Star Maps & Sectors
Let's bash out a Sector of space together. Of course, it's not the only sector, but getting to others requires access to a Warp Ring, which is pretty expensive, even when they are functioning properly.
- Draw 12 circles on a piece of paper. Number them 1-12.
- Draw 13 lines connecting those circles.
- Each circle is a System. Each line is a jump-route.
- Mark 3 circles with triangles. These systems are hazardous.
- Mark 2 circle with a "T." These systems are tolled.
- Mark each tolled system and 3-4 other systems with a "P." These systems contain ports.
- Mark 3 systems with an "M." These systems contain mysteries, like these.
- Mark 1 system with >>, this system contains a warp-ring allowing travel to neighboring sectors. It's:
- partially destroyed
- controlled by a hostile faction and heavily taxed
- offline for unknown reasons
- mislaunching, sending ships to unknown coordinates
- guarded and heavily taxed
- guarded and open to non-criminals
d6 | Sector Hazards |
---|---|
1 | Nebular Storm, jump impossible for d4 turns, continue to check for encounters. |
2 | Asteroid Field, piloting save required or d4 ship damage taken. |
3 | Raiders, enough to be threatening, demand tribute. |
4 | Temporal Disturbance, d4 years pass outside the sector. |
5 | Trespasser, something silently boards the ship. |
6 | Massive Astral Squid, tries to eat the ship. |
.
d6 | Space Ports |
---|---|
1 | A barely-settled planet. |
2 | An old, crumbling station. |
3 | A resort planet for the wealthy. |
4 | An industrial station: mining, manufacturing, etc. |
5 | An old world, full of cities and industry. |
6 | A top-of-the-line research station. |
.
d6 | Astral Mysteries |
---|---|
1 | Site of the ancients. |
2 | Abandoned space port. |
3 | Drifting derelict. |
4 | Wormhole into a different dimension. |
5 | Forbidden planet. |
6 | ??? |
Star Crawling
A Stellar Turn takes about a week, and gives the party time to Jump or Rest.
- Jump - The party pays 1 fuel to follow a jump-route.
- Rest - The party focuses on rest & repair, removing damage from 1 attribute or removing all fatigue.
After each stellar turn, the Referee rolls a d6 Encounter dice, triggering an encounter on a 1.
On jumping into a Hazardous system, the local hazard occurs on a roll of 2.
Tolled systems ignore all events except for 5 & 6, but don't take kindly to anyone of a less-than-stellar reputation, and may charge extra for docking. (The blasted economy, again!)
d6 | Encounters in Space |
---|---|
1 | Pirates, scanning for vessels. |
2 | Wreckage, a chance for risky rewards. |
3 | Signal, someone broadcasts a message, warning, or SOS call. |
4 | Astral Life, interested in the ship for some reason. |
5 | Engine trouble. If you get this result again, your ship can't jump until repaired. |
6 | Wanderer, see below |
.
d6 | Astral Wanderers |
---|---|
1 | Antonius, a Toggin "merchant" usually looking to find or quickly offload "Shaper Artifacts." |
2 | Belgrande, a female cyborg bounty-hunter, looking for a fugitive named Antonius. |
3 | Hiburniad, a Figlis ship spreading the "gospel of the forgotten," which is a lot of Pro-Shaper propaganda according to most. They'll help out if they can, as long as you stay open-minded about them. Led by "Luminary Grixin." |
4 | DX-10, a secretly sentient droid freighter "running top-secret missions" for "the Liberation." It's actually just watching a lot of media where it thinks humans won't notice. |
5 | Meris, a vezi sea-ship collecting rare aquatic specimens for their famous zoo. They're also running powerful psionic drugs. |
6 | Rrrgkalin, a Domin Pirate cruiser, blustering and threatening. Most of their weapons are offline, but they're still operating a successful operation purely on bluff. |