80710906 Space Princess

Embed Size (px)

Citation preview

  • 7/30/2019 80710906 Space Princess

    1/50

  • 7/30/2019 80710906 Space Princess

    2/50

    TalesoftheSpacePrincessisCopyright2012JohnM.StaterOpenGameLicensev1.0Copyright2000,WizardsoftheCoast,Inc.

    IllustrationsbyJeffPrestonlicensedunderCreativeCommonsAttribution3.0UnportedLicenseSomeartworkcopyrightOctavirateEntertainment,usedwithpermission.

    IntroductionWhyandWhat 1GettingStarted 1TheDice 2PuttingitTogether 2Section 1.0Creating a CharacterDefiningTerms 3RollAbilityScores 3ChooseSpecies 4ChooseClassandLevel 6Equipment 9

    Section 2.0Rules of PlayGameTimeandMovement 13FoodandWater 13Tests 13

    LuckPoints 15Combat 15

    Section 3.0Space BattlesOrderofPlay 17PilotTests 17FiringWeapons 18NavigationChecks 18Spaceships 18

    DamageEffects 20Section 4.0The Space FortressRandomDangers 21Traps 21

    Chambers 22

    TheDarkLord 24TheSpacePrincess 24SampleofPlay 25Section 5.0MonstersBasics 28

    Astonishing Aliens 29

    FantasticBeasts 33LivingDead 37

    MenandSpacemen 38MutantFreaks 39RampagingRobots 42WeirdEntities 43

    Space Princess

    Tales of the

    Sci-Fi Role Playing Game

    ByJohnM.StaterCoverbyAllenAndersonInteriorIllustrationsbyJasonSholtis,JeffPreston,FrankKellyFreas,EdEmshwiller,JohnShoenherr,HubertRogers,GeraldMcConnell,FrankR.Paul,Leo&DianeDillonandOctavirateEntertainmentWorldsAtWarfontbyBlambot.com

  • 7/30/2019 80710906 Space Princess

    3/50

  • 7/30/2019 80710906 Space Princess

    4/50

  • 7/30/2019 80710906 Space Princess

    5/50

    ChapterThreecoversspaceshipbattlesusefulwhenateamof

    explorersareattemptingtoescapewiththeirprize.

    Chapter Four helps the Referee create the Space Fortress, Dark

    LordandSpacePrincessthatwillbefeaturedintheadventure.

    Chapter Five provides statistics for the aliens, monsters and

    robots that might be encountered during the course of an

    adventure.

    The DiceSpace Princess uses the sixsided, cubic dice most people are

    familiar with, but also makes use of several other types of dice

    that generate different ranges of numbers. These dice can be

    purchasedontheinternetorinmostgamingstores.

    Foursideddiceareabbreviatedd4

    Sixsideddiceareabbreviatedasd6

    Eightsideddiceareabbreviatedasd8

    Tensideddiceareabbreviatedasd10

    Twelvesideddiceareabbreviatedasd12

    Twentysideddiceareabbreviatedasd20

    Whenthegamecallsforacertaindicetoberolled,itusesthese

    abbreviationsandprecedesthemwiththenumberofdicetobe

    rolled.Ifthegameneedsyoutorollonesixsideddice,itasksyou

    toroll1d6. Ifthegameneedsyoutoroll twosixsideddice, it

    asksyoutoroll2d6.

    There are three additional types of dice that are called for in

    thegame.Noneofthesedicetechnicallyexist,butotherdicecan

    beusedforsuchrolls.

    Two sided dice are abbreviated d2. A two sided dice can be

    simulatedbyflippingacoin(youmustagreeinadvancewhether

    headsortailscountas1or2)orrollingad6andtreatingarollof

    1to3as1and4to6as2.

    Three sided dice are abbreviated d3. A three sided dice can be

    simulated

    by

    rolling

    a

    d6

    and

    treating

    a

    roll

    of

    1

    to

    2

    as

    1,

    a

    roll

    of3to4as2andarollof5to6as3.

    Percentile dice are abbreviated d100 or d%. To simulate a one

    hundredsideddice,rolltwod10.Thefirstdicecountsasthetens

    place,thesecondastheonesplace.Thus,ifthefirstdicewasa

    7andtheseconddicewasa5,therollwouldbeconsidereda

    75.Ifa0isrolledfortheonesplace,itiscountedasa0.

    Putting it TogetherOnceyouhaveassembledyourdiceandothergameequipment,

    youmustassembleagroupofplayers,forSpacePrincessisnota

    gametobeplayedalone.

    OneoftheplayersmustbedesignatedtheReferee.TheReferee

    is responsible for creating the Space Fortress that is to be

    explored,theDarkLordandhisminionsthataretobeovercome,

    andtheSpacePrincessthatistobefoundandrescued.Thiscan

    beagreatdealofwork,andshouldbeaccomplishedbeforeplay

    begins,forcreatingthesethingsontheflyistricky.

    When the adventure has been created and the players

    assembled,theRefereerunsthegame,describingtotheplayers

    what their characters see, hear and experience, and then

    adjudicatingtheirreactionsandresponsestotheseexperiences

    i.e.tellingthemwhentorolldicetoperformanactionandtelling

    themwhetherthatactionwassuccessful(andhowsuccessful).

    When rules disagreements arise, the Referees decision on the

    matter isfinal.ThisgivestheRefereeagooddealofpowerover

    thegameandhowit isplayed,andthusagreatresponsibilityto

    be fair and reasonable. Objections of players should be listened

    toandtheirargumentsconsideredcarefullybeforedecisionsare

    made.TheRefereemusttakecarenottobetoobigapushover,

    always catering to the whims and demands of the players, but

    mustalsonotbetoorigidorheartlessintheirdecisions.Whether

    agameexperienceissuccessfulandenjoyableoftenrestsonthe

    skilloftheReferee,sodonottakeupthejoblightly.

    The

    players

    have

    responsibilities

    as

    well,

    of

    course.

    They

    must

    come prepared to pay attention and engage in the spirit of the

    game.TheyshouldnotpestertheRefereewithcomplaintsabout

    howtheywouldprefertheactiontobegoing(i.e.dontbeaspoil

    sport when things arent going your way), and should endeavor

    tomaketheRefereesjobeasierwhenevertheycan.

    IfRefereeandplayersareallworkingtogetherandnottakingthe

    game more seriously than a game should be took, a good time

    shouldbehadbyall.

    Ohanddontforgetthesnacks.

    2

  • 7/30/2019 80710906 Space Princess

    6/50

    Section 1.0

    Creating a CharacterAgameofSpacePrincesspitsabandoffictionalscificharacters

    devisedandcontrolledbytheplayersagainstaStarFortressfilled

    withtrapsandmonstersdevisedbytheReferee.A laterchapter

    isdevotedtocreatingtheStarFortressandfillingitwithdangers.

    This chapter is devoted to helping the players create their

    fictionalcharacters.

    Before you create a character, youll need to write a few things

    downonasheetofpaper.Wewillrefertothissheetofpaperas

    yourcharactersheet.

    Thecharactersheetshouldlooksomethinglikethis:

    NAME: SPECIES/CLASS:STR HITDICEDEX HITPOINTSMEN SKILLKNO LUCK

    SKILLS:SPECIAL:GEAR:Defining TermsBeforewedelveintocharactercreation,itmakessensetodefine

    someofthetermsusedinSpacePrincess.

    Hit Dice (HD): Hit dice measure a characters competence at

    combat. A characters Hit Dice determine how many dice that

    characterrollstodeterminetheirhitpoints(seebelow).

    HitPoints(HP):Hitpointsareameasureofhowlongacharacter

    can last when suffering from various forms of trauma (including

    injuriesincurred

    in

    combat)

    before

    they

    fall

    unconscious

    or

    die.

    For each HD a character has, they roll one dice (the type varies

    withthecharactersclass)todeterminetheirhitpoints.

    DefenseRating(DEF):Acharactersdefenseratingmeasureshow

    harditistohurtorwearthemdownincombat.AcharactersDEF

    iscalculatedbytakingabaseof5andaddingtheirDEXandany

    bonustheyderivefromwearingarmor.

    Fight Rating (FIGHT): A characters fight rating measures how

    skilledacharacterisathurtingorwearingdownothersinmelee

    (i.e.handtohand)combat.

    ShootRating(SHOOT): Acharactersshoot ratingmeasureshow

    skilledtheyareathittingvictimswithrangedweapons.

    Skill Rating: A characters skill rating measures their ability to

    accomplish tasks and avoid certain doom from traps. A

    characters skill rating is determined by their class, but in most

    situationsis

    also

    modified

    by

    an

    ability

    score.

    Species: A characters species, whether human, robot or alien,

    grantsthemvariousspecialabilities.

    Class: A characters class is their career or profession. In Space

    Princess, characters can choose to be psychics, scientists,

    scoundrels or star warriors. Class determines a characters Hit

    Diceandtheirbasicskillratingandskills.

    Roll Ability ScoresCharacters in Space Princess are measured in terms of their

    physical

    and

    mental

    abilities

    with

    four

    ability

    scores:

    Strength,

    Dexterity,MentalityandKnowledge.

    Players roll their characters ability scores using three sixsided

    dice.Writetheseabilityscoresonyourcharactersheet.

    DICEROLL ABILITYSCORE3 0

    4 1

    56 2

    78 3

    912 4

    1314 5

    1516 6

    17 7

    18 8

    STRENGTH (STR)Strength measures ones physical muscle power and general

    toughness.HighstrengthprovidesabonustoFIGHTandabonus

    toacharactersHitPoints.

    3

  • 7/30/2019 80710906 Space Princess

    7/50

    DEXTERITY (DEX)Dexteritymeasuresonesagilityandhandeyecoordination.High

    dexterityprovidesabonustoSHOOTandabonustoonesability

    toavoidbeingdamagedincombat(i.e.DEF).

    MENTALITY (MEN)Mentality measuresoneswill powerandforceofpersonality.Ahigh mentality score provides a bonus to impose ones will on

    othersandtoresistdominationandfearcausedbyothers.

    KNOWLEDGE (KNO)Knowledgemeasures how much information a character knows,

    as well as their general level of education. A high knowledge

    score provides a bonus to create and repair special equipment

    andtooperatedeviceslikecomputersandspaceships.

    Choose SpeciesCharacters

    in

    a

    game

    of

    Space

    Princess

    can

    either

    be

    human

    beings, intelligent robots called androids or gynoids, or aliens.

    Makeanoteofanyspecialabilitiesderivedfromyourcharacters

    speciesonyourcharactersheet.

    HUMANHumancharactershavenospecial

    abilities, bonuses or penalties

    otherthanoneextraLuckPointto

    help them get out of dangerous

    situations intact. Humans in a

    sciencefictiongamecancomeina

    varietyofsizesandcomplexions.If

    one wants to play an 8ft. tall

    human being with blue skin, they

    neednotplayanalien,providingtheydonotwanttohaveany

    specialbenefitsthatgowithbeing8ft.tallorcoloredblue.

    ANDROID OR GYNOIDAndroids are sentient robots that

    resemble males, while gynoids are

    sentient robots that resemble

    females. Of course, your android

    character

    can

    look

    however

    you

    like

    it need not even be humanoid in

    configuration, although such a shape

    could influence how it interacts with

    theenvironmentinthegame(i.e.itis

    unabletoclimbawallbecause ithas

    noarmsorlegs,etc).

    Androids are immune to mental domination, fear and poison.

