Death in Space Core Rules
Death in Space Core Rules
Death in Space Core Rules
PDF
A science fiction roleplaying game
Version
DEATH IN SPACE
VOID
ADDITIONAL WRITING
Pelle Nilsson (Cults)
ILLUSTRATIONS
Mattias Astenvald, Johan Nohr, Robert Sammelin,
Anton Grandert, Pontus Björlin, modified stock art
PRINT PROOFING
Dan Algstrand
CHWP
THANK YOU! TACK!
Linnea, Any, Karl Stjernberg,
C W Magnus Olin, Gabriel Herrin,
Christian Sahlén, Fredrik Román,
Svante Landgraf
P
INSPIRATION
Moving pictures: Prospect, Outland,
2001: A Space Odyssey, Monsters,
Firefly, Arrival, Blade Runner,
Titan AE
PLAYTESTERS
Karl Stjernberg, Arvid Burstrom,
Magnus Walterstad, Rickard Antroia,
Artur Foxander, Staffan Fladvad,
Joel Östlund, Sebastian Gerstel
Sollerman, Philip Hallsmar,
Fredrik Román, David Ronnås
G ≈ 6.67×10–11 m3kg–1s–2
Dmitry Dudykin (Order #34451227)
D E A T H
“ the rivers, lakes and ocean all stood still, and nothing
stirr’d within their silent depths “
george gordon byron
I N
E
S
BACKGROUND 14
TRAIT 15
DRIVE 15
LOOKS 17
PAST ALLEGIANCE 18
STARTING KIT 22
STARTING BONUS 22
PERSONAL TRINKET 23
HUB BACKGROUND 30
HUB QUIRK 33
REACTIONS 37
VOID CORRUPTION 39
COSMIC MUTATIONS 40
TRAVEL COMPLICATIONS 48
CRYOPOD MALFUNCTIONS 49
BRIDGING MALFUNCTIONS 49
TRAVEL TIME 49
DEATH IN SPACE 55
SPACECRAFT DISASTERS 59
IMPROVEMENT 60
TRAVEL TIME IN WEEKS 68
CREATURES OF THE ABYSS 94
CORRUPTED BY THE VOID 96
TRIGGERS 98
OBSTACLES 98
SPACE ENCOUNTERS 100
IRON RING LOCATIONS 104
ADDICTIVE SUBSTANCES 108
SPACECRAFT 112
POWER SYSTEMS 113
GENERAL MODULES 114
TECH MODULES 116
CONFRONTATION MODULES 118
NON-PLAYER HUBS 120
CREWS 121
WEAPONS 122
ARMOR 123
CONTRACTORS 126
CONTRACT GENERATOR 127
NPC GENERATOR 128
INTRODUCTION 5
GETTING STARTED I
CHARACTER CREATION 12
GETTING STARTED II
HUB CREATION 26
GENERAL RULES 36
VOID POINTS 38
REPAIRS 45
OFFWORLD 46
SPACE TRAVEL 48
COMBAT 52
SPACECRAFT CONFRONTATIONS 56
ADVANCEMENT 60
EXTRAS
PRINCIPLES 64
CULTS 76
#5
Dmitry Dudykin (Order #34451227)
// INTRODUCTION
#6
Dmitry Dudykin (Order #34451227)
INTRODUCTION //
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#7
Dmitry Dudykin (Order #34451227)
// INTRODUCTION
#8
2GM
c2
#9
Dmitry Dudykin (Order #34451227)
Dmitry Dudykin (Order #34451227)
GETTING STARTED I
CHARACTER CREATION
CHARACTER 1 .ABILITIES
TECH (TEC)
Understanding and operating
technology, ranged attacks
ORIGINS
An origin can be anything from a
different alien species to someone
with opinions and a mohawk.
Starting from our description,
decide on how you want to
interpret yours and how you fit
into the setting.
Void
#12
Dmitry Dudykin (Order #34451227)
CHARACTER CREATION //
2 .ORIGIN
Roll or choose your origin and
4. SOLPOD. Hibernating for decades,
only staying awake for short
pick one of the two benefits. periods. They dedicate their lives
to the scientific study of slow,
1. CARBON. Grown in space-based exo- cosmic phenomena.
wombs. Short life spans. Live
their lives offworld and are LONG-LIVED. You have an old and
untroubled by the darkness of useful contact in every port.
space. More comfortable in an EVA OLD TECH. You have a portable
suit than out of one. hibernation pod. Regenerates lost
limbs, prevents aging and the need
ENGINEERED LUNGS. Use half oxygen to eat. Powered by starlight.
compared to everyone else (one
step for every two normal steps). 5. VELOCITY CURSED. Ill-fated ones
GEARHEAD. Repair twice as fast. that have started to lose their
connection to reality. They
2. CHROME. Ancient AI placed in a shift and flicker in and out of
body vessel of organic material. spacetime with glitching faces.
Part machine, but with an organic
CPU and a distributed neural FUTURE MEMORY. You have already
system that requires oxygen. been here. Once per session, ask
the referee for directions.
NATIVE MACHINE. You can converse POCKET WORLD. You start with a
with computers as if they were portable non-phys server, housing
real people. Plug in and find a a virtual reality where you store
friend. memories to connect the past and
BODY BATTERY. You can use your future of your life. Up to ten
body to power one small electrical users can connect simultaneously.
device, such as a hand-held item.
6. VOID. Robed nihility shamans,
3. PUNK. Rebellious and non- hidden behind masks, speaking
conformist with a long history. through synthetic voice
They have seen civilizations scramblers. They have seen visions
collapse, and others turn against of the edge of the universe.
each other.
VOICE OF THE VOID. You can make
STUBBORN. You never give up. nearby electronics emit static and
Reroll any dice roll once per crackling whispers.
session. MASKED. You have a mask that you
GREEN THUMB. You know everything can reshape during rest into the
about plants and what to use them resemblance of another face or
for. You start with a pocket mask. At a distance, it fools
greenhouse and some random seeds. most.
#13
Dmitry Dudykin (Order #34451227)
// CHARACTER CREATION
3 .CHARACTER DETAILS
BACKGROUND
D20
1 Moon outlaw
To determine your background,
trait, drive and looks, roll 2 Monolith cultist
or choose one of each from the 3 Event horizon
tables, or invent your own. These diver
help determine who you are and add 4 Technomant
color to your player character.
5 Astrochemist
Finally, give your player
character a name. 6 Interstellar
soldier
7 Orbit vagabond
8 Gravity swindler
9 Intergalactic
traveler
10 Legionnaire
11 Freight tracer
12 Asteroid driller
13 Isotope coder
14 Station marshal
15 Static noise
translator
16 Asteroid
archaeologist
17 Tow trucker
18 Star salvager
19 Bounty hunter
20 Deep field welder
Carbon
#14
Dmitry Dudykin (Order #34451227)
CHARACTER CREATION //
1 Polite 1 A place
2 Optimist 2 A person
4 Eccentric 4 Heritage
5 Hypochondriac 5 An event
6 Honest 6 Friends
7 Proud 7 An object
9 Perfectionist 9 Technology
Schwarzs
child Ra
dius r = 2GM
2.4×10 15 s
m (~ 0.25 c2
ly)
#15
Dmitry Dudykin (Order #34451227)
#16
Dmitry Dudykin (Order #34451227)
89 CHARACTER CREATION //
48
n
si
3 .CHARACTER DETAILS
LOOKS
D20
1 Flamboyant robes in reflective
materials
2 Torn, old space dock jacket
3 Foreign, realistic tattoos
4 Filthy, dark makeup
5 Undersized hologlasses
6 Perfectly weathered clothes
7 Botany patches on arms and back
saying “I love plants”
8 Fashionable interstellar clothes
9 Too clean civilian clothes
10 Bags and pockets everywhere for
everything but never anything
important in them
11 Layers of black fabric, wrapped
loosely
12 Robotic hands/arms
13 1d6 bullet scars, 1d4 scars from
slashing weapons, 1d4 metal
fragments
14 Asymmetric, patterned hood
15 Antique space gloves
16 Hazard pants
17 Trucker cap with patch
18 Necklace with odd animal skulls
19 Decorated cape
t)
cos(w
(2πx/L)
) sin
= f(t
s(t)
PL
78
C
#17
Dmitry Dudykin (Order #34451227)
// CHARACTER CREATION
#18
Dmitry Dudykin (Order #34451227)
CHARACTER CREATION //
Velocity cursed
#19
Dmitry Dudykin (Order #34451227)
#20
Dmitry Dudykin (Order #34451227)
#21
Dmitry Dudykin (Order #34451227)
xx Unknown
y(117)
Tenebris 78
61 m(11)
// CHARACTER CREATION
STARTING KIT
D6 PACK TYPE CONTENT
1 PROSPECTOR Handheld material analyzer, magnetic boots, breathing
mask (1d6 minutes air per use), container with engine
grease
2 RING THUG Distillery kit, lockpicks, holographic playing cards,
1d4 doses of unknown substances mixed in a bag
3 MERCENARY Uniform, planetary parachute, proximity alarm
(needs batteries), flashlight model P78C
4 NOMAD Liquid purifier (removes contaminants), hover hammock,
box of spices, pack of incense sticks, rechargeable
battery with compact solar panel
5 ENGINEER Electric multi-tool, duct tape, tablet computer
(plug in for network access), fusion welder, workwear
6 EXPLORER Emergency food rations (1 week), light EVA suit,
5 military grade light sticks, tent for extreme weather
#22
Dmitry Dudykin (Order #34451227)
u9 Tempest CHARACTER CREATION //
C y(384)
Jump spot wT
PERSONAL TRINKET
D20 PERSONAL TRINKET
1 Tool with personal inscriptions.
2 Cartridge with AI from a dead pet.
3 Embroidered patch from a famous organization.
4 Memory disk with a loved one’s memories on it.
5 Weatherproof notebook filled with strange writing and symbols.
6 Notebook with names of people that have treated you badly.
7 A bag of metal pieces called coins.
8 Small toy figurine depicting yourself.
9 Shades, dirty and scratched after an old job.
10 A letter from someone you love.
11 Glove from a stolen prototype space suit.
12 Ancient necklace inscribed with the letters “USB”.
13 Music box from your childhood with a holographic swirling galaxy.
14 A laser disc with your favorite music.
15 Two glowing wedding rings.
16 Digital travel brochure for exotic locations with a cracked
speaker playing commercial messages.
17 Ancient synthesizer shaped like a gun.
18 Holographic image of someone you lost.
19 Belt buckle with hidden star compass. Only works sometimes,
you don’t know why.
20 DNA birth certificate circuit.
#23
Dmitry Dudykin (Order #34451227)
Dmitry Dudykin (Order #34451227)
GETTING STARTED II
HUB CREATION
CREATION
core functions. They do not cost
any output power.
The hub is your home, your COMMAND CENTER: The hub’s bridge,
sanctuary in a tough universe. where countless cables and wires
The crew starts with a station or a make sure that crucial systems such
spacecraft. as scanning, communications and
steering (spacecraft only) work
SPACECRAFT AS HUB: For a campaign properly.
centered on exploration where you
use your run-down spacecraft to CREW QUARTERS: A crew member’s only
travel between locations in sanctuary. Crammed and sweaty, with
the stellar system and beyond. room for a bed per person and not
much more.
