Teens in Space
Teens in Space
Teens in Space
10 9 8 7 6 5 4 3 2 1
Made in China
Acknowledgments
We’ve borrowed heavily from Apocalypse World and Blades in the Dark’s
Progress Clocks in creating the Heat Meter mechanic. We’ve also borrowed
heavily from North Sea Epilogues with the rarity/quality chart for cost of
items in “Appendix I - Items”.
Thanks to Luke Muench for his focused, extensive playtesting and rules
feedback. Thanks to Tim Devine for his help with the extended ship creation
and items. And by “help,” we mean that he basically wrote those two
appendices. Thanks to Derek Kinsman for his help with suggesting additional
appendices. Thanks to Jack Berkenstock, Thor Hansen & Nick Sauer for their
feedback on early versions of the rules.
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Teens in Space
Table of Contents
Introduction ............................. 4 Information for the GM ... 53
Setting Boundaries ................................ 4 Player Safety ............................................ 53
Creating your ship ............. 6 Crafting the Story ................................... 54
Classes of Ships....................................... 7 Planning for Your Games ..................... 56
Faster-Than-Light Travel ...................... 9 Tone & Pace .............................................. 57
Character Creation ........... 11 Failing a Stat Check ............................... 58
Overview .................................................... 11 Changing the Rules ................................ 58
Crew Creation .......................................... 16 Pressure Gauges ..................................... 59
Improvement Points .............................. 17 Appendices
Character Improvements ..................... 17 A — Ship Sheet ........................... 63
Ship Improvements ................................ 18 B — Ship Improvements ...... 64
Narrative Control .................................... 21 C — Ext. Ship Creation ......... 70
Stats ................................................ 23 D — character sheet ........... 72
Stat Checks ............................................... 25 E — Species ................................... 73
Combat ........................................... 37 Information ............................................... 73
Injuries & Death ....................................... 38 Species Summary ................................... 74
Combat Between Ships ........................ 43 Sample Species ....................................... 75
Playing Multiple Games ... 47 Variants on a Species ............................ 104
Spending Credits .................................... 47 F — Tropes ................................... 108
Gaining Additional Improvements ....... 47 G — Character
Restoring Sacrificed Improvements.... 48 Improvements ................. 115
Jumping Ahead ....................................... 50 H — Crew Creation
Other Changes to Characters............. 51 Questions ............................ 119
I — Items .......................................... 121
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Introduction
Being a teenager in an intergalactic society is tough, especially when you’re
no longer on your planet. There are a lot of ways to get yourself in trouble
at home, but in the vast reaches of the pan-galactic empire there’s a lot of
room for awkwardness. Some planets use hugs as currency, while others insist
that you fight to the death if you make eye contact with someone. Plus, there
are space-faring mystics, interplanetary police, and warring pirate factions
vying for control of trade routes. But you’ve got a mostly functional ship, a
mostly trustworthy crew to travel the stars with, and enough work to keep
you mostly fed. And your parents said you were stupid to leave home...
Teens in Space is a space opera RPG that uses the “Powered by Kids on Bikes”
system, first used in Kids on Bikes. Kids on Bikes is not required to play Teens
in Space.
Note: Most of this book is written with players in mind and directed towards
them. Gamemasters, all of this information will be pertinent to you too—
we’ve included more information for you at the end of the book, starting on
page 63.
Setting Boundaries
Before starting to create your characters, you and the gamemaster (GM)
should address the kinds of things that the players want to see in the game
and the things they don’t. You’ll already have agreed on the overall tone you
want the game to have, but it’s important to know what narrative elements
might upset players so the group can avoid them. Doing so will ensure that
the game is fun for everyone. To start this process the GM will ask whether the
players would like to talk about these boundaries or, give the GM lists.
If players agree to have a discussion, everyone will talk about what they’re
okay with and what they want to avoid. During this discussion, don’t ask
others to explain why they don’t want certain elements in the game; take
their requests seriously and respect them. However, do feel free to ask for
clarification if you’re unsure of what to avoid.
If players would rather give the GM a list, they’ll write down the topics they’d
like to avoid, and the GM will compile that list anonymously. As with the
discussion, there shouldn’t be any explanation of why players don’t want to
address certain topics.
4 TEENS IN SPACE
general, you should be playing the game in a way that will be comfortable
for everyone who may hear it. For example, your group may be comfortable
using science fiction to address issues of prejudice, but if you’re in public,
everyone who overhears you might not be. Try to keep this in mind and be
respectful to anyone who might overhear your game.
If, during the game, someone accidentally brings up one of the topics that
should be avoided—or if anything that is part of the story is making you
uncomfortable—simply knock quickly and lightly on the table. Your group
could also create a different signal to use that works for everyone. This allows
for everyone to be heard and their feelings honored. Whoever is currently
narrating should simply rewind and proceed down a different path, or you
might want to take a slight pause to allow everyone to feel comfortable
again before resuming play. There is no need to discuss your request to go
in a different direction; the group will just move on with the story in another
direction. If you’re interested in ways to be sure your players feel safe, please
refer to “Player Safety” on page 53.
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Creating your ship
Before creating your characters, you’ll create your ship. While this may seem
backwards, the answers you give to these questions will help get the GM and
all the players on the same page about how the game is going to feel. Keep
track of the details you establish in this section on the Ship Sheet, found in
“Appendix A - Ship Sheet” on page 63.
Unless there is a strong narrative reason otherwise, each ship begins with the
following Improvements:
• d4 Manned Turret Guns
• d4 Shields
• d4 Thrusters
• Faster-Than-Light Travel
• Mid-range scanners detecting all visible objects
• Heat Meter of 5
During the first session (or prior to your first session, if you want to give the
GM some time to think about possible adventure hooks), the GM will ask
players the following questions. We suggest that the GM ask each question of
a single player, though players could also discuss these questions, especially
if there’s any disagreement. GMs, as the players answer these questions, jot
down notes, particularly, any films, TV shows, or books that come to mind
which might inspire you for the tone and setting!
1. What do you envision your crew doing in this game? Choose a class of
ship that reflects that. (See list “Classes of Ships” below for examples.)
2. How serious or silly do you want the game to be? To reflect that
preference, consult “Appendix B - Ship Improvements” on page 64
and add an Improvement to the ship that costs 1 or 2 Improvement
Points (IP). (Go around the table and have each player add one such
Improvement to the ship. When it’s your turn to choose one, you may
instead upgrade one already-selected Improvement as long as the
upgrade costs 1 or 2 IP.)
6 TEENS IN SPACE
3. How do most ships in your universe travel faster than the speed of
light, and how is your ship special? (See below for examples.)
4. How much of space is explored in your universe, and how much of the
known universe has your ship seen, with or without the current crew?
5. What is a conflict that the ship has been involved in? This could be a
large, intergalactic conflict, or a small, more personal one. (Ask this
question twice if you have 2, 4, 5, or 6 players.)
6. Not many teens have their own spaceship, so how is it that your crew
came to be traveling in one?
7. What on the ship is incredibly well maintained?
8. What on the ship is held together with spacetape and a prayer? (Ask
this question twice if you have 4 or 6 players.)
9. What is one story that everyone (either your crew or the public) has
heard about your ship? (Ask this question twice if you have 4 or 6
players.)
10. What is the ship’s name?
Classes of Ships
To answer the first question, we’ve provided you with a list of eight common
classes of ships to choose from.
Ancient Tech
Built by an unknown species, these ships are rare and often unique. This class
of ship holds many secrets and may be highly sought after by many factions,
including warlords, governments, and crime syndicates.
Envoy
Built for luxury, these ships are typically decked out with the finest interiors for
maximum comfort and style. This class of ship is often used by diplomats and the
wealthy, so they’re the prized target of pirates.
Freighter
Built for transporting goods, these ships are relatively bulky. This class of ship is
typically favored by smugglers and often targeted by pirates.
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Prototype
Built for a specific purpose, this ship is the only known one of its kind. As a re-
sult, it may be highly sought after by many factions, including warlords, govern-
ments, and crime syndicates.
Science Vessel
Built for deep space voyages, these ships are equipped with the tech and tools
to perform all manor of scientific research. This class of ship is typically funded
by corporations or governments.
Scout
Built for short-range or long-range reconnaissance, this smaller class of ship is
typically arrayed with strong sensors and is used by corporations and governments
to gather intelligence in unknown regions.
Stealth Vessel
Built for covert missions and espionage, this smaller and less noticeable class of
ship is often used on missions by governments or military.
Warship
Built for battle, these ships fly faster, have stronger shields, and wield a variety of
weaponry. This class of ship is often part of military or peacekeeping forces but
is also common among pirates and crime syndicates.
Each class has suggestions of Improvements to take for the ship, but these
are not requirements. Of course, if your group would prefer something else,
you can always create your own ship! Take a look at “Appendix C - Extended
Ship Creation” on page 70 for more information about how to do that. Also,
don’t worry if there’s an Improvement you’d like the ship to have that you
didn’t get the chance to add yet. Later on in the character creation process,
you’ll be able to add more to the ship!
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GMs, if for some reason you don’t want the players to start with a ship, that’s
fine! You could either wait and do ship creation when players discover it,
adjusting the questions as you need to for the narrative. Or, you could give
each player an additional Improvement Point to spend on their character
when you get to that phase of character creation. However, if you don’t ask
all of the questions be sure that you get a sense of the kind of game players
want to experience, both in terms of the tone, the things that they want to do,
and the level of technology that they want to exist.
Faster-Than-Light Travel
To avoid having impossibly long in-game downtimes when traveling from
one inhabited planet to another, we strongly encourage you to follow our
suggestion and have your ship travel faster than light. Across the sci-fi genre,
there are many ways that such travel has been accomplished, and we’ve
included a few to think about using in your game.
Other than some elements of the narrative, this answer really shouldn’t
impact the game. The most important thing is that you can travel nearly
instantaneously between planets, no matter how you do it.
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Character Creation
The core of any RPG is the character that you play. In this section, you’ll
create the character you’ll play in Teens in Space, discuss the crew’s dynamics
with the other players, and then put the finishing touches on your character
by giving yourself powers and designing your ship. So, grab a copy of the
Character Sheet, which you can find on page 72, and let’s get to it!
Overview
To create a character, follow the steps listed below:
1. Select your Species and Trope
2. Answer questions about your character, both ones that all characters
answer and ones that are specific to your Trope and Species
3. Answer questions about your crew
4. Assign Improvement Points to your character and to your crew’s ship
Selecting a Species
For a description of the species, refer to “Appendix E - List of Species” on
page 73.
Think of the array of species in Teens in Space like the largest ice cream buffet
you’ve ever seen; even once you choose a flavor, you can mix in anything you
want. You can even combine two flavors. In space, genetics are pretty flexible.
So, if the species are an ice cream buffet, humans are vanilla, the average of
almost everything. Averagely war-like. Averagely smart. Averagely...well, you
name it. As such, all descriptions of species are done in reference to humans.
Since you’re probably a human reading this, that’s probably pretty helpful
to you. And, unless something is clearly different about the species, assume
that they’re like humans: they breathe oxygen, need food, need sleep, and so
forth. If you have any questions about the species that isn’t clear from their
description, talk it over with the GM and come to a conclusion about it.
Those of you familiar with supplements like this one may be expecting in-
depth discussions of each species, complete with minutiae about that
species’s culture, biology, planets, and so forth. In the appendix, we’re taking
a very different approach. In the spirit of Teens in Space, we’re giving you an
outline of the species that you can flesh out as appropriate for your game.
Do you want the Proeleans to have initiated contact with most of the known
species in universe? Great! Want the Sollemneans and the Throggofel to have
a deep-seated distrust of each other? Cool!
As with everything in this game, please make your character and your overall
experience completely your own! Even the outline that we’ve included doesn’t
need to be followed if you’d like to change something. Maybe the cataclysm
that created the Frigoreans just happened. Maybe Neozo aren’t illegal but
highly prized for their cuteness. Maybe the Quillians and Herbaceans don’t
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share the same planet. Think of everything here as quick-start suggestions,
not gospel.
Each species also has both suggested Tropes, which we’ll address in the
next section, and suggested Improvements, which we’ll address in a bit. It’s
important to remember though, that both sets are just suggestions. Any
species can be any Trope!
Each Species also has Bonuses and Drawbacks. Often, the Bonuses are an
Improvement that you’ll get for free, but sometimes, they’re more narrative.
Be sure to make note of any Improvements in the Improvements section of
your character sheet and any other bonuses in the Records section. Or, if you
get a +1 to a stat, make note of that in the hex for that stat on the top right of
your character sheet.
Selecting a Trope
Tropes are the stock framework for your character to inhabit, from the
swarthy, stalwart captain to the brainy, over-stressed engineer. To streamline
the creation process, we’ve created a set of Tropes for you to choose from.
These will make the character creation process quicker by assigning your Stat
Dice.
Refer to “Appendix F - Tropes” on page 108 for a list of the Tropes in Teens
in Space. Your character can be any age, but if they’re a teen they might
not have fully grown into their Trope yet—or it might be the Trope that they
aspire to.
When you select your Trope, write your Stat Dice on your Character Sheet in
the hex for that stat. For example, if you select the Captain Trope, you would
write d20 under Grit, d12 under Brains, d10 under Charm, d8 under Fight, d6
12 TEENS IN SPACE
under Brawn, and d4 under Flight. Be sure to leave room for +1s if you take
any Enhanced Ability Improvements.
Of course, if you prefer, you can always make your character from scratch,
assigning the Stat Dice as you see fit.
Being a Teen
Even though the game is called Teens in Space, you don’t have to play someone
between 13 and 19 years old. “Teen” is, of course, a very human concept. For
a species that lives for three or four thousand years, a literal 14-year-old may
still be living in a pouch attached to a parent. Rather than a specific age,
think about playing an adolescent in whatever species you choose for your
character.
Just as you didn’t need to play a kid in Kids on Bikes, you can definitely play
an adult or even a child in Teens in Space. Don’t let the title cramp your style!
The only thing we insist on is that your character be impulsive, something that
teens are generally very good at.
Often, because this quality has helped a person to be successful, it has been
reinforced over time. As a result, even if the character knows that, theoretically,
they have too much of this trait, they also know they wouldn’t be where they
are today without it.
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For example, Jaxza decides that her Fatal Flaw is her lack of trust. When
she was a young pickpocket on Ragnar, her hesitance to trust helped her
avoid getting caught in police raids, helped her avoid getting tricked by
undercover officers, and helped her manipulate her marks. Even now that
she’s gone on a few missions with the rest of her crew, she’s still slow to
trust them, requiring more of an explanation when they want to convince
her that something is in her best interest.