    Since they are specially designed, they can choose to move 1

    pointfromoneabilityscoretoanother.

    ALIENAliens come in a variety of different shapes and sizes. You can

    eitherinvent

    your

    own

    alien

    species

    on

    the

    spot,

    or

    your

    Referee

    mightprovideyouwithaselection.

    Step One: Choose Alien TypeAmphibians: Amphibian aliens resemble frogs. They can leap up

    to10pacesinasingleboundandcanmakegrappleattackswith

    theirtongues,whichstretch3paces.

    Avians: Avian aliens may look like birds or flying reptiles or

    mammals even flying insects. Their light bodies impose a 1

    penaltytoSTRanda+1bonustoDEX.Theyhavewings,allowing

    themtoflyatfastspeed.

    Crustaceans:Crustaceanalienshaveathickcarapacethatgrants

    them a +2 DEF. The player can choose to give them pincers in

    placeofnormalhands.Thesepincersmakeitdifficultforthemto

    handlerayguns(2tohitwithrangedweapons)andperformfine

    manual dexterity (2 to DEX tests). Pincers do 1d6 points of

    damageincombat.

    Fungoids/Plants: Fungoids and plants have thick skin and their

    lackof internalorgansmakesthemresistancetodamage,giving

    thema+2DEF.Theyare immunetopoisonsnotdesignedtokill

    fungus (i.e. fungicides) and their alien intellects give them a +2

    bonustoresistmentaldomination.

    Humanoid: Humanoid aliens look like human beings with slight

    physical differences pointed ears, red skin, six fingers on each

    hand or four toes on each foot. Humanoid aliens enjoy a +1

    bonus to one ability score (players choice), but suffer a 1

    penaltytoanotherabilityscore(Refschoice).

    Insects: Insect aliens have chitin that provides a +1 DEF. Their

    powerfulmandiblesdo1d6pointsofdamage.

    Mammals: Nonhumanoid mammals might resemble other

    members of the mammal kingdom, from dogs to cats to

    elephants

    and

    gazelles.

    They

    have

    thick

    fur

    or

    skin

    that

    gives

    them+1DEFandtheirclawsdo1d6pointsofdamage.

    Mollusks: Mollusk aliens that can leave the water are usually

    covered with a mucus membrane that makes them difficult to

    grapple in combat (2 to the attempt). Their tentaclelike limbs,

    ontheotherhand,givethema+2bonustograpple.

    4

  • 7/30/2019 80710906 Space Princess

    8/50

    Reptilians:Reptilianalienshavea+1DEFduetotheirscalyhides.

    If deprived of warmth, their speed becomes slow rather than

    normal.Areptiliansnaturalweaponsdo1d6pointsofdamage

    incombat.

    Weird: Weird aliens have no earthly shape. They may be

    spherical,conical

    or

    blobby

    in

    shape

    and

    move

    via

    tentacles

    or

    pseudopods.Weirdaliensareimmunetomindreadingandenjoy

    a+1bonustotestsagainstotherpsychicpowers.

    Step Two: Choose Alien Special AbilityEachaliencanchoosetoaddaspecialabilitytohisrepertoire.AbilityBonus:Thealienimprovesoneabilityscoreby+1.

    Bulk:Thealienisespeciallybulkyandheavy,makingitdifficultto

    knock over in combat (2 DEF) but reducing its speed from

    normaltoslow.

    Climbing:

    The

    alien

    can

    climb

    walls

    and

    ceilings

    as

    easily

    as

    it

    walksonaflatsurface,inthemannerofaspider.

    Electrical Field: The alien can generate an electrical field in the

    manner of some terrestrial eels. This can be used to energize

    electronicsor,onceperday,asashockingattackthatdeals1d6

    pointsofdamageandforcesandroidsandgynoidstomakeaSTR

    testorbestunnedfor1round.

    ESP: The alien can attempt to read anothers mind by making

    physical contact. The alien must make a MEN test to make

    contact,andthetargetcanmakeaMENtesttoresist.ESPreads

    the

    surface

    thoughts

    of

    the

    target.

    Attempting

    to

    access

    deeply

    personal secrets or forgotten knowledge permits the target to

    makeasecondMENtesttoresist.

    InfraVision:Thealiencanseeinthedarkviainfraredradiation

    inessence,itseesbodyheat.

    Leap:Thealiencanleapupto5pacesinanydirection.Amphibian

    aliensincreasetheirleapingby5paces.

    MindControl: Whether by hypnotic eyes, intoxicating spores or

    simple brain waves, the alien can attempt to impose its will on

    others. The target of the mind control can make a MEN test to

    negatethe

    effect.

    The

    mind

    control

    makes

    the

    victim

    believe

    the

    alienisagoodandtrustedfriend.Thealiencannotusethemind

    control to order the person to kill themselves, and orders that

    seriously counter the targets personal beliefs (like having them

    attack a loved one or betray a very valued cause) allow them a

    secondMENtesttoshakeoffthecontrol.

    MultipleArms: Multiple arms allow the alien to fight in melee

    combat with up to two weapons with no penalty, or with up to

    threeweaponsata 5penaltytoallattacks.

    Multiple Legs: Multiple legs increase the aliens speed by one

    category (i.e. from slow to normal or normal to fast) and give

    thema+2DEFagainstattacksintendedtoknockthemdown.

    StunningGrasp:Thealiencanstunotherswiththeirtouch.They

    mustmakeanormal,unarmedattackincombattomakecontact.

    ThevictimsuffersnormalunarmeddamageandmustpassaMEN

    testor

    fall

    unconscious

    for

    one

    combat

    round.

    SuperHearing: The alien has hearing beyond that of humans. A

    human can hear a person talking about 20 paces away. With

    superhearing,youcanhearfivetimesaswellasahumanbeing

    andcanhearfrequencieshigherandlowerthanhumanbeings.

    5

  • 7/30/2019 80710906 Space Princess

    9/50

    SuperScent: The alienhasa superacute sense of smell and can

    use it to track most creatures. If something interferes with the

    scenttrail,theymustmakeaMENtesttofollowit.

    Super Vision: The alien has visual capabilities beyond that of

    humans. A human cannot see clearly beyond about 700 paces,

    butwith

    super

    vision,

    an

    alien

    can

    see

    clearly

    up

    to

    3500

    paces

    away. In addition, they gain a +2 bonus on MEN tests to notice

    smallcluesandobscureobjects.

    Choose Class & LevelA class is a broad definition of a characters skills and

    background. Level refers to their experience in their chosen

    profession.Ayoungpersonwouldbeatthe lowest leveloftheir

    class,whileanoldmasterwouldbeatthehighest.Thedifference

    betweentheseskilllevelsismadeevenbytheuseofLuckPoints.

    A Luck Point can be used to grant an automatic success at an

    ability test. Young whippersnappers begin the game with three

    Luck

    Points,

    established

    characters

    have

    one

    and

    old

    masters

    have none. Once a Luck Point is used, it is gone forever

    somethingplayersmusttakeintoaccountiftheyaretoplaytheir

    charactersthroughmultipleadventures.

    PSYCHICPsychics are people with special mental powers, including the

    mindcontrol, ESPandstunningtouchpowersavailabletoaliens

    (see above). Psychics are moderately skilled at combat. They

    usually dwell with others of their kinds in monasteries, where

    theymeditateandseektobecomeonewiththeuniverse.

    HITDICE:

    Psychics

    roll

    d8

    to

    determine

    hit

    points

    REQUIREMENT:MENscoreof5orhigher

    SKILLS: Psychics add their SKILL to the following tests: Activate

    Psychic Power (MEN), Fast Talk (MEN), Leap & Swing (STR) and

    Swim(STR)

    STARTINGGEAR:Lasersword,monasticrobes

    LEVEL HITDICE SKILL POWERS LUCKApprentice 3 4 1 3

    Knight 5 8 3 1

    Master 7 12 5 0

    The psychic has a number of psychic powers depending on his

    level. To use a power, a psychic must make an activation test

    essentiallya MENtest against a DifficultyClass(DC) determined

    bythepowertobeactivated.Nopowercanbeusedmorethan

    once per hour. The player can choose these powers from the

    followinglist:

    Astral Projection (DC 20): The psychic can enter a trance and

    projecthisastralspiritfromhisphysicalbody.Thisastralspiritis

    incorporealandunabletointeractwiththephysicalworld.Astral

    spirits can only communicate using the power of telepathy. An

    astral spirit can travel freely through physical objects up to one

    mileawayfromthepsychicsphysicalbody.

    Clairvoyance (DC10): A psychic with these abilities can see and

    hearthegoingson inadifferentplaceanydistanceaway.Ifthe

    psychichasneverbeeninthisplace,ordoesnotknowsomebody

    present,hisactivationtestismadeat 5.

    CloudMinds(DC15):Withthisability,apsychiccancloudminds,

    makehimselfinvisibletocreatureswithminds.Anattackbythe

    psychicspoilstheeffect.Ifusedonmultiplesubjects,thepsychic

    suffersa 1penalty tohisMEN testactivate thepower foreach

    subjectbeyondthefirst.

    Ego Whip (DC 10): This is the ability to stun another sentient

    creature

    by

    causing

    terrible

    pain

    and

    trauma

    in

    their

    mind.

    A

    stunnedcreatureremainsstunnedforanumberofroundsequal

    tothepsychicshitdice.Anegowhipcanonlybeusedonasingle

    creatureatatime.

    EmpathicProjection(DC10):Thisistheabilitytoprojectpowerful

    emotions(anger,joy,sorrow,fear) inthemindofasubject.It is

    uptotheRefereetodeterminetheeffectstheseemotionsmight

    6

  • 7/30/2019 80710906 Space Princess

    10/50

    have on a situation. A psychic who fails his test to activate this

    power must make an additional MEN test or be struck with the

    emotionshewastryingtoimplant.

    ESP (DC 10): With this ability, the psychic can read a subjects

    mind.Delvingintosecretsoroldmemories imposesa 5penalty

    tothe

    activation

    test.

    Id Insinuation (DC 15): By insinuating his own thoughts and

    memories in an opponents mind, the psychic causes either

    confusion inthetarget.Afailuretoactivatethispowerproperly

    forcesthepsychictomakeaMENtestorsuffertheeffectsofthe

    confusion(seeSuperSciencebelow).

    Illusion(DC15):Thepsychiccanusethisabilitytoplantpowerful

    illusions insideapersonsmind.VictimscanmakeaMENtestto

    seethroughtheillusion.

    Mesmerism(DC15):Thisistheabilitytoputothersintoatrance,

    thus

    gaining

    the

    ability

    to

    question

    them

    truthfully

    or

    implant

    suggestions in their mind. Implanting a suggestion imposes a 5

    penaltyonthepsychicsactivationtest.

    Mind Thrust (DC15): With a sharp thrust of his mental powers

    intothemindofonesentientopponentwithinsight,thepsychic

    inflicts1d6pointsofdamageplusonepointofdamageforevery

    pointdifferencebetweenherownheropponentsMENscores.If

    anopponentsMENscoreisunknown,assumethatitisa4.Ifan

    opponent has a higher MEN score, the difference is subtracted

    fromthedamage.

    PsychicBlast(DC15):Apsychicblastworkslikeanegowhip,but

    insteadoftargetingasinglecreature,itstunscreaturesinacone

    (30ftlong,15ftwideatbase).

