  exposure ends.
  ▶
  Extreme
  Radiation:
  You
  feel
  sick,
  suffering Disadvantage on all Saves
  and suffer 1d6 points of damage per
  round. The sickening effect persists for
  1d6 days after exposure ends.
  4.8 - Hazards
  22
  
  >Gravity
  Gravity varies widely in the known universe and can affect your spacer in many ways.
  ▶
  Slightly higher Gravity: Makes STR and DEX Saves with Disadvantage when
  related to lifting weights and physical agility.
  ▶
  Slightly lower Gravity: Makes STR and DEX Saves with Advantage when related to
  lifting weights and physical agility.
  ▶
  Considerably higher Gravity: Makes STR and DEX Saves with Disadvantage when
  related to lifting weight and physical agility. Can only move or act each round. Overland
  speed halved.
  ▶
  Considerably lower Gravity: Makes STR and DEX Saves with Advantage when
  related to lifting weight and physical agility. However, tasks requiring precision suffer
  Disadvantage on Saves.
  For simplicityʼs sake, time is divided into
  three categories of expanding duration:
  ▶
  Round: Combatʼs time scale (≈10
  seconds).
  ▶
  Turn:
  Exploration on footʼs time
  scale (≈10 minutes), sufficient to explore
  one room and perform an action or two.
  A fight always lasts at least 1 turn.
  ▶
  Watch: Overland travelʼs time scale
  (≈36 turns or 6 hours). Each day has 4
  watches. People on foot can usually
  travel one hex per watch.
  4.9 - Time
  4.10 - Overland
  Travel
  Your spacer can normally travel 12
  miles (1 hex) per watch on foot. Some
  types of terrain (swamps, hills, thick
  forests, rocky deserts, etc.) reduce this
  distance by half taking two watches to
  travel 1 hex. Vehicles can multiply that
  distance depending on how fast and
  reliable they are.
  23
  
  Hirelings
  As your spacer and your companions live through all the hardships in the void of space,
  you invariably attract followers and people who want to work with you. These
  individuals can help you in many situations, as long as you take care of them and pay
  them accordingly.
  When the group saves someone, helps them in some significant way, or simply becomes
  somewhat famous for getting the job done, other people come seeking to join their
  group and work for them. If you want to convince people to join you make a WIL Save
  and offer them 1d6 x 100 Credits. If successful they join your band and work for you
  for a month.
  Typical stats: 1d4 HP, 2d6 STR, DEX and WIL and a Random Background. Unless
  specified they follow the same rules as your spacer.
  When a follower, hireling or detachment is placed in a difficult situation, becomes
  Deprived for lack of something they need, or feels they are being mistreated they must
  pass a WIL Save or leave (possibly betraying you if appropriate). If you treat them
  with respect and care (and paying them appropriately) this Save has Advantage.
  5.1 - NPC Morale
  24
  
  6
  -
  Detachments
  Specially on military operations and when exploring potentially dangerous
  planets, the employment of Detachments might be essential.
  For some things being in a small
  group is essential while for others
  you need larger numbers! Once you
  gather enough Followers or Hirelings
  you can form a Detachment.
  ▶
  Each Detachment is 20 people
  and must be led by a spacer. If they
  lose their leader they make a WIL
  Save or flee.
  ▶
  Typical
  stats:
  1d6
  HP,
  10
  STR, DEX and WIL, 1d6 damage
  (bats and pistols).
  ▶
  When
  attacking
  an
  individual
  their attacks are Enhanced. Any
  attacks individuals make against a
  Detachment
  are
  ignored
  unless
  particularly destructive or large scale
  (like explosives or heavy weaponry).
  >Casualties
  Taking Critical Damage breaks a
  Detachment which cannot act until
  rallied by a leaderʼs WIL Save and
  appropriate actions. At STR 0 a
  Detachment is wiped out. At ½ STR
  pass a WIL Save or disperse.
  Detachments
  recover
  HP
  and
  Attribute damage with Rests like
  spacers.
  >Equipping a
  Detachment
  Equipment
  can
  improve
  a
  Detachmentʼs
  abilities
  just
  like
  individuals but requires 20 of any item
  to modify the Detatchmentʼs stats.
  6.1 - Detachment Rules
  25
  
  You and your companions share a spaceship. Itʼs not only a vehicle for you, itʼs a
  home, a way of life, and for some almost like a family member.
  Over time you and your companions may want to modify and upgrade your
  spaceship. Costs are expressed either by an absolute value, a percentage of the
  shipʼs total cost or specified in the notes. The Referee may adjudicate other
  upgrades if necessary.
  7.1 - Your
  Spaceship
  7.3 - Upgrades
  You and the other players need to
  decide what kind of spaceship you
  have. This decision should be based
  on what sort of jobs you usually take
  and the kind of game you and your
  friends want to have.
  ▶
  Scout: For groups that want to
  take
  jobs
  related
  to
  exploration,
  espionage and military scouting.
  ▶
  Scientific: For groups that want
  to focus on jobs that will study strange
  phenomena, alien flora and fauna,
  strange ruins and artifacts.
  ▶
  Trade: For groups that want to
  focus on jobs related to trade, taking
  products
  from
  one
  place
  in
  the
  universe to the other (attempting to
  get the highest profit rates possible)
  and those playing as smuggling crews.
  ▶
  Military: For groups that want to
  focus
  on
  jobs
  related
  to
  military
  operations, bounty hunting, raids and
  dealing with problems in a more
  violent
  way.
  They
  could
  also
  be
  commanders of a small force in a war.
  ▶
  Transport: For groups that want
  to focus on jobs where they meet new
  and different people and visit new
  and different places. It will have
  intrigue, social encounters and other
  similar situations.
  ▶
  Mining: For groups that want to
  get their hands dirty and their sweat
  on. Mining is hard work, especially
  on asteroids in the middle of space.
  No one knows what you find once
  you excavate these alien planets and
  strange asteroids.
  7.2 - Spaceship
  Rules
  Your spaceship is treated similarly to
  your
  character.
  Follow
  these
  guidelines
  when
  dealing
  with
  spaceships.
  ▶
  A spaceship functions just like a
  Detachment, but on a higher scale.
  ▶
  Spaceships have the same stats as
  characters:
  HP,
  Defense,
  STR,
  DEX,
  WIL,
  Attacks
  and
  other
  equipment as determined in section
  3.6. When an Attribute is not listed
  assume itʼs a score of 10.
  ▶
  The
  group
  can
  make
  2
  free
  Upgrades to their spaceship at the
  start of the game. Choose one of the
  following:
  ◆
  Increase the spaceship's HP
  by 1d6.
  ◆
  Increase
  the
  spaceshipʼs
  Defense by 1.
  ◆
  Increase
  one
  of
  the
  spaceship's Attribute scores
  by 1.
  ◆
  Add another Upgrade up to
  30% of the spaceshipʼs cost.
  ▶
  When a spaceship attacks an
  individual its attacks are Enhanced
  twice (roll a d20 for damage). When
  a spaceship attacks a Detachment its
  attacks
  are
  also
  Enhanced.
  Any
  attacks
  made
  by
  individuals
  or
  Detachments against a spaceship are
  ignored
  unless
  it
  is
  particularly
  destructive
  or
  large
  scale
  (using
  explosives or heavy weaponry).
  26
  
  7.4 - Spaceship’s Damage
  Upgrade
  Price Notes
  Comm Jammer
  40k
  Jams communication up to long range.
  Communicator
  25k
  Allow communication with planets and spaceships within the
  same system.
  Escape Pod
  50k
  A compact spaceship that will take up to 8 individuals to the
  nearest habitable planet if itʼs within 1d20 days of travel.
  Faster Fold Engine
  25%
  Makes the spaceship Fold speed faster by a 0.50 factor. See
  section 7.7.
  Harden Hull
  *
  Increases spaceshipʼs STR by 1. Costs itʼs current STR score
  multiplied by 3k.
  Improve Shields
  15%
  Add 1d6 to the spaceshipʼs total HP.
  Increase Cargo
  Capacity
  30%
  Doubles the amount of cargo items the spaceship can transport.
  Maneuvering Boosters *
  Increases spaceshipʼs DEX by 1. Costs its current STR score
  multiplied by 4k.
  New Installation
  40%
  Installs a new module specialized in some tasks such as a
  science lab, medical wing, repair shop, armory, etc.
  New Scanner
  40k
  Installs a new kind of scanner on the spaceship, allowing it to
  detect related signals (Bio, Electric, Radiation, Radio).
  New Weapon
  40%*
  Installs a new weapon station on the ship. Add the cost of the
  weapon in the spaceship's scale, multiplying standard cost by
  100.
  Reinforce Armor
  20%*
  Increases the spaceshipʼs Defense by 1. Each time this upgrade
  is picked increase the cost by 10% of the spaceshipʼs total cost.
  Upgrade Systems
  *
  Increases spaceshipʼs DEX by 1. Costs itʼs current STR score
  multiplied by 5k.
  Upgrade Weapons
  20%
  Upgrades currently installed weapon turret, increasing its die
  size by 1 side. Each time this upgrade is picked for the same
  weapon, increase the cost by 10% of the spaceshipʼs total cost.
  Damage
  Critical Effect
  1
  Cargo Lost: 1d6 units of cargo are destroyed.
  2
  Hull Damaged: Defense reduced by 1.
  3
  Systems Overloaded: Someone needs to make a WIL save each round or the
  spaceshipʼs crew canʼt take actions.
  4
  Damaged Fold Engine: Canʼt use the Fold Engine until itʼs repaired.
  5
  Damaged Thrusters: Disadvantage on all DEX Saves.
  6
  System Corrupted: Disadvantage on all WIL Saves.
  7
  Damaged Gravity Generator: Artificial Gravity ceases to work. Every time the
  spaceship takes damage, everyone inside needs to make a STR Save or suffer the
  same damage.
  8
  Weapon Station Damaged: Lose the use of one of the spaceshipʼs weapons.
  9
  Damaged Engine: Disadvantage on all STR Saves.
  10
  Life Support Damaged: Crew need vacsuits or start suffocating in 1d6 turns.
  11
  Internal Explosion: Every crew member needs to make a DEX Save or suffer 1d8
  points of damage.
  12+
  Core Reactor Destroyed: Spaceship blows up in 1d6 turns.
  When
  a
  spaceship
  takes
  Critical
  Damage itʼs broken and cannot act until
  fixed by a spacer with a WIL Save and
  appropriate
  actions.
  At
  STR
  0
  the
  spaceship is destroyed. Spacers have 1d6
  rounds to get out of there or be blown up
  with it.
  >Critical Effects
  Even if a spacer passes a WIL Save to
  get the spaceship back into action, some
  part of the vessel is damaged and needs
  to be fixed in a proper location. Using the
  damage result that caused the Critical
  Damage, consult the Critical Effects table.
  27
  
  7.5 - Repairing
  a Spaceship
  Spaceships recover HP just like spacers
  do, after their systems refresh and they
  take some time to cool the engines down.
  However, they do not recover Attribute
  damage automatically, and need to be
  repaired. To do so you must take it to
  appropriate installations and spend 5%
  of total cost to recover 1 point of any
  Attribute damaged.
  Spacers
  can
  try
  to
  make
  emergency
  repairs if they need it, but it isnʼt the best
  option (see Crew Actions).
  7.7 - Space Travel
  Traveling in space is measured by how distant one
  location is from one another. For longer journeys, itʼs
  recommended the crew enters cryosleep.
  Traveling from one planet to another in the same system:
  1d6 hours.
  ▶
  Traveling from one system to another in the same
  galaxy: 1d8 days.
  ▶
  Traveling from one galaxy to another in the same
  cluster: 1d10 weeks.
  ▶
  Traveling from one cluster to another in the same
  supercluster: 1d12 months.
  ▶
  Traveling from one supercluster to another in the same
  universe: 1d20 years.
  7.6 - Crew
  Actions
  When traveling in a spaceship or when it
  is engaged in combat, your spacers can
  perform many different actions. In order
  to keep everyone engaged, each player
  can assume a role during combat.
  ▶
  Captain: Can grant an extra action
  to another crew member per round. Only
  one spacer can take this role.
  ▶
  Pilot: Can make a DEX Save to
  avoid an attack. If the Save fails, attack is
  Enhanced. Only one spacer can take
  this role.
  ▶
  Gunner: Makes the attacks. Only
  one spacer can take this role per weapon
  on the spaceship.
  ▶
  Engineer: Can make a WIL Save to
  make
  emergency
  repairs
  recovering
  either 1d6 HP or STR (which will go away
  in
  1d6
  hours).
  Failure
  means
  the
  spaceship suffers 1d4 points of damage.
  ▶
  Sensor Operator: Can make a WIL
  Save to lock on a target and make the
  next attack against it Enhanced. Failure
  means the next attack is Impaired.
  28
  