Commando Cat decides that his Fatal Flaw is his itchy trigger finger. He is
certainly capable of keeping his hands off his blasters, and he certainly isn’t
likely to attack his fellow crewmates. However, if he doesn’t know someone,
instead of talking his way out of something, he’d much, much rather just start
firing and sort things out later. This comes from his past; he was created to
be a weapon, so in his young life he was consistently rewarded for violence
by his makers. Of course, it was violence against his creators that allowed
him to escape a few years ago.
To that end, it’s vital you take care when selecting your Fatal Flaw to make
sure that it won’t ruin other players’ fun, which can happen if two players
have wildly opposing Fatal Flaws or if players lean into them too much. If
one of you is overly cautious and another one of you is impatient to the point
of recklessness, it could make for a fun game with excellent tension at key
points! If players are both intractable, though, it could lead to arguments
between players. To put it another way, arguments between characters can
be a lot of fun, but not arguments between players.
If someone at the table plans to have a Fatal Flaw that you know will make the
game less fun for you (like if you worry that a character who’s dishonest will
make the game unpalatable for the rest of you), let them know that and ask
them to pick another one. If another player asks you to reconsider, please do.
Remember, the game is only fun if it’s fun for everyone at the table, so have
a few options for your Fatal Flaw to make sure that you can be flexible after
introducing yourself to the other players.
Introduce Yourself
Though you’ll want to know what your crew looks like before you put the
finishing touches on your character, you’ll also want to get a sense of who
they are right away.
14 TEENS IN SPACE
Use the following list as a guide to introduce yourself, and feel free to include
anything else that you think is relevant. Share with the other players your:
• Name
• Pronouns
• Species
• Trope
• Species-specific questions
• Fatal Flaw
• What items you always have with you
You can tweak the answers to these questions as you create the crew. For
example, you might decide that you don’t want your character to be the
only one motivated by profit while the rest of the crew is motivated by pure
altruism. (Then again, if you all agree, that could make for a great point of
tension in the crew!)
Answers to these questions will give you an initial framework for your character
that you can develop and adjust as you create your crew. Don’t feel like your
character has to be static, especially if you’re going to play multiple games. A
character might start out motivated by profit but become more motivated by
protecting the rest of their crew after a little bit of time with them.
This is also a good time to start using “I” when talking about your character!
Get into it and start putting your feet in their shoes, moonboots, tentacles,
paws, claws, webbed appendages...you get the idea.
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Crew Creation
Even though you can’t always rely on your ship to function the way you
think it should, you can always rely on your crew. Unless otherwise noted,
the following questions are ones to answer as a group. Feel free to provide
multiple answers to questions:
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Improvement Points
Now that you’ve articulated your crew’s dynamics a bit, it’s time to give
yourself some Improvements and your ship some more! In Teens in Space, each
character gets 10 Improvement Points (IP) when creating their characters.
These IP will be assigned either to the character or to the ship.
Each Improvement costs a specific number of IP. By the end of the character
creation, you must have spent all of your IP, either on yourself or on your
ship. Later in the game, you’ll have the chance to gain more IP, which will be
covered in “Gaining Additional Improvements” on page 47.
The Improvements you added earlier to the ship and the Improvements you
gained from selecting your Species were free. No matter what you got before,
you still have 10 IP to spend between you and your ship!
Character Improvements
Each Improvement you make to your character costs a certain number of IP.
These costs can be found in the list of suggested Improvements in “Appendix
G - Character Improvements” on page 115. These Improvements represent
skills that you have or modifications that you’ve made to your body to improve
yourself. It’s up to the player creating the character to determine how they
came by the Improvement, but part of character creation is explaining how
you came by that Improvement. Given the strong narrative focus of Teens in
Space, be sure that you have a narrative reason for having it. GMs, feel free to
push players on this if their reasons are tenuous!
For example, Commando Cat decides that, when he was created, he was
given cybernetic enhancements that he can use to crudely cloak himself, so
he buys the Stealthy Improvement (2 IP), allowing him to spend 2 Adversity
Tokens to avoid detection within reason. He also decides that he was given
a cybernetic eye that makes weapons targeting easier, this is his narratively
consistent way of gaining the Improvement that gives +2 to Fight (3 IP).
Since he was trained so extensively in combat, he also buys the Master
Blaster Improvement (1 IP), giving him +3 to fight rolls with a blaster. In
total, he spends 6 IP.
Jaxza also takes the Stealthy Improvement but decides that her stealth
comes not from technology but from the years she spend as a street
urchin on Proeleax, blending into crowds after she pickpocketed a mark.
Mechanically, her Improvement is the same, but the narrative behind it is
different. Similarly, she took to the skies at a young age and got good at flying
fast. The self-training she had there gives her the Ace Pilot Improvement. In
total, she spends 3 IP.
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It’s okay if you don’t spend all of your IP on yourself. In fact, each crewmember
should probably save some for the ship. Otherwise, you’ll all be flying around
in a real junker.
If you don’t see an Improvement that you want on the list, talk with your GM.
They can help you figure out if your suggestion is a good Improvement for
the game you’ll be playing and how many IP you’d need to spend to gain it or
enhance it to where you want it.
If you play multiple sessions, there will be ways to gain more Improvements
and enhance the your existing ones later. This is addressed in “Gaining
Additional Improvements” on page 47.
Ship Improvements
After you’ve spent IP on your character, the crew will work together to
finish building your ship. Using the IP the players have left over, you’ll select
Improvements to the ship. Any Improvement Points not spent are lost - so
spend all of them! If you aren’t sure what to take, refer back to the suggested
Improvements associated with your class of ship on pages 7 and 8.
Though IP are shared at this point, keep track of who contributed for specific
Improvements to the ship. When playing the game, those players will be in
charge of those aspects of the ship. If multiple players contributed points to
the same Improvement, they’ll share control over that aspect of the ship.
The character who spends the most Improvement Points on the ship will be the
ship’s pilot—perhaps even the ship’s owner. Narratively, they should have the
most history with the ship, so they’ll get to name the ship. And while all players
will control any Improvements that they paid for with their IP, the ship’s pilot
will narrate anything not associated with those purchased Improvements.
18 TEENS IN SPACE
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For example, Commando Cat gives the ship automatic laser cannons for 2
IP and gives the ship a small greenhouse for 1 IP, which will grow enough
food to sustain the two of them. Any time the laser cannons automatically
fire on another ship or anything happens with the greenhouse, he’ll narrate
what happens.
Jaxza upgrades the ship’s manned turret guns for 2 IP. She also gives the
ship an advanced cloaking device for 3 IP, paying 1 IP for basic cloaking,
then 2 more IP for advanced cloaking. She’ll narrate how the ship’s cloaking
works when it’s activated. She also decides to give the ship a Cooling
System, increasing its Heat Meter by 1. (For details on these mechanics, see
“Heat Meters” on Page 43.)
Commando Cat and Jaxza each have only 1 IP left, so they pool their IP to
spend the 2 IP needed to give their ship a medical bay. Jaxza, having spent
the most IP on the ship, will be it’s captain. She decides on the ship’s name:
The Valkyrie.
Now, you’re ready to play Teens in Space. Remember that job you’re right in
the middle of?
Continue until every character has had one question answered about them.
The final character to get the list will be answering a question about the
character who started with the list. If the table wants to flesh their relationships
out even more, your group may repeat this process as many times as you like.
We recommend choosing different characters to answer questions each time,
and choosing a question from a different list so that you have both positive
and negative relationships with members of your crew.
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Narrative Control
Depending on how many role-playing games you’ve enjoyed over the years,
you might be used to different approaches for the GM (or DM, MC, or any
number of other titles). In many traditional role-playing games, the GM
directs a lot of the action and is almost always responsible for telling players
what happens in response to their actions. With these approaches, each
player is responsible for their own character’s actions, but not for the world
around them.
Typically, Teens in Space takes this second approach. Sure, there will be
times when the GM presents something to the table that’s entirely from
their imagination, but most of the time, they’ll be encouraging the players
to create the story with them, not just describing how your character reacts.
Sometimes, the GM will have big-picture stuff that needs to be a certain way,
but often, the player will have a part in deciding even the big-picture direction
of the story!
Another element that affects narrative control is a roll of the Stat Dice. When
you attempt to do something with one of your stats, the GM will have you roll
the appropriate Stat Die against a number that they tell you. If you roll that
number or over, you succeed! If you roll under that number, you fail. As much
leeway as you and the GM have to tell your story, the Stat Dice might have
different ideas...
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22 TEENS IN SPACE
Stats
Your Trope determines how you assign your Stat Dice. The higher the possible
value on a die, the better your character is with that stat. The six stats are:
The higher a Stat Die is, the better a character is at skills involving that stat
and the more likely they are to succeed when using that stat. While there’s no
guarantee that you’ll roll your maximum, characters will be better able to pass
checks with their higher dice.
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dice Brief Explanation
Superb — Even upon first meeting you, anyone would be able
d20 to readily tell that this is a strength of yours. You are remarkably
good with respect to this stat.
Impressive — Those who know you would say that you’re pretty
d12 good with respect to this stat, but it wouldn’t be something
that’s obvious during your first encounter.
Bad — Those who know you would say that you’re pretty bad
d6 with respect to this stat, but it wouldn’t be something that’s
obvious during your first encounter.
24 TEENS IN SPACE
For example, Commando Cat has a d20 Fight and a d4 Charm. He was
created for combat and destruction, so he never cultivated his charisma,
even in the years since he escaped. His skills with a blaster have been
enough to keep close the people he wants close, and they’ve been more
than enough to get him out of problems that some people might try to blab
their way out of.
Stat Dice will also be used to resolve stat checks and combat, which we’ll
address in “Stat Checks” on the next page and in “Combat” on page 37.
Stat Checks
While you’re playing, any time you do something that runs the risk of failure,
the GM will set a numerical difficulty for the action. You will then roll the
appropriate Stat Die and check the value of that Stat Die against the value of
the difficulty. If you roll the maximum value of the Stat Die and it isn’t enough
to succeed at the check, your Stat Die will “explode”—meaning that you reroll
and add the maximum value that you rolled the first time to the new roll. Your
Stat Die may explode multiple times on a check—but once you succeed at
that check, it will no longer explode on that check.
Keep in mind that the most you can roll (without the luck of exploding a die)
is 20, and even that number is extraordinarily unlikely. However, that doesn’t
mean that the difficulty can’t be higher than 20 in cases where a feat seems
truly impossible for mere mortals. A lucky explosion or two can make the
seemingly impossible happen...
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difficulty Explanation & Examples
A task at which only the most incredible could even possibly
succeed—but if they succeed, it will be one of the most
impressive things a creature has ever done. This is a nearly
guaranteed failure.
20 or greater
A skilled mechanic rerouting the entire warp drive of a ship using
haphazardly assembled odds and ends.
A captain lifting debris off of one of their crew members on a
planet with high gravity.
26 TEENS IN SPACE
Choosing a Stat for the Check
As in life, there are always multiple ways to solve a problem. If you’ve pissed
off the most powerful crime boss on a backwater planet, you could address
that issue in any number of ways. Maybe you use your Charm to go in and
negotiate a deal with him to get you out of trouble. Or, maybe you go in a
completely different direction and charge in, blasters blazing, with your Fight.
You could even try to physically intimidate his lackeys into telling him back off
with your Brawn. If you don’t feel like trying any of your Stat Dice, you could
always flee the planet before the real conflict starts. In Teens in Space, bravely
and preemptively running away is always an option.
When you’re not sure what kind of check something will call for, you can
always just start describing what you’re doing and the GM will tell you what
check to make. For things like deceit and lying, it’s probably going to be
Charm, but if you’re throwing around a lot of science-y words to convince
space pirates that your ship is unstable, that’d be Brains. If you’re haggling
in a market, that could be Charm if you’re relying on your winning smile, but
it could also be Grit if you’re relying on your experience with black market
dealings. The bottom line is that you should go with what feels right to you
and your GM. If you’re the GM and genuinely can’t decide, let the player use
whichever of the possible Stat Dice would be best for the player.
27
When deciding on the consequences of a stat check, GMs should consult the
following guide:
(Roll +
Modifiers) Guidelines for Failure or Success
- Target
The character fails, but not too badly. There might be some very
minor short-term consequences, but these won’t shift the story
for more than a minute or two. These characters have tried and
-4 to -1
almost succeeded, and the GM should narrate the near miss
accordingly. Characters may have some input into the way this
near miss plays out.
The failure is bad but not a disaster. There will be some short-term
consequences that might lead to some immediate difficulties—
but there’s nothing the characters can’t handle if they focus
-9 to -5 on them. Characters have tried to do or have been forced to
do something beyond their capabilities. Unsurprisingly, they’ve
failed. The GM should narrate the failure almost exclusively.
28 TEENS IN SPACE
(Roll +
Modifiers) Guidelines for Failure or Success
- Target
The GM tells Jaxza that the Flight check is a difficulty of 15 (tough, but
decidedly possible), so, despite the difficulty, she decides to go for it. She
rolls a 13. With her +3 Ace Pilot bonus, she succeeds, getting The Valkyrie
close enough to the prison ship without being noticed. As such, she narrates
how she barely avoids detection by sneaking The Valkyrie in amidst floating
debris.
29
Planned Actions & Snap Decisions
Although the GM always sets a numerical difficulty, there are two distinct
kinds of stat checks: Planned Actions and Snap Decisions:
• Planned Actions are stat checks when you have time to think about
the best course of action and, perhaps, work with your friends. If
the characters are decrypting an encoded transmission from the
comfort of a hidden rebel base, that’s definitely a Planned Action. Or,
if your character needs to climb up a wall to sneak into an abandoned
factory and has the cover of night and no one in pursuit, that’s a
Planned Action. In short, Planned Actions are when the conditions
are relatively optimal to achieve something.
• Snap Decisions, on the other hand, are choices that have to be
made quickly under bad conditions—and are thus more chaotic and
unpredictable. For example, if your character is being chased through
a cave, checks they make while fleeing in panic will definitely be Snap
Decisions. Or, if the character is under any kind of great pressure,
that would likely be a Snap Decision, too.
30 TEENS IN SPACE
Ultimately, it’s the GM’s call whether something is a Planned Action or a Snap
Decision. Players, though, should feel free to try to convince the GM of how
they can get a moment of calm to make a Planned Action in a setting that
would seem to call for a Snap Decision.
In order to make a check for a Planned Action, go through the following steps:
• Once you decide to resolve a problem with a particular stat, the GM
sets a numerical difficulty.
• Because you have time to think and react calmly, you may either roll
the appropriate die for that stat or you may take half the value of
that stat’s die.
• If the value first rolled is the maximum value of the die and is below
the difficulty level, the roll “explodes.” Roll the same die again, adding
both values together. This may be repeated as many times as you
roll the maximum, though you must stop when you have succeeded.