    PsychicSurgery(DC15):Psychicsurgerycanbeusedtodoublea

    creaturesnaturalhealingortograntasubjecta+1bonustoSTR

    testsagainstdiseasesandpoisons.Itcanalsobeusedtohealor

    inflict 2d6 points of damage. Healing requires the psychic to

    physically touch the subject, and the psychics activation test is

    madeata 5penalty.

    Psychometry (DC 10): This is the psychics ability to read the

    psychicvibrationsgivenoffbyanobjectorplace,allowinghimto

    learn

    elements

    of

    its

    history

    such

    as

    who

    last

    held

    the

    device,

    howitisoperatedortraumaticeventsthattookplacethere.The

    psychicmightsufferapenaltytoheractivationtestdependingon

    theageandprovenanceoftheobjectorplacebeingread.

    Telekinesis(DC15):This istheabilitytomovesmallobjectswith

    onesmind.Forprecisetelekineticcontrolofasmallobject(such

    asoperatingacomputerconsole),thepsychicsuffersa 5penalty

    tohisactivationtest.Thepsychicalsosuffersa 2penaltytohis

    activationtestforevery10poundsofweightoftheobjectbeing

    moved over 10pounds (i.e. 2for11to20pounds, 4for2130

    pounds).Thrownobjectsdo1d6pointsofdamageper10pounds

    ofweight,toamaximumof6d6.

    Telepathy (DC15): With this ability, the psychic can project his

    thoughts

    into

    the

    minds

    of

    other

    sentient

    creatures.

    Penalties

    may be applied to this ability based on the distance of the

    psychics target or when he tries to communicate with several

    peopleatonce.

    Teleportation(DC20):Thispowerallowsapsychictoteleportan

    object or creature. Teleporting multiple objects or creatures

    imposesa 1penaltytothepsychicsactivationtestpercreature

    orobjectbeyondthefirst.

    Transvection (DC 10): A psychic can use transvection to cause

    himselftolevitate.Itcanalsobeusedtofly,butthepsychicmust

    passaMENtesteachroundtomaintaintheflight.Thespeedof

    theflight

    is

    fast.

    SCIENTISTScientistsprovideabitofintellectualhefttoamission,alongwith

    many skills needed to survive in a star fortress. Scientists are

    usually well educated and, if human men, adorned with facial

    hair.Scientistshavespenttheirliveshoningtheirminds,nottheir

    fighting skills, so they are fairly weak at combat. When push

    comestoshove,thescientistusuallygetsoutoftheway, letting

    othersdothefighting.

    HITDICE:Scientistsrolld6todeterminehitpoints

    REQUIREMENT:KNOscoreof5orhigher

    SKILLS:ScientistscanaddtheirSKILLtothefollowingtests:Defeat

    Security(KNO),Identify&UseDevice(KNO),InventDevice(KNO),

    Navigation(KNO),RepairDevice(KNO)andRetrieveData(KNO)

    STARTING GEAR: Scientific tools, two pieces of super science,

    handweapon

    INVENTION: Scientists can collect components and parts while

    they adventure in a star fortress. Each bit of this treasure is

    givenavalue inSciencePoints,orSCI.Scientistscanusethese

    SCIto

    create

    super

    science

    items,

    provided

    they

    have

    their

    tools.

    Thebasechancetocreateaninventionisequaltothescientists

    skill + KNO the difficulty of the invention (see Super Science

    below). The scientist gains an additional +2 bonus if he has the

    useofalaboratory.

    Fabricatinganinventiontakestenminutesandcostsanumberof

    SciencePointsequaltothedifficultyratingoftheinventionbeing

    7

  • 7/30/2019 80710906 Space Princess

    11/50

    built. For every SCI spent above and beyond what is required, a

    scientist gets a 1 bonus to his Knowledge test. For every ten

    minutes spent beyond what is required, a scientist gets a +1

    bonustohisKNOtest.

    LEVEL HITDICE SKILL LUCKPOINTSStudent 2 4 3

    Doctor 4 8 1

    Genius 6 12 0

    SCOUNDRELThe scoundrel is a man or woman who works for themselves,

    rescuing the Space Princess because a reward is involved or

    becausetheyhaveascoretosettlewiththeDarkLord.

    Scoundrelsarecompetentwarriors,buttheyalsohaveahostof

    skillsthattheycanrelyon,includingtheabilitytopilotships.

    HITDICE:Scoundrelsrolld8todeterminehitpoints

    REQUIREMENT:DEXandMENof4orhigher

    SKILLS: Scoundrels can add their SKILL to the following tests:

    Avoid Notice (DEX), Defeat Security (KNO), Disguise (MEN), Fast

    Talk(MEN),HideContraband(KNO)andPilotShip(MEN)

    Inaddition,scoundrelscanchooseoneoftheirskillsforexpertise

    (+2)andoneoftheirskillsfordisinterest(2).

    STARTINGGEAR: Ray gun, hand weapon, smugglers tools and a

    freighter(usuallywithaclevername)

    LEVEL HITDICE SKILL LUCKPOINTSPunk 2 4 3

    Rogue 5 8 1

    Expert 7 12 0

    SPACE RANGERSpacerangersarescoutsandexplorerswhoworkforthevarious

    galactic servicesand kingdoms. They are usedto workingalone,

    andoftenfinditdifficulttotolerateothers.

    Spacerangersarenearlyasskilledasstarwarriorswhenitcomes

    tofighting.Theyhaveahostofotherskills,includingtheabilityto

    trackthingsdownandsurviveinthewilderness.

    HITDICE:Spacerangersrolld8todeterminetheirhitpoints.

    REQUIREMENT:

    STR

    and

    MEN

    of

    4

    or

    higher.

    SKILLS: Space rangers can add their SKILL to the following tests:

    Avoid Notice (DEX), Climb (STR), Leap & Swing (STR), Pilot Ship

    (MEN),Swim(STR),Tracking(KNO).

    STARTINGGEAR:Raygun,handweapon,survivalgear

    LEVEL HITDICE SKILL LUCKPOINTSScout 3 3 3

    Explorer 5 7 1

    Ranger 8 11 0

    STAR WARRIORStarwarriorsaretherocketpoweredheroesofthegame,leaping

    to the fore when combat occurs. The star warrior is usually a

    soldier or professional adventurer with higher ethics than the

    scoundrel.

    Star warriors are not as skilled as scoundrels and scientists, and

    donothavethepowersofthepsychic,butnobodyistougherina

    fightthanastarwarrior.

    HITDICE:Starwarriorsroll1d10forhitpoints

    REQUIREMENT:STRandDEXof4orhigher

    SKILLS: Star warriors can add their SKILL to the following skills:

    Climb(STR),Leap&Swing(STR),PilotShip(MEN)andSwim(STR)

    STARTINGGEAR:Raygun,handweapon

    LEVEL HITDICE SKILL LUCKPOINTSCadet 3 3 3

    Veteran 6 6 1

    Commander 9 10 0

    8

  • 7/30/2019 80710906 Space Princess

    12/50

    EquipmentIttakesmorethanluckandgrimdeterminationtorescueaspaceprincessyouneedrightequipment.Eachclassbeginsthegame

    with a basic set of equipment, usually a weapon and tools

    necessarytoperformthebasicfunctionsoftheclass.Additional

    pieces of equipment (usually Super Science see below)can be

    purchased at character creation using Luck Points. Scientists

    beginthegamewithafewpiecesofsuperscience.

    WEAPON DAMAGE RANGEFists 1d4

    Grenade*# 1d8 10paces

    Grenade,Laser*# 1d10 10paces

    HandWeapon 1d6

    LaserSword/Axe# 1d10

    NeedleGun 2d4 30paces

    RayGun# 2d6 50 paces

    PhasicRifle# 3d6 100paces

    *Grenadesinflictdamageonallwithin10pacesofthepointofimpact.

    #Countsassuperscience

    Handweaponsincludedaggers,swords,axes,brassknuckles,etc.

    Needlegunscomewith20roundsofammunition.

    OTHER GEARScienceTools:Sciencetoolsincludelittledeviceslikesonicscrew

    drivers,lasercutters,crystallensesandotherdevicesrequiredfor

    scientiststo

    repair

    and

    invent

    devices.

    Scoundrel Tools: A scoundrels tools include various picks and

    cuttersrequiredfordefeatingsecuritydevices,hotwiringspace

    shipsandtamperingwithcomputersandrobots.

    SurvivalTools:Survivaltoolsareusedbyspacerangerstoexplore

    the wilderness. This includes 50ft of rope, a telescoping pole

    (getsaslongas10ft.),aweeksworthoffreezedriedrationsand

    powderedwaterandsmalllaserforstartingfires.

    SUPER SCIENCESuperScienceisournameforhightechequipment.Thefollowing

    list of super science is not exhaustive, and Referees and the

    playersofscientistcharactersshouldfeeltoinventnewitems.

    Thenameofeach item isfollowedbyanumber in parentheses.

    Thisnumber isthemodifiertoascientistsskilltestwhentrying

    tofabricateapieceofsupersciencefromsciencepoints(SCI)he

    hasfoundwhileadventuring.

    Supersciencedevicescanbesalvagedforparts.Aworkingsuper

    sciencedeviceisworthanumberofSCIequaltohalfitsdifficulty

    rating. Thus, a working antigravity belt is worth 10 SCI. A non

    functionaldeviceisworth1d10SCI.Ittakesoneminuteperpoint

    ofSCItoharvestcomponents.

    Super science devices are powered by batteries made of ulfire

    crystals,strangely

    colored

    crystals

    usually

    found

    in

    deposits

    in

    the

    center of asteroids or other outoftheway places. The ulfire

    crystals a character begins the game with hold 20 charges, and

    found crystals hold 1d20 charges. Each use of a super science

    device drains one charge, with a few devices draining more

    chargesperusethannormal(asnotedbelow).

    AntiGravityBelt(DC20):Anantigravitybeltallowsonetoriseor

    descend through the air (or vacuum) at a rate of 10 paces per

    9

  • 7/30/2019 80710906 Space Princess

    13/50

    round.Anantigravitybeltcanbeused10timesbeforeneedinga

    recharge.

    BodyArmor(DC20):Bodyarmormaylooklikeplasticplatearmor

    or simply be amesh ofsuperstrong latex. Whatever itsform, it

    grantsa+4bonustoonesDEFENSE.

    Communicator(DC15):Acommunicator isessentiallyatwoway

    radioallowingyoutocommunicatewithotherpeoplewhohave

    communicatorssettothesamefrequency.

    ElectroScrambler (DC25): An electroscrambler can be used to

    disrupt the electric brains of robots, androids and gynoids. The

    effectivenessofanelectroscramblerdependsontheskilllevelof

    thescientistwhocreatedit.Whenused,consultthetablebelow.

    Find the skill level of the inventor and then cross reference the

    numberofHitDiceoftherobot.Theresultingpercentage isthe

    chance that the electroscrambler works. When unleashed, an

    electroscrambler

    affects

    all

    robots,

    androids

    and

    gynoids

    in

    a

    30

    ftradiusunlesstheyhavespecificallybeengivenimmunitybythe

    inventor of the device (i.e. a scientist can choose to make the

    androids and gynoids that are his allies immune to his electro

    scrambler).MakingthesemodificationscostsfiveSCIperandroid,

    gynoid,orrobotsomodified.

    Robotsthatareaffectedmustflee(usuallywhilebleeping loudly

    andsmoking)for1d6+1rounds intheoppositedirection.Ifthey

    cannot flee, they simply walk repeatedly into a wall. If attacked

    while affected by an electroscrambler, a robot goes berserk,

    fightingbackwitha+2bonustohit.Androidsandgynoidsreceive

    aMEN

    test

    to

    ignore

    the

    effects

    of

    an

    electro

    scrambler.