  8.1 - Referee Principles
  Amongst
  the
  Stars
  Someone is the Referee, responsible for guiding the other players through the
  game, adjudicating rules, playing every other character they encounter, and
  narrating whatʼs going on in the setting.
  When refereeing, remember the following principles:
  >Make Space Dangerous
  Space isnʼt for anyone. Itʼs a hostile
  environment, and any number of
  things can put a spacerʼs life on the
  line.
  A
  miscalculated
  route
  can
  smash them into an asteroid. Pirates
  can
  hĳack
  their
  ship.
  Rival
  corporations
  can
  sabotage
  their
  engine. Then thereʼs all these weird
  things they hear about happening
  to other people. Show signs of these
  dangers whenever you can, and
  remind them that they are always in
  danger.
  >Make Space Weird
  Space isnʼt only dangerous. Itʼs
  weird. Away from earth, deep in
  the void of space, strange things
  happen.
  Light
  can
  become
  palpable. Time may run backwards.
  You may see yourself as if outside of
  your body, and alien ruins may
  reveal truths the human mind is not
  yet ready to witness. Show signs of
  strange things happening around
  the players. They can begin small
  and get bigger as they get close to
  the mysteries of the universe.
  >Be The Spacers’ Senses
  You are the PCsʼ eyes and ears—and
  all other sensory organs. Provide all
  the
  necessary
  information
  and,
  when in doubt, more than you think
  they need.
  Describe the situation using more
  than
  what
  they
  see
  or
  hear,
  answering
  their
  questions
  generously. The game can have
  surprises, but players should have a
  chance of uncovering them with the
  right questions.
  >Telegraph Danger
  This is a deadly game: provide
  plentiful warnings of the dangers
  ahead. Make deadly traps visible
  and show signs of enemies ahead. If
  there are aliens ahead, show signs
  of
  them.
  If
  there
  is
  a
  tribe
  of
  cannibal wreckers, show gnawed
  bones and grotesque drawings on
  the wrecked spaceshipʼs hull.
  >Present Choices
  Use all the information to present
  them with interesting and significant
  choices. Figuring out the risk and
  reward
  equation
  is
  essential
  gameplay (and really fun), so make
  sure the possible risks and rewards
  are
  understood
  and
  remember:
  easy choices are boring!
  >Show Consequences
  No matter what players choose to
  do, the game continues. Make their
  choices
  impact
  the
  current
  and
  future scenarios. When making a
  Save,
  both
  success
  and
  failure
  should provide interesting results.
  >Be Fair
  You
  donʼt
  play
  against
  nor
  to
  benefit
  the
  players.
  Youʼre
  an
  impartial arbiter of the game (and
  table)ʼs rules. Let the dice fall. Let
  antagonistsʼ
  goals
  and
  actions
  follow
  their
  logical
  conclusion.
  Donʼt pull punches.
  The only way for the game to be
  meaningful
  is
  if
  failure
  is
  a
  meaningful
  outcome.
  When
  the
  players face dangerous situations
  do
  not
  shy
  away
  from
  the
  consequences. For weal or woe.
  >Reward Good Ideas
  When the players have good ideas
  and
  act
  with
  courage
  and
  determination they earn rewards.
  Donʼt be stingy when theyʼve risked
  so much.
  29
  
  8.2 - Understanding
  Attributes
  Spacers (and other people) usually have
  Attribute scores from 5 - 15. Scores of 1
  and
  18
  are
  the
  extremes
  of
  human
  capacity. When no score is specified
  assume itʼs 10.
  8.4 - Luck Rolls
  Use Luck Rolls for events whose outcome
  is outside the spacerʼs control. Roll a d6
  where a high result is in their favor and
  low result means problems. 6 is a great
  outcome. 1 is pretty terrible.
  8.5 - Rulings
  Over Rules
  This gameʼs rules were not written to
  comprehensively
  cover
  every
  situation
  you might come across. Some parts are
  intentionally vague. In these cases adapt
  an existing rule or create a new one,
  noting the ruling for future consistency.
  8.3 - Using Saves
  You should only request Saves as a direct
  result of a playerʼs choice. Normally, they
  can do most of their actions without one
  (if it sounds reasonable and safe) but,
  when attempting something dangerous
  with
  potentially
  interesting
  results
  regardless of outcome, ask for a Save to
  avoid bad consequences.
  ▶
  STR Saves test physical prowess and
  endurance.
  ▶
  DEX
  Saves
  test
  quick
  reflexes,
  nimbleness and agility.
  ▶
  WIL Saves test force of will and
  strength of personality.
  >Consequences
  You
  should
  make
  a
  failed
  Saveʼs
  consequences obvious by telegraphing it.
  When making a Save the players should
  know what they are avoiding.
  Some potential consequences are:
  ▶
  Damage: d4 - d20 depending on
  severity: d4 is minor, d6 is dangerous, d8
  wounds most spacers, d12 can be fatal
  and d20 is certainly deadly.
  ▶
  Conditions: Make them Exhausted
  or Injured if it fits or another sensible
  condition.
  ▶
  Lost Time: Depending on whatʼs
  attempted, they can spend a lot of time
  and
  Resources
  and
  risk
  a
  Random
  Encounter.
  ▶
  Losing an Item: They lose an item
  (determined
  randomly,
  including
  Resource units) which fell, broke or simply
  disappeared.
  ▶
  Mark Durability: Mark 1 - 3 “*”,
  depending how bad the situation was.
  30
  
  9.1 - Exploration
  9.2 - Planetary
  Exploration
  When
  the
  group
  is
  exploring
  a
  planet, use a hexagonal map, with
  each hex having a 6 miles side and
  12 miles across.
  A group of spacers can travel 1 hex
  per watch. Hexes containing difficult
  terrain (swamps, thick forests, rocky
  hills, etc.) take two watches to cross.
  >Rest
  If a spacer doesnʼt rest for at least
  one watch every two days they are
  Exhausted.
  9.3 - Space
  Exploration
  When
  the
  group
  is
  exploring
  a
  section of space, use a hexagonal
  map,
  with
  each
  hex
  taking
  a
  spaceship traveling average speed a
  day
  to
  cross.
  Some
  hexes
  may
  contain strange phenomena, great
  gravitational pull, fields of asteroids
  and other things that take two days to
  cross with safety.
  >Fuel
  For most of their travels, spaceships
  use the radiation and light in space to
  generate the energy needed to keep
  flying.
  However,
  when
  the
  Fold
  Engines are activated, roll 1d6. On
  a 1-3, mark a “*” on the spaceship
  entry, and if it accumulates 3 “*” itʼs
  out of fuel and cannot make use of its
  Fold Engine.
  The
  Universe
  Humanity left Earth more than a century ago and is ever expanding its
  horizons. Most of the exploration and colonization happens in the Frontier
  and in the Unknown. A few government confederations head this space race,
  but the corporations are really the ones calling the shots.
  There is much to be gained in space, but much to be lost too, and the information
  isnʼt all available. Secrets are kept. Every government body wants to be ahead
  of their rival, and the corporations sabotage one another all the time. Not to
  mention the secrets hidden in the alien ruins some claim to have found.
  There is a lot going on in the universe.
  When exploring outside of action
  scenes time is measured in Turns
  during which a spacer can make a
  major action such as: examining a
  part of the location, moving to a
  different room or engaging with
  something or someone.
  When
  in
  space,
  turns
  can
  encompass days, weeks or even
  months depending on how far the
  spaceship is going.
  31
  
  9.4 - Random Events
  When the spacers are exploring a location like an abandoned colony, a set of alien ruins
  or other contained place, roll for Random Events every 12 turns (or when the Referee
  wants to shake things up). When they are traveling overland or in space, roll for Random
  Events every day.
  To roll for a Random Event, roll d6. On a 1 an event occurs and on a 2 thereʼs an omen
  (signs or hints of an event).
  >Event Tables
  For each major area, prepare a table of 1d6 events that reflect the theme of said place.
  ▶
  1 - 3: variations of a common event.
  ▶
  4 - 5: uncommon events, slightly weird.
  ▶
  6: a strange and dangerous event.
  2d6
  Reaction
  2
  Hostile
  3-5
  Unfriendly
  6-8
  Indifferent
  9-11
  Friendly
  12
  Helpful
  9.5 - NPC
  Reactions
  When
  encountering
  someone
  whose
  reaction is not obvious roll their Reaction.
  9.6 - NPC Morale
  When fighting a rational enemy and one
  of the following conditions (or something
  else the Referee judges relevant) is met,
  the enemy makes a WIL save to not flee
  or
  surrender.
  This
  also
  applies
  to
  followers and hirelings.
  ▶
  Is clearly outmatched when the fight
  starts.
  ▶
  Takes Critical Damage for the first
  time in the fight.
  ▶
  Witnesses an ally flee or die.
  32
  
  10.1 - The Engineers
  33
  We are not alone. We never were. There are aliens in space, although most people
  never see one or any signs they exist, and when a sign is found corporations and
  governments make sure they cover it up and save any information they can glean
  from it for themselves. Many people have died because of this.
  There isnʼt a single species of aliens out there. There are many. Or at least it seems
  there are. There are probably many more that havenʼt been found.
  What follows is a list of sample alien species, with information regarding each of
  them and tools to use them in your game.
  Scientists believe this was the first sentient species to ever exist in the universe. No
  living individual of this species has been found yet, but Avanc, one of the largest and
  most powerful tech corporations, claims to have found the corpse of an Architect in
  the depths of a moon in the Frontier.
  The Engineers were great builders and inventors. Their ruins are majestic and
  complex, and the technology they left behind can do amazing things, if humanity
  can figure out how it works. However, some of their work can have effects not easily
  predictable and harm not only peopleʼs bodies but also their minds.
  d12
  Rumors
  1
  They disappeared from the universe when they made a machine capable of
  opening a portal to another dimension.
  2
  The Fold Engine was created based on the design of an Engineersʼ spaceship
  found in mars. One of the megacorps still has it.
  3
  There is a pattern scattered around all the Engineersʼ ruins that, if deciphered,
  leads to their ultimate destination.
  4
  The Engineersʼ developed a chamber that can rejuvenate and cure all
  maladies affecting a living being, but they hid it due to unforeseen
  consequences.
  5
  Their buildings could compact or expand space, making what seemed like
  small rooms cover great distances, and enormous temples get so small they
  would crush you inside them.
  6
  Their terraforming machines were used not only to adapt planets to their
  necessities, but also to experiment with different environments, especies, and
  minerals.
  7
  They traded technology with many other sentients in the universe, including
  humans.
  8
  They also experimented with bioengineering, but this wasnʼt their focus and
  these experiments almost always failed.
  9
  They created weapons capable of disintegrating an entire planet, but they
  required a lot of energy to be used.
  10
  They built cloning sarcophagus that can recreate living beings whose samples
  are inserted in the apparatus drives.
  11
  Before they disappeared, a wise and ambitious individual of their species
  uploaded their consciousness to a powerful nuclear computer that can be
  accessed again if people discover how to power it up.
  12
  One of their last creations was a species of nano constructs capable of
  changing their composition and fabricating almost any device imaginable.
  