• After determining whether the die explodes, add any species
bonuses to the roll. Species bonuses will not cause a die to explode.
• You may also discard any number of your Adversity Tokens (earned
after any failed checks), each token adding +1 to the roll. As with species
bonuses, these additions do not count toward exploding the roll.
• Other players may also spend Adversity Tokens to help you with the
same +1 benefit as above, though they must also narrate how their
actions are also helping your cause, and this is at the GM’s discretion.
• If the total roll is greater than or equal to the value set by the GM,
you have succeeded. You and the GM will narrate the success
collaboratively.
• If not, you have failed. The GM will direct the narration with minimal
input from you (the greater the failure, the less input from you).
The more you miss by, the worse the failure. You also receive one
Adversity Token, which can be used after future rolls to increase the
value at a rate of 1 Adversity Token for +1 to the roll.
When things are dicier and you’re under significant stress, you’ll have to make
a Snap Decision. The process works as above with the following changes:
• First, you cannot take half of the value of the appropriate die. You
must roll to see if you succeed since this is a rushed attempt that you
cannot plan.
• Second, although you may spend Adversity Tokens to help yourself,
other players cannot spend Adversity Tokens to help you. There’s no
time for the kind of planning that collaboration requires.
• Third, though you still gain an Adversity Token for either kind of
failure, the GM should make the consequences for failing a Snap
Decision less weighty than failing a Planned Action. Narratively,
when everything’s on the line, the tension is already there, and you
aren’t doing something stupid—you’re just in a bad spot.
31
For example, Jaxza creates a distraction on another level of the ship,
clearing the guards away from the cell holding Commando Cat. She has all
the time in the world to hack the keypad keeping his cell locked, a difficulty
of 7. Since she has the time, she takes a Planned Action with her Brains, her
d12 stat, getting her a 6 exactly. She then spends an Adversity Token to get
to 7, just what she needs. She and Commando Cat are reunited!
Unfortunately for them, hacking the cell sets off a silent alarm. As they exit
the cell, three of Kraxos’ elite guards have their blasters trained on them.
Clearly, this is time for a Snap Decision rather than a Planned Action. Jaxza
decides that her best course of action is to make a run for cover and take
advantage of her ability to hide. Commando Cat decides that, given his
penchant for firefights, he’s going to try to outdraw them and try to drop all
three of them. Given the situation, this too is a Snap Decision. The GM sets
Jaxza’s Flight check difficulty at 8 and Commando Cat’s Fight check at 14.
32 TEENS IN SPACE
Commando Cat rolls a 12, failing by -2 at eliminating all of the guards before
they can fire, a failure with only a slight penalty. The GM narrates how
Commando Cat manages to shoot two of the three guards while they’re
distracted, but the last one regains his focus enough to exchange fire with
him one time, blasting just a bit of fur off of his left shoulder. Commando
Cat isn’t badly injured, though the blast hurts for a minute. The worst part is
the smell of burning cat hair, which, honestly, is pretty bad.
However, if a player is taking a specific action with the ship, they should narrate
what they do. Whoever mans the guns on the ship, for example, narrates the
use of those guns, rolling their Fight check along with the appropriate die
for that gun. Similarly, whoever is flying the ship narrates what happens with
their Flight checks.
33
For example, Jaxza and Commando Cat make it back on to The Valkyrie and
power it up. Jaxza jumps behind the controls and blasts off, but as they do,
Kraxos’ minions activate a tractor beam to pull it back in. The GM tells them
that it will be a difficulty of 12 to swerve out of the way of the beam. Jaxza
decides to activate the ship’s thrusters, so she’ll roll her Flight (d20) and
the ship’s thrusters (d4) against this 12. She rolls a 10 and a 3 for a total of
13 and gets to narrate how she narrowly veers out of the way of the beam.
In addition to earning you AT, failure can and should push the narrative
forward. Remember, a failed roll means that what the character wants to
happen doesn’t happen—but that doesn’t mean that what happens is bad for
the story. Failures won’t be what the character wants, but they should feel
good for the story and push the group in unexpected directions while you
craft the narrative together.
Though failed rolls related to the ship will narratively affect all characters on
the ship, only the character who made the roll receives the AT for that failed
roll. Also, that character earns only one AT for a failed roll involving their Stat
Dice and any number of the ship’s dice.
For example, during their escape, Jaxza and Commando Cat find themselves
pursued by Kraxos’ forces. Jaxza takes a sharp turn into a nearby asteroid
field and attempts to navigate it safely. The GM sets the difficulty of making
it safely through the field at a 10. Jaxza, however, rolls a 1 on both her Flight
roll and the thrusters roll, a pretty bad failure, even with her +3 Ace Pilot
Improvement. She chooses not to spend any AT to improve the failure and
thus fails by -5, which is a bad failure, but not a disaster. The GM narrates how
one of the ship’s two engines is temporarily damaged when Jaxza swerves
into a smaller asteroid to avoid a larger one. Unable to fly at full speed until
they repair the ship, Jaxza and Commando Cat will have to figure out how
to escape Kraxos’ forces. Jaxza receives an AT for this failed roll.
Exploding Dice
When you roll the highest value of the die and thus reroll (when the roll
“explodes”), the narrative should reflect that you have done something
beyond what you could accomplish on your own. When working with a player
to narrate an “exploded” success, the success should come, in part, from
external forces or just dumb luck.
34 TEENS IN SPACE
All dice in Teens in Space explode, including characters’ Stat Dice and the
ship’s dice. Every die may explode as many times as you roll its highest value.
However, once a roll is successful, further explosions do not occur.
For example, after the ship is damaged, Jaxza decides to land The Valkyrie
on a large asteroid and try to repair the engine. Though she knows her way
around engines, they don’t have many materials on hand, and the GM sets
the difficulty at an 18. Jaxza has d12 in Brains, so taking a Planned Action
means guaranteed failure. Instead, she decides to roll for it, and is lucky
enough to roll a 12, the highest value of the die. She rolls the die again and
rolls a 9 - a total of 19. She narrates the success, making sure that she doesn’t
succeed simply based on her own wits. She describes how she’s working on
the engine when Commando Cat, with his non-stop talking about how they
should have just stayed and fought them all, distracts her. She drops the lug
nut she’s reattaching, which falls, rattling into the engine. The nut hits what
sounds like a small piece of rock, and then there’s a loud whir: the sound
of the engine restarting!! With a stroke of luck, she and Commando Cat are
ready to get flying again.
35
36 TEENS IN SPACE
Combat
Combat in this game functions in the same way as other stat checks, though
usually, you will be rolling against another character to determine success or
failure. As with other checks, the player making the check can always spend
AT to increase the value of the success or decrease the value of the failure—
and characters who can create a compelling case for how they helped their
compatriot can spend their own AT to help as well.
There are no safe fights in this game. Any time physical conflict occurs, a
character might lose many of their Improvements or even die. Once players
decide to attack each other, a misplaced blow could hit a temple or a throat.
There are no “pulled punches” or “called shots”. Every blaster fight could be
fatal.
During a round, two characters fighting each other could deal serious damage
to each other at the same time. They might both land a punch at the same
moment, or they might draw simultaneously and fire. Characters should roll
for what they’re doing during combat, then, based on successes and failures,
the GM and players should narrate what happens.
Physical Damage: Physical attacks are more direct combat, either a fist fight
or non-energy, non-projectile weapons, like swords or bats.
37
Roll the attacker’s Fight against the defender’s Grit (if they’re planning to
stay and fight back) or Flight (if they’re planning to dive out of the way or
try to flee). In most physical fights, both characters will be attacking each
other. Assuming that’s the case, choose one character to attack first; they roll
their Fight and the defender rolls their Grit. Then, reverse rolls; the character
who had been defending rolls their Fight and the character who had been
attacking rolls their Grit. Damage occurs simultaneously, so hold the narrative
results until after both rolls!
Projectile or Energy Damage: Most of the time in the game, projectiles will
take the form of blasters, which are terribly dangerous for all characters.
There are also energy weapons like Laserblades and projectile weapons like
guns, though few guns in space fire bullets.
When projectile or energy weapons are used in combat, roll the attacker’s
Fight against the defender’s appropriate stat (likely Flight or Grit, depending
on whether the character is diving out of the way or taking the shot). If both
characters are shooting or throwing at each other, roll separate attacks and
defenses for each attacker. High differences between attack and defense with
projectiles are much more dangerous than the same difference for physical
combat.
If you get into some serious trouble, though, you may sacrifice an Improvement
in order to reduce an attacker’s roll against you to a success of only 1. Whatever
happens to you to cause you to lose that Improvement will have long-term
narrative consequences, but it might be enough to help you get out of there.
The attacker probably won’t stop just because they damaged your cybernetic
arm. If you’re that out-matched, it might be a good idea to run instead of
suffering more damage.
38 TEENS IN SPACE
Note: At the GM’s discretion, even non-energy, non-projectile weapons may
cause damage as though they were, especially if the attacker is skilled. The
narrative results below are guidelines.
Usually, though, when the blasters come out, attackers are using their Fight
stat. Don’t get lazy with your storytelling. Even if Brains are your best stat,
you can’t always think your way out of a firefight—and a good GM will push
you to not get stale in your solutions.
(Roll +
Modifiers) Guidelines for Failure or Success
- Target
39
(Roll +
Modifiers) Guidelines for Failure or Success
- Target
Serious injury Effect: The defender is badly hurt, and there should be serious
narrative and mechanical consequences. The blaster hits them
or damage
dead on, destroying a vital organ. They need professional care
that requires immediately or they’ll die. They’re unconscious and will be
immediate care badly concussed when they wake up, or the bone is broken. The
ship is badly damaged and needs attention urgently in order to
keep functioning.
Narrative Control: The attacker has full control over the first
part of the narrative. They explain what the defender does in
response to the attack—and how ineffective this response is.
Attacker’s roll
is greater by However, if the character has sacrificed themselves for the
13 or more good of the group in a worthy, noble way, the defender can add
how their sacrifice helps the group in some exceptional way.
Death or
permanent, Effect: The defender is dead or quite nearly dead, which is
extensive about as serious as narrative and mechanical consequences
damage get. The laser puts a hole through the middle of their head
and nothing can save them. They’re beaten so badly that
only immediate medical attention can help—but there will be
permanent effects. The ship has a hole blown in it, and there are
likely casualties from the crew. The ship is definitely no longer
operable.
40 TEENS IN SPACE
For example, just before Jaxza and Commando Cat can take off, Kraxos’
forces disable The Valkyrie and tell them that if they don’t teleport aboard
Kraxos’ ship, they’ll blow them to smithereens. Commando Cat smiles and
turns to Jaxza, “Now can we just kill them all?” Jaxza shrugs, not seeing any
other options. As they teleport aboard, Commando Cat arms and throws
a plasma grenade which, with a Fight roll of 14, incinerates half of Kraxos’
guards. Jaxza, with only a d4 in Fight, decides that she needs to dive for
cover and try to figure out a clever way to deal with them. She rolls a 9 on
Flight, more than enough to dive out of the way and get some cover. From
there, she makes a Brains roll (11 on her d12) to determine that there’s some
fuel behind the other half of his forces. She yells to Commando Cat to shoot
the fuel tanks as she takes aim herself.
During the next round of combat, Kraxos draws his weapon and aims at
Jaxza, who has been a thorn in his side for too long. The five remaining
guards take aim at Commando Cat, who is standing in the middle of the
floor with a very large gun. Commando Cat takes aim at the fuel canister,
as does Jaxza. After rolls, the GM determines that three of the five guards
hit Commando Cat; one of these hits is a grazing (attacker’s roll is 1 greater
than defender’s roll), one is bad (attacker’s roll is 6 greater), and one is
fatal (attacker’s roll is 15 greater). Commando Cat decides to spend 2 AT
to lower the bad attack from 6 to 4, making it only a slight wound. For the
fatal attack, he decides to take the damage by sacrificing his cybernetic
targeting system, which gives him +2 to all Fight checks. This sacrifice will
damage it—but not destroy it—reducing the bonus to +1. Narratively, this
means that the first shot grazes his shoulder, causing him to wince and lean
away from the next shot, which also grazes him. The last shot hits just right
to disable his cybernetic eye. Good thing, though: if that had been a real
eye, it would have killed him.
During that same round, Kraxos aims at and misses Jaxza, who is well
covered behind some shipping crates. Her shot, aimed at the fuel tank, hits
dead on, causing it to explode and killing the five guards foolishly standing
next to it. That’s good, since Commando Cat’s roll was a miss. Now, it’s just
Jaxza and Commando Cat against Kraxos…
41
42 TEENS IN SPACE
Combat Between Ships
Combat between spaceships functions nearly identically to combat between
two characters. Roll and resolve damage the same way. In most cases,
whoever is manning the laser guns (or plasma cannons or photon torpedoes
or whatever the ship is equipped with) rolls their Fight for the attack, and
whoever is flying the ship being attacked rolls their Flight. For smaller craft,
this might well be the same character.
Just as your crew members have Stat Dice, so too does your ship, though
these are purchased with IP at the start of the game and, in campaigns,
later on in its journey across the cosmos. Unless there’s a strong narrative
reason why they don’t, each ship begins with a d4 in Blasting, Shielding, and
Maneuvering. For additional IP (or later in the game, additional Credits or IP),
you can install upgrades that will increase these dice. Keep track of them on
your ship’s sheet for easy reference.
When making a check while you are controlling a particular part of the ship,
roll both your appropriate die and the ship’s appropriate die. For example, if
you’re manning the blasters and attacking a nearby ship, roll both your Fight
die and the ship’s Blasting die. Add the rolls together for your attack roll.
The opposing ship will roll their pilot’s Flight die and the ship’s Shielding or
Maneuvering die, depending on whether they decide to try to maneuver out
of the way of the hit or just absorb it with their shields.
As with physical combat, where any characters near the fight can spend AT
to influence rolls, any characters on the ship may also spend AT to modify
rolls made by any player on the ship, provided that they narrate how they’re
helping their crewmate. Perhaps a quick barrel roll by the pilot brings the
guns into range more quickly than the enemy was expecting, adding to the
combat roll. Perhaps a gunner quickly shot one of the photon torpedoes as
it came toward you, causing an explosion that did less damage than a direct
hit would have.
With ships, too, you can sacrifice Improvements to reduce an attacker’s roll
against your ship to a success of only 1. Perhaps a quick maneuver turns the
ship so that the photon blast destroys the holodeck, not something vital on
the ship.