STATION AS HUB: For a campaign
focused on social interaction LIFE SUPPORT: Systems and
and intrigue, for example on the generators for oxygen, heating,
Iron Ring or a moon colony. The water conservation, garbage
station can be a small base, a disposal and artificial gravity.
repurposed spacecraft which is part
of a section in the Iron Ring, or MESS: The only place large enough
something similar. for the whole crew to sit together
and discuss current operations
STARTING HUB while wolfing down some processed
Your starting hub contains a power grub.
source and a set of core functions.
As the game progresses, you can ADDITIONAL MODULES
mount additional modules on it to The hub starts without any modules.
add new possibilities and further To upgrade the hub with modules
define the purpose of the hub and after it has been created, the
the crew. crew must find or steal the new
modules, or obtain them as payment
POWER SOURCE in a contract or as a big favor.
The engine powering the hub and Available modules are listed on
its modules. Supplies an output pp. 114–119.
power (OP), which limits the number
of additional modules the hub can STEP-BY-STEP
support. The engine needs fuel to 1. Hub type and frame statistics
work. At zero fuel, life support 2. Power source and output power
works, but you cannot use any 3. Hub background
additional modules or travel in a 4. Hub quirk
meaningful way with a spacecraft.
#26
Dmitry Dudykin (Order #34451227)
HUB CREATION //
#27
Dmitry Dudykin (Order #34451227)
#28
Dmitry Dudykin (Order #34451227)
Honeyguide driller
#29
Dmitry Dudykin (Order #34451227)
// HUB CREATION
3 OR
D20 BACKGROUND
1 Arrived empty with a dead crew from an unknown stellar system a
year ago. Foreign symbols are etched on the hull.
2 Unknown. No serial numbers, fragmented log hidden deep in the
computer system.
3 Used by an infamous smuggler and moon outlaw.
4 All previous captains have died under strange circumstances.
5 Has traveled to the edge of the universe and back.
6 Played a major role in the Gem War.
7 Was the center of a diplomatic disaster.
8 One of only three prototypes.
9 Famous for nine speed records, but someone stole the old engine.
10 Once lost for 31 years in a black hole.
11 Used as a mobile star bar.
12 Not a single original part left.
13 Strange summoning rituals were performed here by mysterious
cultists. Something still responds to their summonings, at
unexpected times.
14 The former home of a vocal and well-known cult that vanished
suddenly without a trace.
15 Was part of the renowned Eyemaster squadron of the Union Alliance
fleet.
16 The DNA-locked black box, containing all the spacecraft’s logs,
has never been opened.
17 For as long as anyone can remember, the spacecraft has been docked
to the Iron Ring and the home of an old group of punks, who were
recently forcibly removed.
18 Used to be a well-known memory brothel, where one used chromes to
share memories and indulge in pleasure hacking.
19 Part of a time travel experiment.
20 Old chrome ship, once run by serially connected chrome mainframes.
Today, only the communications system remains, which has an
annoying personality.
#30
Dmitry Dudykin (Order #34451227)
HUB CREATION //
OR
3 .HUB BACKGROUND (STATION)
Your station had a different purpose before you got hold of it.
Roll or choose a background from the table below or invent one.
D20 BACKGROUND
1 Touched by the void. Arrived from the future after a failed
bridging jump.
2 Was used as a prison during the Gem War.
3 Covered in ice for 17 years, unclear why.
4 Was previously a notorious smuggler’s nest.
5 Was the site of a holy pilgrimage. Pilgrims still show up.
6 An infected AI killed the last crew but was deleted. Probably.
7 Was the hangout of a bounty hunter crew called The Marshals. Wanted
posters still hang on the walls.
8 Recently hauled in from a derelict part of the Iron Ring. Mostly
intact, but old and dusty.
9 Some parts of the hub have turned into organic material after a
mold infestation.
10 Has been used as a storage for failed experiments. Strange crates
are still uncovered every now and then.
11 Known for an infamous riot and slaughter.
12 Built from parts of the first colony ships that arrived to this
system.
13 Used as an illegal designer drug lab. Drugs were made from strange
fruits harvested close by.
14 Renowned as a black market hub for illegal weapons during the war.
15 Quarantined for a long time. According to the logs, everything
should be fine. Promise.
16 Has had as many owners as service years.
17 A notorious hacker lived here.
18 Void runes are carved into the hull. Everyone knows about the hub
and always start their sentences with “I’m not superstitious,
but...”.
19 A group of cosmologists lived and worked here. A broken
experimental telescope is on the outside of the hub.
20 Old blueprints in the computer show an additional hidden room,
which can be found if anyone bothers to search for it.
#31
Dmitry Dudykin (Order #34451227)
// HUB CREATION
Frontier lander
#32
Dmitry Dudykin (Order #34451227)
HUB CREATION //
4 .HUB QUIRK
Each hub has a quirk, something about it that is a bit strange or
annoying. Roll or choose one from the table, or invent your own.
D20 QUIRK
1 Body parts and strange objects appear occasionally from tiny
temporary wormholes.
2 Shakes violently when engine or generators work at maximum, causing
panels and wires to come off and fall down.
3 Small deep space creatures live on the hull.
4 Takes two hours to reboot the systems, but can be shut down
instantly.
5 Interior is painted in luminous colors, charged by UV light.
6 You need to hit the controls in a certain way to start the engine
or generator.
7 Minor items disappear every now and then. And just as suddenly
reappear.
8 The brake thrusters or mechanical doors just have on or
off buttons, so you better be ready, because the effect is
instantaneous.
9 The light is always eerily dimmed.
10 Infested with fluorescent spore mold. Needs constant cleaning.
11 A transdimensional presence has always been living here. It seems
helpful.
12 Occasionally the lights go out for a few seconds and it is
impossible to find the cause.
13 Some kind of signal is emitted by the communications system and
over the speakers with a certain periodicity.
14 There is a frequent noise like someone tapping on the hull from
the outside.
15 There is a constant drip of diluted chemicals all through the hub.
16 Scrawled on a wall is “call in case of emergency” along with a
number. The number goes to a person who can offer contracts to the
crew.
17 Comes with a grumpy robotic pet coated in a cosy synthetic fur.
18 There is graffiti here and there from previous occupants.
19 Temperature systems can not be calibrated properly: it is always
too cold or too warm.
20 A tree with fruit is growing in the crew quarters, roots throughout
the whole spacecraft/station.
#33
Dmitry Dudykin (Order #34451227)
Dmitry Dudykin (Order #34451227)
PLAYING
THE GAME
RULES
to resist a hazardous effect or
overcome a challenge where the
outcome is uncertain and there is
a real risk of failure, make an
ABILITIES ability check by rolling:
There are four abilities, defining
how competent a player character 1D20 + RELEVANT ABILITY
is at performing the tasks
relevant in the game. If the result is equal to or
greater than 12, the task is
BODY (BDY):
(BDY) successful, otherwise the check
Melee attacks, healing hit fails.
points, encumbrance, lifting dead
friends, surviving without oxygen On a failure, the player character
in space, forcing open airlocks, suffers a complication or setback
withstanding g-forces, resisting and gains one void point.
cold and sickness.
OPPOSED ROLLS
DEXTERITY (DEX):
(DEX) In the case where the attempted
Defense rating, poise, speed and task is directly opposed by
reflexes, dodging, climbing, someone else, roll 1d20+ability
sneaking, balancing, picking value for both involved, the
pockets. highest result wins. In case of a
tie, the initiator or most active
SAVVY (SVY):
(SVY) part wins.
Perception, intuition,
streetsmarts, piloting spacecraft, ADVANTAGE AND
resisting psychological effects, DISADVANTAGE
detecting holographic illusions, When there are rare situational
recalling lore and knowledge about factors that give someone a
the universe. significant edge, they may roll
with advantage. Similarly, when
TECH (TEC):
(TEC) such factors impact their chance
Ranged attacks, understanding and of success negatively, they roll
operating technology, constructing with disadvantage. Such a roll
gear, tinkering with machinery and is resolved by rolling twice
electronics. and using the better result (for
advantage) or the worse result
(for disadvantage).
#36
Dmitry Dudykin (Order #34451227)
GENERAL RULES //
#37
Dmitry Dudykin (Order #34451227)
// VOID POINTS
VOID POINTS
There is something out there that USING COSMIC MUTATIONS
is constantly watching. A void, Activating a mutation requires
always grasping at your inner spending one or more void points.
thoughts. Each failure opens the The effect lasts around ten
door a bit more. minutes, and can be activated from
a range of ten meters, unless
GAINING VOID POINTS otherwise stated. More points can
For each failed ability check or result in a bigger effect if the
attack roll, a player character player and referee can agree on
gains one void point. They can the outcome and consequences of
have at most four void points at the spent points.
any time.
The player decides the necessary
details of how a mutation
USING VOID POINTS manifests.
One void point can be used to:
• Gain advantage on an ability VOID CORRUPTION
check or attack roll. When you lose control and let the
• Activate a cosmic mutation. void surge through your body, it
can leave permanent scars behind.
1 2 3 4
Vo
Vo
Vo
Vo
id
id
id
id
po
po
po
po
in
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t
#38
Dmitry Dudykin (Order #34451227)
VOID POINTS //
VOID CORRUPTION
D20 DESCRIPTION
1 You become infected by an anarchy program (p. 96).
2 Day- and nightmares about a suffocating darkness.
3 Your most important memory transcends to an item you carry. You
and others can feel and see the memory if they hold the object.
4 You hear inhuman, nonsensical whispers through any static noise.
5 You have hallucinations of someone who couldn’t be there. They
talk to you as if nothing has changed since the last time you met.
6 A new eye sprouts from a random place on your body.
7 It starts to grow inside you. A living, empty chasm. It fills your
eyes and veins with corruption as it moves around, trying to get
out. Every time you roll the same result again, you are pushed
towards a transformation.
8 A part of your body becomes surrounded by a cloud of darkness.
9 Your skin starts excreting a slimy substance that sticks to
anything.
10 You start mixing up old and new memories. Sometimes you remember
things that have never happened. Yet?
11 You gain a heightened sensitivity to all pain, one extra damage to
all hit point loss.
12 When you try to sleep, you see through someone else’s eyes.
13 The skin on one of your body parts turns bioluminescent.
14 1d20 strange mathematical symbols start appearing on your body.
15 The iris of one eye changes to look like a miniature galaxy.
16 You grow an extra set of teeth.
17 Once per month, your mind and body disappears into a void plane
for 1d4 days, but only ten minutes in the real world. You are in
a plane with an endless horizon, suspended in time, with dark
clouds hovering above. They seem closer on each visit.
18 Flies and other insects crawl out of your body when you sleep.
A small cloud of them surrounds you. Their buzzing is a constant
static.
19 Another you starts growing on you. The twin clone is fully grown,
and detaches after 1d20 days. It has its own will and purpose,
decided by the referee.
20 You have a vision of the end of the universe. A crushing darkness
that envelops all. Change one cosmic mutation for a new one.
#39
Dmitry Dudykin (Order #34451227)
// VOID POINTS
COSMIC MUTATIONS
D20 NAME DESCRIPTION
1 CODE GENERATOR Part of the brain converts to a computer that can
be activated to create programs, transferred via
skin contact. They have the player character's DNA
encoded in them.