  34
  d6
  Jobs
  1
  A mining crew harvesting plutonium from an asteroid field deep in the Frontier
  uncovered a strange artifact. They believe it to be from the Engineers and a
  corporation wants that for themselves. The miners think they can get a better offer.
  The job is to take it no matter what.
  2
  Electromagnetic signals coming from somewhere in unexplored space matches the
  frequency and pattern previously identified as pertaining to Engineersʼ technology.
  The government of United Americas sent an expedition in that direction a month ago
  but lost contact with it. They need an outside crew to investigate.
  3
  A gigantic structure is found near a collapsing star. Multiple corporations and
  governments are sending crews to explore it and salvage any parts they can put
  their hands on. The spacers are just one more group in the race. However, something
  terrible is happening there also.
  4
  In a colony built by the Peopleʼs Union of Prosperity, a series of tunnels leading to
  what scientists believe to be a power generator is found. They need people to study
  it and activate it to fuel the colony and possibly all their other settlements.
  5
  A corporation needs very strange pieces of metal in geometric shapes to be
  scattered in a strange pattern around a distant and mostly uninhabited system. They
  donʼt explain much, but the objects are made of material youʼve never seen before.
  6
  A small empty vessel crashes on a colony deep in the Frontier and, apparently, it
  was made by the Engineers thousands of years ago. Suddenly, all the electronic
  equipment goes awry and the corporation who runs the place needs it fixed, even if
  it means dropping it on the colony of a rival.
  d12
  Events
  1
  The spaceship canʼt get out of place, even though it's burning fuel at top speed. It is
  as if space is being distorted and extended.
  2
  After landing somewhere, a new set of data enters the spaceshipʼs computer and it
  begins to modify its programming, slowly taking over the controls. It is as if this data
  packet is alive.
  3
  Small geometric objects are being found all over the frontier colonies. Some of them
  look like they can be combined to build some sort of machine.
  4
  The power generator in a colony starts to function beyond its capacity, generating
  more power than the colony may absorb and cannot be turned down. Itʼs going to
  blow at any time and no one seems able to stop it.
  5
  A group of scientists discovered a set of ruins in a deserted rocky planet that hardly
  could sustain any form of life. The ruins, however, show signs that it accommodates
  thousands of individuals of the Engineers, species that suddenly disappeared.
  6
  On a colony in the middle of the Frontier, a group of miners find a small, dark, and
  dense metal sphere. After a couple of weeks trying to move it without success, the
  gravity of the world is suddenly reversed, and people are being tossed into the
  vacuum of space.
  7
  A corporation has successfully activated a robot created by the Engineers, but the
  machine has an intelligence of its own and the capacity to project holographic
  images, making it appear like anyone or anything. The robot, they believe, is
  currently in a high security facility in a space station within the Frontier.
  8
  New and potent signals coming from an unexplored section of the universe are
  being received by satellites and other facilities on the Frontier. It appears to be some
  sort of message in the same pattern scientists have identified on artifacts believed to
  have been created by the Engineers.
  9
  After excavating what seemed like the remains of a very ancient and advanced
  spaceship, a group of scientists unwarily releases a variant of rust that consumes
  metal at an incredible rate, compromising their facilities, vehicles and
  accommodations.
  10
  During the process of terraforming a planet rich in iron and other minerals, some
  form of computer virus infected the machinery and the planet slowly turned into a
  lush world with flora and fauna never seen before. No one knows yet how this
  happened, or even if it's really real and not constructs.
  11
  The Confederacy of Free Nations claims to have reverse engineered an ancient
  weapon made by the Engineers and is demanding the dissolution of the Peopleʼs
  Union of Prosperity colonies in the Frontier. Failure to meet their demands will
  escalate into a war.
  12
  A secret society is stealing every piece of technology and ancient artifacts related to
  the Engineers across the universe. Even rival corporations are offering joint rewards
  for anyone who can bring the robbers to justice.
  
  35
  Sample Engineer
  10 HP - Def 1 - STR 13, DEX 13, WIL 17
  Attacks: Disruptor Gun (1d10) or Taser (1d8 DEX).
  Special: Instinctively knows how every piece of technology works after interacting
  with it for a few minutes.
  Tall and lean humanoids with 3 small eyes and grey skin. Their long six fingered
  hands seem very agile, although their movement seems ponderous and done in
  slow motion. Itʼs hard to tell one individual from the other, and their metallic voices
  make you feel uncomfortable.
  
  6 HP - STR 12, DEX 14, WIL 18
  Attacks: Psychic Blast (1d8 WIL).
  Special: Can force target to make a WIL Save or be immersed in their dreams and
  nightmares for a number of hours equal to the result of the dice.
  Lean and serpentine beings with a large yellow eye in their head and 4 slender arms
  ending in slimy, 3-fingered hands. They communicate telepathically and seem very curious
  about the human species. Some seem to have mutations or are carrying biological artifacts.
  10.2 - The Dreamers
  The Dreamers are a mysterious sentient species just recently discovered by a detachment
  of the Peopleʼs Union of Prosperity. While on a mission to clear a small colony in a jungle
  covered planet with many hostile predators, they stumbled on what seemed like a crystal
  pyramid in the middle of a lake with red waters. There, according to the recordings, the
  detachment started to have hallucinations of all sorts, some seeing their most desired
  dreams, while others succumbed to nightmares that shattered their mind. The last seconds
  on the recordings caught a glimpse of a serpentine creature with a glowing yellow eye and
  four arms approaching. It then suddenly stopped.
  Scientists are still uncertain what causes these awakening dreams. They donʼt know if the
  Dreamers are powerful telepaths or they possess highly advanced technology that can
  affect the human psych. The Peopleʼs Union of Prosperity hasnʼt been able to find the
  pyramid again, as if it moved from where it stood before, and no other government or
  corporation has yet reported contact with this alien species, but many are eager to do so
  and discover how they can use these living dreams for themselves.
  d12
  Rumors
  1
  The reality we are experiencing everyday is just a construct of the Dreamers. We are
  actually all under their will, and those people who have found them in this dream
  universe were almost awakening.
  2
  One of the individuals of that detachment from the Peopleʼs Union of Property has
  survived and made its way back to the planet where it all happened. They are
  obsessed with finding the pyramid again.
  3
  The Dreamers can manifest the dreams and nightmares of each individual according
  to each one's spirit. If they are more positive people, they see their dreams
  becoming reality. If they are overtaken with sadness and hate, their nightmares
  become true.
  4
  Avanc Corporation is training a group of people to project their consciousness and live
  their dreams. They want to contact the dreamers this way and learn their techniques.
  5
  A crystal pyramid similar to that which appeared in the recordings of the Peopleʼs
  Union of Prosperity detachment appeared floating in space in an uninhabitable system.
  6
  Another thing the Dreamers can do is to induce sleep over all living beings within
  dozens of kilometers from where they stand. With their technology, they can
  increase this radius to a few hundred kilometers.
  7
  When more than one Dreamer concentrates on manifesting dreams and nightmares
  of others, they become substantial and can affect the physical, living world as if they
  were real.
  8
  Their technology is bio-based and itʼs impossible to distinguish between their
  apparatus and themselves. It is possible that if a human used one of their suits and
  headgear they could manifest similar capabilities as them.
  9
  The Dreamers are a farce created by the Peopleʼs Union of Prosperity to scare off
  other governments and corporations from their territory. The detachment that
  appears on the recordings is still operating as spies in the Frontier.
  10
  The Dreamers have choses a few individuals to communicate with through dreams
  and they have formed a religion based around their alien leaders, who guide them
  to a life of dreams and peace.
  11
  A spaceship commanded by the Confederacy of Free Nations has been lost near the
  planet where the crystal pyramid was found. Weeks later, all the crew but the
  captain were found on different planets in the Frontier. The spaceship and the
  captain are still missing.
  12
  The Dreamers are not real, but just manifestations of human psyche that affect
  spacers that have spent too much time under cryosleep and canʼt yet differentiate
  reality from dreams.
  Sample Dreamer
  <<<<<<<
  36
  
  d6
  Jobs
  1
  Labyrinth Corporation is offering large amounts of Credits and sponsorship for any
  crew capable of finding the crystal pyramid and new footage of the psychedelic
  effects of the Dreamers. If an individual of that species is captured, the amount is
  significantly larger.
  2
  Avanc Corporation has developed a technology that can immerse individuals in their
  dreams to provide full sensory experiences to people that can afford their exorbitant
  services. The apparatus needs some adjustments, and they are paying well for
  anyone willing to test it.
  3
  A billionaire wants to hire a crew to take them to meet the Dreamers so they can die
  in their dreams, literally. They believe they have developed a scanner capable of
  detecting psychics and are desperate, as they will die soon.
  4
  The United Americas government has detected a structure very similar to the crystal
  pyramids first found by the Peopleʼs Union of Prosperity in a volcanic planet near a
  Red Star. The robots they sent couldnʼt find anything, and soon malfunctioned.
  5
  The Confederacy of Free Nations is offering large sums of Credits for anyone who
  can get one of the survivors of the detachment of the Peopleʼs Union of Prosperity
  who had contact with the Dreamers to them. This is a covert operations job.
  6
  The Peopleʼs Union of Prosperity has put a bounty on the capture of any of the
  members of the detachment that supposedly had contact with the Dreamers.
  Apparently they have resurfaced and are manifesting similar powers as the aliens
  they contacted.
  d12
  Events
  1
  The apparition of a bald, tall and naked glowing man that walks around colonies
  without acknowledging anyone is being associated with the hallucinations caused by
  the Dreamers.
  2
  A crystal pyramid similar to the one found by the Peopleʼs Union has appeared in
  the middle of the Pacific Ocean on Earth.
  3
  A cult formed by people who want to live in their dream and be relieved of the
  terrible reality that surrounds them is expanding through the colonies.
  4
  An isolated colony has cut all communications with the United Americas government.
  Reports talk about the inhabitants all falling asleep and being fed by machines to
  live in their dreams.
  5
  Scouting ships of various governments are reporting findings of strange planets,
  satellites and other things that a few days later are not there anymore.
  6
  The Great Africa found a crystal pyramid in a deserted colony near the one in which
  the Peopleʼs Union encountered theirs. The colony was abandoned after a radiation
  leak in their terraforming machines.
  7
  People related to the members of the Peopleʼs Union of Prosperity detachment who
  had contact with the Dreamers are starting to see their dreams and nightmares as if
  they were real. This is happening even when they had no contact with those
  individuals since the pyramid event.
  8
  The ruins of one of the crystal pyramids of the Dreamers is found deep beneath an
  ice layer in a distant sunless planet. The Labyrinth Corporation has partnered with
  the Confederacy of Free Nations to study it.
  9
  All the inhabitants' colonies within a large system canʼt dream anymore. It started
  with people of just one planet, but it soon started affecting all the other colonies in
  the same system.
  10
  Vandalism and anarchy is spreading through the Frontier as a messianic leader is
  claiming everything is just a dream made up by the Dreamers and that people are
  all but living batteries in their laboratories.
  11
  All over the universe, where colonies have reported any sort of contact with the
  Dreamers, people are having trouble trying to sleep and are having serious issues
  due to the lack of rest.
  12
  A scientist formerly seen as an outcast of the scientific community has developed a
  helmet capable of protecting spacers from the psychic powers of the Dreamers.
  37
  
  10.3 - The Watchers
  First encountered during a small conflict between forces of the United Americas and the
  Peopleʼs Union of Prosperity over the dominion of a mineral rich moon of Fomalhaut B, the
  watchers appeared on a large circular spaceship and stopped the conflict with just their
  presence. The two governments attempted contact with the alien ship but were ignored.
  Soon after, the Watchers disappeared out of thin air.
  Since this episode, the presence of the Watchers has been felt and seen all over the
  universe. Their ships, stations and other vehicles appear on colonies and even near the
  core planets. Rarely any individual of the species is seen outside their stations, but reports
  talk about very tall and muscular humanoids with dark skin and technological suits. They
  havenʼt attacked or interfered with any event yet, just appearing to watch what's
  happening. Communication with them has failed so far, but scientists theorize itʼs because
  humanity isnʼt able to understand them yet.
  12 HP - Def 2 - STR 14, DEX 8, WIL 14
  Attacks: Slam (1d8), Energy Blade (1d10) or Energy Pistol (1d6)
  Special: Their stare forces a WIL Save or lose the will to fight for 1d6 hours.
  Never seen outside their thick technological suits of armor, these beings stand almost 10ʼ
  tall, with a large unblinking red eye in their small metallic helmets. Their trunks are large
  and bulky, with thick long arms ending in metallic gauntlets with pincer-like hands. Many
  people report a strange discomfort followed by an internal sense of peace after seeing
  the Watchers.
  d12
  Rumors
  1
  The Watchers are guardians of the space time continuum and are here to make sure
  everything goes according to their records.
  2
  The Watchers are not simply observing us. They are learning everything they can
  from our behavior to all our technology so they can dominate humanity and use us
  as slaves.
  3
  A Watchersʼ spaceship has been spotted on a colony just after a great earthquake
  devastated the place. For some reason, no instrument could detect the incoming
  tremors.
  4
  The Watchers are actually a special force created by the Peopleʼs Union of
  Prosperity. They created this unit to intimidate and scare other governments and the
  corporations that dare intrude on their territory.
  5
  The Watchers made their first attack against a space station where many
  corporations gathered to trade information and supplies. The place was obliterated
  and they left no survivors.
  6
  The Watchers are appearing closer and closer to the Core Planets and the Earth.
  This is making even rival governments consider an alliance to stop them if itʼs
  necessary.
  7
  Avanc Corporation has captured a Watchersʼ spaceship and a few individuals of
  that species. They are making experiments and studying their technology to use it in
  their own projects.
  8
  A scientist claims to have figured out a pattern that predicts the apparition of the
  Watchers. So far, they have been right every time. They wonʼt share their algorithm
  with anyone, and powerful people are not happy about this.
  9
  A scientific vessel experimenting with extra-galaxy communication has been able to
  tap into the frequency in which the Watchersʼ spaceships emit signals and is slowly
  working to understand and translate their messages.
  10
  A suit of the technological armor the Watchers wear has been found on the Earthʼs
  Moon. Apparently it has been there for five hundred years.
  11
  The Confederacy of Free Nations is planning to attack the Watchers the next time
  they appear near one of their colonies. They are convinced the aliens are hostiles
  and donʼt want any of their secrets exposed.
  12
  The Watchers are gone. They collected all the information they needed and went
  back to their home in another dimension. They did leave signs for us to follow them if
  we ever get the chance and develop the technology.
  Sample Watcher
  38
  