    Exoskeleton (DC25): An exoskeleton is a metal, mechanical suit

    thatinterfaceswiththewearersbrainwaves,essentiallymaking

    themstronger.Anexoskeletongrants+2STR.

    ForceScreen (DC15): A force screen is usually projected from a

    belt or other small piece of equipment attached to a persons

    clothing. The force screen grants a +2 bonus to DEFE against

    missile attacks. It can be used for 10 rounds of combat before

    needingarecharge.

    GravityBoots(DC25):Apairofgravitybootsallowsapersonto

    walk

    on

    walls

    and

    ceilings.

    Gravity

    boots

    can

    be

    used

    for

    20

    roundsbeforeneedingarecharge.

    HandComputer (DC 25): A hand computer is a small computer

    that can be held in one hand. The hand computer grants a +4

    bonus to KNO tests. It can be used 10 times before needing a

    recharge.

    HypnoSpecs(DC25):Thesegogglescanemitapowerfularrayof

    lights that allows their wearer to hypnotize any human or alien

    meeting their gaze and standing no more than 10 paces away.

    The potential victims can make a MEN test to ignore the

    hypnosis. Otherwise, they stand or sit quietly, fascinated by the

    wearer of the hypnospecs. Any aggressive action towards a

    hypnotizedcreaturebreaksthemoutoftheirspell.

    InvizoScreen (DC25): An invizoscreen emanates from ahelmet

    wornonthehead,makingthepersoncompletelyinvisibleforup

    to10roundsbeforeitmustberecharged.Aninvisiblepersonhas

    theirDEF

    increased

    by

    10

    if

    they

    do

    not

    attack,

    and

    increased

    by

    5 iftheydoattack incombat. Invisiblepeoplecanstillbeheard,

    feltandsmelled.

    Jet Pack (DC 25): A jet pack allows a character to fly at a

    movementrateof60foruptoonehourwithoutrefueling.

    Locator(DC20):Alocatordeviceisahandheldscannerthatcan

    be set to find a single type of matter or energy, giving off a

    beeping sound when it is pointed at that form of matter or

    energy, the beeps coming faster as one gets closer. It can be

    usedforonehourbeforeitmustberecharged.

    MediKit

    (DC

    15):

    A

    medi

    kit

    is

    a

    small

    box

    that

    can

    dispense

    chemicals that heal wounds (+2d6 hit points) and neutralize

    ROBOTHITDICESCIENTISTLEVEL 1 2 3 4 5 6 7 8 9 10 11 12Student 85% 70% 55% 40% 25% 10% 5%

    Doctor 95% 90% 90% 85% 70% 55% 40% 25% 10% 5%

    Genius 95% 95% 95% 95% 90% 90% 85% 70% 55% 40% 25% 10%

    10

  • 7/30/2019 80710906 Space Princess

    14/50

    poisons.Amedikitcanbeused6timesbeforeitschemicalstores

    mustbereplenished.

    MentoHelmet (DC 25): A mentohelmet amplifies a persons

    naturalbrainwaves.Itgrantsa+2bonustoMENtestsandgivesa

    persontheESPabilityofpsychics.Thementohelmetcanbeused

    10times

    before

    needing

    a

    recharge.

    NightGoggles(DC15): Night gogglesallow thewearer tosee in

    thedarkupto20pacesaway.Theycanbeusedfor1hourbefore

    theymustberecharged.

    PlasmaBomb(DC25):Aplasmabombcanbesettogooffatany

    time up to 10 minutes away. Plasma bombs do 6d6 points of

    damagetoallthingswithin120feet.

    RayGunBasic(DC15):Abasicraygunfiresraysofenergy.Ray

    gunscanbeused10timesbeforetheymustberecharged.Allray

    gunshavearangeof30paces.

    RayGun Confusion(DC25):Aconfusionraycausespeoplehitby

    it to behave randomly unless they pass a MEN test. A confused

    charactermustrolleachroundtodiscoverwhattheydo:

    D% BEHAVIOR0110 Attackcasterwithmeleeorrangedweapons

    1120 Actnormally

    2150 Donothingbutbabbleincoherently

    5170 Fleeawayfromcasterattoppossiblespeed

    71100 Attacknearestcreature

    RayGun Freeze(DC20):Afreezerayimmobilizesacreaturefor

    1d4+1rounds

    unless

    they

    pass

    a

    STR

    test

    (DC

    10).

    Ray Gun Inferno (DC 25): This form of ray gun launches an

    intense burning beam that deals 3d6 points of damage.

    Flammablecreatures(eitherbecauseofflesh,furorfabric)must

    pass a DEX test when hit by the ray or burst into flames. These

    flames deal 1d6 points of burning damage each round until

    extinguished.Aninfernoraycanbeused10timesbeforeitmust

    berecharged.

    RayGun Sleep(DC15):Acreaturehitbyasleepraymustpassa

    MENtestorfallsoundasleep.Theycannotbeawokenfor1d4+1

    rounds,butthereafterwillawakenduetojostlingorloudnoises.

    ShockGloves (DC15): These rubber gloves are wired to deliver

    powerfulshockstoopponentstouched incombat.Shockgloves

    inflict 3d6 points of electricity damage to a person, and force

    themto makea STR test (DC 10)or be stunned for 1d4rounds.

    Shockglovescanbeused10timesbeforeneedingarecharge.

    Sonic Disruptor (DC 20): This spherical device is activated by a

    hiddenbutton.Itproduceshighfrequencyvibrationsina10pace

    radius that force people to pass a STR test or be deafened and

    stunned for 1d6 rounds. Crystalline objects in the area of effect

    areshattered.

    SpaceSuit (DC15): A space suit allows a person to survive in a

    vacuumfor1hourbeforeitsoxygensupplymustbereplenished.

    Itconsists

    of

    an

    air

    tight

    suit

    of

    plastic

    and

    rubber,

    a

    glass

    helmet

    andoxygentanksthatcaneitherbeexternalorworked intothe

    liningofthesuit.

    View Screen (DC 25): View screens come in various sizes and

    shapes,butallarecapableofshowingdistantsceneswithperfect

    clarity and from nearly any angle. They are not simply monitors

    thatshowreceivedsignals(i.e.televisionsets),butactuallyhone

    in on and display the radiations emitted by all objects and

    creaturesinthegalaxy.

    VEHICLES

    Whilespaceships

    are

    covered

    in

    a

    different

    chapter,

    they

    are

    not

    theonlyvehiclesavailableinSpacePrincess.Allofthesevehicles

    can be thought of as objects of super science, though the

    requirementsforinventingthemtendtobeabithigherbecause

    theyrequiremoreparts,andthusSCItobuild.

    ThePilotShipskillcanbeusedtodrivethesevehicles,butsince

    theyarenotterriblydifficulttooperateanycharactercantakea

    flat+5skillbonuswhenoperatingthem.

    Vehicles have the same basic stats as monsters. A vehicles Hit

    Dice determines its hit points, but vehicle attacks are always

    made with the drivers SHOOT score. A vehicle also has a DEF

    score,

    to

    which

    is

    added

    the

    drivers

    DEX.

    When

    a

    vehicle

    hits

    something, it inflicts1d6pointsofdamageperHDonthevictim

    andonitself,deductingitsDEFfromthedamage.

    Vehicle speed, like creature speed, is classified asslow, medium

    or slow, but the actual distance they can move at this speed is

    100 times greater than a creature (see Rules of Play below).

    Accelerationis1/10ofspeedanddecelerationis1/20ofspeed.

    A pilot test (DC 15) must be made to avoid crashing when a

    characterbreaksatfulldecelerationspeed,cornersatmaximum

    orclosetomaximumspeedordrivesoffroad.Acrashdeals10d6

    points

    of

    damage

    to

    the

    vehicle

    and

    everyone

    in

    it.

    Scooter(DC30):Ascooterisacompactelectricalvehicleusedto

    move people and light cargo around space fortresses. It can

    accommodate four riders, who must stand. The vehicle has

    wheelsandcannotgooffroad.

    HD3|DEF15|SPEEDSlow

    11

  • 7/30/2019 80710906 Space Princess

    15/50

    Jet Bike (DC 35): Hover bikes look like traditional motorcycles,

    perhaps sleeker, but powered by small atomic generators. This

    makes them much faster than normal motorcycles. Offroad,

    speedandaccelerationarecutinhalf.Drivingthemattopspeed

    offroadrequiresaPilotShiptesteachroundtoavoidcrashing.

    HD5

    |

    DEF

    15

    |

    SPEED

    Fast

    JetCar(DC45):Jetcarsaresimilartojetbikes.Theycanholdup

    tosixpeople comfortably.Theyhavethesametroubletraveling

    offroadasjetbikes.

    HD8|DEF19|SPEEDNormal

    FlyingDisc(DC40):Flyingdiscsareabout5feetindiameter.They

    areflat,metaldiscssurroundedbyrailingssothatpassengersdo

    notfalloutandhurtthemselves.Theyareoperatedfromasmall

    controlboxandcanholduptofivehumansizedpassengers.They

    arecapableofverticaltakeoffsandoflevitatinginplace.

    HD4|DEF15|SPEEDNormal

    HoverBike(DC40):Hoverbikesareasquickasjetbikes,butthey

    hover about 3 feet above the ground and thus have no trouble

    operatingoffroad.

    HD5|DEF14|SPEEDFast

    HoverCar (DC50): Hover cars are as quick asjet cars, but they

    hover about 3 feet above the ground and thus have no trouble

    operatingoffroad.

    HD8

    |

    DEF

    19

    |

    SPEED

    Normal

    Runabout (DC 55): Runabouts are small shuttles incapable of

    traveling in space, but sealed from the outside environment.

    Runaboutsarethepreferredvehicleforoffroadtravel.Theycan

    climbtoatopaltitudeof200feet.

    HD12|DEF21|SPEEDFast

    WarWalker, Bipedal (DC 50): Bipedal war walkers are combat

    vehicleswithtwospringinglegsinplaceofwheelsorhoverpads.

    Thepilotsitsinacockpitabovethelegswiththegunner,whohas

    twoturretedphasicriflesathisdisposal.Twoothercrewmencan

    ridein

    the

    bipedal

    war

    walker.

    War

    walkers

    can

    operate

    off

    road.

    HD12|DEF23|SPEEDNormal

    War Walker, Quadruped (DC 55): Quadruped war walkers are

    combatvehicleswithfour legs inplaceofwheelsorhoverpads.

    Thepilotsitsinacockpitabovethelegswiththegunnerandtwo

    other crewmen. The quadruped war walker carries two laser

    cannon(range300paces,6d6pointsofdamage).Quadrupedwar

    walkerscanoperateoffroad.Inadditiontotheircrew,theycan

    carryafullsquadof10soldiers,5soldiersandalasercannonon

    ahoverpad,twoflyingdiscsorfourbikes.

    HD12|DEF23|SPEEDSlow

    Battle Tank (DC 60): Battle tanks are large enough to hold six

    crewmen and are capable of rolling overjust about anything in

    theirpath.Theyarearmedwithamountedraygunandtwolaser

    cannon(range300paces,6d6pointsofdamage).