2 TELEKINESIS Can lift, move, pull and generally alter the
direction and speed of an object, using the mind.
Up to the size of a hand-held object. Lasts one
minute.
3 TELEPATHY Can put a single word or feeling in another
person’s mind.
4 VACUUM GILLS No need to breathe.
5 VOID CLOUD Can create a human-sized spherical cloud around a
person or object. All sound and light is stopped
within the cloud.
6 CRYSTAL Light bends around the player character, who
MEMBRANE becomes invisible while standing still without
clothes. Only those actively searching will notice
the player character when they move.
7 TECH TALKER Can communicate with electronics and give one
simple order, for example “open”, “turn off” or
“change direction”.
#40
Dmitry Dudykin (Order #34451227)
VOID POINTS //
#41
Dmitry Dudykin (Order #34451227)
// CONDITION AND SPARE PARTS
CONDITION AND
SPARE PARTS
CONDITION BREAKING OBJECTS
Most objects are patched up, At zero condition, an object is
fixed or repurposed beyond broken and can not be used until
recognition. The current state of repaired (p. 45).
some objects is represented by
their condition value. The maximum If a station or spacecraft becomes
condition is mainly a measure of broken, either by being reduced
how technically sophisticated the to zero condition or zero frame
object is. integrity, emergency power is
enough to run life support, but
OBJECTS WITH CONDITION not much more. All non-essential
• Weapons and electronics have a systems, such as the engine, and
value in the range 1–5 modules, stop working.
• Spacecraft, small stations and
other big machines have values SPARE PARTS
in the range 5–12 Spare parts used for repairs are
• Other objects have no divided into two categories:
condition value components and vehicle parts.
COMPONENTS
REDUCING CONDITION PCBs, wires or other small
Every time an object with a electronic parts that are used
condition value, including a to repair and build weapons and
spacecraft or station or its electronics.
modules, is used in a stressful
situation outside combat, roll One unit of components takes up
1d6. one item slot.
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Dmitry Dudykin (Order #34451227)
BROKEN: Hydroponic farm
#43
Dmitry Dudykin (Order #34451227)
// REPAIRS
Execution error
Ventricle failure
#44
Dmitry Dudykin (Order #34451227)
REPAIRS //
REPAIRS
REPAIRING WITH SPARE PARTS
#45
Dmitry Dudykin (Order #34451227)
// OFFWORLD
0% 100%
#46
Dmitry Dudykin (Order #34451227)
OFFWORLD //
• In a suit or onboard a
spacecraft, outside of combat,
a player character falls
unconscious after 1d6 minutes.
ZERO GRAVITY
All movement in zero gravity gives
disadvantage on DEX checks. When
firing a weapon, the recoil pushes
the shooter backwards, who must
spend a round to regain control
(assuming they have a suitable
means of propulsion). There is no
limit on how far a projectile can
travel.
#47
Dmitry Dudykin (Order #34451227)
// SPACE TRAVEL
TRAVEL
between stellar systems, there are
two alternatives: either travel
below light speed in the suspended
RISKY MANEUVERS state of cryosleep, or travel by
To push the engine or make an bridging, on the huge experimental
especially risky maneuver, the bridger crafts that jump through
pilot needs to succeed on a SVY spacetime instantaneously between
check. In a stressful or hostile so-called bridging buoys. Bridging
situation, failing the roll costs is rare and expensive, and jumps
one fuel. A risky maneuver can be are made at most a few times per
gaining an advantageous position year and stellar system.
in a confrontation, navigating a
debris field or flying through a TRAVEL COMPLICATIONS
narrow gorge to escape detection When the crew travels in space,
systems. roll on the corresponding table
below.
FUEL D6 TRAVEL WITHIN SYSTEM
Traveling within a system does not
1 Spacecraft loses one
cost fuel, with a few exceptions:
condition
• Launching from planets with 2–4 Roll encounter (p. 100)
low, average or high gravity 5–6 Nothing happens
costs one, two or three fuel
respectively.
D6 TRAVEL BETWEEN SYSTEMS
• Failed risky maneuvers can
cost one fuel. 1 Roll cryopod* or bridging
malfunction
See the table on the inside cover 2 Spacecraft loses one
for all fuel costs. condition
3–5 Roll encounter (p. 100)
For long distance travel
6 Nothing happens
especially, one should plan
carefully where to buy, extract,
steal or otherwise obtain fuel. At D6 TRAVEL BETWEEN GALAXIES
zero fuel, travel and trying risky 1 Roll cryopod* or bridging
maneuvers is impossible. Life malfunction
support is powered by emergency 2 Spacecraft loses one
systems for a limited time. condition
3–6 Roll encounter (p. 100)
* C
ryopod malfunctions affect one
random player character.
#48
Dmitry Dudykin (Order #34451227)
CRYOPOD MALFUNCTIONS SPACE TRAVEL //
D6 CRYOPOD MALFUNCTIONS
1 The pentamicetic milk mixture that keeps the user in suspended
animation fails. The failure creates a mental bridge to something
beyond. Roll on the void corruption table (p. 39).
2 Ages 3d20 years.
3 Plagued by nightmares of the void.
4 Awake in the pod during the trip, but unable to move. Acts
aggressively for a week.
5 Hair and fingernails have grown 1d4 meters, and turned white.
6 Gain a cosmic mutation (p. 40).
BRIDGING MALFUNCTIONS
D6 BRIDGING MALFUNCTIONS
1 Roadkill. The bridger and docked spacecraft are covered in the
remains of something that was in the wrong place at the wrong time.
2 The bridger ends up in dead space, and it takes some time for the
navigators to jump to somewhere known (d4): 1. an hour, 2. a day,
3. a week, 4. a month.
3 Time and space mix in the wrong way. The bridger is thrust into
the past (d4): 1. 10 hours, 2. 10 days, 3. 10 months, 4. 10 years.
4 The void slips through rifts in space-time extending from the
engine and infects those onboard. Anyone onboard runs a 5% risk of
slowly turning into a port fanatic (p. 96).
5 Unexpected power surge. Anything electrical in the stellar system
that the bridger arrives to shuts down for (d4) 1. an hour,
2. a day, 3. a week, 4. a month.
6 The whole bridger spacecraft ends up in between dimensions, beyond
the edge of the universe. It is stuck in a warped unreality filled
with swirling colorful clouds and a cacophony of shrieking sounds,
where all times exist simultaneously, and nothing is predictable.
Anyone who returns is forever changed.
Slow
WITHIN SYSTEM Fast
Bridging
Slow
BETWEEN SYSTEM Fast
Bridging
Slow
BETWEEN GALAXIES Fast
Bridging
#49
Dmitry Dudykin (Order #34451227)
#50
Dmitry Dudykin (Order #34451227)
COMMITTEE OF SALVAGERS // Salvagers and towing
crews travel deep into space to look for
spacecraft, abandoned or not. They travel in
ships with powerful engines and lots of fuel,
and wait like vultures in faraway sectors for
any spacecraft that is broken or running out
of fuel. Mining ships are occasionally spotted
with a whole committee of salvagers in line
behind them, all hoping for a big score.
#51
Dmitry Dudykin (Order #34451227)
// COMBAT
#52
Dmitry Dudykin (Order #34451227)
COMBAT //
#53
Dmitry Dudykin (Order #34451227)
// COMBAT
DEATH IN SPACE
This was not how you were meant to
leave this universe. As the last
drops of life leave your body you
have a final vision, accompanied
by deafening static.
HEALING
When they have eaten something
and rested a full night, player
characters heal 1d8+BDY lost hit
points. Resting in a safe space,
such as in their hub or at a calm
space dock, restores all lost hit
points.
#54
Dmitry Dudykin (Order #34451227)
COMBAT //
#55
Dmitry Dudykin (Order #34451227)
// SPACECRAFT CONFRONTATIONS
SPACECRAFT
CONFRONTATIONS
Combat between spacecraft is ACTIONS ON A SPACECRAFT
unusual, due to the large risk Anyone onboard a ship can take an
of losing your ship or having to action when that ship acts in the
pay for expensive repairs. The turn order. Some actions require
hesitance to destroy valuable specific modules. For example:
parts has resulted in an unspoken
agreement, with confrontations GENERAL ACTIONS: piloting,
between spacecraft instead often fleeing, pushing engine, setting
ending in boarding or flight. up defenses, writing a final
goodbye note, jumping between
ROUNDS AND TURN ORDER ships.
Strict turn order starts when a
spacecraft makes a hostile action. MODULES REQUIRED: hostile
Turns are longer than in personal boarding, gunning, jamming
combat, about ten minutes. The communications, hacking systems.
crew members on each spacecraft
act in the order they wish before Only one person can act as pilot
choosing which ship acts next. If per round.
they are last in the round, they
must choose another ship to start RISKY MANEUVERS
the next round. Risky maneuvers are required
for most piloting actions in a
NON-HOSTILE SITUATION confrontation. They are resolved
Until a ship starts hostilities, with a SVY check. Failure costs
go back and forth between the one fuel. With a successful risky
player spacecraft and other maneuver, the pilot can move two
spacecraft and let them do distance steps in one action.
something one at a time.
HOSTILE SITUATION
When someone makes a hostile
action, like firing or attempting
to board, strict turn order
starts. If unclear, determine who
begins with an opposed SVY check
for all involved.
#56
Dmitry Dudykin (Order #34451227)
SPACECRAFT CONFRONTATIONS //
DISTANCES MOVEMENT
In a confrontation, the distance The pilot can move the spacecraft
between the player spacecraft and one distance step on their turn,
other participants is divided into or two with a risky maneuver.
four range categories: detection, When the player spacecraft moves,
identification, firing and move all other spacecraft one step
boarding distance. Each distance on the map.
has a different function:
Referee-controlled spacecraft move
DETECTION: First detection happens their own ship one step on the map
here, as blips on a screen. Ships on their turn.
can communicate via radio.
FLEEING
IDENTIFICATION: Close enough to Outside of hostilities, a
scan and identify spacecraft, spacecraft can flee from the
including what they look like, confrontation freely if it can get
symbols and affiliation. beyond detection distance without
anyone interfering.
FIRING: Allows for firing weapons
and making similar attacks. When engaged in hostilities, roll
an opposed SVY check for the
BOARDING: This close, crews can fleeing pilot and every hostile
try to board another ship, or even spacecraft. The fleeing pilot
jump between ships if the timing flees from all spacecraft they
is right. roll higher than. Any hostile
ships who roll equal or higher
stay at the same distance.
BOARDING
At boarding distance, modules can
FIRING
enable boarding. How boarding is
accomplished and what ability
BOARDING checks are needed depends on
the module used. For example:
#57
Dmitry Dudykin (Order #34451227)
// SPACECRAFT CONFRONTATIONS
#58
Dmitry Dudykin (Order #34451227)
SPACECRAFT CONFRONTATIONS //
#59
Dmitry Dudykin (Order #34451227)
// ADVANCEMENT
ADVANCEMENT
At the end of every game session,
discuss and answer the following
questions in the group. Each
positive answer grants 1 XP to
the player character.
IMPROVEMENT XP COST
Increase an ability by one, raising 5
to at most +1.