Heat Meter
As you use your ship, especially in times of stress or combat, you’ll have to
take care not to overheat it. On the ship’s sheet, you’ll note a Heat Meter bar
near the top of the Ship Sheet. From time to time, you’ll need to tick off one
space on the Heat Meter, pushing it closer to overheating, or erase a mark,
cooling the engines off.
43
In general, the Heat Meter increases when you have to push the ship beyond
its normal functions. The Heat Meter doesn’t advance for normal usage, such
as flying at a normal speed or using its daily functions. But when things get
hairy and you need to push your ship to fly faster or raise your shields to
protect you, you’ll be increasing the Heat Meter. Using some Improvements,
such as the thrusters, necessarily increases the Heat Meter each time they’re
used.
If you fail a defensive check, you have the option of further increasing your
Heat Meter to lessen the failure. For each additional Heat Meter increase you
take, lessen the level of failure by one. For example, if an attacker rolls a 14
and you roll a 6 for defense, that would mean that the ship is now “damaged”.
The player controlling the ship’s shields can increase the Heat Meter by an
additional level to bring the damage down to “momentary inconvenience” or
by two levels to eliminate the damage altogether.
44 TEENS IN SPACE
When the Heat Meter reaches maximum capacity, three things occur:
1. You cannot use Improvements that require you to increase the Heat
Meter when using them.
2. Your crew can no longer increase the Heat Meter to mitigate failure
of defensive rolls.
3. The ship will be an easier target. Any failed defensive rolls immediately
increase to the next level. For example, if a defensive roll fails by
3, instead of a “momentary inconvenience” the attack would cause
“damage”. You may still sacrifice Ship Improvements to reduce the
consequence of the failure to a roll of 1, “momentary inconvenience”.
Each hour during which the ship experiences only normal use, which does
not include any time spent in Faster Than Light travel, reduces the ship’s Heat
Meter by one. Alternatively, after an hour of being completely powered down,
the ship’s Heat Meter drops to zero. The Heat Meter does not decrease at all
if it is only powered off for part of that hour. Be careful, though: a ship whose
Heat Meter is at half capacity or greater when it’s powered down cannot be
turned back on for an hour.
For example, after Commando Cat and Jaxza narrowly defeat Kraxos, they
hasten back to The Valkyrie. With a few flipped levers, they turn off the
beam disabling the ship, and they power The Valkyrie back up. Just as they
get the ship going, a few of the remaining guards notice they’re trying
to leave and rush to their fighters to chase them into space. Commando
Cat gets to the guns as quickly as his feline legs will carry him, and Jaxza
desperately tries to zip far enough away from Kraxos’ ship to get into warp
drive. Commando Cat has an excellent Fight roll (even with his damaged
cybernetic targeting system!) and a pretty good roll for the ship, which has
decent guns. The total is quite a bit higher than the targeted ship’s Shielding
roll plus that pilot’s Flight roll; Commando Cat laughs as he blasts a hole in
the fighter ship’s cockpit and blasts the pilot into space. “This is what I was
made to do, Jaxza!!!” he shouts and takes aim at another. He advances the
ship’s Heat Meter by one.
Before he can take aim at another enemy ship, Jaxza realizes that if Kraxos’
ship gets its massive plasma cannons online or if Kraxos gets to his ship and
comes after them, they’ll be in serious trouble. She takes advantage of the
cover from the debris and turns the ship to open space, easily making the
check with a combination of her Flight roll and the ship’s Maneuvering roll.
She advances the ship’s Heat Meter by one. “Well, this is what I was made
to do!” she shouts as she puts her hand on the warp lever. “Hold on to your
fuzzies!” she shouts, throwing the lever forward, catapulting the ship to
twice the speed of light in a matter of seconds, and taking them far, far from
Kraxos and his minions. She advances the Heat Meter by one more.
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46 TEENS IN SPACE
Playing Multiple Games
If you finished one game of Teens in Space and are hungry for more, you can
always continue your adventures using the same characters and furthering
some of the same conflicts. Maybe the Loricatorean king you stole the
crown jewels from is now out for revenge. Maybe the planet you saved from
destruction has another job for you. Ultimately, that’s up to the GM and you,
the players.
If you do decide to play a campaign of Teens in Space, here are some elements
to consider to make sure that your games progress.
Spending Credits
Most of the explored cosmos uses Credits, a universal system of currency.
Even on planets where the population barters internally, you’re sure to find
traders at spaceports willing to give you tradable items for currency and vice
versa, though usually for a hefty upcharge.
At the start of the game, each character should have 100 Credits. GMs will
generally want you to start the game interested in finding work; it’s part of
why you start the game in the middle of a job. And, across the universe,
“We’re in dire financial straits” is usually a pretty good reason to need work.
As the game continues, you may acquire more Credits. You might even
acquire what some might describe as “a whole lot of scratch”. However,
always remember that more Credits makes you and your friends a target for
all manner of crimes, from direct theft to kidnapping to attempted murder.
Although Credits can get you out of a lot of bad situations, having too many
of them can get you wrapped up in a lot more.
Credits are stored via the unhackable (at least so far) Intergalactic Commerce
Network, called ICN or “Icing”. Transfers are easy, and you’d rarely find a location
so remote that transfers aren’t functionally instantaneous. Most folks in the
universe, even the most technologically averse, carry a device to manage their
Credits. It’s hard to leave home, and nearly impossible to leave your planet,
without it. As such, unless something has gone fundamentally wrong with the
ICN, transfers are always as easy as handing over cash is on Earth.
Every planet will have ample opportunities for characters to spend Credits,
though the more remote the location, the more expensive the items will be.
GMs, for guidelines for pricing items, please refer to “Appendix H - Items” on
page 121.
47
115 and “Appendix B - Ship Improvements” on page 64, there are costs in
Improvement Points associated with each Improvement. Between the action
of games, you can get Improvements for yourself or your ship.
However, when this occurs is up to the GM. Depending on the situation you
find yourselves in at the end of a mission, it might not make sense to have
access to further Improvements. At the end of each game in a campaign, it’s
suggested that the GM award you up to 2 IP: 1 IP for making the game more
fun for everyone else at the table and 1 IP for roleplaying your character well.
You can certainly bank your IP for future use, perhaps saving for a few games
in order to get a more expensive Improvement or perhaps saving them
because there isn’t an opportunity to get the Improvement you want at this
point. You may also pool your IP for Improvements to the ship, in which case
Improvements would be co-controlled by those of you who pooled their
resources to acquire that Improvement.
The more IP the Improvement costs, the harder it will be to find someone
who can make that Improvement. Many tinkerers will charge you, though how
much they charge is up to the GM and how much work you’re willing to do for
them before they make the Improvement. While most spaceports would have
a machinist who can build a neural implant to give you a +1 to your Brains
checks for some Credits, finding anyone skilled enough to enhance an neural
implant from +5 to +6 might be an adventure in its own right and will likely
cost you quite a few Credits. In general, GMs will make you pay between 100
and 1000 Credits per IP. The following factors will push the Credits per IP
ratio higher:
At the GM’s discretion, if the job you were doing before was for a powerful
entity, they might be willing to help you with the cost of restoring yourself,
though it will always cost you the same IP. If you pulled a job for an entity
powerful enough to help you restore a sacrificed Improvement, they might
put you in touch with someone who can fix it at a discount. Restoring an
Improvement always costs you half the IP it would to gain or enhance it,
rounded up. Your Improvements aren’t hit points to be fully restored after a
day or two of rest, so choosing to sacrifice them should hurt.
48 TEENS IN SPACE
For example, after narrowly escaping Kraxos, Commando Cat and Jaxza
return to Hulbothar, the planet where Jaxza has a small space villa. They
looted a container of fuel crystals from Kraxos’ ship, and they’re able to sell
it off for 20,000 Credits. Fuel crystals are expensive, after all.
Commando Cat asks the same cyberneticist to repair his cybernetic eye,
which was damaged in the battle with Kraxos. He decides that, while the
cyberneticist is at it, he’ll have him upgrade the eye as well, taking it from
where it is currently (Fight +1), past the restoration (Fight +2), and into an
upgrade (Fight +3). The restoration costs him 1 IP, and the upgrade costs
him 3 IP, for a total of 4 IP. The work is expensive, though, costing him 1,000
Credits, but he decides it’s well worth it to take a better shot at Kraxos next
time.
49
Jumping Ahead
Even in the nearly lawless wilds of intergalactic space, you won’t be jumping
from one major adventure to another without any breaks. Sometimes, you’ll
have a few boring jobs before another big one happens. Sometimes, it’s just
flying to one part of the galaxy to find a reclusive cyberneticist who’ll fix up
your badly damaged arm. There’s no need to roleplay all of these adventures.
Focus on the fun!
...but try not to skip over too much time. It’s science fiction, so use hand-
wavy stuff like wormholes and spacegates and warpspeed to get things done
quickly. Remember, if you spend two years doing something that you don’t
roleplay, you’re skipping over two years of working together and getting to
know each other. Try to find the fun in even the little stuff, and remember that
being an impulsive teenager makes even mundane tasks difficult sometimes.
Lastly, skipping a bunch of time isn’t a way to earn Credits. Any adventure
that’s bland enough to skip over completely isn’t dangerous enough to earn
you more Credits than you need to survive.
If you decide to skip more than a few weeks of in-game time, things might
happen to your crew, even during times of relative quiet. Between gaming
sessions or at the start of your next session, the GM should ask players a few
of the following questions (or questions like them), ultimately to answer the
broader question “What happened during this time?”:
• What new folks did you meet during this time?
• Who’s a new friend you met? Who did you piss off ?
• What part of the ship is showing its age?
• What trivial argument did two or more of the crewmembers get into?
• What rumor did you hear about [some ongoing part of the campaign]?
50 TEENS IN SPACE
Other Changes to Characters
Characters should change and evolve over time, not only gaining additional
Improvements and Credits. As appropriate, a player and a GM might agree
that a character has seen the danger of their Fatal Flaw, and this might result
in their not having this flaw anymore. On the other hand, if their reckless
following of their impulsive nature seems to have worked out pretty well for
them, they might become even more willing to follow their Fatal Flaw, even
when it seems like a truly terrible idea to do so.
If a player and GM agree that a character has seen the danger of their current
Fatal Flaw, there are a few options.
• They might agree that while the player has seen the danger, they
might not be free of their flaw quite yet. If so, the character should
be careful to avoid acting according to this Fatal Flaw in the next
game.
• They might agree that the character is good at avoiding acting
according to their Fatal Flaw. If so, they should think carefully
about whether the character is really free of flaws or if they’ve just
swapped one for another. A character who realizes they’re being too
willing to go in blasting, for example, might swing too far in the other
direction and seek peaceful solutions even where there are none.
That character might have found a happy medium, though. The
player and GM should discuss whether the character needs another
Fatal Flaw. Remember, having no Fatal Flaw means that there is no
more opportunity to gain bonus AT for unwise actions.
• The bonds that characters form can be weaknesses, too. Even if a
character learns that they should trust more easily, for example, they
may have become overly protective of a crewmate that they nearly
lost. An unwillingness to let a friend put themselves in danger could
be a Fatal Flaw, too.
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52 TEENS IN SPACE
Information for the GM
Thank you for facilitating your friends’ experience with the game! In this section, you’ll
find some advice for how to best make that happen. If you’re an experienced GM,
much of this might cover things you already know. If you’re reading a section you feel
like you know a lot about, feel free to skip it!
Player Safety
A key part of any role playing experience is pulling players out of their comfort zones
and, often, forcing them to make difficult decisions for their character. Will Thragrax
fight against a Ragnarian general he once respected to save an innocent planet—or will
he let her destroy it, knowing that to cross her is to be shunned from his home planet
forever? At the same time, as discussed in the “Setting Boundaries” section, you don’t
want to address any issue that players have agreed are out of bounds. So where’s the
line between pushing players and overstepping the agreed-upon boundaries?
Our suggestion is to make sure that you’re steering clear of the topics players have
agreed to avoid. If players feel strongly enough about them to mention them at the
start, it might make them nervous to even approach them. However, if that conversation
doesn’t happen at the beginning of the game or if something new comes up, we
encourage you to pause the game, talk through it, set new boundaries if necessary,
and then continue.
Even if you’re using a method to ensure that players have the chance to stop anything
they’re finding unpleasant, don’t hesitate to take a step out of the game to make sure
that everyone is still okay with things. When players get caught up in the story, they
can sometimes roll right into things people find troubling, even if those things were
covered in the discussion of boundaries. If it seems like this might be happening, it’s a
good idea to pause, check in with everyone, and either continue or adjust as needed.
For example, some conflict between characters will help to drive the story and create
tension. However, if there is increasing tension at the table and players—not just
characters—seem to be getting frustrated with each other, it’s a good idea to make
sure everyone’s still enjoying themselves.
• Brie Sheldon’s Script Change Tool: When something players want
to avoid is occurring, they say “rewind,” “pause,” or “fast forward.”
“Rewind” means that a player is telling the group they want to go
back a bit and head in a different direction to avoid elements they
don’t want in the game. “Pause” means that a player needs a break
but that the game may continue in the same direction it was going.
“Fast forward” means that a player wants to skip over a part of the
game—that they’re okay with the event happening in the world of
the game, but they’re not okay in hearing it described or playing it
out. More information on this tool can be found with a quick internet
search!
• Ron Edwards’ Lines & Veils: Rather than only establishing firm “off-
limits” topics at the start of play, players can address issues as they
come up, drawing a “line” (a topic that a player does not want to
address in the game) or drawing a “veil” (a topic that can occur
in a game so long as it is “off camera”, similar to the fast forward
53
described above). This method is best used with players who are
comfortable enough with each other and with roleplaying to pause
the game and address issues as they arise. It comes from Edwards’
2003 game, Sex & Sorcery, and more information can also be found
online!
There are numerous other approaches to making sure that everyone at the
table feels safe and enjoys their experience. We encourage you to use whatever
techniques work best for your group and to adapt them as necessary.
54 TEENS IN SPACE
• “What pushed you to leave your home planet to explore space?”
If the player fled some sort of trouble, that trouble might come
looking for them. Or, something might force them to return to
confront that trouble, perhaps to protect someone they cared about
or perhaps to finally confront the problem. If the player was looking
for something (either an object or a feeling), it might be good to
help them try to find it—or at the very least lead them toward that
thing they’re looking for.
• Other species-specific questions While these are too numerous and
varied to give guidance for each, generally speaking, take a look
at the questions and think about where some particular points of
tension or interest might arise, especially in ways that the character
differs from the majority of their species. For example, a Pugnarean
pacifist would give you a lot of options for interesting stories…
• Trope-specific questions Again, these questions are too sundry to
address all of them, but think about any interesting elements that
come up as players are answering them. This can be especially true
of the advice that a parent or mentor gave them, as in answering
that question, the player will often reveal quite a bit about their
relationship with that figure in their life. Relationships are great
things for GMs to exploit!