    HD15|DEF25|SPEEDSlow

    War Wheel (DC 65): War wheels are massive, wheel shaped

    vehiclesthatcontainanarmoredcockpitatthewheelshub.They

    areheavilyarmoredandcantraversejustaboutanyterrain.War

    wheels have a driver and two gunners. Each gunner sits in a

    bubbleturretequippedwitheitherfourphasicriflesortwosnub

    nosedlasercannon(range200paces;4d6pointsofdamage).

    HD15|DEF23|SPEEDNormal

    MiniSub (DC55): A minisubmarine is large enough to carry six

    people, one of them serving as the driver. Minisubmarines

    usuallycarrytwosmallsonarguidedtorpedoes(range500paces,

    6d6pointsofdamage,+2tohit).

    HD10|DEF23|SPEEDNormal

    12

  • 7/30/2019 80710906 Space Princess

    16/50

    Section 2.0

    Rules of PlayAt its most basic, play in Space Princess involves a Referee

    describing what the players characters see and hear, including

    theactions of nonplayer charactersand monsters, players then

    describing how their characters are going to act or react, and if

    necessarydicebeingrolledtodeterminethesuccessorfailureof

    playercharacteractionsandnonplayercharacteractions.

    Thefollowingguidelinesshouldproveusefulinrunningthegame.

    Game Time & MovementTime is divided into hours, minutes and rounds. A round equals

    10secondsandisusedtomeasureprogressduringcombat.

    Movementisclassedasslow(S),normal(N)orfast(F).Distanceis

    measuredinpaces,apacebeingroughlyayardormeter.

    Acharacter carrying more than 10 times his or her STR score in

    weight(pounds)or20timeshisorherSTRinkilogramshastheir

    speedreducedbyonecategory(orbyonehalfifalreadyslow).

    MOVEMENT WALKINGSPEED RUNNINGSPEEDSlow 5paces/round 20paces/round

    Normal 10paces/round 40paces/round

    Fast 20paces/round 60paces/round

    Food & WaterCharacters must take in at least two pounds of food and one

    gallon of water per day or their STR is cut in half and they are

    considered to be fatigued. A fatigued character can walk, but

    cannot run. A character that is already fatigued becomes

    exhausted if they do not eat and drink as they should. An

    exhausted characters STR is reduced to 0, their other ability

    scoresarereducedbyhalf,andtheycannotrun.

    Assume

    that

    characters

    begin

    the

    game

    with

    three

    days

    worth

    of

    foodandwaterpills.

    TestsA test is a roll made to determine whether an action succeeds

    whenthesuccessoftheaction isinquestion.Everyactionmade

    in a game does not need to be tested. Getting dressed in the

    morning,forexample,doesnotrequireatest.Ofcourse,getting

    ready in the morning and out the door in10 minutes or getting

    dressedwithtwobrokenarmsmightrequireatest.

    Atestismadebyrolling1d20andaddingacharactersSKILLand

    relevantabilityscore.ThisiscomparedtoaDifficultyClass(DC).If

    the roll is equal to or higher than the DC, the test is made

    successfully.Ifnot,itisafailure.

    Togiveeveryoneachancetosucceed,evenagainstterribleodds,

    and to maintain suspense even when success seems assured, a

    natural

    roll

    of

    1

    on

    1d20

    is

    always

    considered

    a

    failure.

    A

    naturalrollof20on1d20isalwaysconsideredasuccess.

    MAN VS. MANWhen a test pits one person against another (or one creature

    against another), the DC I equal to 10 + the opponents SKILL +

    theopponentsrelevantabilityscore.

    The ability score is indicated by the skill being tested. The

    NAVIGATIONskill,forexampleisgovernedbyKNO.

    The skill bonus is only applied if the testers class possesses the

    skilltobetested.Allothershaveaskillbonusof0.

    Situational modifiers, as determined by the Referee, might also

    apply,butshouldstaybetween+5and 5.

    Whentwocharactersarebothtryingtoact,thecharacterwith

    thehigherSKILLalwaysrollstheirtestfirst.IfSKILLisequal,defer

    tothecharacterwiththegreaterabilityscore.Iftheabilityscores

    arealsoequal,flipacoin.

    Inmanycases,theoutcomecanbedeterminedwithasingletest

    roll. In some cases, a Referee can require multiple successes to

    finallysucceed,usuallynomorethan3.Hemightevenimposea

    consequenceif

    either

    or

    both

    parties

    rack

    up

    too

    many

    failures.

    MAN VS. NATUREWhenever a testpitsacharacter orcreatureagainstthenatural

    world for example, shifting a heavy boulder or predicting the

    weather, the DC is determined by the Referee. It is usually a

    numberfrom10to30,witha15beingstandard.

    13

  • 7/30/2019 80710906 Space Princess

    17/50

    SKILLSAcharacterdoesnotneedtopossessaskillinordertotestit.In

    SpacePrincess, any character can try anything at any time with

    twoexceptions:Onlypsychicscanactivateapsychicpower,and

    only scientists can invent a device. A character that does not

    possessaskilladdsaskillbonusof0totheirSKILLRATING.

    ActivatePsychicPower (MEN): Psychics use this skill to activate

    theirpsychicpowers.TheDCforoneofthesetestsisdetermined

    bythe

    psychic

    power

    they

    are

    trying

    to

    activate

    (see

    above).

    AvoidNotice(DEX):Usethisskilltosneakaroundguardsorhide

    intheshadows.Scoundrelsandspacerangersareskilledatthis.

    Climb(STR):Usethisskilltoclimbwallsandropes.Starwarriors

    andspacerangersareskilledatclimbing.

    Defeat Security (KNO): Use this skill to deactivate electronic

    security systems. Crude, mechanical traps can only be disarmed

    byplayersfiguringouthow thetrap isset and thenfiguringout

    the best way to avoid the trap. Scientists and scoundrels are

    skilledatdefeatingsecurity.

    Disguise(MEN):Usethisskilltomasqueradeassomeoneelseand

    todisguiseonesvoice.Scoundrelsareskilledatdisguise.

    Fast Talk (MEN): Use this skill to fast talk a guard, convincing

    them to do something you want them to, or to avoid doing

    somethingyoudonotwantthemtodo.Psychicsandscoundrels

    areskilledatthis.

    Hide Contraband (KNO): Scoundrels are skilled at hiding their

    contraband, either in secret compartments on their ships, or in

    places on their person. This can be used to hide any object or

    creature.

    Identify&UseDevice (KNO): This skill can be used to figure out

    whata

    super

    scientific

    device

    is

    and

    to

    figure

    out

    how

    to

    use

    it.

    With this skill, one can also figure out how to run computer

    programs.Scientistsareskilledatidentifyingandusingdevices.

    InventDevice (KNO): Scientists use this skill to turn components

    (SCI) into super science devices. The DC is determined by the

    devicethescientististryingtoinvent.

    Leap & Swing (STR): Use this skill for most physical activities,

    includingleapingorswingingoverchasmsorobstacles.Psychics,

    spacerangersandstarwarriorsareskilledatthis.

    Navigation (KNO): This skill is used to program and activate a

    spaceships

    navigation

    computer

    so

    that

    they

    can

    jump

    to

    light

    speed.Scientistsareskilledatnavigation.

    Pilot Ship (MEN): This skill is used to pilot a space ship while

    locked in combat with pursuers. It might also be used for

    operating similar vehicles. Scoundrels, space rangers and star

    warriorsareskilledatpilotingships.

    Repair Device (KNO): Use this skill to repair damaged super

    sciencedevicesandcomputers.Scientistsareskilledatthis.

    RetrieveData(KNO):Usethisskilltoretrieveinformationfroman

    electronicdatabank.Scientistsareskilledatdataretrieval.

    Swim (STR): This skill is used to move in the water at full speed

    (normal water movement is half speed), to stay afloat in rough

    water, to hold ones breath to avoid drowning and to dive

    underwater to find or operate items. Space rangers and star

    warriorsareskilledatswimming.

    Tracking (KNO): Tracking allows a character to follow another

    creaturebythetracksitleavesonthegroundorbyothersignsof

    passageitleavesbehind.Ifthetrailismorethanonedayoldorit

    hasbeendisruptedinsomeway,thetrackersuffersa 3penalty

    tohisorherKNOtest.Spacerangersareskilledatthis.

    ABILITY TESTSMany monster and specialattacks allow a character to makean

    abilitytest(i.e.DEXtestorMENtest)toavoidtheeffectsorcut

    thepotentialdamageinhalf.Insuchcases,thecharacteralways

    addstheirSKILLtotheirroll.

    TheDConsuchatestisequalto10+theattackersHitDiceor,in

    thecaseofapsychicusingtheirpowers,theirSKILL.

    14

  • 7/30/2019 80710906 Space Princess

    18/50

    Luck PointsLuck Points are a simple mechanic that allows groups of

    characters of differing skill levels to adventure together without

    the more skilled completely dominating play. A character can

    spendaLuckPointtoautomaticallysucceedatanyskilltest,or,in

    the

    case

    of

    combat,

    to

    ignore

    an

    opponents

    successful

    test.

    CombatCombat occurs whenever two or more creatures or characters

    seektodoviolenceupononeanother,whethertheiraimistokill,

    disableorknockunconscious.Combat is conducted inrounds.

    Around isroughlyoneminute long.Duringaround,acharacter

    maydeclarehowhischaracterismovingandhowheisacting.

    The first step in running a combat round is for all players to

    declaretheirmovementandactionfortheround.

    POSSIBLE MOVEMENTS: Advance, Charge, Flee, Hold Ground,

    Maneuver,StandandWithdraw.

    POSSIBLE ACTIONS: Defend, Disarm, Grapple, Kill, Negotiate,

    SubdueandTrip.

    Other actions are certainly possible a player is only limited by

    theirimagination.

    The next step is to determine the order of play. Each person

    involvedinthecombatrolls1d6andaddstheirDEXbonus.Thisis

    called rolling initiative. The highest score goes first and play

    proceeds through the remainder of the scores. In the case of a

    tie,

    movement

    and

    actions

    are

    considered

    to

    happen

    simultaneously.Thismakes itpossiblefortwocombatantstokill

    oneanotherduringthesameroundofcombat.

    Theactingcharacterthenrollsacombattest(seebelow).

    MOVEMENTSAdvance: And advancing combatant keeps their guard up and

    movesforward3paces.

    Charge:Achargingcombatantgoesfullspeedahead.Theymove

    at running speed. A charging character does not add their DEX

    bonus to their defense score during the round, but they add

    doubletheirSTRtotheirattacktest.

    Flee:Afleeingcharacterrunsatfullspeed,turningtheirbackon

    theirenemy,whocanattackthemwithanautomaticsuccess.

    Hold:Acharacterthatholdsdoesnotmoveatall,unlessforced

    tomovebyanopponentsattack.

    Maneuver:Amaneuveringcharacterattemptstomaneuvertheir

    opponent into a certain position by the way that they attack

    maybedrivingthembacktowardsanopenpitormaneuveringso

    that the character gains the high ground or places their back

    againstawall.Whenamaneuveringcharacterattacks,theyscore

    nodamage,butmovetheiropponent3pacesinanydirection.

    Stand: Whether the character was sitting or lying down at the

    beginningofcombatortheywereknockeddown,thismovement

    puts them back on their feet. A character cannot attempt to

    standiftheyarebeingattacked.

    Withdraw: A withdrawing combatant keeps their guard up and

    movesbackward3paces.Theymayattackiftheirfoeadvances.

    ACTIONSDefend:AdefendingcharacterincreasestheirDEFby+2.