  d6
  Jobs
  1
  The United Americas navy wants someone who can implant a tracking device inside
  a Watcherʼs spaceship without causing any conflict. Itʼs an unofficial mission as they
  signed a treaty of non-interference with other governments.
  2
  A scientific expedition wants to attract the attention of the Watchers, and thus is
  offering large amounts of Credits to whoever can get the aliensʼ attention. They want
  to test a new communication device they believe the Watchers may be able to
  perceive.
  3
  Avanc Corporation has decided it needs to capture a living Watcher no matter what
  and has put a bounty on the aliens. Itʼs risky but the payment is good. However, it
  requires discretion as they are not authorized to do so by any government.
  4
  The Peopleʼs Union of Prosperity wants to hire a crew to impersonate Watchers in
  order to acquire intelligence on nearby colonies. They believe the United Americas
  and the Confederacy of Free Nations are planning to attack them soon.
  5
  The colonists of a distant planet under the control of the Great Africa are being
  watched by the aliens and are uncomfortable with the situation. They donʼt want to
  start a conflict with the Watchers, but want them to leave. They are offering a large
  cut of their earnings to any crew that can make the aliens go away.
  6
  A Watchers' spaceship has crashed on a deserted planet but there seems to be no
  signs of survivors. All the governments are rushing in to salvage any technology
  they can get their hands on, but the black market would pay a lot if anyone can
  get there first.
  d12
  Events
  1
  The Watchers are appearing more often all over the Frontier, and they arenʼt
  leaving, no matter what.
  2
  A military vessel of the Confederacy of Free Nations has launched a remote missile
  attack against a large vessel of the Watchers. The missile hit their spaceship but
  apparently did no damage at all to it.
  3
  A Watchersʼ spaceship is heading slowly towards Earth. Itʼs gigantic, and it will take
  hundreds of years to get there, but it will if nothing stops it.
  4
  A small Watchersʼ spaceship accompanies the spacersʼ vessel everywhere they go.
  They donʼt approach them or interfere with their actions.
  5
  The Watchers destroy a gigantic asteroid that would hit and destroy a colony in the
  fringes of the Frontier. The colonists are certain the aliens are their friends now.
  6
  A single tall Watcher comes out of their spaceship and approaches the leader of the
  Peopleʼs Union of Prosperity in a colony and offers them a present: a small cube
  made of a dark, unknown metal.
  7
  The Watchers are installing strange large cylindrical structures on all planets they
  find colonies around the Frontier.
  8
  The Watchers break out in a Civil War amongst themselves and some colonies in the
  Frontier are caught in the crossfire.
  9
  People under the vigilance of the Watchers start to behave differently, becoming
  more complacent. They work more, but are less socially active.
  10
  A Watchers spaceship is found in space by Avanc Corporation. The vessel is
  abandoned and there seems to be no one inside it. They are trying to access its
  commands.
  11
  The United Americas and the Confederacy of Free Nations are sending an ultimatum
  to a large fleet of the Watchers found in deep space. They need to communicate
  their intent immediately or it will mean war.
  12
  A Watcher is found dead on a deserted planet. They are inside their advanced
  technological armor and no one seems able to open it.
  39
  
  10.4 - The Devourers
  Possibly the first alien species humanity ever had contact with, found in ancient caves in
  the moons of Saturn, in a state of hibernation that was suddenly interrupted. These
  ferocious and horrible beings look like canine insects with six legs and huge maws. They
  made quick work of the scientific crew exploring that satellite and took out many
  detachments sent to wipe them out from that place. They have been found in many places
  after that, and seem to be able to live in even the harshest of environments, being referred
  to as Devilʼs Roaches by some spacers.
  There are, in fact, many different types of Devourers out there. Some quicker, some
  tougher and ones that can put hundreds of eggs within a few days after eating large
  quantities of flesh. Scientists are still studying whether they are all different species or
  mutations of the same one. Other scientists, however, want to discover if they can control
  these creatures and use them as biological weapons. All attempts have failed so far, but
  corporations wonʼt stop trying.
  6 HP - Def 2 - STR 12, DEX 14, WIL 8
  Attacks: Claws (1d6), Bite (1d6), Acid spit (1d6).
  Special: Can attack twice per round and move twice as fast as a human.
  These horrendous creatures are the size of human beings, but look like large hounds with
  insectoid carapaces. Their sharp claws and huge maws instill fear in the hearts of anyone
  who sees them in the dark corridors of the tunnels they usually inhabit.
  >Mutations
  No one knows how, but the Devourers are constantly mutating, becoming more and
  more dangerous.
  d12
  Rumors
  1
  The Devourers are demons sent by God to punish humanity for leaving Earth and
  daring to play “gods” with science and the exploration of the universe.
  2
  The Devourers were created by Avanc Corporation to use as shock troopers.
  However, they lost control of the experiment and the creatures quickly mutated in
  others and managed to reproduce, spreading their kind across the universe.
  3
  The United Americas has captured a Devourer Hive Mother and locked it under a
  high security fortress. The creature, however, layed eggs which hatched quickly and
  the facility is now overrun.
  4
  The Labyrinth Corporation has found a way to control one of the species of Devourers
  using hormones and a machine that simulates the callings of a Hive Mother.
  5
  The Devourers can also reproduce by infecting humans with a fungus that transforms
  the individual in one of them in a few days. Thatʼs how they are spreading so quickly
  across the Frontier.
  6
  There is a species of Devourer that can spit acid that opens a breach in a spaceshipʼs
  hull. In fact, many crews have died in the cold space this way.
  7
  The Devourers detect you by your movement. If you remain completely still they
  wonʼt know you are there. Thatʼs your only chance to survive.
  8
  A new sub-species of Devourers has been found. These creatures are the size of
  tanks and can withstand similar firepower. They are slower than normal Devourers,
  but they can demolish almost anything put in front of them.
  9
  Like animals, if you capture a Devourer young you can train them like guard dogs.
  10
  The Devourers are attracted to light, and you can use this to distract them and
  escape. Good luck running in the dark.
  11
  Fire is a good weapon against the Devilʼs Roaches. Their hard carapaces, capable
  of resisting bullets, melt in seconds under the right temperature.
  12
  If you are going to fight them make sure you take down the Hive Mother first. The
  other Devourers get disoriented without her.
  Sample Devourer
  40
  
  d6
  Jobs
  1
  A mining colony has been overrun by Devourers and the Confederacy of Free Nations
  needs a highly skilled crew for an audacious operation. They need to get in, install
  some highly advanced explosive that will only damage living beings, and get out.
  2
  Labyrinth Corporation has detected the presence of a Hive of Devourers in a
  cavernous moon in a cold planet out in the Frontier. They want a crew to go there and
  collect a large amount of eggs for an experiment. The more eggs, the more Credits.
  3
  The Peopleʼs Union of Prosperity is certain the United Americas has created the
  Devourers and lost control of their creation. They want an unaffiliated crew to enter
  a secret scientific facility and steal all the information they can so they can prove
  their theory.
  4
  A distress signal is sent by an advanced scientific station hidden in the volcanic
  planet of Hellas-VI. Apparently there was an illegal Labyrinth Corporation facility
  deep within the planetʼs crust.
  5
  A scientific crew of the Great Africa claim to have developed a serum that makes a
  Hive Mother infertile and affects other Hive Mothers they have contact with. They
  need crews to test this serum on multiple hives.
  6
  Avanc Corporation has a few frozen eggs from a Devourer Colony and needs a
  discreet crew to hatch them in a rival corporationʼs scientific facility. They wonʼt know
  what it is exactly and try to paint the job as a good thing.
  d12 Mutation
  d12 Mutation
  1
  Extra arms: attacks twice per round.
  7
  Drain Blood: Bite (1d6) recovers half
  as much STR.
  2
  Spikes: Inflicts 1d4 damage to close
  range attackers.
  8
  Harder Shell: Def is 3 instead of 2.
  3
  Stench: Anyone in short range must
  pass a STR check or suffer
  Disadvantage on Saves.
  9
  Stare: Forces a WIL Save. Failure
  means the target suffers 1d4 points of
  Stress.
  4
  Strong: Improve damage die and +1d4
  STR.
  10
  Grasping Tongue: Target makes a DEX
  Save or canʼt move.
  5
  Agile: Can take another action each
  round and +1d4 DEX.
  11
  Scream: DEX Save to avoid being
  Deafened.
  6
  Intelligent: Grants 1 extra action to
  another devourer within short range.
  12
  Regeneration: Recovers 1d4 STR per
  round.
  d12
  Events
  1
  A large command ship overtaken by Devourers falls on a highly populated colony in
  the Core Worlds. The planet is on quarantine and authorities are considering simply
  wiping the whole planet.
  2
  A multi-billionaire is setting up an exhibition with living alien specimens, including a
  few Devourers theyʼve paid a large sum for.
  3
  Avanc Corporation developed a bioweapon they claim to be the one which will wipe
  out the population of Devourers from the universe.
  4
  The Devourers all over the universe are entering a frenzy state right before hibernation.
  5
  A Peopleʼs Union of Prosperity colony was devastated when the government used
  nuclear weapons to wipe out a Devourersʼ Hive that had been established in their mines.
  6
  A hacker releases confidential files linking the creation of the first Devourers to the
  Labyrinth Corporation and the Confederacy of Free Nations.
  7
  Scientists discover traces of human DNA in Devourers, making them related to
  human species somehow.
  8
  The United Americas government declares a lockdown on several planets in the
  Frontier, raising suspicion of Devourers infection, affecting the business of several
  corporations, who are not happy.
  9
  A detachment of the Peopleʼs Union of Prosperity successfully eliminated three
  Devourersʼ hives infecting a colony in the fringes of the Frontier. They are being
  paraded as heroes across the government.
  10
  Multiple colonies have been abandoned in the Frontier due to Devourersʼ infection,
  including a large number in the United Americas space.
  11
  All Devourers across the universe close themselves in some sort of chrysalis, as if
  they are going under a transformation.
  12
  The Confederacy of Free Nations reveals they have successfully trained a small
  number of Devourers as guard and attack animals, and start using them in tactical
  operations against enemies.
  41
  
  10.5 - The Doppelgangers
  Possibly the most terrifying of all alien species encountered by humanity so far. These
  beings can assume the shape and appearance of any living being, including humans,
  mimicking their behavior, speech, and anything else they have a chance to study.
  Effectively anyone near you could be one of them in disguise.
  No one knows yet the exact objective or how these beings organize themselves, but it seems
  that these amorphous aliens started taking the place of humans theyʼd killed for at least a
  decade. This was only discovered after a crew member of a smugglerʼs vessel fought one
  another and “killed” their former companion just to find out they werenʼt what they seemed
  to be. The corpse slowly dissolved into a giant amoebic being. This led to a mass shooting
  in the spaceship, as each one of them accused the other of being a “monster”. Only the
  mechanic survived, and they are currently held in an asylum for their own protection.
  3 HP - STR 12, DEX 10, WIL 14
  Attacks: Depend on the weapon used or shape assumed.
  Special: Can freely change their form and appearance to anything or anyone they have
  previously touched. If the target also fails a WIL Save the Doppelganger can copy all their
  memory as well as emulate their behavior and personality.
  The Doppelganger true form is of an amorphous amoebic creature, but they have the
  amazing ability to take the form of any object or living object they touch. Incredibly
  enough, they can also emulate the memories and personality of anyone they meet. People
  who meet a Doppelganger mimicking them rarely survive the encounter.
  d12
  Rumors
  1
  There are some people who are actually Doppelgangers but have no memory of this
  and believe to be humans.
  2
  The Doppelgangers are amongst humans for thousands of years already. Theyʼve
  just been discovered by the public now.
  3
  The Doppelgangers have completely taken over the lives of all humans in a Peopleʼs
  Union of Prosperity colony in the Frontier.
  4
  The Doppelgangers are in fact humans who have undergone genetic manipulation in
  the Labyrinth Corporation to work as spies for the Confederacy of Free Nations.
  5
  The Prime Minister of the Great Africa is a Doppelganger, and no one cares or does
  anything about it!
  6
  The Doppelgangers plan to substitute all humanity with their own kind. They have
  done this to several other alien species along their almost infinite lifetime.
  7
  You can see if someone is a Doppelganger by asking them to say this specific phrase:
  Atlantis Amonk Aphinc. Their anatomy makes it impossible for them to repeat this.
  8
  All a Doppelganger needs to assume your appearance and form is to touch you
  with their membrane or skin. They make sure you are out of the picture before
  taking your identity.
  9
  The Doppelgangers have very powerful psychic abilities, as they can assimilate not
  only oneʼs appearance but also their memories and personality. Or maybe they
  influence others to forget the original memories and personality?
  10
  The Peopleʼs Union of Prosperity has managed to recruit a few Doppelgangers and
  is using them to infiltrate the United Americas government and some of the most
  influential corporations.
  11
  UV light makes Doppelgangers uncomfortable, so always carry some device that
  can expose suspected individuals with it.
  12
  Doppelgangers are just trying to be part of a large community. They are in very
  small numbers, as their species has been hunted down by other aliens. If we can
  accept them with open arms, they can be great allies.
  Sample Doppelganger
  42
  