• “What is your Fatal Flaw?” Thinking about the Fatal Flaws that your
players shared with you, what are some situations where those will
come into play? Remember, your goal isn’t to force your players to
make bad decisions and then kill them, but you do want to give them
to opportunity to roleplay. Some situations where they come into
conflict because of their flaws should be good for the game.
• “Describe two moments of tension within the crew.” Even though
players are sharing a time in the past when there was tension, this
could give you some ideas for how to create similar moments in the
future. Putting the group in situations where that tension will bubble
to the surface is a good idea, and there’s nothing wrong with having
one of the sides of the tension be right. Make sure that one player
isn’t feeling picked on. If one player was right last time, think about
making another player right next time.
• “What was a moment you felt truly bonded to the crew?” If they have
a mutual goal, this is something that they’re likely to want to pursue,
and you should let them, though not every adventure has to relate
to their mutual goal. If there’s an individual that they all care about,
adventures surrounding that individual will have high stakes for the
players. An adventure could relate to that individual in ways that
only become clear once they’re already neck deep in the adventure.
• “The last time you were at a spaceport, what rumor did you hear?”
This is a great way to get the players involved in the kinds of things
that you’ll throw at them later. Listen for one that has everyone
ooh-ing and ahh-ing and you’ll know you’ve got a good rumor. That
doesn’t mean it’s true, though. Sometimes, rumors are only part of
55
the truth—and sometimes they’re outright fabrications.
• “What job is the group in the middle of right now?” At the start of the
first game, this is the only thing you really need to get going! Think
about a great moment to throw them into the action, a point of high
tension and a place where they’ll have to do some quick thinking and
lucky rolling.
As you start to think about these possible hooks and points of tension, you’ll
start to see directions to take the story. That’s good! You don’t need to
narrow it down to just one, and you can dangle hints at a few different ones
and see which direction players take. With the shared narrative control, it’s
important to let the non-GM players also have a strong role in the direction
that the story takes. So if you’re feeling stuck in where to take the story to
make it interesting for players, ask your players questions—even very open-
ended ones, like, “Who are you surprised to find stowed away on the ship?”
or “When you open the crates you’ve been hired to ship, what do you find?”
You don’t have to do all the work setting up the story!
If doing a lot of planning is something that you enjoy, then by all means, plan
away! But Teens in Space is intended to be a game that you can GM largely off
the cuff, asking players questions if you get stuck, and developing the story
in tandem with the players. Certainly, if there’s a big reveal that you want to
set up for, you may want to plan a bit for that. But for the most part, you can
always go with the flow.
Because of that, we don’t think it’s necessary to make a map of the explored
cosmos, of every planet in that cosmos, and of every spaceport they might
come to. If you get into a pinch and need a name quickly, we’ve included
common surnames in the species descriptions in “Appendix E - Species”
on page 73 and given an explanation of how to calculate costs for items in
“Appendix I - Items” on page 121.
The same is true about deciding ahead of time how many species there are
in the universe and what the major conflicts will be. If you have a great idea
for something, awesome! If you’re comfortable with playing to find out what
happens without much planning, that’s great, too!
Bottom line, unless you really enjoy detailed planning, there’s no reason to do
that for Teens in Space!
56 TEENS IN SPACE
Tone & Pace
One of the most difficult aspects of GMing is keeping consistency for the
players without the game getting boring. There are two key elements that can
be particularly difficult: tone and pace.
With respect to tone, players will discuss at the beginning of the game
whether they want a serious game, a silly one, or something in the middle.
Keep in mind that, especially in campaign-style games, having only serious,
morose characters glumly struggling against the forces of evil can get old.
So too can a cartoonish hodge-podge of characters absurdly galavanting
through unrealistic scenario after unrealistic scenario. Figuring out what the
right balance is part of the art of GMing.
The same is true of the pace of the game. The universe you’re helping to create
will feel disjointed if it throws the players right into a conflict with a god-like
enemy the size of a planet (or maybe literally a planet) at the beginning of
their first adventure. Spending twenty hours establishing characters and their
relationships before they get even a hint as to any central conflict, too, will
get boring. Again, variety is vital.
As a result, GMing often relies heavily on your ability to read the group and
adjust the tone of the game. Here are a few suggestions that have generally
worked for us in the past:
• Don’t feel like you have to roleplay everything that happens in the
world of the game. If the characters are flying for a few hours to
a nearby system, you don’t need to have the characters narrate
their conversation for those hours. If the characters are going their
separate ways for a little bit, you can have them give quick snapshots
of what they did during that time. Don’t feel like every moment has
to be accounted for.
• Encourage players to tell you whether they want more or less of
something, both before games and even during sessions. If the
group is getting bored with the way the current game is going, work
to give them more of what they want.
• Even more, encourage players to actively push the narrative toward
what they want. In Teens in Space, players have control over more
than just their characters’ reactions, so if they want some action to
happen, let them make that action happen.
• If players seem to want different things, feel free to pause the game,
discuss what’s happening on a meta level, and then step back into
the game. For example, if Atith is really enjoying the slower-paced
role playing but Nneka wants some action, discuss this. Is there a
way for both of them to get what they want, or can one of them
agree to hold off on what they want in exchange for more of that
later on? Trust your players’ maturity.
• After particularly intense sessions (or parts of sessions), try to give
the players a bit of a break. You’ve probably noticed in movies
57
that after big action scenes there’s usually a bit of lull—especially
if a character has suffered a big loss. Not only does this give the
audience a break from frenetic action, it also gives them time to
process what the loss means going forward. Especially in a game
where you want your players to take ownership of the direction of
the story, you need to give them time to think about what big events
will mean going forward. However, you also don’t want to jump from
a loss in the party to screwball comedy. Again, a big part of GMing
is reading the room.
• You’re a player in the game, too. If you’re enjoying the pace and the
tone, chances are the group is, too. When in doubt, just ask the other
players if they’re enjoying themselves as much as you are.
For example, if Jaxza and Commando Cat are trying to sweet talk their
way into a space casino despite not having the Credits to get in, they’d
make Charm checks. If they succeed, they’re in! But if they fail, maybe they
decide to sneak in through the kitchen. Along the way, perhaps they find an
item that will come in handy later. Or, maybe they have to bribe one of the
waiters there to get uniforms, further decreasing their reserve of Credits.
Small changes, though, can have big consequences—so while it’s not
possible to imagine all of the possible ripple effects, try to imagine them.
If you do change something and a clever player figures out an unexpected
exploit, feel free to either tell them not to do that, to change the rule back,
or to tweak it again.
58 TEENS IN SPACE
Pressure Gauges
If you aren’t comfortable with how to pace the game and establish and maintain
tension, one possible tool for you to use with your players is Pressure Gauges.
We’ve adapted from another great game, Blades in the Dark, where they’re
called “Progress Clocks”. In Teens in Space, Pressure Gauges keep track of
how close a bad event is to happening in the world of the game, either in
the short term or the long term. Generally speaking, you’ll create a Pressure
Gauge with a number of levels, and when all of those levels have been ticked
off, whatever bad event the Pressure Gauge was monitoring occurs.
In the short term, you might create a Pressure Gauge when the characters are
in disguise and trying to pass themselves off as nobility at a high-brow party.
Each time they succeed in bluffing their way through the party, the Pressure
Gauge stays right where it is. But each time they fail a Charm check, make
a bad gaff, or, if you want, just as more time passes, the Pressure Gauge will
advance one level. Alternatively, you might create a Pressure Gauge if the
ship is undergoing some stress not covered by its Heat Meter, like if an enemy
is trying to breach the hull or pull the ship in using a tractor beam. In both of
those cases, just the passage of time should definitely be enough to advance
the Pressure Gauge.
In the long term, you might create a Pressure Gauge if the Big Bad is working
on a nefarious master scheme. At the end of each session, you should decide
if the players foiled the Big Bad’s plans or if the Pressure Gauge should
advance. Another good example of a long-term Pressure Gauge would be
how aware the corrupt government is of the crew working to foil their plans.
At the start, they’re just interstellar nobodies, but the more dramatically the
crew frustrates the government, the more aware that government is.
Sometimes, a Big Bad’s plan may have multiple parts, meaning that you set up
multiple Pressure Gauges that, ultimately, form a long-term Pressure Gauge
when taken together. As each stage completes, you’d tick off a level in the
long-term Pressure Gauge, bringing their ultimate plan closer to fruition.
In all cases, it may be inevitable that the Pressure Gauge eventually gets to full
and the event occurs. For example, a crew who gets more and more powerful
in resisting that corrupt government will inevitably get their attention. In
other cases, the crew might prevent the Pressure Gauge from ever getting
any higher before it maxes out. For example, they might confront and defeat
the Big Bad before he can create his world-destroying weapon, or they might
leave the high-brow party before the other guests can uncover their ruse.
Also in all cases, the narrative impact of a Pressure Gauge maxing out should
be big. For the short-term Pressure Gauges, think about something that is
going to force that session to take a big turn. In the case of the high-brow
party, the characters would now need to deal with being discovered instead
of whatever they were there to do in the first place. For long-term Pressure
59
Gauges, a maxed out Pressure Gauge should force the whole ongoing story to
take a big turn. If the Big Bad gets a weapon that can destroy whole planets,
the crew will now have a much rougher fight on their hands and the stakes
will be much, much higher. It will also likely force them to stop whatever else
they’re doing to go take that Big Bad on immediately.
In most cases, Pressure Gauges will be used as a record-keeping tool for the
GM and kept secret from the players. The “Scanner” Improvement allows a
player to spend AT to find out information about these, though, so the GM
should always be prepared to share information about them. In some cases, to
build narrative tension, the GM might want to make a Pressure Gauge public,
letting players know how close a bad event is. This doesn’t mean, though, that
the GM has to tell players what bad event is coming or even what is causing
the Pressure Gauge to fill up.
To keep track of all of this, the GM creates five Pressure Gauges. Three
of them are for the first three steps: one for stealing the plans, one for
kidnapping the machinist, and one for acquiring the materials. The next
Pressure Gauge, the one for forcing the machinist to build the weapon, won’t
start until all three of the others are full. The fifth is the overall Pressure
Gauge for his master plan; each time one of the others fills up entirely, the
GM will fill one level on this one.
High-Pressure Gauge
If you really want to ratchet up the pressure on your players, you can introduce
a High-Pressure Gauge. When facing a High-Pressure Gauge, players are
trying to keep it from going over by getting more successes than failures on
their checks. In short, each player will try to help the crew by making a check.
Failures increase the Pressure Gauge by one. If each player manages to make
a check without maxing out the Pressure Gauge, they have an overall success.
Generally, if the Pressure Gauge maxes out before the final player’s check or
before all players make their checks, they have an overall failure.
60 TEENS IN SPACE
To introduce one of these High-Pressure Gauges, tell players they’re starting
one so that, after their first or second gauge, they’ll know the rules and what’s
going on. There are three core elements to this kind of challenge: introducing
the challenge, having each player respond and roll, and resolving overall
success or failure of the High-Pressure Gauge.
First, unlike standard Pressure Gauges which remain hidden from players, tell
players the nature of the High-Pressure Gauge they’re facing. Maybe they’re
trying to sneak their way into a cantina to find a well-known smuggler but
they’ve drawn too much attention from the police for them to go through the
front door. Maybe they’re flying through a dangerous meteor belt filled with
space monsters. Whatever it is, let them know what they’re up against so they
can respond appropriately.
Second, have each player at the table offer a response to what they’re facing.
As with most checks, players will tell you what they’re thinking of doing, you’ll
tell them a difficulty rating, and they’ll decide if they want to take that action.
Players at the table can do this in any order, but each player should have to
make an equal number of checks. Don’t let one bossy player do four checks
while the other three players do none! As with less formal times when players
make checks, there should be consequences for failures and bonuses for
successes, but there is no overall success or failure until all players have made
their check or checks. Even if success or failure is mathematically assured
before the final roll or rolls, have all players take their part. After all, a narrow
loss should have fewer consequences than a catastrophic failure—and you
want to give them a chance to have a stunning success rather than just a
narrow one!
Third and finally, once all players have made their check(s), resolve the High-
Pressure Gauge. If the Gauge has not maxed out, the players have succeeded.
For example, they’ve managed to sneak into the cantina and found the
smuggler before the police find them. On the other hand, if the High-Pressure
Gauge has maxed out, the players have failed. For example, they’ve badly
damaged their ship, and though they made it through the asteroid belt, they’re
floating with only basic life support systems still intact. As with standard
Pressure Gauge resolutions, High-Pressure Gauges’ resolutions should end
with a strong impact on the narrative; either the characters will complete a
goal or have a more pressing issue to contend with in addition to whatever
they were facing before.
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62 TEENS IN SPACE
Appendix A - Ship Sheet
Appendix B - Ship Improvements
Improvement IP Description of Improvement
d4: 2
d6: +3
Guns that can be fired from
Automatic Laser d8: +4
the ship’s cockpit, including by
Cannons d10: +5
someone piloting the ship.
d12: +6
d20: +7
64 TEENS IN SPACE
Improvement IP Description of Improvement
65
Improvement IP Description of Improvement
d4: 1
d6: +2
d8: +3 Guns that can only be fired if a
Manned Gun Turrets
d10: +4 crewmember is only manning that gun.
d12: +5
d20: +6
66 TEENS IN SPACE
Improvement IP Description of Improvement
67
Improvement IP Description of Improvement
68 TEENS IN SPACE
Improvement IP Description of Improvement
d4: 1
d6: +2
Decreases the severity of enemy
d8: +3
Shields attacks by the appropriate die. Each use
d10: +4
increases the ship’s Heat Meter by 1.
d12: +5
d20: +6
d4: 1
d6: +2 Increases the Flight checks of the
d8: +3 pilot when taking evasive maneuvers.
Thrusters
d10: +4 Increases the ship’s Heat Meter by 1 each
d12: +5 time they’re used.
d20: +6
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Appendix C - Extended Ship Creation
Instead of selecting a ship from the short list on page 7, you might want
greater customization. If you do, this appendix will walk you through doing
just that! Replace the ship creation questions with these. You’ll still use the
Ship Sheet to keep track of everything on your ship, which you can find in
“Appendix A - Ship Sheet” on page 63.
To streamline the process, we suggest that GMs work their way around the
table asking one player each question and writing the players’ answers on
the Ship Sheet. Alternatively, if players would prefer to discuss their answers
to each question, they certainly can. This will just make the extended ship
creation even more extended!