Increase an ability by one, raising 3×value
to +2 or higher. raised to
#60
Dmitry Dudykin (Order #34451227)
#61
Dmitry Dudykin (Order #34451227)
Dmitry Dudykin (Order #34451227)
EXTRAS
PRINCIPLES
NOTHING IS NEW
The world is old, rebuilt over and
over. Function rules over fashion.
Wires stick out, protective
casings are long gone. Spacecraft
are fragile, and even tiny debris
can rip through unprotected
modules. Describe objects as old,
ramshackle, repaired, modified,
trimmed, fixed-up or broken. When
the player characters come upon
an object, it might not be at
full condition, maybe it is even
broken, at zero condition.
COMMUNICATION
Networks are local and direct,
rather than open and wireless,
and hacking requires plugging in.
Spacecraft and stations dial up
bulletin board systems over radio
with slow modems. At all times,
messages are limited by the speed
of light, with delays of several
hours when communicating with
the outer rim.
#64
Dmitry Dudykin (Order #34451227)
PRINCIPLES //
#65
Dmitry Dudykin (Order #34451227)
// THE TENEBRIS SYSTEM
THE
TENEBRIS
SYSTEM
Slowly, but surely, the universe The focal point of civilization
is dying. One by one, stars die in Tenebris is the Iron Ring, a
in dazzling supernovae explosions structure orbiting the moon
and whole planetary systems are Inauro, one of the satellites of
thrust into the emptiness between a dead gas giant in the middle of
the stars. Life becomes rarer the habitable zone. Inauro was
and rarer, but here and there the center of the Gem War, but
traces of it—dead worlds, colossal there, the gems are now long gone.
hibernating creatures or dead
space fleets—can be found floating Here and there, deep in deserts
through space. or in dark caves below majestic
mountains, you can still find
In many star systems, life still traces of forgotten, long dead
endures, in the form of bacteria civilizations. Layers upon layers
living under the ice on a distant of history, covered in the dunes
moon or other simple organisms of time.
hibernating on frozen asteroids.
Advanced civilizations, however,
are very uncommon. Most activity
today revolves around the Iron
Ring in the Tenebris system and in
neighboring systems.
#66
Dmitry Dudykin (Order #34451227)
NAVVIES // Bridging long distances is
fraught with danger. The navvies are
the lonely workers that are sent out
into uncharted space to place special
navigation buoys that decrease the risk
of bridging. In this way, a network of
jump points has been set up, enabling
bridging in a series of safer jumps
rather than a blind bridging directly to
the end destination.
#67
Dmitry Dudykin (Order #34451227)
// THE TENEBRIS SYSTEM
GRAVITY
Low gravity
Average gravity
High gravity
#68
Dmitry Dudykin (Order #34451227)
THE TENEBRIS SYSTEM //
#69
Dmitry Dudykin (Order #34451227)
// THE TENEBRIS SYSTEM
#70
Dmitry Dudykin (Order #34451227)
THE TENEBRIS SYSTEM //
LACRIMOSA LLIAD
The hottest planet in the A dead and broken planet on
system. A molten landscape where the outer edge of the habitable
time stands still. There is no zone that was recently hit by a
water and resources are scarce. massive meteor. Chunks of the
Beneath the surface are abandoned planet have been thrust out and
and locked facilities. Debris shattered, creating a unique
from destroyed satellites and outline of the planet as well as a
spacecraft orbit the planet. line of rocks and dust along
the planet’s orbit and around
Lliad itself. Other planetary
material ended up in the Messier
51 belt.
LEPIDOPTERA
Close to the host star Tenebris MESSIER 51 ASTEROID BELT
yet safe within the habitable This gigantic but dense belt of
zone, this planet is covered in rock pieces and other more exotic
a dense jungle that hides the materials is infamous for its
strange wildlife that lives on danger, and only skilled pilots
the surface and feeds on a type of can navigate it successfully.
tall black grass. All over The mining crawler CON-PM28 is
the planet are ancient overgrown based in the belt. During the
ruins from dead civilizations. war, it provided raw materials
Massive stellar storms from for all sides. Now, it is just
Tenebris regularly hit the trying to survive as demand has
planet, making it difficult to plummeted. Several strange drugs
use electronic equipment more originate from this sector, made
than sporadically. A single moon, from unknown substances found in
Chrysalis, orbits Lepidoptera. the belt.
#71
Dmitry Dudykin (Order #34451227)
Ett skepp kommer
lastat med ankor och grisar
www.deathinspace.com/neworigins
M1
#72
Dmitry Dudykin (Order #34451227)
M3
CON-PM28
#73
Dmitry Dudykin (Order #34451227)
// THE TENEBRIS SYSTEM
MEZCANCRI OGRE
On this inhospitable small planet, Steep mountain peaks of clear
solid rivers of diamond flow in ice, hidden in an icy blue haze,
forests of black rocks covered in shoot up several kilometers from
glistening crystals. Volcanoes the surface. Far below, giant
spew molten carbon into the deep space whales hibernate under
atmosphere that crystallizes into the surface. Even deeper is The
diamonds providing spectacular Abyss, an active research post
light shows as it combines with where scientists seek knowledge
the ever present auroras. about the universe, unaffected by
The sight is stunning, and makes everything that goes on outside
Mezcancri a great spot for some the thick ice sheet. One of
vacation time. Unless, of course, the few fuel stations still in
you are one of the few miners operation can be found in orbit
that still work all through the around Ogre.
eight-hour long days, on blood red
fields where more mining stations
are abandoned than active. While
the days are scorching hot,
the nights are pleasant. Four
small moons, called the Feni
moons, orbit Mezcancri.
#74
Dmitry Dudykin (Order #34451227)
THE TENEBRIS SYSTEM //
Escape pod
#75
Dmitry Dudykin (Order #34451227)
xx Unknown
Lliad 3
d(15)
CULTS
11 d(4)
k7 Statics
P d(368)
Kalin wU
LLIAD SOMNIUM MATERIA 1ST
CHANNEL TO BECOME PROTECT WITH SURFACE
#76
Dmitry Dudykin (Order #34451227)
CULTS //
Once this was merely a corp group, Contact was lost. The proud
waging war for gem hunters. With Octugust gem fleet corporation
time T.T.O. became more spiritual vanished from the radar, assumed
and sought to understand phenomena to be lost forever. Some few
that literally should be out of decades later rumors spread of
reach. Still based in the heavily their return, but something seemed
looted Messier 51 asteroid belt, wrong. Visitors seldom returned.
times are now desperate for the Surviving witnesses told of morbid
T.T.O’s. Resources are running creatures, and horrific murders.
extremely low and their mission Pathîc, a self-invented term, now
is nowhere near being completed. primarily operates in the Inauro /
Obsessed, with a body anatomy Amissa / Lepidoptera triangle, but
adapted solely to drug use, also in a 270° direction towards
rituals might be the only way out the distant Ogre.
of here.
LOOKS Pale and thin, almost
LOOKS:
LOOKS Dress in deep black
LOOKS: transparent bodies. Semi-
robes, but only at clandestine regenerated, dark eyes and
gatherings. Most members are distorted, bony limbs. Still
corrupted by the void and also communicative but with a guttural
have a cosmic mutation. and weird dialect.
BELIEF: There must be a starting
BELIEF BELIEF: Pathîc proudly keeps on
BELIEF
point, where void but also life is exploring uncharted areas in
created. Beyond the void, in the the universe. No one does it
infinite and even “more void”, a better. This is their calling, to
definitive spark exists. establish routes and find riches.
GOALS: To build the ultimate
GOALS They have long forgotten why.
spacecraft, a world vessel, and GOALS: To build important new
GOALS
travel to the beginning/end of hubs, both spacecraft and
time and dimensions. stations, dictatorially controlled
LEADER: No one has ever seen Aon
LEADER by Pathîc.
Ventor´s face, and he has been LEADER: Anyone claiming to be the
LEADER
around for ages. Rumors say that (even informal) frontrunner will
Aon Ventor is merely a title and soon be slaughtered.
that it is inherited. SCARCITIES: Food, heat sources, a
SCARCITIES
SCARCITIES: Food and water.
SCARCITIES helping hand.
ABUNDANCIES: Functional tech
ABUNDANCIES ABUNDANCIES: Water, invigorating
ABUNDANCIES
equipment, drugs, spare parts. “herbs”, various equipment.
KEYWORDS: Inscrutable / Earnest /
KEYWORDS KEYWORDS: Insanity / Rusty scent /
KEYWORDS
Shadows / Whispers / Temporarily Violence / Hissings / Obscurity /
incomprehensible / Obsession Coldness / Scrapings
#77
Dmitry Dudykin (Order #34451227)
WELCOME TO THE RING
Among the countless spacecraft and cheap, and the debt is why. The
space stations connected to the debt is to a salvaging crew who
Iron Ring is Aurum 80, a forgotten desperately need the holos.
corner of the Aurum sector. Many
hard-working survivors are stuck It is now up to the player
there, saving every holo earned characters to pay off or get rid
for a cryo ticket out of the of the debt, repair the broken hub
place, or spending them all on and find fuel, all while handling
non-phys virtual reality drugs a volatile power struggle.
and the corrupt bridging ticket
lottery. During the Gem Rush, THE POWER STRUGGLE
Aurum 80 was a last stop for The leaders of Parliament and
miners heading down to Inauro’s the Passel are in fact former best
surface for their next job. friends, who have ended up in
conflict, both feeling betrayed by
Tension is growing in Aurum the other. Both still need each
80. Unless reduced, things can other though, and both can help
escalate into a gang war between the player characters repair their
the two present ring gangs: The hub if they support them in the
Passel and Parliament. The former conflict. The player characters
controls the output power in the should tread carefully though, as
sector, and the latter computing a single faulty step can trigger a
systems. Both use their resources violent and chaotic situation.
as a tool in the conflict, and the
patience of the ringleader of the THE PASSEL ROY MIRRA
whole Aurum sector, Suro “Thorn” RESOURCE Control the output power
RESOURCE:
Ragosa, is wearing out. to most central functions in
the Aurum sector.
ARRIVING AT AURUM 80 GOAL: To rid Aurum 80 of non-phys
GOAL
The player characters arrive at addiction and Parliament.
Aurum 80 on a shuttle. They have NEED: Water for the hydroponic
NEED
just spent their last holos on farm.
a ramshackle old spacecraft or TURF: The engine room.
TURF
station that they can tow to a new
location, hoping that after some PARLIAMENT MONOTONE TYNALL
repairs it can become a place of RESOURCE Run the computer systems
RESOURCE:
their own. It is docked at airlock that control air and water in
13C in the docking bay. the Aurum sector.
GOAL: Resume control of Aurum 80,
GOAL
THE DEBT blaming the Passel if necessary.
Along with the hub comes a docking NEED: More output power for
NEED
fee debt of 500 holos that has the computer systems and non-phys.
been ticking up since the hub TURF: The computer center.
TURF
was first docked. The hub was
#78
Dmitry Dudykin (Order #34451227)
WELCOME TO THE RING //
#79
Dmitry Dudykin (Order #34451227)
WELCOME TO
DOCKING BAY
A labyrinthine metal shantytown. AROUND THE AIRLOCKS
Hundreds of flickering work lights Along the outer walls are several
hang from big chains in the docking airlocks, most are still
ceiling. Water drips everywhere. in use. Outside are signs with
On the floor are big letters directions to other sectors. The
and numbers that once showed closest one is a short spacewalk
directions. away, others are reached with
shuttles.