    Disarm: A character trying to disarm an opponent does not roll

    damage against them on a successful test; rather, they knock

    whatever they are holding (weapon or otherwise) from their

    hand. The item flies 1d6 paces in a random direction. A disarm

    attackismodifiedusingtheattackersDEXinsteadofSTR.

    Grapple:Acharactertryingtograppleanopponentdoesnotroll

    damageagainstthemonasuccessfultest;rather,theylocktheir

    opponentinapin.Acreaturelockedinapinsuffersa 1penalty

    toattackandDEF,andmustmakeagrappleattackoftheirown

    tobreakoutofthepin.

    Kill: A character trying to kill scores normal damage against an

    opponentand

    that

    damage

    can

    reduce

    the

    opponents

    hit

    points

    below0,killingthem.

    Subdue: A character trying to subdue scores normal damage

    against an opponent, but that damage cannot reduce the

    opponentsHPbelow0andleavesthemunconsciousfor1hour.

    Trip:Acharactertryingtotripanopponentdoesnotrolldamage

    against them on a successful test; rather, they knock the

    opponent to the ground. A creature or character on the ground

    suffersa 2penaltytoattackandDEF.

    COMBAT TESTSCombat tests work like other tests. The attacker rolls 1d20 and

    adds their FIGHT or SHOOT rating. They are rolling against their

    opponents DEF. If their roll is equal to or higher than their

    opponentsDEF,they inflictdamage,rollingdice(determinedby

    the weapon they are using) and deducting the value from their

    opponentshitpoints.

    15

  • 7/30/2019 80710906 Space Princess

    19/50

    Meleeattacks(i.e.handtohandattacks)useacharactersFIGHT

    rating.AcharactersFIGHTscoreisequaltotheirHitDice+STR.

    Rangedattacks(i.e.attackswiththrownweapons,rayguns,etc.)

    use a characters SHOOT rating. A characters SHOOT rating is

    equaltotheirHitDice+DEX.

    A characters DEFENSE (DEF) is equal to 10 + their DEX + any

    bonustheyreceiveforwearingarmor.

    Situationalmodifierscan includeabonusforhigherground,sun

    intheeyes,etc.Suchmodifiersshouldnotamounttomorethan

    atotalmodifierof+5or 5.

    FIGHTING WITH TWO WEAPONSSome players will care to have their character fight with a

    weapon in each hand. If this is done, the character makes two

    attackrolls,eachatapenaltyof3.

    DAMAGEDamageisrolledonadicedeterminedbytheweaponbeingused

    (seetheweapontableinSection1.0above).Acharacterwithout

    aweaponusuallyinflicts1d4pointsofdamage.

    If damage reduces a creatures hit points to 0, the creature is

    knocked unconscious for 1d4 hours and can be killed by any

    bloworblastdirectedatit.Ifdamagereducesacreatureshit

    pointstobelow0,thecreatureiskilled.

    HEALING DAMAGEImmediatelyafter a combat,adventurerscan finda

    quietplace

    to

    rest

    and

    recuperate

    for

    10

    minutes

    and regain 1d6 hit points. A character cannot

    regainmorehitpointsthanheorshejustlost

    in combat. Thus, if a scoundrel lost 4 hit

    points inafightwithabaric,hecanonly

    regainupto4hitpointsbyresting.

    Hit points can also be healed using a

    medikit (see Super Science) and by

    psychics using their psychic surgery

    power.

    ENDING COMBATCombat continues until all

    combatants on one side are either

    dead, unconscious or have fled the

    fieldofbattle.

    16

  • 7/30/2019 80710906 Space Princess

    20/50

    Section 3.0

    Space BattlesOnce a brave band of rescuers has located their space princess,

    theyhavetofindawaytoescapethespacefortressandgether

    home.Thisiswherespacebattlescomeintothegame.

    Space battles in Space Princess are completely focused on an

    escaping space ship attempting to avoid pursuers while it

    computes the necessary formula tojump into light speed. Once

    the scientist (or the shipcomputer, if there is noscientist)finds

    the formula, the rescuers canjump into light speed and finish

    savingtheirspaceprincess,endingthegamesession.

    Order of PlayForeachroundofspacecombat,followthesesteps:

    [STEP 1] The rescuers roll a PILOT check to maintain theirdistance from the pursuers. The more pursuers there are, the

    moredifficultitistoavoidthem.TherangebeginsatMEDIUM.

    [STEP 2] The rescuers and pursuers take turns firing theirweaponsatoneanother.Hitsanddamagearecalculatedandthe

    effectsapplied.

    [STEP3]Ascientistorothercrewmemberworksontheformula,rolling a NAVIGATION test against a DC that gets successively

    smallerunlesstheyrollanatural1,inwhichcasetheyhaveto

    startover.

    [STEP 4] Unless the scientist is successful on their NAVIGATIONtest,orderofplayreturnstostepone.

    Pilot TestsTo understand Pilot tests, imagine the escape ship in a sort of

    target.ThebullseyeofthetargetrepresentsPointBlankRange.

    BeyondthatisSHORTrange,thenMEDIUMrangeandthenLONG

    range.Thepilotoftheescapeshipwould,naturally, liketokeep

    his pursuers as far away from him as possible. The closer they

    get,theeasieritisforthemtostrikewiththeirweapons.

    Thisrange is maintained or increased bymaking successfulpilot

    shiptests.Tomakeapilotshiptest,thepilotoftheescapeship

    rolls 1d20, adding his pilot skill rating (SKILL + MEN) and ship

    speed.ThisiscomparedtoaDCof15+theenemyshipspeed.

    The escapes circumstances modify the pilots test roll. One

    circumstanceinvolvesdamagetakenfromenemyweaponsthis

    iscoveredinmoredetailbelow.Othermodifiersareasfollows:

    Forevery

    pursuer

    beyond

    the

    first,

    the

    pilot

    suffers

    a

    penalty

    of

    1tohistestroll.Thus,threepursuersimposea 2penaltytothe

    17

  • 7/30/2019 80710906 Space Princess

    21/50

    rollandfourpursuersa 3totheroll.

    Anescape inspaceallowscompletemaneuverability,asthere is

    nothing to run into. Attempting to escape when there is a

    ceiling, floor or walls, on the other hand, restricts

    maneuverability.Foreachsuchobstacle,there isa 1penaltyto

    the

    test

    roll.

    Thus,

    escaping

    through

    a

    planets

    atmosphere

    meansthereisafloor,theground,andthusa 1penalty.Flying

    through a trench or canyon means there is a floor and two

    walls,andthusa 3penalty.Escapingthroughanasteroidbelt

    or a planetary ring carries with it a 1d4 penalty each round, as

    the obstacles change from round to round. A PILOT test that

    comesupasanatural1meansadamagerollmustbetakenas

    anobstaclehasbeenhit.

    Pilotdistractionssayanassassinthathassnuckonboardandis

    creatinghavocimposea 1penaltyontheroll.

    A ship that has been successfully struck by a dreadnaughts

    tractorbeam

    suffers

    a

    5

    penalty

    to

    all

    pilot

    test

    rolls.

    Onceallmodifiershavebeentakenintoaccount,andtherollhas

    beenmade,consultthefollowingtable.

    ROLLIS RESULTLowerthanDC Enemiesmovecloser

    1to5pointshigherthanDC Enemiesremainatsamedistance

    6ormorepointshigherthanDC Enemiesfallfurtherbehind

    Firing WeaponsEach round, all ships may fire on their enemies with all

    operational weapons, assuming they have somebody to do the

    shooting. Lack of manpower is usually not a problem for

    pursuers,buttheescapersmaynothaveenoughpeopletoman

    allofashipsweapons.Thefastershipfiresfirst.

    Totakeashot,onemakesaGunnerytest.Roll1d20+PILOTSKILL

    +DEX

    +

    Weapon

    Rating

    (see

    below)

    against

    the

    enemy

    ships

    DEF,

    whichisequalto10+PILOTSKILL+Armor.

    SHIPWEAPON WEAPONRATINGLasers,Light(LL) 2

    Lasers,Heavy(HL) 4

    Torpedoes(TT) 6

    TractorBeam(TB) 0

    TheshipsDEFENSERATING ismodifiedbythesamefactorsthat

    modifyapilotsPILOTRATING.

    The attack roll is also modified by the range. There is no

    modification at SHORT range. MEDIUM range imposes a 2

    penaltytotheroll.LONGrangeimposesa 4penalty.

    Each successful Gunnery test forces a roll on the target ships

    damagechart(seebelow).

    Navigation ChecksEntering light speed is no mean feat. Besides the need for

    powerfulengines,onemustfindtheproperformulatovaultthe

    ship into light speed and avoid the hazards therein. In other

    wordsitisnotaccomplishedinstantaneously.

    Scientists are the best at deriving and entering these formulas,

    but any character can attempt it. A character can make a

    Navigation

    test

    each

    round

    against

    an

    initial

    DC

    20.

    If

    the

    test

    is

    successful, the ship enters light speed and the battle is over. If

    thetestisnotsuccessful,itmustbemadeagainnextround,but

    theDCchangesbasedonthesuccessofthescientistsroll:

    ROLL RESULTFailby9ormore DCloweredby1nextcheck

    Failby4to6 DCloweredby2nextcheck

    Failby1to3 DCloweredby3nextcheck

    Success Lightspeedachieved,shipescapes

    SpaceshipsEachspaceshipinthegameisratedforitsspeed(whichincludes

    it maneuverability), engines (the number and the penalty to

    maneuvering from losing those engines, the ships armor rating

    anditsdifferentweaponsystems.

    StarfighterSPEED10|ARMOR2|ENGINES1(5)|WEAPONS:LL(1)

    Starfightersaresmall,singleseatordoubleseatcraftdesignedtoswarm

    onenemies.StarfighterswilloftenbepilotedbytheminionsoftheDark

    Lord,ratherthantheescapingcharacters.

    18

  • 7/30/2019 80710906 Space Princess

    22/50

    D6 DAMAGERESULT12 HullDamage

    3 EngineDamage

    4 WeaponDamage

    5 HullBreach

    6 Destroyed

    ShuttleSPEED8|ARMOR2|ENGINES2(4)|WEAPONS:LL(1)

    Shuttlesare largerthan starfighters,andare designedtotransportsmall

    groupsofpeoplethroughspace.Ashuttlehasacockpitforthepilotand

    navigatorandaseparatecabinforpassengers.

    D8 DAMAGERESULT12 HullDamage

    3 EngineDamage

    4 WeaponDamage

    5 ComputerDamage

    6 ArtificialGravityDamaged

    7

    HullBreach

    8 Destroyed

    FreighterSPEED6|ARMOR3|ENGINES4(3)|WEAPONS:LL(1)

    Freighters are simple spaceships designed for moving cargo and

    passengers.Theyhavecommandcabinsthatcanseatfourpeople.

    D10 DAMAGERESULT12 HullDamage

    35 EngineDamage

    6 WeaponDamage

    7

    ComputerDamage

    8 ArtificialGravityDamaged

    9 HullBreach

    10 Destroyed

    Blockade RunnerSPEED7|ARMOR4|ENGINES4(3)|WEAPONS:HL(1),LL(1)

    Blockade runners are freighters that have been modified by their pilots,

    usuallysmugglers,tobemoreresistanttodamage.