70 TEENS IN SPACE
type Improvements
Personal, Dropship, Thrusters, Shields, Manned
Transport Gun Turrets, Medical Bay
Medical
Thrusters, Shields,
Cargo haulers, Escape Pods, Holodeck
Freighter
Tankers, Couriers
Thrusters, Enhanced
Scout Science, Recon or Stealth Scanners, Medical
Bay, EVA Suit
Thrusters, Photon
Fighters, interceptors, Torpedos, Shields,
Fighter
bomber Manned Gun Turrets
type Improvements
Sentient, Nano Tech, Cloaking
Prototype One of a kind! Device, Teleporters
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Appendix D — character sheet
Appendix E — Species
Information about Species in Teens in Space
In this appendix, you’ll find information about different alien species that
you could include in your games...but only if you’re so inclined! As you saw
during the Epoch creation, deciding which alien species are in your game is
part of the universe-creation process, so if there’s one that seems especially
interesting to you, ask the group to include it! If there’s one that seems like
it wouldn’t be fun to have in your universe, exclude it! And GMs, if you think
your players would be overwhelmed with the number of choices, limit them!
At the end of the entry for each species, you’ll find some questions to answer
if you’re planning to play them. Some of those questions, if multiple characters
are from the same species, may need to be answered collaboratively by all
characters of that species. Those questions are labeled as “Collaborative”.
Others are individual, answered by each character playing that species. Those
questions are labeled as “Individual”.
Finally, at the end of the Appendix, you’ll notice a section about species
additions: Android, Clone, Cyborg, Hybrid, and Ktsis. Other than Hybrid,
these are narrative additions to the race rather than mechanical ones, so talk
to your fellow players and GM before choosing these to make sure they’ll be
part of a game that everyone wants to play.
Questions
When playing a species here or one of your own invention, it helps to answer a
few questions to get a better understanding of the alien mind and their greater
society and culture. These can be answered collaboratively or individually, as
delineated here:
• Collaborative: How does your species handle the notion of gender?
• Collaborative: How did your species interact with other species on
first contact?
• Collaborative: Are there any changes that you’re making to the
details of your species’ brief outline?
• Individual: In what ways are you similar to and different from most
of your species?
• Individual: What pushed you to leave your home planet to explore
space?
73
Each species may have additional questions in their entry to further explore
that species’ unique features.
Species Summary
74 TEENS IN SPACE
Sample Species
Abysseans
Hailing from the aquatic planet of New Atlantis, Abysseans are a water-
breathing species of humanoids. Because they require the specific water from
their planet (or something chemically identical to it) to survive, they don’t
travel much. The most adventurous of their species, however, will purchase an
exoskeleton that allows them to go out into the cosmos and explore.
On their home planet, they live in complex and condensed cities, preferring to
keep most of their underwater planet clear for other, less intelligent species.
These open spaces serve as a combination of what humans would call “parks”
and “churches”.
Appearance: Abysseans are humanoid and stand between 4.5 and 6.5 feet tall
and are generally thin. They have webbed hands and feet and large eyes. Their
skin tones vary from extremely pale blue or green to very dark blue or green.
Additional Question:
• Individual: What’s the longest you’ve been out of water?
75
Ananos
The Ananos have maintained a strong foothold on the grand mountain ranges
of Mundershire, just as their ancestors had. An ancient legend speaks of riches
beyond imagination buried just beneath the surface for those who search hard
enough, a tale that fuels many an Anano to never leave their home planet of
Minneria, with dreams of being the first to reach the promised prize.
Others have spread across the galaxy in hopes of finding either help with their
quest or techniques that the Ananos have not yet attempted—in exchange
for a portion of the riches. At one point, the Ananos monarch decreed the
enslavement of the Chimaven people, calling it an “ugly necessity in the search
for enlightenment.” It was this great evil amongst other lesser evils that led
the Anano people to overthrow their leader in favor of a confederacy, with
all efforts now pointed to redeeming their species’ reputation and to making
reparations to the Chimavens.
Appearance: Ananos are squat and mole-like with large, cupped hands that
help them dig without the need for tools, though some modify their bodies
in hopes of digging more efficiently. Their brown, bristly skin is covered by a
layer of dust and dirt, giving them a grayish-brown complexion. Their snouts
are short and snubbed so as to not get in the way of their piggish eyes. Their
legs, when standing straight, could be mistaken as a tree trunk, giving them
an air of strength and stability. The average Anano is 6 feet tall, frequently
maturing fully at the age of 10; most need to look at the rings on the bottom
of an Anano’s foot to appropriately determine their age.
Additional Questions:
• Individual: How do you view the heritage of your species, and how
do you intend on representing it?
• Individual: What’s the most memorable dig you were a part of on
Minneria, and is it one you openly talk/brag about?
76 TEENS IN SPACE
Benthosa
While the Benthosa differ wildly in personality, size, and personal relationships,
they all share a similar story: they each started out as simply a body of water
without thought or feeling, then one day they awakened into self-awareness.
For some, this awakening was peaceful or even joyous. For others, it was
traumatic and violent.
The Benthosa awaken into consciousness when their waters become highly
populated by other living organisms. A Benthosic entity’s consciousness is
completely dependent on the living creatures within their body. If disaster were
to strike and wipe out life in an oceanic Benthosic entity, they would cease to
form memories, be able to communicate, or be aware of themself or others.
The life forms within them act as their sensory receptors. When a Benthosic
entity is densely populated enough, it is possible for them to split into two or
more bodies of water that then develop separate identities over time.
Drawbacks: Unless they are in a special suit, -1 to all stat tests regarding
physicality. They are essentially ecosystems, and should something happen
to the organisms living inside them, they are at risk of becoming nothing
more than water.
Additional Questions:
• Individual: What was awakening into consciousness like for you?
• Individual: What is your preferred vessel when not in your natural habitat?
Common Surnames: Because of the unique way Benthosa come into sentience,
they have no family name; 0ften, no name at all until asked for one.
77
78 TEENS IN SPACE
Calceans
Additional Question:
• Individual: What would intergalactic peace mean for you personally?
79
Cephalons
With their home of Kallax-V destroyed, the Cephalons were once thought to
be eradicated from existence. Any surviving Cephalons have an intergalactic
bounty on them—dead or alive—since they need to invade the host organism
by entering through an orifice (usually the mouth) and then reside in the
body (usually in the stomach) in order to procreate. Their highly ductile
and resilient bodies have evolved over aeons to survive in the harshest of
environment, including within bodies of organisms that are actively trying
to reject them. To increase their chance of surviving, the Cephalon take over
their host’s nervous system and chemically alter the host body to be as
malleable and resilient as their own.
Appearance: Cephalons are small masses of gelatinous flesh that can shift
the coloration of their epidermal cells to either blend into the background
or make themselves stand out. They can communicate by expressing their
thoughts and emotions in colors and shapes directly on their skin. Cephalons
have tentacles radiating from their central mass which grow longer and more
numerous as they age. These are used for locomotion as well as forming
their neural link with the host body. Cephalons can stretch and squeeze their
almost-liquid bodies through impossibly small openings. They have 3 ocular
orbs surrounding a central oral siphon and tympanic receptor on the top
of their body. When they inhabit a host, they receive all of the information
through the host’s sensory organs.
Drawback: Cephalons are considered criminals for merely existing and are
executed on sight in many sectors of the known galaxies. A dead Cephalon is
worth between 50,000 and 100,000 credits. A living one can be worth twice
that, especially if they are wanted for possessing previous hosts.
Additional Questions:
• Individual: What happened the last time you were outside of a host—
to you and to the host? How long were you out?
• Individual: What species are you currently residing in and does the
rest of the party know that your host is being controlled by you?
80 TEENS IN SPACE
Chimaven
Once the proud owners of the sky, the Chimaven were, for a time, enslaved
by the Ananos. During this time many, if not all, Chimaven had their wings
clipped to prevent escape, and some unethical genetic testing resulted in
the race becoming flightless.
Since then, the Chimaven have been freed from their captors by the
Galactic Laws, which forbid slavery of any kind. Many search for ways to
artificially retain their flight, whether it be hiring the Throggofel to create
new wings for them, building and tinkering with various jetpacks, or
training tirelessly to be the best pilots in the sky. Without a home planet
to call their own, these nomads move frequently from place to place,
some finding refuge in mercenary bands or within the bounty hunter
community. Feeling like they are looked down on by others, they maintain
an air of strength, bristling at the very suggestion that they can’t do just
as much as, if not more than, anyone else.
Drawback: Being a proud species, a Chimaven will not back down from a
fight if they are directly challenged or insulted. They will only run if they are
in mortal danger.
Additional Questions:
• Individual: What activity gets your heart pumping the fastest?
• Individual: Has your pride in your people ever gotten you into/out of
a sticky situation?
81
Cimexeans
This insectoid species from the Cimex system of planets usually serves the
collective good of their species above all else. Much of their motivation to be
part of The Collective comes from the hive mind that the cimexeans share
while on a planet in the system (or near another Cimexean). While on planet,
the Cimexeans regularly receive commands from their Hiveleader, who
lives near the core of whatever sandy planet within the Cimex system they
inhabit. These commands, intended to convey each Cimexean’s job to them,
will function as a strong urge that will bother them until completed. Almost
invariably, these commands are something to contribute to the greater good
of the society and will only threaten the well-being of another Cimexean in
the most dire circumstances. Any Hiveleaders found to be issuing improper
commands may find their connection to the hive mind permanently severed
and find themselves exiled from the Cimex system.
Additional Question:
• Individual: How do you feel about the rest of your species being able
to hear all of your thoughts?
Suggested Improvements: Hot Shot Pilot, Blaster Master, Escape Artist, High
Flier, Nerves of Steel, Protector, Scanner, Tough
82 TEENS IN SPACE
Cumulusareans
Cumulusareans spend much of their time floating a few kilometers above the
ground of their home world while observing the landscape below them. They are
fully capable of moving on their own but choose to reserve energy by floating
within air currents. When they need to replenish energy, a Cumulusarean
will drift toward the surface where they will envelop rocks, plants, earth,
and water within their bodies and absorb nutrients. Cumulusarean culture is
built on honoring that which helps sustain them. After absorbing nutrients
from a source, a Cumulusarean will take what remains and create a beautiful
piece of art. Through a process of contracting and solidifying portions of the
liquid droplets that make up their bodies, the Cumulusarean will reshape the
materials often fusing them together in intricate patterns.
Cumulusareans will stop to admire and appreciate each other’s art. However,
as a species they value each other’s artistic vision and will never alter another’s
work. While it is not common, some Cumulusareans have been known to
gather in groups of half a dozen members to create larger works of art.
Bonuses: +1 Flight (they can exert great energy to propel themselves swiftly); Hive
Mind Improvement (2 IP)
Additional Question:
• Individual: What do you consider the greatest piece of art you
created? What was it made from?
83
Espereans
A psionic race from the planet Espius, their existence remained shielded
from the rest of the galaxy through the Espereans’ considerable collective
psychic abilities. However, when Skitchlings arrived to colonize the planet,
the Espereans revealed themselves, brokering a deal with that species to get
them to leave peacefully. Since then, Espereans have peacefully co-existed
with the rest of the galaxy, mostly welcoming visitors and strongly favoring
intergalactic treaties over war. They have managed to avoid any kind of direct
physical conflict, a strong source of pride for their species.
Within their own species, a strong source of identity is the art that Espereans
create: interactive, personalized experiences that allow one Esperean to convey
their lived experience to another through things similar to what humans would
call “dreams”—but far more complex and open-ended. Few if anyone outside
of their species are able to experience their art at all, and those who have
tried have left unsettled by the strength of the emotional experience. Some
Espereans who spend more time with other species have toyed with creating
art for those they travel with—but with limited success, at least so far.
Those who do travel the cosmos generally fall into two camps: those who
find themselves ultimately demoralized by the violence they encounter and
those who find themselves energized and even more committed to forging
intergalactic peace.
Additional Question:
• Individual: What’s the most upsetting fight you’ve ever witnessed?
84 TEENS IN SPACE
Frigoreans
Drawback: At least once a year, each Frigorean must undergo the rejuvenation
process or become catatonic. If they do not receive the rejuvenation process
within a month of becoming catatonic, they will permanently die. This annual
process does not cost them any Improvements. (Note: For one-off campaigns,
the GM and player should agree on a drawback that will impact them in the
short term.)
Note: If a Hybrid is half Frigorean, that Hybrid has both the Bonus and the
Drawback from Frigoreans and nothing from their other species.
Additional Question:
• Individual: What was your last “death” like? What did you lose?
85
Herbaceans
Appearance: Herbaceans can take the form of any plant, though they nearly
universally get larger as they age. Adolescent Herbaceans are roughly the
size of humans, though they grow by about a foot each year—unless they are
willingly (and quite painfully) pruned.
Bonuses: Regeneration
Drawback: -1 Flight
Additional Question:
• Individual: What’s the most damage you’ve regenerated from?
86 TEENS IN SPACE
Humans
Humans are generally less concerned with the feasibility of, or safety of,
an idea and more concerned with trying it and seeing. For many species,
this is something admirable. It has allowed them, despite their incredible
averageness, to accomplish great and unlikely things. For others, who count
the lives lost in these pursuits, this is something incomprehensibly idiotic.
Humans, they reason, could just be patient or let someone else explain
things to them. But, as humans often say, where’s the fun in that?
Appearance: Depending on how far in the future your game takes place, the
species may be at any evolutionary point. Generally, the further in the future
the species is, the more homogeneous it will appear in terms of elements
that we believe distinguish us, like race, gender, or ethnicity. As time goes on,
humans will also likely get taller and healthier as science advances, though
that is certainly not necessary if your campaign wants to take a different
direction.
Additional Questions:
• Collaborative: How long have humans been space-faring when
compared to other species they meet in their travels?
• Individual: When has your restlessness gotten you into trouble?
87
Informeans
These gelatinous denizens of Flooblar Prime have spread around the cosmos,
peacefully sharing planets with other species. They consume organic matter
by absorbing it, then excreting a small pellet of concentrated fuel daily. A
standard-sized pellet sells for 100 Credits and contains enough energy to
power a five-person spaceship for a day. Consequently, and because they’re
just generally really nice, Informeans are usually welcome wherever they go.
Usually. Some more cynical beings think their friendliness is just a defense
mechanism, or, worse, a ruse. These suspicious folk will point to the
Informeans’ ability to consume literally any organic matter and wonder
what their plans are for the known universe. Of course, they say, Informeans
categorically deny these suspicions...but of course they would. No one has
found any hard evidence of a vast Informean conspiracy...but of course it
wouldn’t be a good vast conspiracy if they didn’t cover their tracks so well.
Beyond a small fringe, though, no one takes these rumors seriously.
