tales of the space princess

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  • TalesoftheSpacePrincessisCopyright2012JohnM.Stater

    OpenGameLicensev1.0Copyright2000,WizardsoftheCoast,Inc.

    IllustrationsbyJeffPrestonlicensedunderCreativeCommonsAttribution3.0UnportedLicense

    SomeartworkcopyrightOctavirateEntertainment,usedwithpermission.

    Introduction WhyandWhat 1GettingStarted 1TheDice 2PuttingitTogether 2

    Section 1.0 Creating a Character DefiningTerms 3RollAbilityScores 3ChooseSpecies 4ChooseClassandLevel 6Equipment 9

    Section 2.0 Rules of Play GameTimeandMovement 13FoodandWater 13Tests 13LuckPoints 15Combat 15

    Section 3.0 Space Battles OrderofPlay 17PilotTests 17FiringWeapons 18NavigationChecks 18Spaceships 18DamageEffects 20

    Section 4.0 The Space Fortress RandomDangers 21Traps 21Chambers 22TheDarkLord 24TheSpacePrincess 24SampleofPlay 25

    Section 5.0 Monsters Basics 28Astonishing Aliens 29FantasticBeasts 33LivingDead 37MenandSpacemen 38MutantFreaks 39RampagingRobots 42WeirdEntities 43

    Space PrincessTales of the

    Sci-Fi Role Playing Game

    ByJohnM.Stater

    CoverbyAllenAnderson

    InteriorIllustrationsbyJasonSholtis,JeffPreston,FrankKellyFreas,EdEmshwiller,JohnShoenherr,HubertRogers,GeraldMcConnell,FrankR.Paul,Leo&DianeDillonandOctavirateEntertainment

    WorldsAtWarfontbyBlambot.com

  • Introduction Thepremise issimple theSpacePrincesshasbeenkidnappedby theDarkLordand isnowheld inhis star fortress.Youareamemberofateam(maybeaneliteteam,maybeabunchofragtagadventurers)thatmustdelveintotheDarkLordsstarfortressand rescue theprincess.Along thewayyouwill run intodeadlytraps, rampaging robots, mutant freaks, fantastic beasts,spacemenand,eventually,theDarkLordhimorherself.

    Whatcouldbesimpler?

    Why and What Oneday,Ireadaquestiononabloganditgotmethinking.

    Why, the person asked, do you think fantasy role playinggames have been moresuccessful than scifi roleplayinggames?

    Atfirstblush,thisseemstobeaquestionofgenrei.e.Whyis fantasymorepopular thansciencefiction?ButIthinktheanswer lay not with genre,butwithgamedesign.

    The most popular fantasygame in the world borrowsfromfantasyliteraturetoplaya war game one thathappens to be set in a

    dungeon. Itisagame

    of

    movementandoccasionalcombatwitha fewpuzzles thrown intoengagetheplayersratherthantheircharacters.Thedungeonexplorationconceptworks,andwhilemanyfolkwanttoexpandbeyondthissimpleconceptwiththeirgaming,itstillservesasanexcellentsetupforanightsentertainment.

    Many scifi role playing games, on the other hand, attempt torecreatestoriesusinggamerules.Thisisquitedifficult,ofcourse,becausewhilewargamesarejustgameswithnopredeterminedending,storieshavepredeterminedendingsi.e.theheroesaresupposedtowin.

    WithStarPrincessIwantedtocreateasimplegamethatfindsanexcusetotakeclassicscifitropesanddropthemintoatriedandtruegameconcept.TheSpacePrincessofthetitlemay infactbeaprincesskidnappedbyanevil rival,but in truth it is justaterm of convenience the Space Princess can be a prince,diplomat, secretweapon,plans toa secretweapon, the largestdiamondinthegalaxyortheStarEmperorsfavoritepottedpalm.Ultimately, theSpacePrincess is simply themotivating factor inputtingateamofprotagonistsintoanadventure.

    SpacePrincess isextremelyfocused;everything in itdesignedtofacilitateexploration,discoveryandescape,andallofthehazardsandconflicts thoseactivitiesentail. It ismyhope that, ifpeopleenjoythegame,theywilldevisetheirownrulestoexpandSpacePrincessfromthestarfortressintothewideruniversebeyond.