    D10 DAMAGERESULT12 HullDamage

    3

    4

    Engine

    Damage

    56 WeaponDamage

    7 ComputerDamage

    8 ArtificialGravityDamaged

    9 HullBreach

    10 Destroyed

    CorvetteSPEED6|ARMOR6|ENGINES4(3)|WEAPONS:HL(1),LL(1),TT(1)

    Corvettesaresmallwarshipsnotmuchlargerthanfreighters.Theyhave

    abridgethatcanseatupto10peopleandlittleroomforcargootherthan

    thatrequiredbythecrewtosurviveandammunition.

    D10 DAMAGERESULT12 HullDamage

    34 EngineDamage

    56

    Weapon

    Damage

    7 ComputerDamage

    8 ArtificialGravityDamaged

    9 HullBreach

    10 Destroyed

    Star CruiserSPEED4|ARMOR8|ENGINES6(2)|WEAPONS:HL(1),LL(2),TT(1)

    Starcruisersarethenextlargersizeofwarships.Theirbridgesseatupto

    20peopleandtheyhaveawidearrayofweapons.

    D12 DAMAGERESULT1

    3

    Hull

    Damage

    46 EngineDamage

    78 WeaponDamage

    9 ComputerDamage

    10 ArtificialGravityDamaged

    11 HullBreach

    12 Destroyed

    DreadnaughtSPEED2|ARMOR10|ENGINES8(1)|WEAPON:HL(2),LL(2),TT(2),TB

    Dreadnaughtsarethe largestwarships inservice,withcommandbridges

    thatseatupto50people.

    D20 DAMAGERESULT15 HullDamage

    69 EngineDamage

    1017 WeaponDamage

    17 ComputerDamage

    18 ArtificialGravityDamaged

    19 HullBreach

    20 Destroyed

    19

  • 7/30/2019 80710906 Space Princess

    23/50

    Damage EffectsArtifical Gravity Lost: Characters acting as pilot, gunners orworkingthenavigationcomputerarestrappedinandunaffected.

    Other characters suffer 1d6 points of damage each round until

    theypassaDEXtest(DC15)andstrapthemselvesin.Characters

    making

    repairs

    cannot

    strap

    themselves

    in

    and

    suffer

    a

    3

    penalty

    to tests. Repairing damage requires 1d4 rounds and a repair

    devicetestagainstDC15.

    Computer Damage: The navigation computer is damaged,imposing a 3 penalty to all navigation tests. Repairing the

    damagerequires1d4roundsandarepairtestagainstDC15.

    Destruction:Rollagain.Ifthisresultcomesupasecondtime,the

    shipisdestroyedandeverybodyaboardtheshipiskilled.

    Engine Damage: Lose one engine, suffering the penalty to Pilotskill and Defense Value in parentheses after the number of

    engines.

    If

    no

    engines

    remain,

    ship

    cannot

    make

    Pilot

    tests

    in

    ManeuverPhaseandspeedbonusandpilotskillarenotaddedto

    theshipsDEF.Repairingthedamagerequires1d4roundsanda

    repairtestagainstDC15.

    HullBreech:LosetwopointsofArmor.AllcharactersmustpassaSTRtest(DC15)orlose1d6hitpointsfromthesuddenchangein

    airpressure.Eachcharacteralsohasachanceofbeingsuckedout

    of the ship and into the void of space, where they die. This

    chanceisbasedonthesizeoftheship:

    SHIPSIZECHANCEOFBEINGSUCKEDINTOTHECOLD,

    HEARTLESSVOIDOFSPACEStarfighter 50%

    Shuttle 25%

    Freighter 10%

    BlockadeRunner

    10%

    Corvette 10%

    Cruiser 5%

    Dreadnaught 1%

    AcharacterthatwouldbesuckedoutintospacecanmakeaSTR

    test (DC 15) to avoid this fate, but does suffer 3d6 points of

    damage.Acharacter inaspacesuitsuffersnodamageanddoes

    notdieinspace,thoughtheymaybecapturedbytheDarkLords

    forces. This damage cannot be repaired, but pressure doors will

    closeoffthedamagedarea.

    HullDamage:LoseonepointofArmor. Ifnoarmorremains,rerollanyhulldamageresult.Repairingthedamagerequires1d4

    rounds and a successful repair test against DC 15. The repairing

    charactermustundertakeaspacewalk.

    Weapon Damage: One weapon system is destroyed and nonfunctioning. The person operating that weapon system suffers

    1d6pointsofdamage.Repairingthedamagerequires1d4rounds

    andarepairtestagainstDC20.

    20

  • 7/30/2019 80710906 Space Princess

    24/50

    Section 4.0

    The Space FortressA space fortress is an admittedly nonsensical creation meant to

    test the characters and their players. Space fortresses can be

    small or large, depending on the duration of a game, which can

    be a single nights entertainment or can stretch over multiple

    nights of play. A space fortress consists of multiple levels

    connected by ladders, elevators or other mechanical

    contraptions, hallways that may or may not be trapped and

    chambersofvariousshapesanduses.

    A space fortress should be drawn on a grid, with each square

    representingone

    pace

    of

    space.

    These

    scales

    function

    best

    with

    the movement rates and weapon ranges provided in the game

    rules. The space fortress can be as sprawling or compact as the

    Referee wishes. The danger level of a space fortress usually

    increases as one ventures deeper into it with each level more

    dangerousthantheonebeforeit(foraspacefortressmayconsist

    of an entry level and levels below it or above it, depending on

    whetheritissubterraneanornot).

    Random DangersTokeepplayersmovingthroughaspacefortress,aRefereemay

    developarandomdangertable.Duringeachhourofexploration

    (game time, not actual play time), there is a 1 in 6 chance of

    something happening to the characters. This is usually a

    wanderingmonstermaybeapatrolofguardsorarobotgoing

    about itsprogrammed dutiesof a danger levelcommensurate

    with the level on which it is encountered. A sample table might

    looklikethis:

    ROLL LEVELONE LEVELTWO1 GiantRats(2d6) LizardMan(2d6)

    2 MaintenanceDrone(1d3) Trilodite(2d6)

    3 Ratling(2d6) Voook(2d6)

    4 Rod(1d6) Blue(1d6)

    5 Soldiers(1d6) Soldiers(1d6+2)

    6 Zap(1d6) FireWisp(1d3)

    TrapsTrapsmightbeplacedspecificallyonamap,orappearasrandom

    dangers(seeabove).Refereescancreatewhatevertypesoftraps

    theylike,butthefollowingmightbeconsideredstandard:

    Acid Fog Trap: The room fills with an acidic mist. Those in the

    roomsuffer2d6pointsofdamageeachroundfor10rounds.

    AcidSpray:Acidspraysinaconeshapedarea(15ftlongand10

    ft wide). All in the area are attacked as though by a 10 HD

    monsterthatinflicts3d6pointsofdamageplusanadditional1d6

    pointsofdamageperrounduntiltheacidiswashedoff.

    BladeBarrier Trap: This portal is trapped with spinning blades.

    ThosewalkingthroughtheportalmustpassaDEXtest(DC20)or

    suffer10d6

    points

    of

    damage.

    CompactingRoom:Thewallsofthisroomslowlymovetogether.

    It takes four rounds for the walls to meet. All within the room

    suffer12d6pointsofdamage.

    ElectrifiedFloor:Allwhopassoverthefloorsuffer4d6pointsof

    damage(DC15STRtestforhalfdamage).Electronicdevicesare

    rendereduseless5%ofthetime.

    EnergyDrainTrap: An energy field robs people of their vitality.

    ThosewhowanderintothefieldmustpassaSTRtest(DC15)or

    lose 1d4 HD. If a characters hit dice are reduced to 0 or lower,

    theyare

    killed.

    FlameThrower:Everyoneinaconeshapedarea(15ftlong,10ft

    wide)infrontofthetrapsuffers2d6pointsofdamage(DEXtest

    forhalfdamage).

    FloodingRoomTrap:Achamberfillswithwaterinfiverounds.All

    withincanholdtheirbreathforfiverounds.Afterthat,theymust

    passaSTRtesteachroundtocontinueholdingtheirbreath.The

    firsttestismadeataDC10,thenextatDC15andthefinalatDC

    25.Nocharactercanholdtheirbreathlongerthan8rounds.

    ForcecageTrap:Peoplewhowanderintothecorridoraretrapped

    in a 10ft by 10ft cage of force. The force cage persists until

    deactivated.Thecagecanbedisruptedwithadisintegrationray.

    ForcecageandMonsterTrap: This trap combines the force cage

    trapandamonstertrap.

    Freeze Trap: All who wander into the trap zone (usually a

    chamberor10ftx10ftsectionofpassageway)mustpassaSTR

    test(DC15)orbefrozeninplacefor10minutes.

    21

  • 7/30/2019 80710906 Space Princess

    25/50

    Fusillade of Darts: Anyone who walks into the trap zone is

    attacked by a flurry of darts (FIGHT 10) inflicting 1d6 points of

    damage. The darts can also be poisoned (STR test DC 15 or an

    extra2d6pointsofdamage).

    Hydraulic Stamper: A large, steel weight stamps down on any

    person

    who

    stands

    beneath

    it.

    The

    trap

    attacks

    as

    a

    12

    HD

    monsterthatinflicts2d6pointsofdamage.

    LaserTrap:Alaserbatterylaunchesalaserbeam(FIGHT12)that

    inflicts5d6pointsofdamage.

    MonsterTrap: When one enters this chamber or passageway, a

    teleportertransportsarandommonsterintothechamber.

    PsychicKillerTrap: All in the chamber must pass a MEN test or

    suffer 1 point of damage to their MEN. A characterwhose MEN

    scoreisreducedto0orloweriskilled.

    RadiationTrap:

    The

    room

    fills

    with

    radiation.

    All

    in

    the

    room

    suffer9d6pointsofdamage(DC20STRtestforhalfdamage).

    ReverseGravityTrap: All in this room are sent crashing into the

    ceilingfor2d6pointsofdamage.Beingreleasedfromthereverse

    gravity field inflicts another 2d6 points of damage due to the

    landing.

    RollingDeathSphere:Alarge,steelspherestuddedwithspikesis

    ejected down a passageway. Everyone in the passageway is

    attacked(FIGHT10)andmightsuffer2d6pointsofdamage.

    Scything Blade Trap: These blades spring out at anyone who

    passes, usually at neck level. The scythes attack (FIGHT 8) and

    deal1d8pointsofdamage.

    SlidingDoorTrap: When someone walks between or under this

    doorordoors,theyslideclosedonthem.Thedoorsattackwitha

    FIGHTof

    10

    and

    inflict

    3d6

    points

    of

    damage.

    SteelNetTrap:Anetofsteelmeshfallsfromtheceilingonthose

    below them. The trap is 10ft by 10ft in size. Potential victims

    can avoid the trap with a successful DEX test (DC 15). A person

    capturedbythenetcanescapewithasuccessfulSTRtest(DC15).

    TrapdoorTrap: These trapdoors look no different than the floor

    around them. One must pass a DEX test (DC 15) or fall in,

    suffering 2d6 points of damage. The pit can be spiked (+1d6

    damage)orfilledwithacid(+1d6damageperround).

    ChambersAs with traps, Referees can create whatever types of chambersthey like to challenge the players. The lowest level of a space

    22

  • 7/30/2019 80710906 Space Princess

    26/50

    fortressusually containsboth theDarkLord andSpacePrincess.

    Thefollowingchambersaresamplesofwhatonemightfind ina

    spacefortress:

    Armory:Anarmoryshouldhaveverystrongblastdoorsthatare

    always locked. Two guards are always posted outside the door.