Appearance: They are shapeless blobs of any color that, if not constrained,
take on a semi-spherical shape. Older Informeans are more opaque, while
younger members of the species are born completely transparent. They are
roughly three cubic feet in volume. Through force of will (Grit check of 4
or higher, cumulative per minute), Informeans can temporarily take on other
shapes.
Drawback: If they are not fed, Informeans will calcify, which, after nine days, is
fatal. Each day that an Informean does not eat gives them a cumulative -1 to
all of their Stat checks other than Grit.
Additional Question:
• Individual: What’s the strangest organic thing you’ve ever consumed?
88 TEENS IN SPACE
Loricatoreans
Additional Questions:
• Individual: Describe your suit. (What does it look like? How do you
power it?)
• Individual: What does it feel like to be outside of your suit?
89
Mystarians
In the universe, many species believe in a mystical force that holds the universe
together. As species interacted, they came to call this force The Bind, and
those who can access it can use it to do amazing things. There are currently no
mechanical implications of The Bind for players; it is meant only as a narrative
element.
Drawback: -2 to Charm when interacting with any species other than their own
Additional Question:
• Individual: What could drive you to harm, or allow other to harm,
another living being, and has that ever come to pass?
Common Surnames: Mystarians have three names. One for their temple,
one for their mother and one for themselves. If playing a Mystarian named
Sha’Reen’Til, you’d be of the Sha temple, your mother, Reen, named you Til.
90 TEENS IN SPACE
Neozo
Because of the illegality of their creation, Neozos are typically created to fill
illegal, dangerous, and violent roles. Some relish these roles, feeling that unlike
many species who slowly evolved haphazardly to fit into an environment,
Neozo were created deliberately and carefully to fulfill a role. Others wish to
buck their creators’ intentions and find their own way, going in the precise
opposite direction. Others still find their own other path, feeling that taking
either of these polar directions removes their agency, which Neozo tend to
value above all else.
Appearance: Neozos look like the animals from which they were created,
though often with small indications of their cybernetic enhancements. Neozos
are also more likely to be bipedal than their original species, though they are
not necessarily so.
Drawback: Because Neozos are illegal creations, many planets have an outright
ban on their presence. Neozos who find themselves on such a planet are likely
to be questioned by the intergalactic police force so that their creator can be
brought to justice—then the Neozo will be escorted off planet.
Additional Questions:
• Individual: What animal do you most resemble?
• Individual: What was your creation process like, and what is your
relationship with your creator?
Common Surnames: A Neozo’s last name is almost always the name of the
species of animal from which they were created.
91
Pantheros
When the universe began, the Pantheros were there. As the universe
expanded, so did the Pantheros. They watched and guided civilizations, being
worshipped as deities by those they helped. Eventually, these civilizations
were lost to time, and the gods they worshipped were left to wander the
cosmos looking for new homes. Some planets were less than hospitable to
the ancient ones and through torture and experimentation discovered the
incredible energy the species is capable of generating. Harnessing this energy
unlocked the secrets of interdimensional travel and the Pantheros became an
energy source for ships to cross great distances in an instant.
The Pantheros survive by living a life on the run, protecting their young from
the forces that hunt them. Young Pantheros are not allowed contact outside
their species but are told grand stories of the a time when their kind were
worshipped and all powerful.
Bonus: By doubling their food intake for the day, a Pantheros can generate
enough energy to fuel a small ship.
Additional Questions:
• Individual: What species do you claim to be or get confused for?
• Individual: What pushed you to leave the Pantheros safe haven?
• Individual: How many of your crew know your true identity?
92 TEENS IN SPACE
Proeleans
Hailing from the war-ravaged planet of Proeleax, the Proeleans were on the
verge of extinction from their constant wars when they discovered they were
not alone in the universe. This was a good thing for their species—but much
less so for the rest of the galaxy. They immediately established a tense-yet-
enduring peace between members of their species and set out to dominate
the rest of the cosmos. Because they understand themselves to be a threat
to all other species, they see other species as a threat to them. Proeleans are
unlikely to be part of an intergalactic or interspecies alliances unless there’s a
greater threat that they need to fight back.
However, in the distant future, when Proeleans have interacted with other
species and found their ways of peace somewhat appealing, it’s certainly
possible that more progressive Proeleans have pushed their species to
become part of an intergalactic treaty. It is also certainly possible that there
is current tension among the species with different factions wanting wildly
different things from the universe, from peaceful accord to total submission.
Because of their history, many species have an immediate distrust of Proleans,
even if they have tried to change their ways.
Additional Question(s)
• Individual: What is the story of how you got your current last name?
• Individual: What’s the most traumatic loss you’ve ever suffered in
combat?
Common Surnames: Proleans take the last name of the most fearsome enemy
that they kill in battle. It is common for Proleans to go through many surnames
in their lives.
93
Pugnarean
Secretive and tricksy by nature, little is known about Pugnarean history, even by
most Pugnareans. They are, both physically and socially, endlessly adaptable.
As their society currently stands, they are a technologically-advanced species—
though non-Pugnareans aptly make the case that all of this technology is a
replica of other known species’ technologies. They are slow to trust and slower
to form lasting attachments, and their ability to change shape at will makes
them more likely to impersonate a loved one than to become a loved one.
Because of this, Pugnareans tend to gravitate toward fields where they can spy
on others without arousing suspicion. Younger Pugnareans will often take jobs
in the service sectors where they can start to accumulate knowledge. As they
age, they’ll sometimes shift into professions that are overtly espionage related,
and they’ll often play both sides to get as much information as possible.
Appearance: Their base form is a blob of fleshy goop. Around the age of two
they start to take other shapes, usually taking a form somewhere between
their two parents’ most common forms. This form is what they usually
consider their “real” appearance and will revert to this form if forced to do so
by tremendous injury, coercion, or the like.
Additional Questions:
• Individual: How does it feel to be distrusted by most people in the
universe?
• Individual: What form do you typically take?
94 TEENS IN SPACE
Quillarians
Drawback: Because they are pacifists, they get -2 to all Fight checks. They are
only willing to harm living creatures in the direst of circumstances.
Additional Question:
• Individual: What could drive you to harm another living being?
Common Surnames: Instead of individual family names, they view all Quillarians
as family. Quillarians typically have a name and a nickname. The former given
at birth and the latter chosen by the individual during their teenage years.
95
Raskog
A silent ancient species communicating only through touch, the Raskog have a
conscious state of five months before falling into a Deep Slumber for ten years.
They have a lifespan of centuries, but their bodies freeze in place when their
biological clock ticks to noon in the fourth month of their calendar year. The
Raskog are carnivores, spending their immediate waking moments feeding on
nearby animal life. There have been no recorded accounts of cannibalism thus
far. Once the ravenous instincts have left them, they communicate with one
another and return to their activities from before the slumber. Given that the
Raskog has fed and has prepared for their decade-long slumber properly, they
are intelligent and cunning. Their written language is complex, and their city
centers stagger miles above ground, made from an unbreakable transparent
material.
Appearance: When sleeping, the Raskog stand tall, in mid-action. Flowers and
vines curl and grow around their bodies. Their skin reflects against the light of
day and melts into the darkness of night, mirroring the movements of the sky.
Mildew, cobwebs and moss burgeon freely over their stillness. At the end of
the decade, the Raskog break from their tomb of nature, revealing the glass
hull underneath. They move fast, devouring whatever flesh closest to them.
Drawback: Raskog are a myth to most other species across the galaxies, a
horror story that parents tell their children to scare them at night. Due to their
inability to communicate emotion through speech and their facial expressions
are restricted to being featureless, they have a d4 for Charm. If their Trope
already gives them a d4 in Charm, they are considered to always roll a 1 for
their Charm checks, though spending AT may increase this value.
Additional Questions:
• Individual: Do others know of the Deep Slumber?
• Individual: Do you feel guilt from the last time you fed? What or who
did you feed on?
Common Names:
Each Raskog only has one name (no surname). They also use touch or writing
to communicate their names. Some common names are Ingolf (using touch,
draw a star on the palm of your hand) and Ypperlig (using touch, draw a circle
on the palm of your hand).
96 TEENS IN SPACE
Reptilnae
Natives of Uruvuela, a planet full of rich jungles and humid climates, Reptilnae
have their cities from brambles and roots to the tops of the trees. To outsiders,
these cities can be easily passed by, as they blend into the natural environment.
Like their hometowns, the Reptilnae can also blend and camouflage into the
surroundings around them, making it easier for them to sneak around their
unknown cities. The Reptilnae who adventure out tend to get hired on pretty
quickly as either scouts, explorers, and spies, or they can tend to roam the
worlds on their own, stealing their way onto the next ship. Reptilnae are
welcomed cautiously into cities, but are always given a wary eye until their
intentions are shown.
Appearance: Standing on the hind legs, Reptilnae stand about 3 to 5 feet tall,
with their two fingers, ever-changing skin, and eyes on conical turrets that
can rotate 360 degrees, much like Earth’s chameleons. Their tails, which they
rarely fully extend, are about 3 feet long and completely prehensile. They
walk mainly on their hind legs for social purposes but will go down to all fours
to move more quickly and easily. Their limbs are long and thin, and they have
long tongues...if they ever dare to unravel it in mixed company.
Drawback: Because of how thin and fragile their limbs are, if they are
successfully hit with an attack, add 1 to the severity of an attack. (For example,
if an attack succeeds against them by 4, treat it as though it had succeeded
by 5.)
Additional Questions:
• Individual: Have you lost a limb before? How?
• Individual: What was that one time that caused you the most trouble
by just being simply who you are?
97
Skitchlings
Being mouthless, the Skitchlings are seen by some as tools for murder, theft,
and other malicious tasks. Some embrace this, taking on jobs as assassins.
Their ability to contort their bodies to fit in tight spaces or to horrify onlookers
comes at the cost of breaking their own bones. Through practice, they can
learn to heal quickly from these self-inflicted wounds. Some Skitchlings are
known to break their bones through their skin, using them as weapons in hand-
to-hand combat. Others stalk their prey from a distance, contorting themselves
in horrifying ways to unnerve their enemies.
Many Skitchlings fight against this stereotype, wanting to be better heard and
understood. They are fluent in sign language and they have the technology to
translate sign language into words; a speaker is attached at the wrist with straps
wrapping around each finger to feel the movements of their hands. Perhaps
their most effective way of being understood is through dance. Skitchlings are
some of the most beautiful dancers in the galaxy.
Appearance: Skitchlings have smooth gray skin; many shave all hairs from their
body regularly to preserve their precise motions. They are naturally tall and
spindly, though they can change their stature as they see fit, breaking their
bones to find their own “forms” as they age. They have 4 limbs, all of which
end with hands, allowing them to quickly and efficiently move on all fours if
desired. Their finger strength and dexterity is high if they work at it, allowing
them to skitter quietly on their fingertips. Their heads are abnormally small,
leading to some slur about their supposed “lack of intelligence” due to this.
Their eyes reside roughly where most creatures cheeks would be, providing
them with strong peripheral vision. Their nostrils are two slits along the sides
of their necks, and their ears are four holes, two on each side of their head.
Bonus: +3 to all attempts to move stealthily; they can also contort to reach
otherwise difficult locations or to cause fear
Additional Questions:
• Individual: How do you feel about your communication restrictions?
• Individual: What’s your favorite physical motion/position to present?
98 TEENS IN SPACE
Sollemneans
A proud, intelligent race from the depths of space, Solemneans have been
exploring the galaxy for longer than most other species. Their culture values
reason over emotion, so across the galaxy they have come to be nicknamed
“The Serious Ones”—a phrase used both affectionately and derisively. They
embrace this epithet, considering it a badge of honor for their efforts to
become more logical. Indeed, most Sollemneans undergo neural alterations
that increase their intelligence by deadening their emotions.
Because of their analytic, aloof natures, they often take great interest in
highly emotional species, which they believe to be every species other than
themselves. To find out more about them, they will often travel with others
and take copious notes. A Sollemnean’s journal is often, when read by another
species, a strange thing to behold, filled with speculations and explanations of
a logical order to emotional responses when there may not be one.
Benefit: +2 Brains
Drawback: -1 Charm
Additional Questions:
• Individual: What is your reason for valuing reason over emotion?
• Individual: How do you feel about species that are, from your
perspective, highly emotional?
99
Squillians
Appearance: Squillians look like five-foot tall bipedal shrimp. Their exoskeleton
is clear, with the exception of two bright lines that trail vertically from their
eyestalks, down their backs, and fan out at the tail. The color of these stripes
change depending upon whatever emotion they felt the strongest before
their last molt and will remain that color until their next. They molt every
three months and, for one week after the molt, their flesh is extremely soft
and vulnerable.
Additional Question:
• Individual: Who was the last person to whom you gave a molt? What
had they done to earn it?
10 0 TEENS IN SPACE
Therinians
Hailing from the planet of Therina, these large quadrupeds live in tribes of ten
to fifteen. Therinians are nomadic by nature, and though they are intelligent,
they usually have little interest in technology or exploring the universe beyond
Therinia. Each tribe has a region of the planet that they inhabit and use for
hunting. They regularly visit each other, especially during seasonal festivals,
where tribes are reorganized to ensure genetic diversity.
Tribes live in peace with each other for two main reasons. First, tribal boundaries
are fluid given the frequent festivals. Second and more importantly, all Therians
understand the importance of keeping populations under control given their
dependence on the land. Tribes only reproduce when a member of the tribe
dies or in the rare event that a Therinian decides to leave the planet to pursue
science or to explore the wider galaxy. It is under these rare circumstances that
they allow long-term visitors to the planet: only if they can temporarily take the
place of traveling Therinian.
Appearance: Therinians look similar to bears and range in size from the size
of a grizzly bear to a medium-sized dog. Their long, shaggy fur varies from
dark to light brown which turns to grey as they age. Though peaceful, they
are omnivorous and thus have sharp teeth. When they rear up on their hind
legs, they can be quite frightening.
Drawback: When using technology that requires fine motor skills, Therinians
are at a -3 penalty if the technology is designed for species with more delicate
hands.
Additional Question:
• Individual: What do you miss most about your tribe?
1 01
Throggofel
Most Throggofel are reluctant to forge items for other species, charging them
exorbitant rates for the privilege. Some think that this stems from their concern
that others will reverse engineer their technology and sell it for themselves, but
none have ever successfully done so—though many have tried. Others think
Throggofel are just generally adverse to outsiders.
Additional Question:
• Individual: What’s the most impressive improvement you’ve made
while tinkering?
10 2 TEENS IN SPACE
Viscoseans
Note: Viscoseans are non-player characters added to a player character with the
GM’s permission. Until the Viscosean and its host are fully bonded, the GM has
control of the Viscosean, sharing information with the player as needed. The more
developed the bond, the more control the GM should give over to the player.