    Getting Started ToplaySpacePrincess,youneedthefollowingitems:

    Asetofdiceofvarioussizesanddenominations(seebelow)

    Paperandpencil

    Thisrulebook.

    ChapterOneoftherulesexplainshowonecreatesthecharacterthatwillrepresenttheminthegame.

    Chapter Two covers the rules of play, including combat,explorationandthegreatescape.

    1

  • ChapterThreecoversspaceshipbattlesusefulwhenateamofexplorersareattemptingtoescapewiththeirprize.

    ChapterFourhelps theReferee create theSpaceFortress,DarkLordandSpacePrincessthatwillbefeaturedintheadventure.

    Chapter Five provides statistics for the aliens, monsters androbots that might be encountered during the course of anadventure.

    The Dice Space Princess uses the sixsided, cubic dice most people arefamiliarwith,butalsomakesuseof severalother typesofdicethat generate different ranges of numbers. These dice can bepurchasedontheinternetorinmostgamingstores.

    Foursideddiceareabbreviatedd4

    Sixsideddiceareabbreviatedasd6

    Eightsideddiceareabbreviatedasd8

    Tensideddiceareabbreviatedasd10

    Twelvesideddiceareabbreviatedasd12

    Twentysideddiceareabbreviatedasd20

    Whenthegamecallsforacertaindicetoberolled,itusestheseabbreviationsandprecedesthemwiththenumberofdicetoberolled.Ifthegameneedsyoutorollonesixsideddice,itasksyoutoroll1d6. Ifthegameneedsyoutorolltwosixsideddice, itasksyoutoroll2d6.

    Thereare threeadditional typesof dice thatare called for inthegame.Noneofthesedicetechnicallyexist,butotherdicecanbeusedforsuchrolls.

    Two sided dice are abbreviated d2. A two sided dice can besimulatedbyflippingacoin(youmustagreeinadvancewhetherheadsortailscountas1or2)orrollingad6andtreatingarollof1to3as1and4to6as2.

    Three sideddiceareabbreviatedd3.A three sideddice canbesimulatedbyrollingad6andtreatingarollof1to2as1,arollof3to4as2andarollof5to6as3.

    Percentile dice are abbreviated d100 or d%. To simulate a onehundredsideddice,rolltwod10.Thefirstdicecountsasthetensplace,thesecondastheonesplace.Thus, ifthefirstdicewasa7andtheseconddicewasa5,therollwouldbeconsidereda75.Ifa0isrolledfortheonesplace,itiscountedasa0.

    Putting it Together Onceyouhaveassembledyourdiceandothergameequipment,youmustassembleagroupofplayers,forSpacePrincessisnotagametobeplayedalone.

    OneoftheplayersmustbedesignatedtheReferee.TheRefereeis responsible for creating the Space Fortress that is to beexplored,theDarkLordandhisminionsthataretobeovercome,andtheSpacePrincessthatistobefoundandrescued.Thiscanbeagreatdealofwork,andshouldbeaccomplishedbeforeplaybegins,forcreatingthesethingsontheflyistricky.

    When the adventure has been created and the playersassembled,theRefereerunsthegame,describingtotheplayerswhat their characters see, hear and experience, and thenadjudicatingtheirreactionsandresponsestotheseexperiencesi.e.tellingthemwhentorolldicetoperformanactionandtellingthemwhetherthatactionwassuccessful(andhowsuccessful).

    When rules disagreements arise, the Referees decision on thematter isfinal.ThisgivestheRefereeagooddealofpoweroverthegameandhowit isplayed,andthusagreatresponsibilitytobe fairand reasonable.Objectionsofplayersshouldbe listenedtoandtheirargumentsconsideredcarefullybeforedecisionsaremade.TheRefereemusttakecarenottobetoobigapushover,always catering to thewhims and demands of the players, butmustalsonotbetoorigidorheartlessintheirdecisions.WhetheragameexperienceissuccessfulandenjoyableoftenrestsontheskilloftheReferee,sodonottakeupthejoblightly.

    The players have responsibilities aswell, of course. Theymustcomeprepared topayattentionandengage in the spiritof thegame.TheyshouldnotpestertheRefereewithcomplaintsabouthowtheywouldprefertheactiontobegoing(i.e.dontbeaspoilsportwhen thingsarentgoingyourway),and shouldendeavortomaketheRefereesjobeasierwhenevertheycan.