  d6
  Jobs
  1
  A Doppelganger has infiltrated a high tech research facility deep within the Frontier,
  sabotaging experiments and leaving behind the days old bodies of staff who had
  recently filed reports on alien flora. Avanc Corporation needs a specialized team to
  detain it.
  2
  The United Americas want to capture a Doppelganger alive. They have failed all
  attempts so far, and two individuals have already escaped from their facilities. They
  are offering a bounty on one of these aliens.
  3
  A Doppelganger wants to live like a human being for a couple of years. They are
  fascinated by human behavior and relationships and want to hire a crew that can
  live with them for some time. They have valuable information regarding other planets
  and species.
  4
  In a distant Confederacy of Free Nations colony a number of Doppelgangers are
  suspected of infiltration. Unsure of what to do, the Confederacy has just ordered
  their forces to bomb the planet. Now the colonists need to get out of there and
  need help.
  5
  Labyrinth Corporation claims to have found the homeworld of the Doppelgangers
  and needs to hire a large number of people to explore it so they can study their
  fallen civilization.
  6
  Avanc Corporation has developed a clone of a Doppelganger and wants to use it to
  fool a Hive of Devourers into following a false Hive Mother and eliminate them all.
  They need a crew to transport the clone to an infested colony on the fringe of
  unknown space.
  d12
  Events
  1
  A large colony in the Frontier is almost wiped out as the colonists start killing each
  other, as they believe their neighbors are Doppelgangers.
  2
  The United Americas report that a group of spies, including at least one
  Doppelganger, has stolen sensitive data from their servers in the Core Worlds.
  3
  Scientists of the Peopleʼs Union of Prosperity have found traces of Doppelganger
  DNA on humans dating back hundreds of years.
  4
  Campaigns for the rights of Doppelgangers start to happen all over Earth and on the
  Core Planets. This is led by activists in the Great Africa.
  5
  Some Doppelgangers start to assume faceless humanoid forms and claim to want to
  collaborate with humanity in the exploration and colonization of the universe.
  6
  Investigations are happening in all governments to determine if any of the previous
  alien species encountered were not, in fact, Doppelganger encounters.
  7
  A Doppelganger is actually elected to a governmental position in the Confederacy
  of Free Nations.
  8
  Labyrinth Corporation develops a scanner that can detect if a person is in fact
  human or a Doppelganger in disguise.
  9
  Ruins of an unknown civilization are found, and the depictions they bear seem to
  indicate they were either of the Doppelgangers or a people who were destroyed
  by them.
  10
  Doppelgangers who were previously considered dead are coming back to life when
  exposed to large amounts of radiation.
  11
  Scientists claim that all Doppelgangers seem to be able to stay connected through
  telepathic links, no matter how distant they are from one another.
  12
  People who have traces of Doppelganger DNA in them are being hunted down by
  fanatics and religious cults.
  43
  
  11
  -
  Humanity
  Humanity has spread around the universe. The first colony was established on Mars
  more than two hundred years ago and, since then, governments and corporations
  have been pushing space exploration further and further, to places humanity was
  never meant to go.
  At the end of the 21st Century most
  nations on Earth were forced to unite
  under some form of confederation or
  union to survive the economic and
  ecological crisis humanity faced. Thus
  were formed the United Americas, the
  Peopleʼs Union of Prosperity, the Great
  Africa and the Confederacy of Free
  Nations.
  >The United Americas
  Led by the former United States of
  America, almost all countries of North,
  Central and South America united in a
  single government body governed by
  an elected council. Until this day, some
  countries resist and fight against the
  influence of what they call American
  Colonialism and the effects it has on
  their culture.
  Effectively, the United Americas has a
  governmental
  body
  led
  by
  rich
  politicians
  backed
  by
  large
  corporations
  and
  provide
  the
  population with just the bare minimum
  they need. Everything else they need to
  work for and do their part in what they
  call ʻproductive society.ʼ It instills in
  most citizens the sense that youʼre only
  worth
  something
  if
  you
  produce
  something. This is why many resistance
  groups fight to make their countries
  leave the United Americas.
  Themes: Capitalism, Meritocracy, Fallen
  Democracy, Corruption, Selfishness.
  >The People’s Union of
  Prosperity
  The former European Union, China,
  Russia and all other states between
  them unified almost 150 years ago into
  the gigantic socialist state now known
  as the Peopleʼs Union of Prosperity.
  The
  state
  is
  governed
  by
  a
  large
  parliament
  composed
  of
  representatives
  of
  all
  nations
  and
  cultures of the Union, re-elected every
  5 years. In the Union, all citizens have
  the right to have a home, education
  and meals, and they are assigned roles
  in accordance with their talents and
  desires.
  Generally,
  the
  resources
  and
  technology at the Unionʼs disposal
  arenʼt as large or advanced as the
  United Americas or the Confederacy of
  Free Nations, but they are spread more
  evenly and fairly to the population. The
  last centuriesʼ crises are still in recent
  memory, and most of the inhabitants of
  the Peopleʼs Union are certain that
  having
  modest
  resources
  spread
  among them is better than having none
  or being subject to exploitation by
  corporations to be able to survive.
  There are, however, dissidents, but
  they are allowed to leave the Union at
  any moment if so desired.
  Themes: Socialism, Selflessness, Old
  Tech, Dissidents, Anti-Corporations.
  >The Confederacy of
  Free Nations
  Some
  countries
  from
  the
  north
  of
  Africa, the Middle-East and the west of
  Asia joined in a confederation called
  the
  Confederacy
  of
  Free
  Nations.
  These nations are mostly independent
  but are allies and work together to
  achieve
  their
  individual
  goals.
  Sometimes disputes happen and some
  nations have even left the confederacy
  before,
  but
  most
  stay
  due
  to
  the
  benefits.
  Like
  the
  United
  Americas,
  the
  Confederacy of Free Nations gives
  wide berth to corporations, but they
  have incorporated some of the more
  social aspects of the Peopleʼs Union of
  Prosperity, granting citizens varying
  degrees of guarantees amongst most of
  its members. The only caveat is that in
  their colonies most of these rights are
  forfeit, and the large majority of them
  are administered by corporations.
  Themes: Independence, Bureaucracy,
  Rivalry, Secrets, Highly Advanced.
  11.1 - Governments
  44
  
  >The Great Africa
  The last great conglomerate of nations to
  form is the Great Africa, spearheaded by
  South Africa and Nigeria. This maternal
  continent united to resist the exploitation
  of the other bigger governments and
  counts amongst their allies the Peopleʼs
  Union of Prosperity. This big state is
  governed by a council of members from
  all over the continent, mostly women, and
  they
  elect
  a
  prime
  minister
  to
  take
  executive functions for 6 years.
  Their main concern is to provide their
  people with the resources and means they
  need to prosper, and are just now starting
  to explore the worlds of the Frontier, often
  joining the Peopleʼs Union in joint colonies
  (although they have a few of their own).
  Contrary
  to
  most
  of
  the
  other
  governments, their colonies focus more on
  establishing communities that can live and
  prosper
  on
  those
  planets
  than
  the
  extraction of resources and goods.
  Themes: Community, Idealism, Justice,
  Priorities, Neutrality.
  Over the last centuries the world faced
  many
  crises,
  and
  people
  saw
  large
  corporations absorb almost all the smaller
  businesses, making almost every single
  venue part of a larger conglomerate.
  These companies not only have great
  resources at their disposal, they also have
  great political influence and can sometimes
  establish their own colonies in space.
  >Avanc Corporation
  A
  multinational
  corporation
  originated
  from the former United States of America,
  Avanc is a conglomerate focusing on
  technological
  advances
  related
  to
  robotics, weapons and spaceship engines.
  Most
  of
  the
  spaceships
  currently
  in
  operation were made either by Avanc or
  some other corporation that licensed or
  copied their designs.
  Lately the corporation has been under a
  lot of pressure as they have been facing a
  lot of protests against their labor policies
  and
  the
  use
  of
  extensive
  robotic
  workforces.
  The
  colonies
  under
  their
  administration are also ones that people
  work the hardest and are usually still
  under debt.
  Avanc
  is
  very
  interested
  in
  alien
  technology and their latest projects are
  always
  claiming
  to
  use
  the
  latest
  discoveries in that department, even when
  they are just plain household appliances.
  Rumors even say the corporation has
  spies planted on all major government
  agencies to steal alien tech, and some
  governments arenʼt shy of accusing Avanc
  of doing just that.
  Themes:
  Alien
  Technology,
  Robots,
  Implants, Spaceships, Weapons.
  >Labyrinth Corporation
  A
  biotech
  conglomerate
  with
  its
  headquarters in Dubai, the first company
  to fully employ clones in their enterprises.
  Labyrinth Corporation leads in all matters
  related to bioengineering and biotech.
  They
  create
  bio
  weapons
  and
  the
  antidotes to counter them. They can create
  artificial limbs, organs and even people.
  Their next step is working on alien DNA.
  Many
  countries
  and
  religions
  oppose
  Labyrinth Corporation, especially when
  they started creating clones and people by
  design, playing “god” as their opposers
  would say. However, many people also
  saw the possibilities and advantages this
  could bring, allowing parents to plan their
  exact children and people to transform
  themselves in the exact image they wanted
  to see in the mirror.
  On the Frontier, the company leads many
  field researches on flora and fauna, and is
  desperately seeking to study alien DNA
  and how to use it to modify human
  biology. This leads to many accusations,
  linking them with the creation of the
  Devourers and other diseases affecting
  colonies. Of course, they deny everything.
  Themes:
  Genetics,
  Secret
  Projects,
  Cloning, Vaccines, Drugs.
  11.2 - Corporations
  45
  
  46
  12.1 - Colonies
  Across
  the
  Frontier
  and
  beyond,
  governments
  and
  corporations
  are
  establishing colonies on all kinds of planets. They have multiple purposes, but
  are usually focused on gathering valuable resources, performing important
  scientific studies, or providing a new home for the ever expanding humanity.
  d66 Colony Themes
  d66 Colony Themes
  11
  Old Academic Facilities
  41
  Prisons and Labor Camps
  12
  Crime Boss Turf
  42
  Temples and Churches
  13
  Construction Everywhere
  43
  Laboratories and Research
  Facilities
  14
  Rebelsʼ Refuge
  44
  Business Buildings
  15
  Criminal Heaven
  45
  Trash Fields
  16
  Technological Resistance
  46
  Eliteʼs Clubs
  21
  Bustling Commerce
  51
  Government Administration
  22
  Illegal Market
  52
  Graveyards and Funeral Houses
  23
  Monuments of the Past
  53
  Parks and Gardens
  24
  Military Facilities
  54
  Factories and Warehouses
  25
  Opulent Elite
  55
  Harbor and Spaceships
  26
  Untreated Pollution
  56
  Courthouse and Bureaucracy
  31
  Extreme Poverty
  61
  Nightclubs and Drug Dens
  32
  Seedy Restaurants and Bars
  62
  Vice and Prostitution
  33
  Rich Universities
  63
  Wild Nature
  34
  Poor Industries
  64
  Abandoned Colony
  35
  Sport Arenas
  65
  Constant Conflict
  36
  Banks and Corporations
  66
  Mysterious Ruins
  d66 Colony Structures
  d66 Colony Structures
  11
  Shrine Dedicated to the Deceased 41
  Pipeline
  12
  Abandoned Facilities
  42
  Grain Silo
  13
  Explosion Detritus
  43
  Bridge
  14
  Ruined Power Plant
  44
  Mining Barracks
  15
  Deep Mine
  45
  Monastery
  16
  Monument
  46
  Orchard
  21
  Piled rocks
  51
  Spaceport
  22
  Burned Installations
  52
  Dam
  23
  Prison
  53
  Farm
  24
  Outpost
  54
  Pasture
  25
  Industrial Complex
  55
  Psychiatric Hospital
  26
  Improvised Hospital
  56
  Power Tower
  31
  Ford
  61
  Military Base
  32
  Minefield
  62
  Graveyard
  33
  Huge Wall
  63
  Museum
  34
  Huge Antenna
  64
  Religious Temple
  35
  Ransacked Buildings
  65
  Science Laboratory
  36
  Weaponry
  66
  Train Station
  Toolkit
  To help you fill your universe with dangers, mysteries and opportunities for
  your spacers, this section presents a series of tables to assist you in the creation
  of locations, situations and adventure ideas.
  