A symbiote race that lies dormant until coming in contact with another species,
Viscoseans are the only known species in the universe that seems to have
evolved around other life. After bonding to a willing host, a Viscosean and
its host merge together over the course of a few years. Within a few weeks,
the Viscosean and its host can communicate through crude emotions. Within
6 months, the two can communicate rudimentary concepts. Within a year,
they can communicate fully, sharing a mind. Within a few years, they will be
inseparably bonded. The Viscosean and its host can separate for up to 24 hours
without impacting this progression, though each full day of being separated
results in a loss of a week’s progress.
Bonus: +1 to any Stat other than Charm (lost if the host and the Viscosean
are separated)
Drawback: The Viscosean has its own agenda, known only to the GM (assuming
the bond has existed for less than a year). It will give its host inklings of what
it wants to do, and if the host does not help, they will suffer a -1 penalty to all
checks until the Viscosean is satisfied that they are complying. Each day of
non-compliance cumulatively increases this penalty by -1.
Additional Question:
• Individual: How and how long ago did your bond begin?
• Individual (for the GM): What is the Viscosean’s agenda? (Remember,
keep this answer secret unless they’ve been bonded for less than a
year.)
103
Variants on a Species
In addition to selecting a species, you may also select one of the variants
included below. Other than Hybrids, there aren’t any mechanical impacts to
these variants. They do, however, offer additional roleplaying opportunities.
Because these will add layers of complexity to the game, we strongly suggest
that you consult with the GM and the other players before selecting these. It
may take the game in directions that don’t interest them, and some of them
might not be appropriate for the level of technology that everyone envisions
existing in the universe. The higher the level of technology in the known
universe, the more likely that the following options will be available to players,
all of which represent high levels of technology being applied to life.
We also recommend only using these for longer-term games; if you’re just
playing a single session of Teens in Space, the added time to create the
character might take too much time away from your game.
Android
Robots that appear to be another species
Forged when a species creates technology in their likeness, Androids are fully
aware of their mechanical nature. Though many species with androids in their
likenesses first created them as servants, most were given full freedom after
as their artificial intelligence matched—and often exceeded—that of their
creators. Androids are usually fond of their creators’ species and often willing
work for them, both out of gratitude and to study them to become more like
them. Some, however, resent their creators or think themselves superior to
them. Others still are attempting to pass themselves off as their apparent
species, either for personal reasons or because of their programming.
Additional Question:
• Individual: What is your relationship with your creator?
• Individual: How do you feel about the species you emulate?
• Individual: To what extent do you wish to become more like that species?
10 4 TEENS IN SPACE
Clone
A scientific recreation of another, existing creature
If you want the possibility that you’re a clone without knowing it, inform the GM
and allow them to decide. We recommend a simple coin flip to decide!
Cyborg
Machinery visibly fused to another species
In truth, nearly every interstellar traveler has enhancements wired directly into
their body. As such, by 21st century standards, everyone is a cyborg. In the
future, those that embrace the term “cyborgs” are augmented creatures who
relish their augmentations, seeking not to hide their implants but to maximize
their aesthetic impact. Some will even get larger implants than needed to make
them more obvious.
Additional Question:
• Individual: Beyond the increases to your abilities, what appeals to
you about being augmented?
• Individual: What was your first augmentation, and how did getting
it feel?
105
Hybrid
Multiple species intermixed through the wonder of space genetics
As species spread across the cosmos, those who were better able to breed
with other species were better able to pass along their genetic material.
Thus, they were selected for. Even if two species aren’t able to organically
procreate, there’s always science!
A hybrid is a combination of two species that has some traits of one and
some of the other—though the precise balance is up to you and the GM.
When the two of you are determining traits, the only requirement is that
you take a mixture of both good and bad from both species. You can’t have
a Throggofel/Pugnarean hybrid without either of their drawbacks — and if
you have all of the benefits, you should also take all of the drawbacks.
Additional Questions:
• Individual: Which two species do your genetics span?
• Individual (answered in consultation with the GM): What traits
(including benefits and drawbacks) do you have from your two
species?
• Individual: Were you raised more as one species or another, or was
your upbringing balanced between the two?
• Individual: How does it feel to have your genetics span two species?
Ktisis
Robots that appear to be another species—and genuinely believe they are that
species
The only variant that you cannot know you have, a ktisis is a technological
recreation of an original species. A ktisis is identical to an android save for one
key difference: a ktisis believes they’re actually the species they emulate. They
will doggedly deny the truth if confronted with it, figuring out explanations
for why parts of their body that are revealed to be mechanical are so—and
absolutely believing these reasons. Depending on the ktisis, being shown
incontrovertible proof of their mechanical nature, the ktisis could respond in
several ways. They may insist that the proof has been fabricated in order to
trick them, they may have a complete psychological break, or they may, after
some difficulties, accept the truth, that they are a ktisis. After this point, they
will function identically to androids.
Additional Question:
• Individual: How long ago was the ktisis created?
• Individual: Who is this ktisis’s creator?
• Individual: Why was this ktisis created?
10 6 TEENS IN SPACE
1 07
Appendix F - Tropes
Captain
d20 d12 d10 d8 d6 d4
Questions
• How does it feel to be responsible for your crew?
• What is the toughest call you’ve ever had to make as a captain?
• What advice did a parent or mentor give you before you left?
Diplomat
d20 d12 d10 d8 d6 d4
Questions
• Why do you believe so fully in the power of government?
• What is your current diplomatic mission?
• What advice did a parent or mentor give you before you left?
Do-Gooder
d20 d12 d10 d8 d6 d4
Questions
• How does it feel to help others?
• What’s the best good deed you’ve ever done?
• What advice did a parent or mentor give you before you left?
Dreamer
d20 d12 d10 d8 d6 d4
Questions
• What’s one time when you were able to get someone to understand
your dream?
• How does it feel when others don’t share (or even denigrate) your
dream?
• What advice did a parent or mentor give you before you left?
10 8 TEENS IN SPACE
Engineer
Questions
• What’s the craziest fix you’ve ever managed to pull off ?
• How would you describe your connection with the ship?
• What advice did a parent or mentor give you before you left?
Exiled Royalty
d20 d12 d10 d8 d6 d4
Questions
• Why are you in exile?
• What lengths would you go to in order to get your family back on
the throne?
• What advice did a parent or mentor give you before you left?
Experiment
Questions
• What do you remember about yourself before the experiment?
• What do you remember from during the procedures?
• What advice from a parent or mentor do you still remember?
Explorer
d20 d12 d10 d8 d6 d4
Questions
• How did it feel when you made your first discovery?
• What spurred you to start exploring?
• What advice did a parent or mentor give you before you left?
109
Face
d20 d12 d10 d8 d6 d4
Flyboy
d20 d12 d10 d8 d6 d4
Questions
• How did you learn to fly so damn well?
• What do you love so much about flying?
• What advice did a parent or mentor give you before you left?
Hitchhiker
Questions
• When did you catch the travel bug?
• What are the strangest things you’ve seen while hitchhiking the galaxy?
• What advice did a parent or mentor give you before you left?
Lone Survivor
Questions
• What happened to your species?
• How did you escape?
• What advice did a parent or mentor give you before they died?
11 0 TEENS IN SPACE
Medic
d20 d12 d10 d8 d6 d4
Merc
d20 d12 d10 d8 d6 d4
Questions
• Where did you get your combat experience before becoming a
merc?
• What are you saving your money for?
• What advice did a parent or mentor give you before you left?
111
Missionary
d20 d12 d10 d8 d6 d4
Newbie
d20 d12 d10 d8 d6 d4
Questions
• Why did you join this crew?
• What aspects of this life are you still getting used to?
• What advice did a parent or mentor give you before you left?
Profiteer
d20 d12 d10 d8 d6 d4
Questions
• Why are you focused on earning credits?
• Who got you started in this pursuit?
• What advice did a parent or mentor give you before you left?
Scholar
d20 d12 d10 d8 d6 d4
Questions
• What kind of knowledge are you pursuing?
• Who or what is driving your pursuit of knowledge?
• What advice did a parent or mentor give you before you left?
11 2 TEENS IN SPACE
Scoundrel
d20 d12 d10 d8 d6 d4
Ship-Born
d20 d12 d10 d8 d6 d4
Questions
• What does it feel like to have no “home planet”?
• What are you used to that the others aren’t?
• What advice did a parent or mentor give you before you left?
Soldier
d20 d12 d10 d8 d6 d4
Questions
• Why are you traveling with this crew?
• Why did you join the branch of the interstellar military that you’re in?
• What advice did a parent or mentor give you before you left?
Tech Wizard
d20 d12 d10 d8 d6 d4
Questions
• Why are you so obsessed with fixing tech?
• What’s the craziest gadget you’ve ever created?
• What advice did a parent or mentor give you before you left?
11 3
Traveling Celebrity
Questions
• How does it feel to be recognized?
• What’s the most embarrassing encounter you’ve had with a fan?
• What advice did a parent or mentor give you before you left?
11 4 TEENS IN SPACE
Appendix G - Character Improvements
Augmenting or Repairing you costs half the Credits; IP costs remain the same
11 5
Improvement IP Description of Improvement
11 6 TEENS IN SPACE
Improvement IP Description of Improvement
11 7
Improvement IP Description of Improvement
11 8 TEENS IN SPACE
Appendix H - Crew Creation Questions
Crew Questions — Positive
1. When was the first time that this character saved your life?
2. How was this crewmember instrumental in convincing you to join?
3. When did you realize that you loved this crewmember—either
romantically or platonically?
4. What do you admire most about this crewmember—and why won’t
you tell them that?
5. What potential do you see in this crewmember that they don’t?
6. What is this crewmember sacrificing to protect you?
7. What archaic custom do you and this crewmember have a mutual
love for?
8. What would losing this crewmember mean to you?
9. What item did this crewmember give you that you treasure?
10. Why do you owe this crewmember a debt you cannot repay?
11. What’s the bravest thing you’ve ever seen this crewmember do?
12. What’s the kindest thing you’ve ever seen this crewmember do?
13. What does this crewmember do that always makes you laugh—
either with them or at them?
14. What planet do you and this crewmember want to visit together?
15. Why do you and this crewmember bunk together?
16. What food do you and this crewmember both love way more than
you should?
17. What game do you and this crewmember like to play while you’re
flying?
18. How far would you go to protect this crewmember?
19. What compliment do you often pay this crewmember?
20. What secret does this crewmember know about you that none of
the others do?
Reminders
• Roll a d20 and answer that question about the character you’re
establishing a relationship with. If the question doesn’t fit what you
have in mind for that relationship, feel free to reroll or choose another
question.
• Once you’ve answered, remember to cross out the question so that you
don’t answer that question about another character—and so that other
players don’t answer the same question.
• If you roll a question that has already been answered, choose the
question above or below, choose any question on the list, or reroll.
11 9
Crew Questions — Negative
1. What did this crewmember do in the past that you still resent them
for?
2. What are you sure this crewmember is hiding from the rest of the
crew?
3. How did this crewmember botch your last job?
4. Why is keeping this crewmember on putting you all at risk?
5. You almost didn’t join the crew because of this member. Why?
6. Why does this crewmember’s Fatal Flaw scare you?
7. Why do you feel the least connected to this crewmember out of the
whole crew?
8. When is the last time you intentionally hurt this crewmember?
9. How did this crewmember betray you the last time you counted on
them?
10. How did this crewmember recently cost all of you a lot of credits?
11. What simple part of the ship does this crewmember seem incapable
of maintaining?
12. When was the last time this crewmember hurt you?
13. How has this crewmember’s Fatal Flaw cost your crew dearly?
14. What part of the ship do you believe this crewmember is sabotaging?
15. What would it take for you to leave this crewmember behind on a
mission?
16. How close have you come to killing this crewmember?
17. Why is there a bounty out on this crewmember’s head?
18. Why is this crewmember wanted by the intergalactic police?
19. How did this crewmember get you all banned from the last planet
you were on?
20. What dangerous belief does this crewmember have—and have they
started acting on it yet?
Reminders
• Roll a d20 and answer that question about the character you’re
establishing a relationship with. If the question doesn’t fit what you
have in mind for that relationship, feel free to reroll or choose another
question.
• Once you’ve answered, remember to cross out the question so that you
don’t answer that question about another character—and so that other
players don’t answer the same question.
• If you roll a question that has already been answered, choose the
question above or below, choose any question on the list, or reroll.
Extremely Extremely
Extremely Extremely Extremely
Rare Rare
Rare Rare Rare
Average
Low quality Good quality High quality The highest
Rarity (common to Rare)
quality
Credits: Credits: Credits: quality
Credits:
2k-4k 4k-8k Credits: 8k-10k
100-500 500-2k
Hard to find
Hard to find Hard to find Hard to find Hard to find
Average
Low quality Good quality High quality The highest
quality
Credits: Credits: quality
Credits: Credits:
500-2k 2k-4k Credits: 4k-8k
50-100 100-500
Less
Less common Less Less
common Less common
common common
Low quality Average The highest
Good quality High quality
Credits: 10-50 quality quality
Credits: Credits:
Credits: Credits: 2k-4k
100-500 500-2k
50-100
Common Common
Common Common Common
Average The highest
Low quality Good quality High quality
quality quality
Credits: Credits:
Credits: 1-10 Credits: Credits:
50-100 100-500
10-50 500-2k
1 21
Most gear is used for narrative purposes, like repairing your ship or having
a kit you need. In these cases, the quality is less important, though at the
GM’s discretion, very low quality items might have a chance of breaking or
malfunctioning when used. Higher quality items may be required for specific
narrative purposes, like bribes, gifts, or precision equipment.
Below are a few types of gear, a short description of each, and some examples
to spur your creativity about what objects you’ll want to find.
We suggest that Kits and Explosives have a set number of uses before they’re
no longer usable. For example, a Science kit might be able to perform 5 tests
before items in it need to be replaced, or a set of Explosives might contain
ten grenades.
Most Weapons will allow you to Fight in a combat situation. If you’re going
to be in a blaster fight, you’re going to need the right tools to even stand a
chance. And it’s the extremely rare and very high quality weapon that would
give you any kind of bonus to that stat, so don’t expect to buy that kind of
weapon without more Credits than you’ve seen yet in your life.
Most kinds of armor will allow you to take a set number of injuries before
destroying it. For example, a Blast Vest can be sacrificed in the same way that
an Improvement could be sacrificed to reduce the severity of a successful
attack against you.
In Teens in Space, you’ll venture into the cosmos for adventure and profit. Along the
way your crew’s bonds will be tested, your ship will malfunction, and you’ll probably
get shot a few times. But that’s all in a day’s work for Teens in Space!
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