AIRLOCK 13C
The airlock door leading to The area is usually calm, but
the player characters’ hub is explodes with activity whenever a
hidden behind heaps of junk and shuttle arrives.
jammed by rust. The spacecraft or
station is broken and out of fuel. THE BAR IN THE MACHINE
Only emergency systems work while In the center is a plaza around
connected to Aurum 80. a large drilling machine remade
into a small bar serving water
THE REPAIR SHOPS and sake. A place to wind down
Metal debris, colorful hand- and relax. A tarpaulin is strung
painted shipping containers, up to protect the plaza from the
booths and stalls are everywhere, dripping water.
arranged into a maze of narrow
alleyways. Shop owners rest in AN OLD FRIEND
hammocks or in containers remade An old friend of the player
into living quarters, waiting characters, who they haven’t
for the next customer. Many met in many years. Let the
opportunities for item repairs. player(s) describe how they know
each other. Can help the player
characters. Has problems, and will
Parliament COMPUTER
not hesitate to use the player
CENTER
characters to make the problems
go away. Secretly works as an
Elevators
HINA
TSURUTSURU
BAR
COMMON AREA
Wo Salvaging crew
s rn
a ir co do
nn ck
St ec in
ENGINE to g
r
ROOM PCs’
DOCKING BAY
HUB
Old friend
The Passel
#80
Dmitry Dudykin (Order #34451227)
O THE RING
WELCOME TO THE RING //
SALVAGING CREW
BDY +2, DEX 0, SVY +1, TEC +1
ML 7, HP 8, DR 12, pistols (1d6).
COMPUTER
CENTER
HINA’S OFFICE
Situated in an old airlock in
the back of the bar. Occasionally
Elevators
HINA
TSURUTSURU
BAR
COMMON AREA
Wo Salvaging crew
rn
rs co do
ai nn ck
St ec in
ENGINE to g
r
ROOM PCs’
DOCKING BAY HUB
#82
Dmitry Dudykin (Order #34451227)
O THE RING
WELCOME TO THE RING //
HINA
BDY 0, DEX 0, SVY +4, TEC +1
ML 9, HP 7, DR 12, pistol (1d6).
HINA TSURUTSURU
#83
Dmitry Dudykin (Order #34451227)
WELCOME TO
ENGINE ROOM
Hot and stuffy with a thick smell THE FARM AND
of engine grease. Colorful lights THE ENGINE HALL
hang from the ceilings like The engine hall inside the cooling
twinkling stars. Kids run around corridors contains a large,
neon-lit stands where strange overgrown hydroponic farm where
fruits are sold. Steam rises from the Passel grows all kinds of
vents in the floor. vegetables, fruits and flowers.
The plants create a dense tropical
THE COOLING CORRIDORS jungle. They are in urgent need of
The turf of Roy Mirra and the water.
Passel is a bohemian and homely
place filled with life. Roy Mirra and his closest Passel
friends live in a corner of
A ring of cooling corridors the engine hall. At least one of
surrounds the central engine hall, them is always there, sleeping or
where output power is generated tending to the plants. Roy is also
for the whole Aurum sector. often seen at the noodle stand in
The corridors are filled with the left cooling ring.
people and stands with bright
signs where fresh fruit and
vegetables are sold.
Parliament
COMPUTER
CENTER
Elevators
HINA
TSURUTSURU
BAR
COMMON AREA
Wo Salvaging crew
s rn
a ir co do
nn ck
St ec in
ENGINE to g
r
ROOM PCs’
DOCKING BAY
HUB
The Passel
ROY MIRRA
#85
Dmitry Dudykin (Order #34451227)
WELCOME TO
PASSEL MEMBERS
BDY +2, DEX –1, SVY
SVY 0,
0, TEC 0
ML 7,
ML 7, HP
HP 5,
5, DR
DR 11,
11, pistol (1d6).
#86
Dmitry Dudykin (Order #34451227)
O THE RING
WELCOME TO THE RING //
WINDOW OUT
7
AI
RL
LOCKED
OC
6
K
BA
WI
R
ND
OW
OU
T
WI
ND
OW
FAN FAN
8
4 5
ROY LOCKED
NO
N
OD
FA
FA
3
N
LE
ST
AN
D
HATCH
1
LOCKED
ENTRANCE 2
#87
Dmitry Dudykin (Order #34451227)
WELCOME TO
COMPUTER CENTER
Bright blue computer lights The systems here run water,
dance on walls covered in sound- ventilation and other life support
absorbing padding. A smell of systems for the whole Aurum
burned electronics fills the air. sector, but also consume most of
Wires tangle up like bird’s nests the power in the sector.
around stacks of old computers. In
the main computer hall, non-phys THE NON-PHYS ADDICTS
addicts of all shapes and sizes In the main computer hall,
gather. the addicts are everywhere. Either
sitting around talking and smoking
AURUM LIFE SUPPORT AND Hola!, or passed out on the floor
COMPUTER SYSTEMS in non-phys dreams, wearing visors
connected with cables to
The place is the main haunt of the floor.
Parliament and Monotone Tynall.
Except for occasional server
maintenance, Monotone can be found
in the office behind the main
computer hall.
Parliament
COMPUTER
CENTER
Elevators
HINA
TSURUTSURU
BAR
COMMON AREA
Wo Salvaging crew
s rn
a ir co do
nn ck
St ec in
ENGINE to g
r
ROOM PCs’
DOCKING BAY
HUB
The Passel
Old friend
#88
Dmitry Dudykin (Order #34451227)
O THE RING
WELCOME TO THE RING //
MONOTONE TYNALL
#89
Dmitry Dudykin (Order #34451227)
WELCOME TO
#90
Dmitry Dudykin (Order #34451227)
O THE RING
WELCOME TO THE RING //
TR
AN
SM
IS
SI
ON
DI
7
SH
6 FINAL RELAY UNIT SPACE
WI
WINDOW OUT
ND
OW
WI
OU
ND
T
HATCH
OW
AI
OU
RL
T
OC
AI
K
RL
4
OC
K
MA
SPACE
IN DU
TE CT
NA
3
NC
E
K
OC
RL
AI
5
2
LO
CK
ED
WI
RI
NG
ELEVATOR
#91
Dmitry Dudykin (Order #34451227)
Dmitry Dudykin (Order #34451227)
TABLES AND TOOLS
#94
Dmitry Dudykin (Order #34451227)
CREATURES OF THE ABYSS //
#95
Dmitry Dudykin (Order #34451227)
D6 CORRUPTED BY THE VOID
CORRU
Add the indicated ability to the attack roll
#96
Dmitry Dudykin (Order #34451227)
UPTED CORRUPTED BY THE VOID //
DEEP SPACE
NIGHTMARES AND
NAVVY TALES
THE CELSIUS SERVANT
Said to have found his way through a bridge still open after a jump,
the Celsius Servant haunts the drug-fueled nightmares of unlucky cryo-
sleepers having a bad trip.
THE STAR-EATER
Some navvies who have traveled far to distant systems talk of the Star-
Eater that roams the edge of the universe. They say it is the reason why
some stars in the sky have gone dark.
THE SUPER-HYDRA
In forgotten corners on the Iron Ring, masked cultists worship the Super-
Hydra, the mythical serpent of the Abyss with a thousand maws, forever
feeding on the Phosphorescent Vortex.
#97
Dmitry Dudykin (Order #34451227)
TRIGGERS
Combine a trigger with an
obstacle and use when the crew
explores dangerous locations.
D10 TRIGGERS
1 LASER A narrow beam of intense light in any color.
Triggers if refracted.
2 PRESSURE PLATE 5 in 6 chance to trigger when someone steps on it.
3 MOTION DETECTOR Can be adjusted to trigger on motion of different
forms and speeds. Running, walking and down to vibrations.
4 MICROPHONE A spherical field microphone that records everything
within a certain distance, or a directional microphone that mainly
captures sound from in front of it.
5 MAGNETIC Triggered by a certain amount of magnetic material.
6 HEAT DETECTOR Sensitive to temperature changes, for example due to
body heat.
7 SNIFFER Detects a certain type of substance, for example
adrenaline, sweat or blood.
8 METAL DETECTOR Can be used to detect concealed metallic weapons or
other objects. Sensitivity can be adjusted, for example making it
trigger only for larger objects.
9 ECHO WIRE Very thin wire that functions as a combined trigger and
trap. Sinks up to a few centimeters into soft tissue (1d4 damage)
before snapping with a distinct sound, responsible for the name.
10 COUNTER A primitive electronic override, often connected to doors
or electronics that are interacted with. Sends a signal for every
interaction, or after a specific number of interactions.
OBSTACLES
D20 TYPE
1 CENTIGLASS Hot glass, that penetrates and melts the victim’s flesh
(1d8 damage). Removing the molten glass requires help.
2 MIND SCANNER A digital copy of the target’s consciousness or code
downloads to a nearby memory cartridge. The cartridge has room for
two minds. A happy chime will play after the download.
3 WORMHOLE Ancient tech fitted in a box. Target travels in space and
time, forwards or backwards. Gone for one second in the current
timeline, but has actually been away for 1d20 years.
4 ELECTROMAGNETIC PULSE (EMP) A short burst of energy that disrupts
and harms nearby electronics, which do not function properly for
1d6 minutes and lose one condition.
5 PIPE BOMB Explosives in a pipe, causing a concentrated and targeted
explosion (3d6 damage*).
6 JUMP MINE Hidden load of explosives that jumps a meter vertically
before detonating (1d12 damage to all within five meters).
7 HOTWIRED AIR LOCK A hidden door or hatch is hot-wired to disregard
safety protocols and open to the outside.
#98
Dmitry Dudykin (Order #34451227)
TRIGGERS AND OBSTACLES //
D20 TYPE
8 TRACKING CHIP A bunch of darts fire towards the crew. DEX check to
avoid. Darts inject tracking chips that allow for tracking target
movement.
9 FLECHETTES Swarm of small metal projectiles, either spread out over
a large area or focused in one direction (2d6 damage*). If heated,
the flechettes can also destroy equipment.
10 ULTRASONIC BURST High frequency soundwaves. The victim loses their
balance and is unable to move. Continued exposure causes nausea,
shaking and uncontrollable vomiting.
11 TITANIC FOAM A sticky foam that hardens more the longer you wait.
The victim can not breathe if the foam hits their face. Sticks to
skin on contact. Handled with protective gloves, it can quickly be
shaped into a titanium armor that the victim can never remove.
12 PHOTORECEPTOR FLASH A strong pulse of light that blinds all nearby
looking at it for 1d6 minutes.
13 TESLA SPIKE A glowing arrow of electricity that hits one target
before changing direction to the next. Hits 1d3 targets
(3d3 damage to the first, 2d3 to the second and 1d3 to the third).
14 LASER Static or mobile, normally used to split ice on distant
moons. Intense beams that quickly burn holes in and cut through
most materials (1d12 damage). Must charge before it is unleashed,
which is accompanied by a slight buzz and takes 1d20 seconds.
15 MOLTEN METAL Container or deep pit with molten metal. Cooks flesh,
causing extreme pain (1d10 damage). If not removed, provides
excellent protection to the exposed body part(s) when the metal has
cooled.