  47
  d66 Colony Hazards d66 Colony Hazards
  11
  Avalanche
  41
  Blizzard
  12
  Brushfire
  42
  High Gravity
  13
  Cyclone
  43
  Dense Fog
  14
  Toxic Atmosphere
  44
  Magma Flow
  15
  Meteor Strike
  45
  High Radiation
  16
  High Atmospheric Pressure
  46
  Mudslide
  21
  Downpour
  51
  Low Atmospheric Pressure
  22
  Dust Storm
  52
  Earthquake
  23
  Eruption
  53
  Flooding
  24
  Predators
  54
  Quicksand
  25
  Heavy rain
  55
  Rockslide
  26
  Sandstorm
  56
  Sleet
  31
  Solar Flare
  61
  Low Gravity
  32
  Systems Failing
  62
  Hostile Flora
  33
  Icestorm
  63
  Corrosive Atmosphere
  34
  Snow
  64
  Extremely Hot
  35
  Thunderstorm
  65
  Tsunami
  36
  Extremely Cold
  66
  Reactor Meltdown
  d66 Colony Findings
  d66 Colony Findings
  11
  Blood Stains
  41
  Sleeping Individual
  12
  Bones
  42
  1d20 Oxygen Canisters
  13
  Bloody Vacsuit
  43
  Torn Government Flag
  14
  Pile of Bullet Shells
  44
  Strange Creatureʼs Tracks
  15
  Old Backpack with a Human
  Hand
  45
  Old Spaceship with Broken Engine
  16
  Pack of Cigarettes
  46
  Something Buried
  21
  A Communicator Still Turned On
  51
  Bottle of Fuel with a Piece of Cloth
  22
  A Diary Full of Scribbles
  52
  Lost Individual
  23
  Pit with a Corpse Inside
  53
  A Dismembered Robot
  24
  Scared Pet
  54
  Facilitiesʼ Map
  25
  Working Planetary Radio
  55
  Smashed Down Tablet Computer
  26
  Barrel of Spaceship Fuel
  56
  Solar Power Generator
  31
  Barrel of Moonshine
  61
  Smuggling Goods
  32
  Alien Carcass
  62
  Military Patrol
  33
  Electronic Tools
  63
  Abandoned Bunker
  34
  Mechanical Tools
  64
  Box of Ammunition
  35
  1d4 Planetary Walker
  65
  Locked Facility with Something
  Alive Inside
  36
  Chainsaw
  66
  Tank
  
  48
  11.2 - The Weird
  Away from Earth, humanity discovered the universe isnʼt as predictable as science taught
  them. As they started using technology that allowed them to fold time to reach further and
  further galaxies, they stumbled on weird events, vistas and situations. Time, space and
  other things we take for granted donʼt really function the way we imagine they do all the
  time.
  d66 Weird Space Scenes
  d66 Weird Space Scenes
  11
  A Spaceship Glitching In And Out Of
  Existence
  41
  A Planet That Seems To Be Following
  The Spaceship
  12
  A Star That Irradiates Darkness
  42
  A Nebula That Shows Nightmarish
  Images For Those Inside It
  13
  A Gigantic Black Prism Floating In
  Space
  43
  Naked People Floating In Space As If
  Swimming
  14
  Asteroid Field That Seem To Move In A
  Predetermined Pattern
  44
  A Derelict Spaceship That Hasnʼt Been
  Built Yet.
  15
  A Really Small Spaceship, As If It Has
  Shrinked
  45
  A Spaceship Using Their Weapons For
  No Reason
  16
  A Micro Planet, From Where A Distress
  Signal Is Emitted
  46
  A Distress Signal Coming From A Black
  Hole
  21
  A Star That Emits Coldness Instead Of
  Warmth
  51
  A Planet That Has An Anti-gravity Field,
  Repelling Anything Approaching It
  22
  A Spaceship Just Like The Spacersʼ
  One With Which They Cannot Interact
  52
  A Humanoid Shape Made Entirely Of
  Energy That Walks Toward The
  Spaceship
  23
  Meteors That Suddenly Stop When
  Getting Near The Spaceship
  53
  A Planet Exploding And Reforming As
  If In A Time Loop
  24
  A Planet With Gigantic Alien Structures 54
  Dozen Of Derelict Ships In Perfect
  State But Deserted
  25
  A Space Station Shattered In Half
  55
  A Great Solar Power Plant Frozen In
  Space
  26
  A Colony Abandoned Years Ago
  Emoting A Recent Distress Signal
  56
  Some Strange Gigantic Geometrical
  Polyhedron That Keeps Changing
  Shape.
  31
  Spacers See Themselves In Different
  Ages Around Their Spaceship
  61
  An Alien Spaceship Seems To Be
  Following The Spacers But Never
  Within Reach
  32
  A Large Inhabited Colony That Is
  Nowhere On Record
  62
  A Space Station That Should Be Here
  Isnʼt
  33
  A Great Explosion Far Deep Within
  The System
  63
  An Old House Floating In Space
  34
  What Seems To Be Gigantic Aquatic
  Animals Similar To Jellyfish
  64
  A Gigantic One Eyed Head Sculpture
  Made Of A Stone The Emits A Green
  Halo
  35
  A Planet That Looks Exactly Like Earth
  But Humanity Never Inhabited It
  65
  A Planet That Looks Exactly Like Earth
  But Humanite Lead It To A Great
  Catastrophe
  36
  A Great And Extensive Alien Plant That
  Holds Many Asteroids Together
  66
  A Robot Of Alien Design Floating In
  Space
  
  49
  d66 Weird Space Events
  d66 Weird Space Events
  11
  Spaceshipʼs AI Canʼt Recognize The
  Spacers Anymore
  41
  Spaceshipʼs AI Becomes Self
  Destructive
  12
  After A Fold Jump, The Spacers Realize
  They Have Gone Back In Time
  42
  After A Fold Jump, The Spacers
  Realized They Have Travelled To The
  Future
  13
  After A Fold Jump, The Spacers Realize
  Time Has Come To A Halt
  43
  All Around Them, Space Seems To
  Have Become Two-dimensional
  14
  No Matter How Long They Travel, The
  Spacers Never Arrive
  44
  The Spacers Arrive Much Sooner To
  Their Destination, As If Space Was
  Shortened
  15
  The Spaceship Is Getting Smaller And
  Smaller
  45
  The Spaceship Is Getting Bigger And
  Bigger
  16
  The Spaceship Sensors Is Detecting
  Another Spaceship But They Canʼt See
  It
  46
  The Spaceship Sensors Canʼt Detect
  The Planet They Are Seeing
  21
  The Spacers Are Getting Older Faster
  Than Usual, In An Alarming Rate
  51
  The Spacers Are Getting Younger,
  Possibly Regressing Before Their Birth
  22
  The Spaceship Is Being Pulled By An
  Amazingly Strong Gravitational Pull
  They Canʼt Pinpoint
  52
  The Spaceship Is Suddenly In A State
  Of Disrepair As If It Has Been
  Abandoned For Years
  23
  The Spaceshipʼs AI Is Infected By An
  Alien Virus That Tries To Make
  Experiments On The Crew
  53
  The Spaceshipʼs AI Loses Its Memory
  And Wants To Learn Everything Again
  Asking The Spacers
  24
  Time Is Slowed Down And Everything
  Seems To Be Happening In Slow
  Motion
  54
  Time Is Accelerated And Things Seem
  To Be Happening In Fast Forward
  25
  The Spacers Are Getting Smaller And
  Smaller
  55
  The Spacers Are Getting Bigger And
  Bigger
  26
  The Spacers Are Seeing Memories
  Manifesting As If They Were
  Happening Again
  56
  The Spacers Are Seeing Visions Of A
  Future That Is Very Likely To Happen
  31
  The Spacers Realized They Have Been
  In This Mission Before
  61
  The Spacers Find Their Own Spaceship
  Carcass, Blown From Inside
  32
  The Spacers Discover They Are Actually
  Clones From Other People
  62
  The Spacers Receive A Transmission
  About A Great Catastrophe
  33
  An Alien Spaceship Appears And
  Sends A Undecipherable Message To
  The Spacers
  63
  A Nearby Star Collapses And Turns
  Into A Black Hole
  34
  The Spacers Realize The Memories
  They Have Are False
  64
  The Spacers Start To Remember Events
  They Have Lived And Were Erased
  From Their Memory
  35
  An Asteroid Field Is Forming Around
  The Spaceship
  65
  The Spaceship Becomes Immaterial
  36
  All The Spaceship Power Supply Is
  Drained
  66
  The Spaceship Engines Is Mysteriously
  Overcharging And Will Explore
  
  d66 Weird Planetary
  Scenes
  d66 Weird Planetary
  Scenes
  11
  Colonists Harming Themselves
  41
  Desperate Individual Claiming To See
  Everyoneʼs Death
  12
  Blood Entrails Spelling A Message
  42
  People Firing Weapons At Unseen
  Enemies
  13
  A Cloud Of Prismatic Smoke That
  Moves Without Wind
  43
  A Fire That Doesnʼt Burn Engulfing
  People In Trance
  14
  The Colony Is Empty As If Everyone
  Disappeared
  44
  Colonists Sleeping On The Floor
  15
  Old Backpack Full Of Rotting Human
  Fingers
  45
  A Wall Scribbled With Alien Symbol
  Made With Blood
  16
  Skinned Human Corpses
  46
  Colonists Hiding In Their Homes
  21
  Colonist Eating As If They Were
  Starving For Days Without Stopping
  51
  Water Has Turned Blood Red
  22
  Bullets Stuck Flying Mid Air As If Time
  Stopped For Them
  52
  A Great Dark Obelisk Always On The
  Horizon
  23
  Colonists Just Standing There And
  Doing Nothing
  53
  An Entire Facility Just Fading Off
  Existence
  24
  Alien Flora Growing In Alarming Rate
  54
  A Star Getting Bigger And Bigger In
  The Sky
  25
  Local Computer Terminals Displaying
  Alien Characters
  55
  Metal Melting Even Under Normal
  Temperatures
  26
  Nearby Star Disappearing
  56
  Ancient Human Skeletons Found
  Underground
  31
  Large Volume Of Liquids Floating In
  The Atmosphere
  61
  People Who Were Supposed To Be
  Dead Walking Around
  32
  Strange Lights Coming Out Of The
  Ground
  62
  Light Being Sucked By A Small Dark
  Sphere
  33
  A Colonist Tearing Their Eyes Off
  63
  A Colonist Aging Very Quickly
  34
  Rust Consuming Structures In An
  Alarming Rate
  64
  Insects Acting In Unison And In Great
  Numbers
  35
  A Spaceship Leaving The Planet All By
  Itself
  65
  People Acting Like Mindless Zombies
  36
  An Explosion Frozen In Time
  66
  People Acting Like In A Rewind
  Recording, Going Back In Time
  50
  
  d66 Weird Planetary
  Events
  d66 Weird Planetary
  Events
  11
  Crumbling Building, As If Time Was
  Accelerated
  41
  Things Are Freezing Even Though
  Temperature Is Average
  12
  Things Are Being Set Into Self
  Destruction Sequences
  42
  People Are Becoming Increasingly
  Violent
  13
  The Atmosphere Is Become Charged With
  Electromagnetism Beyond Normal Levels
  43
  The Dreams Of Sleeping Colonists Are
  Manifesting As Real Things
  14
  Swarms Of Alien Insects Are Devouring
  Everything In Their Path
  44
  People Are Becoming Telepaths All Of
  A Sudden
  15
  People Are Getting Yonder By The
  Minute, Possibly Disappearing Soon
  45
  Ais Are Awakening In All Sorts Of
  Electronic Devices
  16
  Plant Life Is Becoming Mobile And
  Intelligent
  46
  Great Alien Characters Are Appearing
  In The Sky, Formed By Nothing But Light
  21
  Rain Is Washing The Colors Of
  Everything It Wets
  51
  People Are Becoming Crystallized And
  Itʼs Contagious
  22
  People Canʼt Die, No Matter What
  52
  A Great Pit Opens In The Middle Of The
  Colony Revealing Old Alien Machinery
  23
  The Colony Is Stuck In A Time Loop
  Repeating The Same Week Over And Over 53
  Time Passes Slower In The Colony Than
  On Other Planets
  24
  Time Passes Faster On The Colony Than
  On Other Planets
  54
  Buildings And Facilities Change Place
  At Random And No One Knows Where
  They Are
  25
  Cold Fire Rains From The Sky
  55
  Peopleʼs Consciousness Are Trading
  Bodies At Random
  26
  People Are Having Collective Dreams
  About An Alien Planet
  56
  People Are Having Collective
  Nightmares About A Cataclysmic Event
  31
  Things Are Catching On Fire
  Spontaneously
  61
  Animals Are Appearing Out Of
  Nowhere
  32
  Clones Are Being Made And No One
  Knows Whoʼs Who
  62
  Messages From The Past Are Being
  Received By The Colonyʼs Computers
  33
  Messages From The Future Are Being
  Received By The Colonyʼs Computers
  63
  Colonists Are Constantly Melancholic,
  Talking About Things That Are Yet To
  Happen
  34
  The Atmosphere Is Changing,
  Becoming Toxic To Humans
  64
  The Colony Security System Is
  Activated And Becomes Hostile To
  Anyone
  35
  People Donʼt Age Or Need Food And
  Water Here, But Become Increasingly
  More Indifferent
  65
  No One Can Leave The Planet As
  Coincidences Keep Preventing This
  From Happening
  36
  Desires Become Reality In The Planet
  66
  The Spacers See Themselves Coming From
  Space, Urging Them To Leave At Once
  51
  