    Insidethe

    armory

    there

    is

    an

    officer

    in

    charge

    and

    more

    guards,

    as well as a good variety of armor and weaponry. The armory

    probablyhassomesortofalarmandtrapinstalled.

    CloningChamber:Cloningchambersmightconsistofseveralvats

    inwhichtheclonesaregrownfromwarmbiomaterialormaybe

    sarcophaguslike objects in which people are locked and then

    duplicated. Several scientists and guardsare surelypresent, and

    theplacemightcontain1d4clonesinvariousstagesofgrowth.

    CombatArena:ThecombatarenaiswheretheDarkLordthrows

    hisprisonerstolargebeastsforhisandhiscourtiersamusement.

    The arena might have a dirt floor or a floor consisting of metal

    grating.

    There

    could

    be

    various

    traps

    installed

    in

    the

    floor

    and

    walls to make the combat more interesting. Sliding doors or a

    portcullis separates the animal holding pens from the arena,

    allowing the monsters tobe introduced whilethe crowd issafe.

    Thecrowdsitsabovethechamber,possiblybehindsecurityglass.

    Command Center: A command center is filled with technicians

    and several guards. From here, the Dark Lord and his officers

    controltheirspacefortress,havingaccesstoallsecuritycameras,

    traps,etc.Thereisprobablyacaptainschair.

    Cryogenic Chamber: These chambers are for freezing people

    eitherprisoners

    for

    ease

    in

    transport

    or

    patients

    on

    the

    verge

    of

    death. Thefreezing units are usually sarcophaguslike pods with

    glassfrontsthatallowonetoseewhoisstoredwithin.

    DeathTrap:Somechambersandpassageshavenootherpurpose

    buttocapture,annoyorkillintruders.

    Disposal Unit: Disposal units are for the collection and

    destruction or processing of trash. The disposal unit probably

    containstrashfromthespacefortressplasticcontainers,foam

    pieces,bitsofcastoffmetal,foodscraps,etc.Otyughsmightbe

    present.Ifadventurerswhofallintothedisposalunitareluckyit

    willsimplybeacollectionpointforjettisoningtrashintospace.It

    mightalso

    be

    a

    trash

    compactor

    (takes

    10

    rounds

    to

    smash

    the

    trash,killinganyoneinside)or,worseyet,adisintegratorunit.

    Elevator: Unlike elevators in buildings that touch on all floors,

    elevatorsand liftsinspacefortressesareusuallymoredispersed

    and onlyrunbetweentwo or threefloorsforsecuritypurposes.

    Elevators usually contain security cameras and they can usually

    becontrolledfromacommandcenter.

    FactoryLevel:Factory levelsconsistof largebays inwhichmetal

    can be melted and poured, components assembled on winding

    conveyorbeltsand objectsrepaired.They contain all manner of

    toolsandarestaffedbytechniciansandmaintenancedrones.

    Guard Barracks: A guard barracks contains sleeping pods and

    other

    amenitiesfor

    large

    numbers

    of

    guards.

    They

    usually

    have

    bathandtoiletfacilitiesandmightevenserveasminiarmories.

    GuardPost:Aguardpost isasecuritycheckpointstaffedbytwo

    to six guards and containing things like metal detectors and

    retinal scanners. Guard posts usually have small holding cells

    attached,eitherwithmetalbarsor,morelikely,forcefields.

    HangarBay:Hangarbaysmaybelargeorsmall.Theyareusually

    incloseproximitytobarracksforpilotsandrepairbaysfor large

    ships. Technicians are always present, as are some guards and

    maybe some pilots. Hangar bays rarely handle ships larger than

    shuttles and starfighters, though some might be built large

    enoughto

    handle

    freighters

    and

    blockade

    runners.

    InterrogationChamber:Thesechamberscouldlooklikehightech

    versions of medieval torture chambers, but probablyjust have

    chairswithrestraintsthatallowtechniciansandtheDarkLordto

    probeaprisonersmindor injectthemwithtruthserumsothey

    can be successfully questioned. They usually have small holding

    cellsattachedandareincloseproximitytoaprisonlevel.

    LightBridge: In the case of a chasm separating one part of a

    space fortress from another, there might be a light bride. The

    lightbridgecanbeactivatedfromacontrolpaneloneitherside,

    andtakes

    the

    form

    of

    a

    bridge

    made

    of

    solidified

    light.

    Medical Bay: The medical bay contains tables with restraints,

    medical equipment and cabinets containing all manner of

    medicines. Doctors and technicians work here. Guards are only

    presentifthedoctorsaretreatingprisoners.

    MessHall:Amesshallisattachedtoakitchenandcontainslong

    tablesandbenches.Themesshallsforthetechniciansandguards

    willbesimpleaffairs,whiletheofficersmessmightbegrander.

    Mines:Ifaspacefortressisbuiltintoaplanetorasteroid,itmight

    contain mines worked either by technicians using laser drills or

    slavesusing

    picks.

    The

    mines

    might

    abut

    an

    ore

    processing

    area.

    Pleasure Chamber: These chambers might be simple lounges

    where crew can rest and relax or they might be hightech

    entertainment centers with holographic movies or games. More

    unsavory space fortresses might have harems staffed with slave

    girlsorgynoids.

    23

  • 7/30/2019 80710906 Space Princess

    27/50

    PrisonLevel:Theprisonlevelconsistsofrowafterrowofholding

    cells. The cells are small and simple, with force fields or sliding

    doors. They contain simple beds and toilet facilities that might

    retract into the wall. All of these cells can be monitored and

    controlled from a central command chamber with many guards

    andanumberofprisontechnicians.

    Reactor Core: The reactor core provides the space fortresss

    power.Theymaybeasinglelargecoreormany.Mostareatomic,

    and the technicians and guards therein are equipped with

    radiationsuits.

    Ruins: In space fortresses built into a planet or asteroid, it is

    entirely possible that there are ancient ruins that predate the

    construction of the space fortress or which are parts of the

    fortressthatwerepartiallydestroyedinapastattack.Suchplaces

    mightbeoccupiednowbyothermonsters.

    ScienceLab:Spacefortressesusuallyhaveatleastonesciencelab

    where

    the

    evil

    scientists

    who

    serve

    the

    Dark

    Lord

    can

    concoct

    new super weapons or grow atomic supermen for their mad

    schemes. These labs might be guarded. They always contain

    techniciansandatleastonescientistcharacter.

    SlavePits:DarkLordsareusuallyquiteevil,sotheideaofholding

    sentientcreaturesinbondagedoesnotreallybotherthem.Slaves

    are used for menial and dangerous tasks and are kept in

    communalprisonpitsunderheavyguard.

    SleepingChamber:Sleepingchambersare not simplebedrooms,

    but rather chambers where people can be put into deep,

    hypnoticsleep

    for

    as

    long

    as

    a

    year.

    Storage: Dont forget storage chambers. Even space fortresses

    needpantriesandjanitorialclosets.

    Teleport Chamber: A teleport chamber contains a number of

    teleport pads that can send people to other areas of the space

    fortress or even to other planets, depending on how powerful

    they are. They are staffed by one or two technicians and are

    usuallyguarded.

    ThroneRoom:ManyDarkLordshaveathroneroomconsistingof

    a largespacewithan impressivethroneandacarpet leadingup

    toit.

    Throne

    rooms

    are

    always

    guarded.

    When

    the

    Dark

    Lord

    is

    present,heisaccompaniedbycourtiersandhiselitebodyguard.

    The Dark LordThetermDarkLordmerelyreferstothekeyantagonistofthe

    player characters. They might be male or female (or neither, in

    the case of a robot), and the depths of their actual wickedness

    areuptotheReferee.Perhapstheyarejustapersonfedupwith

    the bureaucracy of the Space Empire who kidnapped the Space

    Princesstogetsomeattention.

    Confronting

    the

    Dark

    Lord

    should

    be

    a

    dangerous

    challenge

    for

    theplayercharacters.ADarkLordoccupiesalevelunavailableto

    normal player characters to make him a bigger challenge for a

    groupofplayercharacters:

    LEVEL HITDICE SKILL POWERSMindLord 9d8 12 7

    MadGenius 8d6 12 0

    CrimeLord 8d8 14 0

    Warlord 9d10 12 0

    The Space PrincessJust as a Dark Lord neednt be dark or a lord, a Space

    Princessis

    just

    a

    term

    of

    convenience

    for

    the

    object

    of

    the

    player

    characters quest in the Space Fortress. A space princess might

    actually be a princess from space, but it can also be a space

    prince, an ambassador, a famous scientist, plans for a space

    stationorasecretweapon.Heck,itcouldevenbethemascotof

    theStarAcademy(GoBulldogs!)orthePresidentoftheGalaxys

    favoritepottedpalm.Whateveritis,theDarkLordhasitandthe

    goodguyswantitback.

    Whatever form the Space Princess takes, finding it is worth one

    pointofluckforeachplayercharacter.Oncediscoveredusually

    on the most dangerous level of a Space Fortress, the Space

    PrincessmustbebroughtoutoftheSpaceFortressandcarriedto

    safetythroughhyperspace(seeSpaceBattlesabove).

    TheSpacePrincessmightalsoactasacharacterin itsownright,

    controlledbyoneoralloftheplayers.IftheSpacePrincessisa

    canny old warrior, he or she might have the abilities of a

    Commander,forexample.

    24

  • 7/30/2019 80710906 Space Princess

    28/50

    Sample of PlayWhatfollowsisasampleofhowa

    session of Space Princess might

    go. In this case, were following

    Athena Laserwolf, a human star

    warrior

    and

    her

    comrades,

    Scrimshaw McGurk and Zazzix.

    Ourlittleteamwillbedelvinginto

    theGasMinesofRegulon5.

    You might want to refer to the

    following character sheets while

    reading this sample of play. The

    characters were rolled randomly,

    which should give you an idea of

    what a character in the game

    mightlooklikewhenfinished.

    ADVENTURE SET-UPRegulon5 is a gas mine set on a

    small, barren planetoid. The

    planetoid has no native life save

    formicrobesthatlivebeneaththe

    white soil and it is marked with

    craters. The Solar Common

    wealth has long known that the

    mines have been used as a

    forward base by agents of the

    darklordRadofScorpius,asmall

    timetyrantwithbigambitions.

    Twodaysago,thePrincessArielof

    New Camelot, a member of the

    Commonwealth, was kidnapped. Rangers from Space Patrol has

    determined that she is most likely being held in the gas mines,

    awaitingthearrivaltheGreymourn,Radsdreadnaught.

    Asmallteam, ledbyAthenaLaserwolf,has landed insecret ina

    crater that the rangers have learned grants access to an old

    constructiontunnelthatleadsintothemines.Theteamwillenter

    throughthistunnel,findandrescuetheprincess,andthenmake

    theirescapeinMcGurksblockaderunner,theSmilinSal.

    GAME PLAYThebandfoundtheconstructiontunnelandhikedthrough itfor

    about1mileuntiltheyreachedasetoflocked,slidingdoorswith

    asmallaccesspanelonthewallnexttothem.

    Scrimshaw:Illgetoutmytoolsandworkonunlockingthedoors.

    Referee:ThatwillrequireaDefeatSecuritytest.TheDCforthat

    test isonlya12thedoorsaremostlyforgottenandtheaccess

    panelssecurityprotocolsareabitoutofdate.

    Scrimshaw:(Rolling1d20)Igota26nosweat!

    Referee:The doorsslideopen. Beforeyouthere isa smallroom

    carveddirectlyfromthegreyishstoneofthepla