16 CRUSHER Small room where heavy walls or metal arms compress
contents to a one-by-one meter cube. Almost harmless if you are
alone and can fit inside, less so for larger groups of people.
17 COOKER Microwaves are emitted. They heat liquids inside the victim,
causing agonizing and incapacitating pain (1d8 damage).
18 FLAMMABLE GAS A dangerous, often poisonous gas, similar to the
highly flammable gem gas found in asteroid mines. Prolonged
exposure can cause bleeding eyes, poor memory, coughing, loss of
smell, skin loss, dizziness, paranoia, nosebleed, and in 1% of
cases increased awareness and comfortable visual hallucinations.
19 ELECTROSHOCK PROJECTILES Small projectiles connected to a power
source by thin wires. Victim is completely stunned by electric
shock for 2d20 seconds. Damages muscle nerves (1d6 damage) unless
immediately pulled out.
20 SKIN TRANSFORMER Repurposed LTW (Living Tissue Welder) tool that
alters living tissue. Changes the victim’s skin in the targeted
area (d6): 1. Face, 2. Hands, 3. Arm, 4. Chest, 5. Leg, 6. Player
chooses. Skin changes into (d6): 1. Plastic, 2. Nylon, 3. Gib-flex
(waterproof soft high tech fabric), 4. Hardened bendable glass,
5. Deep space octopus leather, 6. Soft gemstones.
* Dice can be divided among several targets.
#99
Dmitry Dudykin (Order #34451227)
SPACE ENCOUNTERS
D10 TYPE D6 ENCOUNTER
1 Derelict 1 Deep space drone. In the computer is code for an
unfinished program called The Gate.
2 Ancient first generation chrome spacecraft.
3 Asteroid digger machine, with a habitat with room for
five workers. Solar panels provide electricity.
4 An old mining station. A few gems are still hidden away.
5 Empty, intact redshift explorer. Traces of a brutal
combat inside.
6 Small station in orbit around an unmapped moon. No
mention of station on maps or in logs.
2 Remnants 1 Destroyed battleship. 1d6 soldiers still sleep in an
of war unharmed cryo-chamber. They believe the war is still
raging.
2 Liberated prisoners have established their own colony.
It is in the ruins of their former prison, a broken
station, bombed out of orbit.
3 Reinforcements in an unmanned exobase dropship, arriving
many years too late. A shipment of third generation
carbons from a neighboring system. Born, raised and
trained.
4 A few veterans live in a habitat built in a container
cluster powered by solar panels. They grow fruit and
vegetables in zero-g hydroponic farms.
5 Debris field from unknown battle. Radio beacons send out
warnings. Spare parts abound, but scavengers are around,
making salvaging dangerous.
6 Lost freighter, containing supplies. 1d10 components,
1d6 vehicle parts, 1d6 random weapons, 1d4 nano pods.
All stamped with company logos.
3 Drifting 1 Smuggler drop-off point. 1d8 components and 1d6 vehicle
in space parts in a crate. Has a hidden radio locator.
2 1d8 drifting space coffins, humanoids inside. They
appear dead. Do not leave them unsupervised.
3 Planetary ground exploration vehicle. Doors are open,
wheels muddy. The radio sends out a voice counting back
and forth.
4 Black, metallic box, made out of a strange material.
Four by four meters. Emits white noise that floods all
electronics onboard. Moves towards the Tenebris star.
5 Damaged science vessel (light freighter) with the
Azimuth company logo on it. Logs show that it was
looking for void static noise. Intact but void infected
non-phys server onboard.
6 Crystal monolith. Upon closer inspection, it seems
to be an ancient deep space navigation beacon, with
inscriptions in an unknown language.
#100
Dmitry Dudykin (Order #34451227)
SPACE ENCOUNTERS //
#101
Dmitry Dudykin (Order #34451227)
SPACE ENCOUNTERS
D10 TYPE D6 ENCOUNTER
7 Out of 1 A broken racer pod with a velocity cursed in the driver’s
fuel seat. It flickers between dead and alive.
2 Merchant hauler with a crew of solpods selling ancient
tech.
3 Marshal with a fugitive, on their way to the Sand Judge on
Lacrimosa.
4 Scavengers, searching for fuel or spare parts. Follow
the player characters at a distance.
5 Archaeologist, stuck in a small research base on a
forgotten asteroid.
6 Trucker crew, towing a few modules from a solpod research
station.
8 Need 1 A group of punks in a remade shuttle bus. Need two vehicle
of parts for a communication dish. Desperately need to send
repairs a message to the Iron Ring, but will not say what it is
about.
2 Hard-boiled tow truckers, stuck on route to Ogre for an
ice-hauling contract. Weathered hauler spacecraft. Needs
two vehicle parts.
3 Lonely deep field welder, rebuilding a small spacecraft
into a space station. Needs help.
4 Lonely farmer in a broken, small habitat on a nearby moon.
Only spare power works, needs four vehicle parts urgently.
Former gem cutter.
5 Pilot floating freely in space in an EVA suit in a field
of debris. Desperate for help.
6 A broken interceptor. No one is on board, an AI sent out
the distress call.
#102
Dmitry Dudykin (Order #34451227)
SPACE ENCOUNTERS //
#103
Dmitry Dudykin (Order #34451227)
INAURO
IRON RING
LOCATIONS
50 locations inspired by 99% Void Safe backers.
D100 DESCRIPTION
1–2 The Rig, rough bar frequented by workers at nearby junk station.
An AI cat with singed, red fur, said to be the last mind copy of
the famous Tenebris discoverer Cinder, stalks the place.
3–4 Rodionovich passage. Maze of derelict passages, connecting two
sectors. Flooded with radiation from a meltdown reactor now
partly frozen in ice. Fastest way through is next to the reactor.
Suit up.
5–6 Run-down psychosurgery clinic, rewiring brains with black-market
implants. Attracts dream-junkies of all sorts. Rumors say the
clinic is the source of dimfrost, a new form of void plague.
7–8 Masso, PI. The name is gold-plated on the door. Inside is a dark
waiting room with fake ferns and rain sounds playing. Run by an
old AI, that helps find missing persons and items.
9–10 Barrha Oddities. A workshop, full of artificial animals. They
follow all customers with bright neon eyes. Some are packed up
for delivery, others whisper their price when you approach.
11–12 Astrozoological society. If you pay, you get access to
descriptions, holographic projections, and sometimes physical
parts or specimens of creatures found in deep space.
13–14 An old vending machine where you can download your memories to
an affordable and portable format. A screen shows snippets of
memories from previous customers.
15–16 #00FF00. A five by five meter room, where you can sit alone for
half an hour, for only five holos. An intensely colored light
changes in rhythm with sounds of nature.
17–18 Antique shop, selling vintage exploration gear and jewelry made
from exotic gemstones. The owner is sleeping behind a stack
of dusty star atlases. An open ledger on the counter records
everything said here.
19–20 Abandoned research facility in a derelict sector. A sealed
room with plastic walls contains swarms of nano-machines that
consume one condition point per round. Can be contained, but are
intelligent enough to flee.
21–22 Cosmologist observatory. Equations are everywhere. Projectors
show holographic views of cosmological simulations. Some
scientists here say stars disappear, one by one, in correlation
with bridger jumps.
23–24 Black market, ruled by the former marshal Lihp Eedr. Ships dock
with a long pier and buy and sell objects in the inside corridor.
Docking costs 100 holos and necessitates a careful scan of ship
and cargo.
25–26 Closed-down server park. Fungi grow around the old electronics.
In a virtual reality housed in one of the servers you can find
Nykylay Hellray, stuck wandering infinite halls.
#104
Dmitry Dudykin (Order #34451227)
Wake ∆ point
D100 DESCRIPTION
27–28 A silica glass dome, full of small animals and plants. Entrance
through an elevator, code needed. A few solpods live here,
alternating between research and hibernation.
29–30 The popular restaurant JoMas, run by a punk family with two kids.
Fresh food with home-grown vegetables. The kids are talented
holoharp players and perform regularly.
31–32 Frövalv. Seed samples for plants used when colonizing Tenebris,
stored in a fully automated vault. In constant need of spare
parts and repairs ever since the war. The security of the seeds
is at risk.
33–34 Holographic model maker. Buy a model of your own spacecraft that
shows its current status to put in your pocket.
35–36 The Maze. A former military training ship, now used for a deadly
game. Survive chambers filled with deadly traps and surprises
while fighting other crews with non-lethal weapons.
37–38 Mathematical patterns and glitchy noises from this little store
can be heard far away. Here, two carbons, Seons and Nole,
personalize EVA suits, trying hard to accomodate any wish.
39–40 Just Noodles. Stun and Lest run the best noodle bar on the Ring,
and they know it. The water is clean, the vegetables are fresh
and there is not a trace of engine oil left on the tastebuds.
Rumours say they compromise with local crime syndicates to get
their ingredients.
41–42 A small station overgrown with beautiful orchids, found nowhere
else. The punk Honey escaped the fights in Deutron 72 to live in
peace, and pursue his passion of growing the perfect flower.
43–44 Konbina research lab. Large water tanks house iron-shelled snails
from the depths of Ogre’s cold oceans. The glowing snails are the
only remains of the covered up Surts-Cypra incident.
45–46 The huge drilling craft Saulm M2 drifts next to the Ring. Its
cooling system is a maze of pipes and wires built like a spiral.
Seated in the center in a floating chair is a chrome said to be
able to predict the future.
47–48 Ixx, holographic mapper. Flickering neon map projections are
everywhere. The owner, Stjern, grumpy war veteran, sells maps
of even the smallest moon, and greedily buys maps from your
adventures.
49–50 The only library on the Ring with paper books. Previously part
of an old colony ship. Large and empty. Run by the solpod Avidd
Joern, who spends all their time cataloguing the content of the
books and their content.
#105
Dmitry Dudykin (Order #34451227)
IRON RING
LOCATIONS
50 locations inspired by 99% Void Safe backers.
D100 DESCRIPTION
51–52 Behind a poster saying “Missing: Josh Clandestine” is a hidden
door. Just knock, and you will find Forget on Exit, a den where
velocity cursed gamble with their memories.
53–54 jaBBS. Virtual non-phys travel agency, licensed by Azimuth.
Forget your troubles and connect for a week or two. Carefully
programmed AIs make sure that you are nourished.
55–56 Rent a coder for a day. Watch their back as they plug in with
hand-held computers, and they can get into the most secure
networks. Make sure to keep them away from your station or
spacecraft.
57–58 JFS Intelligent Design. Famous AI designer, building realistic
personalities, always with a twist. Lets them inhabit custom-made
drones and robots, uniquely modelled for each AI.
59–60 Perihelion. In the dark corners of this club people desperately
bet their last paychecks in illegal gambles while ingesting
intoxicating powders. Noisy electronic music blasts from
speakers.
61–62 Tenebris Temple of Mercy Relief Fund, for victims of cryosleep
gone wrong. They treat amnesiacs, late wakers with friends and
family gone, and some worse off, who babble about the end of
civilisation.
63–64 Gobalsky’s Moonshine. Stock the infamous, possibly radioactive,
liquid on your spacecraft, or pour it down your throat in between
work shifts. A volatile environment, with occasional explosions.