  Around the universe, aliens of many species and civilizations have left traces of their
  passages that are now being encountered by humanity. These are strange locations which
  hide many secrets humans are eager to uncover, even if it means they are exposed to great
  risks.
  11.3 - Alien Ruins
  d66 Alien Ruin’s
  Structure
  d66 Alien Ruin’s
  Structure
  11
  Amazingly Tall Spire
  41
  Large Trapezoid With Many Geometric
  Holes
  12
  Two Cubes Perched On One Another
  42
  Two Pyramids On Top Of One Another,
  Touching By The Tip
  13
  Series Of Cubes Of Multiple Sizes
  Arranged In A Pattern
  43
  A Great Labyrinth Organized Around
  A Hexagon
  14
  Gray Flat Oval With Smaller Ovals
  Above It
  44
  A Giant Egg Shaped Building, With
  Many Smaller Egg Shaped Structures
  Around It
  15
  A Gigantic Three Shaped Tower
  Without The Leaves
  45
  Something That Looks Like A Whirlwind
  Of Wires
  16
  Great Number Of Poles Of Many Sizes
  And Widths
  46
  Something That Resembles A Great
  Flower Blossoming
  21
  Series Of Concentric Rings
  51
  Large Icosahedron Balanced On One
  Of The Vertices
  22
  Something Resembling A Large Soft
  Mass
  52
  A Series Of Abstract Shapes Arranged
  In A Pattern Over Large Square
  Pedestals
  23
  A Gigantic Circular Portal With A
  Massive Door
  53
  A Series Of Tall Thin Trapezoids
  Arranged In Line For Long Distances
  24
  A Series Of Tunnels Arranged Similarly
  To A Spiderʼs Web
  54
  A Really Tall And Steep Pyramid That
  Ends In A Gigantic Sphere
  25
  A Funnel That Goes Deeper And
  Deeper Until It Reaches A Small
  Pyramid
  55
  Large Structure That Somewhat
  Resembles A Sleeping Human Laying
  Down
  26
  A Large Tower With Many Different
  Turrets That Resembles An Open Hand
  56
  A Large Spherical Structure With
  Hundreds Of Small Turrets Jutting From It
  31
  Gigantic Rings Floating One Above The
  Other, Always With Different Radius
  61
  An Abstract Shape That Resembles An
  Open Flame
  32
  Shaped Like A Sphinx
  62
  Three Octahedrons Atop One Another
  33
  Seven Spheres Connected To One
  Another By Curving Tunnels
  63
  A Great Pyramid With A Ring On The
  Top
  34
  Several Planes Atop One Another, All
  Connected By Prisma
  64
  A Large Cylinder From Where Several
  Others Come Out At The Top
  35
  A Great Tall Trapezoid From Where
  Several Cubes Come Out
  65
  Structures That Resemble Several Power
  Towers Joint Together
  36
  Several Planes Intersecting One
  Another In Different Angles
  66
  A Large Amorphous Mass Of Walls,
  Holes And Tunnels That Resemble
  Different Things To Different People
  52
  
  d66 Alien Ruin’s Features d66 Alien Ruin’s Features
  11
  Itʼs Made Of Billions Of Tiny Living
  Robots
  41
  Extravagantly Decorated With Abstract
  Patterns That Change Over Time
  12
  The Material It Is Built Of Is Extremely
  Magnetic
  42
  The Walls Shed A Faint Light When
  Touched
  13
  A Humming Sound Can Be Heard
  Inside
  43
  Something Is Pulsating Within The Walls
  14
  You Can Pass Through Walls As If They
  Were Water
  44
  The Walls Reflects The Thoughts Of
  People Inside It
  15
  No Light Can Illuminate Within
  45
  Itʼs Completely Silent Inside, And
  Nothing Makes A Sound
  16
  Itʼs Extremely Hot Inside
  46
  Itʼs Extremely Cold Inside
  21
  Itʼs Made Of Flesh
  51
  Itʼs Made Of Blood
  22
  Itʼs Made Of Plant Matter
  52
  Itʼs Made Of Solid Fire
  23
  Part Of It Is Holographic
  53
  Inside, Corridors Donʼt Always Lead To
  The Same Places
  24
  If Something Is Broken Inside, It
  Regenerates Quickly
  54
  Itʼs Toxic To The Touch
  25
  Time Doesnʼt Pass Inside It
  55
  Time Passes Much Faster Inside It
  26
  Each Person Inside Enters A Pocket
  Dimension And Cannot See The Others 56
  People Inside Can Communicate
  Telepathically
  31
  The Structure Is A Living Thing, And Itʼs
  Hungry
  61
  There Are A Lot Of Buttons In Every
  Wall
  32
  Gravity Changes Direction On Every
  Room
  62
  Dark Thick Liquid Flows Through The
  Walls
  33
  Alien Symbols Appear And Disappear
  Seemingly At Random
  63
  Force Fields Blocks Some Passages
  34
  Images Of Other People Appear On
  The Walls, Asking For Help
  64
  There Are Images Of Strange Aliens
  Performing Horrendous Acts
  35
  Lines Made Of Light Cross The
  Structure, Moving At High Speed
  65
  A Voice Speaks In An Alien Language
  Inside Peopleʼs Head
  36
  Peopleʼs Consciousness Leaves Their
  Bodies Behind As Soon As They Enter
  66
  Peopleʼs Bodies Begin To Transform If
  They Linger Inside For Too Long
  53
  
  54
  d66 Alien Ruin’s Findings d66 Alien Ruin’s Findings
  11
  Intact Corpses Of Aliens
  41
  Lost Colonist With Amnesia
  12
  Blood Puddles Everywhere
  42
  Dozens Of Small Polyhedrons That Emit
  Light
  13
  Long Objects With Symbols That Hum
  When Touched
  43
  A Small Alien Spaceship
  14
  A Large Poll Of Purple Liquid
  44
  A Great Crystal That Exhales A Ozone
  Smell
  15
  Large Tanks With Small Alien Embryos
  Inside
  45
  Large Broken Tanks With Amniotic
  Liquid On The Floor
  16
  Glass Cases With Human Organs
  Inside
  46
  A Naked Human With An Alien Device
  Attached To Their Cervix
  21
  An Alien Garden With Weird
  Bioluminescent Fruit
  51
  A Waterfall Running Upward
  22
  Holographic Recordings Of The
  Spacersʼ Life
  52
  Images Showing Aliens That Look A Lot
  Like Humans
  23
  Pool Of Dark Viscous Liquid That
  Moves On Its Own, As If Alive
  53
  A Room With Many Holographic
  Symbols One Can Interact With
  24
  A Holographic Recording Of An Alien
  Species Evolution
  54
  A Series Of Tubes And Containers
  Containing Different Liquids, All
  Connected
  25
  Some Sort Of Machinery That Emits A
  Hum And Makes The Structure Tramble
  From Time To Time
  55
  A Series Of Screens Showing Various
  Spacers In The Colony Right Now
  26
  What Seems Like A Surgical Table With
  Strange Instruments And Machines
  Nearby
  56
  What Seems Like A Hall Of Mirrors,
  But The Reflections Can Act
  Independently
  31
  A Large Amount Of Viscous Eggs
  Spread Around The Room
  61
  A Large Amount Of Hatched Eggs With
  Amniotic Liquid On The Floor
  32
  Someone The Spacers Thought Was
  Dead
  62
  Someone The Spacers Just Saw A Few
  Moments Ago
  33
  A Humanoid Form Of Total Darkness
  That Mimics The Spacers
  63
  A Negative Room, Totally Dark, And
  Without Dimensions
  34
  A Miniature Planet That Seems To Be
  Real, With People On It.
  64
  A Room With Many Static Fields With
  Many Different Species Of Animals
  And Humanoids
  35
  A Giant Pulsating Alien Organ
  Connected With Wires
  65
  Dozens Of Large Fungi Beings
  Expelling Fluorescent Spores
  36
  An Impenetrable Door, With No
  Handles
  66
  A Portal Showing An Alien Planet On
  The Other Side
  
  55
  d66 Alien Ruin’s Hazards
  d66 Alien Ruin’s Hazards
  11
  Moving Walls
  41
  Freezing Rays
  12
  Extreme Radiation
  42
  Psychic Blast
  13
  Lack Of Atmosphere
  43
  Dense Smoke
  14
  Crushing Ceiling
  44
  Acid Floor
  15
  Toxic Gases
  45
  Fire Walls
  16
  Falling Floor
  46
  Electric Barriers
  21
  Submarine Section
  51
  Laser Cutters
  22
  Deafening Noise
  52
  Constant Tremors
  23
  Pockets Of Vacuum
  53
  Flooding Sections
  24
  Rooms With Extremely High Pressure
  54
  Varying Gravity
  25
  Slippery Halls
  55
  Scary Holograms
  26
  Slowly Corroding Atmosphere
  56
  Alien Virus
  31
  Grasping Appendages
  61
  Piercing Projectiles
  32
  Energy Cage
  62
  Mutagenic Serum
  33
  Mind Controlling Computer
  63
  Sleeping Ray
  34
  Decomposing Virus
  64
  Sharp Blades
  35
  Alien Spores
  65
  Hostile Alien Flora
  36
  Dimensional Swap
  66
  Time Altering Room
  
  Sooner or later the spacers need to take a job and get their hands dirty for someone. At
  least they get paid. We hope.
  11.4 - Job Ideas
  In the space horror genre of stories, there is always something bad that is about to
  happen, and the spacers are always running against the clock. Referees can use this table
  to add complications to their games, making things more interesting.
  11.5 - Impending Catastrophe
  d20
  Client
  Problem
  Complication
  1
  Lara, A Medic
  Hunted By Assassins
  Has A Dark Secret
  2
  Philip, A Mechanic
  Wants To Find A New
  Home
  Is A Pyromaniac
  3
  Alan, A Scientist
  Needs Their Papers
  They Were Stolen
  4
  Gallegher, A Farmer
  Is Infected By Alien
  Disease
  Hides The Truth
  5
  Brianna, A Marine
  Heard A Cry For Help
  Hear Voices
  6
  Giuliana, An Archeologist Wants To Find Something It Involves Friends
  7
  Adam, A Bounty Hunter
  Wants To Find Someone
  Place Full Of Aliens
  8
  Valeria, A Drug Dealer
  Needs A Fix
  Canʼt Be Trusted
  9
  Salazar, A Businessman
  Needs To Recover
  Something Stolen
  They Set This All Up
  10
  Alanis, An Artist
  Their Friend Disappeared They Are Dying
  11
  Nate, An Engineer
  Searching For An Artifact Has A Split Personality
  12
  Mara, A Journalist
  Is Lost
  They Carry A Valuable
  Cargo
  13
  Thomas, A Military
  Officer
  Has Been Attacked
  Is Being Influenced By
  Aliens
  14
  Diana, A Cook
  Needs Special
  Ingredients
  Itʼs Only Available In A
  Distant Colony
  15
  Rachel, A Corporate Rep Need Their Laptop Back
  Involves A Rival
  16
  Pablo, A Child
  Needs To Find Their Pet
  In An Alien Ruin
  17
  Gabriela, A Filmmaker
  Wants To Find A Place
  Itʼs Not Where They
  Think It Is
  18
  Kiara, A Politician
  Wants To Recruit People
  They Are Always Drunk
  19
  Yuri, A Miner
  Wants To Find A Loved
  One
  Theyʼre A Psychic
  Projection
  20
  Andrea, An Explorer
  Wants To Get Rich
  Itʼs In A Very Specific
  Place
  1. A family member is dying soon.
  2. The spaceship is running out of fuel.
  3. The spacers will run out of food.
  4. Their friend will disappear forever.
  5. Terrorist group will arrive.
  6. Hostile aliens will enter the location.
  7. Solar explosion will happen soon.
  8. Oxygen will run out.
  9. Guns will run out of ammo.
  10. It will be too cold to survive.
  11.The clones will assume their lives.
  12. The disease will spread to other places.
  13. The portal back home will close.
  14. The weapon will go off.
  15. Someone will be executed.
  16. The assassin will strike again.
  17. It will be too late for help.
  18. Rivals will do it first.
  19. The secret will be revealed.
  20. The defenses will be brought down.
  56
  
  21. The machine will break down.
  22. The alien intelligence will take over.
  23. Peopleʼs fear will become real.
  24. The eggs will hatch..
  25. Their memories will be erased.
  26. The debt will be collected.
  27. The word will break apart.
  28. The bomb will go off.
  29. Space will be forever distorted and
  lose one dimension.
  30. A meteor will strike.
  31. A spaceship infested with an alien
  virus will arrive.
  32. Time will go so fast people will age
  and rot in minutes.
  33. Time will regress so fast, people will
  revert to nothingness.
  34. Everyone will leave them behind.
  35. A nuclear attack will happen.
  36. The data files will be lost.
  37. They will run out of potable water.
  38. The corporation will erase all evidence.
  39. Time will freeze forever.
  40. The information will fall in the wrong
  hands.
  41. The media is going to find out everything.
  42. The rescue team will leave.
  43.
  The
  hallucinations
  will
  become
  permanent.
  44. The beast will wake up.
  45. Time will run out to pay the ransom.
  46. The computer will be completely
  infected with the virus.
  47. The computer will initiate the self
  destructing sequence.
  48. The group will be arrested.
  49. They will lose s lot of Credits.
  50. Mercenaries will take over.
  51. The universe will forget about them.
  52. The experiment will be completed.
  53. The black hole will pull everything in.
  54. The poison will be released.
  55. The alien AI will wake up.
  56. Everyone will sleep forever.
  57. Life support will fail.
  58. The generator will explode.
  59. The computer will take over.
  60. It will be too late for medical treatment.
  61. Toxic gas will be released.
  62. Radiation will be too strong.
  63. The reactor will melt down.
  64. The aliens will steal their memories.
  65. The drug will be released in the
  ventilation system.
  66. War will be declared.
  67. The group will be captured.
  68. The place will be locked down.
  69. The spy will escape.
  70. The spaceship will take off.
  71. The antidote will be destroyed.
  72. The game will be over.
  73. The aliens will attack.
  74. The aliens will leave.
  75. The message will be lost.
  76. The military will intervene.
  77. The law will be passed.
  78. The colony will be established.
  79. The spaceship will fall.
  80. The robots will go awry.
  81. The experiment will be sabotaged.
  82. An alien will be cloned.
  83. The colony will be taken over.
  84. The defense system will go back online.
  85. The recordings will be delivered.
  86. The files will be stolen by the rival
  organization.
  87. Everything will sink in the ocean.
  88. The artificial gravity will be turned off.
  89. The alien machine will turn on.
  90. The pursuers will catch up.
  91. The scientists will go on with the tests.
  92. The corporation will start selling the
  product.
  93. The government will find out the truth.
  94. The missile will be launched.
  95. The distress signal will reach someone.
  96. The group will be discovered.
  97. The electric storm will reach the
  station.
  98. Reinforcement will arrive.
  99. The alien flower will blossom.
  100. The colonists will change into monsters.
  57
  
  Here are two d100 tables that combined can help inspire Referees to come up with
  interesting situations to make the universe alive. Roll them together and combine the results.
  11.6 - Random Event
  d100 Event/Action
  d100 Event/Action
  01
  Acquire
  51
  Help
  02
  Advance
  52
  Hold
  03
  Affect
  53
  Hunt
  04
  Apprehend
  54
  Impress
  05
  Arrive
  55
  Initiate
  06
  Assault
  56
  Inspect
  07
  Attack
  57
  Investigate
  08
  Avenge
  58
  Journey
  09
  Avert
  59
  Learn
  10
  Await
  60
  Leave
  11
  Begin
  61
  Locate
  12
  Betray
  62
  Lose
  13
  Boost
  63
  Manipulate
  14
  Breach
  64
  Mourn
  15
  Break
  65
  Move
  16
  Challenge
  66
  Obscure
  17
  Change
  67
  Oppose
  18
  Charge
  68
  Overwhelm
  19
  Clash
  69
  Persevere
  20
  Command
  70
  Preserve
  21
  Communicate
  71
  Raid
  22
  Construct
  72
  Reduce
  23
  Control
  73
  Refuse
  24
  Coordinate
  74
  Reject
  25
  Create
  75
  Release
  26
  Debate
  76
  Remove
  27
  Defeat
  77
  Resist
  28
  Defend
  78
  Restore
  29
  Deflect
  79
  Reveal
  30
  Deliver
  80
  Risk
  31
  Demand
  81
  Safeguard
  32
  Depart
  82
  Scheme
  33
  Destroy
  83
  Search
  34
  Disregard
  84
  Secure
  35
  Distract
  85
  Seize
  36
  Eliminate
  86
  Serve
  37
  Enlude
  87
  Share
  38
  End
  88
  Strengthen
  39
  Endure
  89
  Summon
  40
  Escalate
  90
  Support
  41
  Escort
  91
  Suppress
  42
  Explore
  92
  Surrender
  43
  Falter
  93
  Swear
  44
  Find
  94
  Take
  45
  Focus
  95
  Threaten
  46
  Follow
  96
  Transform
  47
  Forsake
  97
  Uncover
  48
  Fortify
  98
  Uphold
  49
  Gather
  99
  Weaken
  50
  Guard
  100
  Withdraw
  58
  
  d100 Object/Focus
  d100 Object/Focus
  01
  Ability
  51
  Oath
  02
  Ally
  52
  Opinion
  03
  Balance
  53
  Opportunity
  04
  Blood
  54
  Passage
  05
  Bond
  55
  Path
  06
  Burden
  56
  Peace
  07
  Community
  57
  Peril
  08
  Conflict
  58
  Plan
  09
  Corruption
  59
  Portent
  10
  Creation
  60
  Possession
  11
  Death
  61
  Power
  12
  Debt
  62
  Price
  13
  Decay
  63
  Pride
  14
  Deception
  64
  Prize
  15
  Desolation
  65
  Problem
  16
  Destiny
  66
  Protection
  17
  Direction
  67
  Purity
  18
  Dream
  68
  Quest
  19
  Duty
  69
  Refuge
  20
  Enemy
  70
  Relationship
  21
  Faction
  71
  Renown
  22
  Faith
  72
  Resources
  23
  Fame
  73
  Revenge
  24
  Family
  74
  Riches
  25
  Favor
  75
  Rival
  26
  Fear
  76
  Ruin
  27
  Fellowship
  77
  Rumor
  28
  Freedom
  78
  Safety
  29
  Greed
  79
  Secret
  30
  Hate
  80
  Solution
  31
  Hazard
  81
  Spirit
  32
  Health
  82
  Stranger
  33
  History
  83
  Strength
  34
  Home
  84
  Structure
  35
  Honor
  85
  Superstition
  36
  Hope
  86
  Supply
  37
  Idea
  87
  Survival
  38
  Illness
  88
  Time
  39
  Labor
  89
  Tool
  40
  Land
  90
  Trade
  41
  Language
  91
  Truth
  42
  Law
  92
  Vengeance
  43
  Leader
  93
  Wall
  44
  Loss
  94
  War
  45
  Love
  95
  Warning
  46
  Memory
  96
  Weakness
  47
  Momentum
  97
  Weapon
  48
  Monster
  98
  Wisdom
  49
  Mysticism
  99
  World
  50
  Nature
  100
  Wound
  59
  
  1._______________________
  2._______________________
  3._______________________
  4._______________________
  5._______________________
  6._______________________
  7._______________________
  8._______________________
  9._______________________
  10.______________________
  11.______________________
  12.______________________
  _________________________
  _________________________
  _________________________
  
  Saves
  Roll a d20 equal to or under then your
  STR, DEX or WIL.
  Opposed Saves: Lowest result on a
  d20 wins.
  Advantage: Roll 2d20 and keep the
  lowest result.
  Disadvantage: Roll 2d20 and keep the
  highest result.
  Combat
  Your spacer can move and take an action
  each round.
  Initiative: When in doubt, make a DEX
  Save to act before an enemy.
  Attacks: Roll your weaponʼs damage
  and deal that much points to an enemy,
  subtracting their armor. Impaired attacks
  inflict 1d4 points. Enhanced attacks inflict
  1d12 points.
  Damage:
  Damage
  reduces
  HP
  first.
  When HP reaches 0, it reduces STR.
  When taking STR damage, make a STR
  Save. If you fail, you are Injured.
  Death: If your STR reaches 0 or youʼve
  been Injured for 6 turns, you die.
  Conditions
  Deprived: When Deprived of something
  important
  (water,
  food),
  you
  cannot
  benefit from Rests.
  Exhausted: After two days without a
  Long Rest, you become exhausted and
  receive Disadvantage on Saves.
  Injured:
  You
  are
  incapacitated
  and
  cannot take any actions. If youʼre left
  untreated for 6 turns, you die.
  Blind: When Blinded, Saves relying on
  vision suffer Disadvantage.
  Deaf: When Deaf, Saves relying on
  hearing suffer Disadvantage.
  Stress
  When
  your
  spacer
  witnesses
  horrible
  scenes, they may suffer Stress and take
  WIL damage if they fail a WIL Save. The
  severity of the damage varies with how
  horrific it is for the character.
  Crisis Event: When your WIL is reduced
  to 0, you suffer a Stressful Event.
  Recovering
  Stress:
  You
  need
  your
  Personal Item to recover WIL with Rests.
  Resting
  Short (1 turn): Restores 1d6 HP.
  Long (1 watch): Restores all HP. If HP is
  full, restores 1d6 to an Attribute.
  Full
  (1
  week):
  Restores
  all
  HP
  and
  Attribute damage.
  Hazards
  Starvation: 1 day without food gives
  you a Deprived condition. After 5 days,
  suffer 1d6 points of damage per day.
  Dehydration: 1 day without water gives
  you a Deprived condition. After 2 days,
  suffer 1d6 points of damage per day.
  Vacuum: If youʼre exposed to Vacuum,
  you suffer 1d8 points of damage per
  round.
  Pressure: Slightly higher or lower ATM
  makes you feel dizzy and weak, suffering
  Disadvantage
  on
  all
  Saves.
  Considerably higher or lower ATM makes
  you feel sick and suffer 1d6 points of
  damage
  per
  watch
  and
  suffer
  Disadvantage on all Saves. Extremely
  higher or lower ATM makes your body
  begin to collapse. You suffer 1d6 points of
  damage per round, and cannot act, only
  moving at half speed.
  Suffocating: You can hold your breath
  for twice as many rounds as your STR
  score. If caught by surprise, you can only
  hold for a half that time. Every round
  thereafter inflicts 1d6 points of damage.
  Extreme Temperatures: Make a STR
  Save
  when
  exposed
  to
  Extreme
  Temperatures. If you fail, you suffer 1d4
  points of damage.
  Light Radiation: Make a STR Save
  every
  hour
  or
  feel
  sick,
  suffering
  Disadvantage to all Saves. The effect
  persists for 1d6 turns after exposure ends.
  Mild
  Radiation: Make a STR Save
  every
  turn
  or
  feel
  sick,
  suffering
  Disadvantage to all Saves and suffer
  1d6 points of damage. The sickening effect
  persists for 1d6 hours after exposure
  ends.
  Extreme
  Radiation:
  You
  feel
  sick,
  suffering Disadvantage on all Saves
  and suffer 1d6 points of damage per
  round. The sickening effect persists for
  1d6 days after exposure ends.
  Slightly higher Gravity: Makes STR
  and DEX Saves with Disadvantage,
  when
  related
  to
  lifting
  weights
  and
  physical agility.
  Slightly lower Gravity: Makes STR and
  DEX
  Saves
  with
  Advantage,
  when
  related to lifting weights and physical agility.
  Considerably higher Gravity: Makes
  STR and DEX Saves with Disadvantage,
  when related to lifting weight and physical
  agility. Can only move or act each round.
  Overland speed halved.
  Considerably lower Gravity: Makes
  STR and DEX Saves with Advantage,
  when related to lifting weight and physical
  agility. Tasks requiring precision suffer
  Disadvantage on Saves.
  
  Can you
  Survive?
  Screams Amongst The Stars is a space
  horror survival role playing game
  (RPG). You and 2-5 friends play make-
  believe, creating a shared narrative of
  a group of spacers doing their jobs in
  the frontier colonies while terrible and
  horrifying things occur around and
  with them. The rules help keep the
  story you tell consistent, interesting
  and challenging.
  You play a spacer, a person who lives
  and
  works
  in
  space,
  who
  finds
  themselves in a terrible situation (or
  maybe
  youʼre
  one
  of
  these
  few
  people that seek those situations). You
  could
  be
  space-truckers
  who
  accidentally open up a crater that
  should never have been filled with that
  sinister alien plant. Or maybe youʼre
  a group of scientists sent to study a
  newly found planet that contains alien
  ruins,
  where
  other
  groups
  have
  already disappeared. You could even
  play as a group of soldiers sent to a
  distant planet to capture a dangerous
  alien
  being
  after
  it
  killed
  all
  the
  inhabitants
  of
  the
  mining
  colony
  established there.
  Are
  we
  really
  Alone?
  
SOURCE: textdata/thevault/Old Skull Gallant Knight/Screams Amongst the Stars.pdf