65–66 At a small stand, an asteroid druid sells a miracle dust said
to give “eternal life”. The dust comes from a strange stone
formation in the Messier 51 asteroid belt. A stone circle rotates
unnaturally, embedded in the dust.
67–68 The massive wreck of the Weatherfish, early bridger ship,
orbiting freely. Said to be frozen in a space-time anomaly.
Its last message transmits over and over. Sought by wild-
eyed
cultists.
69–70 The Red Dragon inn. A narrow, long corridor draped in dim,
red lights. Along one wall is a bar, along the other sleeping
capsules. A dive for black market salvagers and off-
contract
miners.
71–72 At this local Azimuth office for premium customers, you can order
your own world on a portable server, made according to your
personal desires.
73–74 Ence Constructions. Build and sell digging machines and large
tools. They also buy and sell mining claims to remote locations
on Inauro, where prospects are far from certain.
#106
Dmitry Dudykin (Order #34451227)
Gliess Gallo
Inauro IRON RING LOCATIONS //
D100 DESCRIPTION
75–76 Zero-g hall crammed with debris, deformed and unrecognizable. A
lonely void lives here, trying to create beauty but managing only
disorder. Only a collar, saying ”Edgar”, is well tended, floating
in a large glass sphere.
77–78 The quiet office of Itren Exploration, a non-profit organization
that finds the few precious mining claims on Inauro’s surface
still available and gives them to workers in need.
79–80 HNOT1. Refinery, abandoned after a horrific disaster which left
few survivors. Airlocks shut with yellow tape and safety wires.
Rumored to be haunted.
81–82 Akaro Broadway. Five concentric rings controlled by the Rex
gang, crammed with small shops selling odd collectibles, scrap
electronics, garish clothes and much more. In the center is
Popeye, a sleazy zero-g music club.
83–84 Pell-Bells Experiences. Non-phys hangout, where users connect to
each other instead of a server. Results in an infinity mirror
effect, and you can meet yourself in the abyss.
85–86 Silo 314. An empty storage silo. Once per month, participants
secretly meet in the silo to bet their lives in illegal zero-g
fights.
87–88 DG’s Stones. Gem cutter, collector and trader, certified by the
Inauro Gemology Institute. Specializes in refractive properties.
Investigating claims that gems can hinder void corruption.
89–90 The Random Forest. A tavern, run by the chrome Gan. Only serves
artificial intelligences. Chrome Lecun runs a game of Fuzzy
Logic, where you plug in and try to reveal hidden identities.
91–92 PRAGMA dimensionals HQ. Racks and stacks of servers and computer
parts abound. The “dims” are code archeologists, studying ancient
code and searching for hidden messages.
93–94 Dourain Plaza. Dominated by a mysterious satellite found in
technomancer ruins on Lepidoptera. Exotic flowers cover it. Dead
until recently, when a red light lit up and it whirred to life.
95–96 Explorer’s travel agency. Arranges distant travels and helps with
cheap hitchhike connections for a small charge. Insurance for
robbery and injury costs extra.
97–98 Observatory searching for incoming asteroids and debris. Manned
by two underpaid and unmotivated workers, hired by the ALNG
corporation. Regular false alarms, triggering loud sirens in the
whole sector.
100 In a hallway is a BBS full of ads, job postings, notes and long
99–
lost conversations. Some notes, concerning the unknown Project
Chimaera, appear mysteriously, referring to older notes in a
never-ending chain.
#107
Dmitry Dudykin (Order #34451227)
ADDICTIVE
SUBSTANCES
Roll 1d20 when using an addictive substance, on a natural 1 the player
character opens a door that should have remained closed. The void has
found a way in. Roll on the corruption table p. 39.
NAME DESCRIPTION COST
Single-use Synthetic incomplete regeneration, creating 70
restore injection fibrosis on necrotic tissue. Restores all lost
hit points.
Cyochrome Pe Artificially raises oxygen levels. Can hold 30
breath for 10+1d20 minutes.
Pentamicetic Milk Needed for long cryosleep. Puts the body in 80
stasis.
Synthetic Cleaning oil for electronics. Can stay awake 5
Astercumulus D for 1d4 days when inhaled.
Oq-type, Hola! Different varieties of non-phys drugs, used to 4
enter states of virtual and augmented reality.
Oq-type can be used with a visor that projects
images to enhance the experience.
MCR678 Military issued gel that protects against 10
cosmic radiation.
Photorop spores Removes bacteria and poison and corrects 40
damaged DNA. The user must be exposed to
starlight (real or artificial) for
the treatment to be effective.
Anticphrine Blocks nerve signals causing user to become 40
numb and unable to move. Used by cheap illegal
prisons called pits, or voiding, where
the prisoner is drugged with anticphrine and
put in a pitch black room with zero-g.
Subtiliteminn Drug designed for mission pilots, but can be 100
used to raise any chosen ability. For five
minutes, gives advantage to all rolls using
the chosen ability.
MexomaCG For long/short exposure to low/high gravity. 5
As a side effect after use, the user feels
weightless for 1d10 hours.
KRYb gel User does not need to eat food for seven days. 60
To use, rub the gel generously on stomach and
inside of the mouth.
Peas Sleeping pills. Small and green with a great 40
taste. User sleeps for 1d20 hours per ingested
pill. Rumored to have undocumented side
effects.
#108
Dmitry Dudykin (Order #34451227)
ADDICTIVE SUBSTANCES //
Anticphrine
Photorop spores
#109
Dmitry Dudykin (Order #34451227)
#110
Dmitry Dudykin (Order #34451227)
EPOCH SPACEPORT// A wretched
sanctuary for the lawless. Epoch is
a bustling spaceport, always on the
move, where smugglers and villains
buy and sell goods and contraband
of all forms. A fleet of scavengers
constantly surrounds the station, #111
like a hive of bees.
Dmitry Dudykin (Order #34451227)
SPACECRAFT
To construct a spacecraft, New modules for the crew’s hub
combine a frame, a power system are obtained in play, either as
and modules. rewards, payment for a contract,
favors or similar. It is seldom
The sum of the power costs for possible to buy modules with
all modules must always be less holos.
than or equal to the hub’s total
output power from the power
system.
FRAMES
PLAYER STARTING HUB CONDITION DR FUEL DEPOT
Spacecraft 5 11 6
Station 5 11 4
Interceptor 5 11 5 Unusual
Scout ship 5 11 5 Common
Honeyguide driller 5 11 6 Unusual
Frontier lander 5 11 6 Common
Hauler 5 13 5 Common
Liberation raider 5 13 5 Common
Exobase dropship 5 15 4 Rare
Sector shuttle 3 9 6 Common
Solar barque 6 10 3 Rare
Light freighter 8 14 7 Unusual
Alsviðr barge 8 16 5 Rare
Redshift explorer 8 12 15 Very rare
Bulk freighter 10 16 8 Common
Colony ship 10 18 10 Rare
Monolith runner 10 18 10 Very rare
Gravity ship 10 16 10 Very rare
Bio tanker 12 17 20 Common
Mining carrier 12 18 20 Unusual
Black hole crawler 12 19 — Very rare
#112
Dmitry Dudykin (Order #34451227)
POWER
SPACECRAFT AND HUBS //
SYSTEMS
By modifying the power systems, the output power can be increased. The lower
limit of the range represents the standard version.
#114
Dmitry Dudykin (Order #34451227)
GENERAL MODULES //
GENERAL POWER
MODULES COST DESCRIPTION
WORKSHOP 1 Halves cost to repair broken items up to one
condition. A tinkerer’s paradise, with tools for
any repairs you can think of. Holds any amount of
components and vehicle parts.
CARGO BAY 2 Room for big cargo, like containers and vehicles.
Several docking airlocks. Includes one mechanized
exoskeleton for heavy lifting.
CARGO TRACTOR 2 Tiny electric spacecraft for lifting heavy cargo.
Powerful but slow. Room for one pilot only. Lifts
four cargo containers. Can land on and launch from
planets with low or medium gravity. One hour use
per hour charged, up to ten hours.
DEEP SPACE 2 The dish can send text messages over vast
COMMUNICATION distances. Also gives access to an anonymous
DISH company, which offers “free” contractors, in
exchange for a “small favor”.
HULL PLATING 2 +1d4 defense rating (roll for every attack).
Reinforced hull with active plate protection.
HYDROPONIC 2 Grows enough food to feed the crew. Needs 1d8
FARM hours of work every day (roll daily).
MEDICAL BAY 2 Contains the equipment required to treat injured
or ill persons, for example sensors, beds,
diagnostic equipment and surgical tools. Rebuilds
lost limbs. Can be converted to an isolation ward.
MERCHANT DECK 2 Has space for a few traveling merchants, who come
along on the spacecraft when the crew travels.
They can sell items to player characters.
PANIC ROOM 2 A last resort, when the battle is lost. Either
hidden or very hard to force open from outside.
Can take command of the ship. Has its own gravity
and life support system. Driven by a large
generator with power for one month.
REPAIR BAY 2 Makes it possible to repair other spacecraft or
vehicles. Holds any amount of components and
vehicle parts.
SPACE DOCK 2 Useful for towing and salvaging. Doubles
the amount of salvaged vehicle parts.
VAULT 2 For storing valuables. Indestructible and
practically impossible to open, but can be hacked
if you can find the control box. The players
decide the specifics of the locking mechanism.
#115
Dmitry Dudykin (Order #34451227)
TECH MODULES
TECH POWER
MODULES COST DESCRIPTION
ANTI-HACKING 1 All hacking attempts have disadvantage. Failures
SYSTEMS set off loud alarms.
AUTOMATON 1 A self-operating automaton that can be programmed
CARETAKER with simple commands and take care of a business.
Not self-learning.
BIOMETRIC 1 Locks doors to core utilities and to the outside.
LOCKS Impossible to hack while connected to a power
source.
DECEPTIVE 1 Can disguise voice and image in communications
COMMUNICATION with other ships.
SYSTEMS
DECOY 1 Adds one or more ships to other spacecrafts’
scanning systems. Amount and size decided by user.
Does not work at boarding distance.
DRILLER ECHO 1 Sends an echo signal that locates hidden
spacecraft or objects. Can identify spacecraft
modules at identification distance.
GALACTIC 1 Halves fuel costs for long distance travel.
NAVIGATION Connects to information kiosks when arriving in
SYSTEM new star systems, and can answer simple queries
about the planets in the system.
NAMED AI 1 Keeps track of everyone and everything in the
hub. Wired deep into the mainframe of the command
center. The crew can ask simple questions (“Where
is Cobb?”) and give simple commands (“Lock all
doors”). Any guest must register and log in to
the system. Mostly acts friendly, but is prone to
glitches and has a 1 in 20 risk of refusing any
command.
#116
Dmitry Dudykin (Order #34451227)
TECH MODULES //
TECH POWER
MODULES COST DESCRIPTION
SELF-DESTRUCT 1 Triggers self-destruction of the hub, with a code
SYSTEM or physical key (personal per crew member).
SURVEILLANCE 1 Systems for surveillance of the hub. Sound, video,
SYSTEM heat or other activites are shown on monitors in a
dedicated room and recorded on bulky cartridges.
UAV SYSTEM 1 For controlling unarmed aerial vehicles (UAV).
The module comes with four reconnaissance drones.
Can be supplemented with other types of drones
that board, breach or drill.
HAZARD 1 Hermetically sealed space for handling of
CHAMBER dangerous materials, germs and lifeforms that need
to be contained.
MASTER SYSTEM 1 Super computer that can perform advanced
calculations and control big systems. Comes with
an extra server for programming a non-phys world,
often used for long travels.
RADIO NETWORK 1/2 Successful TEC check allows a user to hack an
opponent’s systems and read their logs. At +1
power cost, it can also hack modules and lock the
owner out. Range up to identification distance.
SCANNERS 2 Sensitive enough to detect the faintest
electromagnetic signatures. Can identify other
spacecraft at detection distance, and detect any
lifeforms inside.
MILITARY- 2 Adds a +2 bonus to one roll per round that uses
ISSUED AI the spacecraft. Also acts as tactical support, and
as a psychologist that monitors the crew’s mental
health.
SCIENCE LAB 2 Laboratory with scientific apparatuses for
research and analysis. With the right ingredients,
any substance can be synthesized, giving 1d20
doses per week of work.
STEALTH HULL 3 Hides a spacecraft in open space, making it almost
invisible visually. With a successful TEC check
by the operator, the ship can move unnoticed to
boarding distance. Can not board or fire while in
stealth.
#117
Dmitry Dudykin (Order #34451227)
CONFRONTATION
MODULES
BOARDING DISTANCE
CONFRONTATION POWER
MODULES COST DESCRIPTION
KINETIC MINES 1 1d4 heat seeking mines placed at boarding
distance. 1d4×10 frame damage. Can not be
detected without advanced scanning module. One
mine detonates per round and opponent at boarding
distance. Undetonated mines return to ship after
confrontation.
HULL GRAPPLERS 1 With a successful risky maneuver, the pilot can
attach to another spacecraft. 1d4×10 frame damage
to target for any escape attempt.
MOBILE DRILL 1 Used to mine asteroids or drill through hulls. A
ARM motorized zipline is connected from the base to
the top of the arm, making it easy to get to
the drilling point. TEC check to use.
MODIFIED 1 Used for boarding. SVY check to use. Drills
ASTEROID DRILL through hull and connects the ships with an air-
filled simple plastic tube. Aim, drill and board.
MONODISPATCHER 1 Simple cannon, used to fire human-sized tubes at
boarding distance. For each tube, roll TEC check
to hit. A person in an EVA suit easily fits in
the tube. Penetrates hull, so the person fired
can climb directly into the other ship.
SHOTGUN 1 Powerful winch, equipped with strong cables and
HARPOON sharp grappling hooks that holds a target in
place. SVY check to hit. Can be welded off from
inside, taking 1d20 minutes per hook.
EMP HARPOON 2 Disables a spacecraft or vehicle for 1d3 rounds.
Harpoon takes one round to recharge. TEC check to
hit.
CONb4
SINs
Detected A3
CY
TOR
VEC
K
TAC
AT
Target
DUCKa5
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CONFRONTATION MODULES //
FIRING DISTANCE
CONFRONTATION POWER
MODULES COST DESCRIPTION
THROWER 1 Shoots projectiles or persons. Does not penetrate
hulls. BDY check needed to hold on when landing.
SVY check to hit. Do not miss.
HYPERVELOCITY 1 Chaingun. 1d4×10 frame damage. Standard weapon
PROJECTILES for battleships.
GRAPESHOT 1 A carronade loaded with clusters of projectiles
CARRONADE filled with molten metal. Penetrates hulls and
creates holes large enough to climb through. TEC
check to hit.
ISOTOPE BUNKER 2 Slow missiles with thrusters. 1d10×10 frame
BUSTER damage. Can only be used against targets in
fixed, calculable orbits, such as buildings or
space stations.
ORBITAL 3 1d8×10 frame damage. Used in the war. Now
SHOTGUN forbidden in Tenebris.
SMALL STATIONS
D6 TYPE MODULES ENGINE CREW
1 SHUTTLE Passenger quarters (1) Industrial 1
HUB Merchant deck (2) generator 3
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CREWS
NON-PLAYER HUBS AND CREWS //
The uses value denotes how many actions the weapon can be used without
reloading. It must then be reloaded with a new ammo clip, which requires
one action.
* I
IF
F THE WEAPON HAS SEVERAL DAMAGE DICE, YOU CAN
DIVIDE THE DICE AMONG SEVERAL CLOSE TARGETS.
EXAMPLES OF WEAPONS
THROWING WEAPONS:
WEAPONS accretion RAID RIFLES:
RIFLES Procyon raid rifle,
shuriken, heat seeking micro bullpup vacuum rifle, arc rifle
caltrop
MARKSMAN BARRELS:
BARRELS thermite
MELEE COMBAT WEAPONS:
WEAPONS gravity crossbow, luminance marksman
dirk, oscillator knife, LRAD barrel, crescent limb cutter
Hammer
CHAIN GUNS:
GUNS Caacero coaxial gun,
PISTOLS AND REVOLVERS:
REVOLVERS vacuum frontier light vehicle gun
pistol, AI revolver, prospector
handgun GRENADES plerion grenade,
GRENADES:
quasar incendiary, dust cleaner
SHOTGUNS Messier shotgun,
SHOTGUNS: flashbang
dicecaster defense pump-
action FLAMETHROWER liquid fuel
FLAMETHROWER:
incendiary device (“Deadbug”)
COMPACT RIFLES:
RIFLES silenced apastron,
micro manifold
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ARMOR
WEAPONS AND ARMOR //
ARMOR ONLY PROTECTS AGAINST ATTACKS OF THE TYPE IN THE SECOND COLUMN.
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HOLOGRAPHIC SCREENS VACUUM PISTOL
AI REVOLVER
PROSPECTOR HANDGUN
MICRO MANIFOLD
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LUMINANCE MARKSMAN BARREL
HOLOGRAPHIC TEXT
MESSIER SHOTGUN
SILENCED APASTRON
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CONTRACTORS
A contractor is a hired hand, helping with a particular task or mission.
The cost in the table is per week for a contract of standard risk. Higher
risk contracts will be more expensive. The morale rating of a contractor
can be lower or higher than in the table depending on offered payment and
how they are treated. Mercenaries do not need to roll for morale and are
fully controlled by the players.
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CONTRACT
CONTRACTORS //
GENERATOR
CONTRACT INSPIRATION
D20 WHAT TO DO? D6 PERSON D6 EVENT
1 Hide 1 Impostor 1 Missing person
2 Infiltrate 2 Smuggler 2 Backstabbing
3 Smuggling 3 AI 3 Murder
4 Extract 4 Traitor 4 Riot
5 Search 5 Union worker 5 Ritual
6 Scavenge 6 Company employee 6 Festival
7 Evacuate
D6 GROUP D12 LOCATION
8 Guard
1 Cult 1 Derelict
9 Tow spacecraft
2 Ring gang
10 Retrieve 2 Space bar
3 Miners
11 Transfer 3 Visiting
4 Scavengers asteroid
12 Pay
5 Outlaws 4 Forgotten
13 Defend
6 Station marshals mining station
14 Locate
5 Planet ruin
15 Investigate D6 OBJECT
6 Underground
16 Raid 1 Unique gem colony
17 Heist 2 Prototype 7 Asteroid
18 Parley 3 Robotics 8 Rogue planet
19 Repair 4 Creature 9 Abandoned
20 Destroy bunker
5 Weapon
10 Rebuilt
6 Module
D6 PAYMENT satellite
1 Holo debt that needs D6 UNKNOWN 11 Old mining town
to be collected 12 Nomad outpost
1 Strange cosmic
2 Gear mutation
3 Favor 2 Anomaly
4 Spare parts 3 New planet
5 Big contract 4 Wormhole
6 Module 5 Strange code
6 Void static
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NPC GENERATOR
FIRST NAME LAST NAME
D6 1–3 D6 4–6 D6 1–3 D6 4–6
D20 FIRST NAME D20 FIRST NAME D20 LAST NAME D20 LAST NAME
1 Marshal 1 Hina 1 Grozo 1 Yamada
2 Tarlow 2 Iwata 2 Rife 2 Bhat
3 Cee 3 Baker 3 Shimasu 3 Ortiz
4 Aoi 4 Bowie 4 Aiseke 4 Behl
5 Niko 5 Rowa 5 Helm 5 Brahm
6 Sakura 6 Mirai 6 Astreio 6 Oak
7 Naoto 7 Kev 7 Tungertok 7 Nori
8 Jun 8 Khari 8 Casker 8 Guide
9 Ichiro 9 Isa 9 Cash 9 Bird
10 Koa 10 Lovi 10 Blaze 10 Sunn
11 Ravi 11 Sura 11 Mellowe 11 Lock
12 Mishka 12 Anik 12 Atticus 12 Keone
13 Yuma 13 Nauja 13 Dimber 13 Beconne
14 Roy 14 Sheyma 14 Cage 14 Lumen
15 Fushigi 15 Mira 15 Rose 15 Canero
16 Mateo 16 Yatin 16 Whiz 16 Crowne
17 Aiko 17 Yuval 17 Zapper 17 Home
18 Ezra 18 Jienni 18 Crow 18 Rover
19 Bo 19 Tami 19 Cage 19 Lamassu
20 Elizi 20 Mufasa 20 Tide 20 Shorell
NPC GENERATOR Roll 3d20 and pick one from each column.
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NPC GENERATOR //
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CHEATSHEET
ABILITY CHECKS REDUCING CONDITION
To attempt an action or resist OUTSIDE COMBAT
danger, roll 1d20+ability. When using an object with a
Check succeeds if result is 12 or condition value in a stressful
higher, fails if lower. situation, roll 1d6.
OPPOSED CHECKS:
CHECKS All involved roll • On a 1, the object’s condition
1d20+ability. Highest result wins. is reduced by one.
ADVANTAGE/DISADVANTAGE: Roll 2d20,
ADVANTAGE/DISADVANTAGE
use best/worst die. At zero condition, object is broken
and unusable.
ITEM SLOTS
PC has 12+BDY slots. Most items DISMANTLING OBJECTS
require one slot. Using more than ELECTRONICS AND WEAPONS
12+BDY slots gives disadvantage on Gives one component per object.
all ability checks. Takes 1d6 hours per spare part
salvaged.
VOID POINTS
Failed ability checks and attack VEHICLES AND SPACECRAFT
rolls give one void point. Void Gives 1d6+current condition of
points can be spent to: vehicle. Takes 1d20 hours per spare
• Gain advantage on an ability part salvaged.
check or attack roll.
• Activate a cosmic mutation. REPAIRING OBJECTS
One spare part repairs one
VOID CORRUPTION condition point.
When using void points for
advantage and failing, roll 1d6. If BROKEN OBJECTS
equal to or lower than current void First condition point costs spare
points, roll void corruption. The parts equal to object’s maximum
failed roll gives no void point. condition.
ZERO-GRAVITY ENVIRONMENT
Disadvantage on all DEX checks.
ISBN 978-91-89143-40-1
C W
© 2021 CHRISTIAN PLOGFORS & CARL NIBLAEUS DEATH IN SPACE 9 789189 143401
Dmitry Dudykin (Order #34451227) 9 789189 143401