    IfRefereeandplayersareallworkingtogetherandnottakingthegamemore seriously thanagame shouldbe took,agood timeshouldbehadbyall.

    Ohanddontforgetthesnacks.

    2

  • Section 1.0

    Creating a Character AgameofSpacePrincesspitsabandoffictionalscificharactersdevisedandcontrolledbytheplayersagainstaStarFortressfilledwithtrapsandmonstersdevisedbytheReferee.A laterchapterisdevotedtocreatingtheStarFortressandfillingitwithdangers.This chapter is devoted to helping the players create theirfictionalcharacters.

    Beforeyoucreateacharacter,youllneed towritea few thingsdownonasheetofpaper.Wewillrefertothissheetofpaperasyourcharactersheet.

    Thecharactersheetshouldlooksomethinglikethis:

    NAME: SPECIES/CLASS:

    STR HITDICE

    DEX HITPOINTS

    MEN SKILL

    KNO LUCK

    SKILLS:

    SPECIAL:

    GEAR:

    Defining Terms Beforewedelveintocharactercreation,itmakessensetodefinesomeofthetermsusedinSpacePrincess.

    Hit Dice (HD): Hit dice measure a characters competence atcombat. A characters Hit Dice determine how many dice thatcharacterrollstodeterminetheirhitpoints(seebelow).

    HitPoints(HP):Hitpointsareameasureofhowlongacharactercan lastwhensuffering fromvarious formsof trauma (includinginjuries incurred incombat)before they fallunconsciousordie.ForeachHDacharacterhas, they rollonedice (the typevarieswiththecharactersclass)todeterminetheirhitpoints.

    DefenseRating(DEF):Acharactersdefenseratingmeasureshowharditistohurtorwearthemdownincombat.AcharactersDEFiscalculatedbytakingabaseof5andaddingtheirDEXandanybonustheyderivefromwearingarmor.

    Fight Rating (FIGHT): A characters fight rating measures howskilledacharacterisathurtingorwearingdownothersinmelee(i.e.handtohand)combat.

    ShootRating (SHOOT):Acharactersshootratingmeasureshowskilledtheyareathittingvictimswithrangedweapons.

    Skill Rating: A characters skill rating measures their ability toaccomplish tasks and avoid certain doom from traps. Acharacters skill rating isdeterminedby their class,but inmostsituationsisalsomodifiedbyanabilityscore.

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

    Class:A characters class is their careerorprofession. In SpacePrincess, characters can choose to be psychics, scientists,scoundrels or star warriors. Class determines a characters HitDiceandtheirbasicskillratingandskills.

    Roll Ability Scores Characters in Space Princess are measured in terms of theirphysical and mental abilities with four ability scores: Strength,Dexterity,MentalityandKnowledge.

    Players roll their characters ability scores using three sixsideddice.Writetheseabilityscoresonyourcharactersheet.

    DICEROLL ABILITYSCORE3 04 156 278 3912 41314 51516 617 718 8

    STRENGTH (STR) Strength measures ones physical muscle power and generaltoughness.HighstrengthprovidesabonustoFIGHTandabonustoacharactersHitPoints.

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  • DEXTERITY (DEX) Dexteritymeasuresonesagilityandhandeyecoordination.HighdexterityprovidesabonustoSHOOTandabonustoonesabilitytoavoidbeingdamagedincombat(i.e.DEF).

    MENTALITY (MEN) Mentalitymeasuresoneswillpowerand forceofpersonality.Ahighmentality score provides a bonus to impose oneswill onothersandtoresistdominationandfearcausedbyothers.

    KNOWLEDGE (KNO) Knowledgemeasureshowmuch informationacharacterknows,as well as their general level of education. A high knowledgescore provides a bonus to create and repair special equipmentandtooperatedeviceslikecomputersandspaceships.

    Choose Species Characters in a game of Space Princess can either be humanbeings, intelligent robots called androids or gynoids, or aliens.Makeanoteofanyspecialabilitiesderivedfromyourcharactersspeciesonyourcharactersheet.

    HUMAN Humancharactershavenospecialabilities, bonuses or penaltiesotherthanoneextraLuckPointtohelp them get out of dangeroussituations intact. Humans in asciencefictiongamecancomeinavarietyofsizesandcomplexions.Ifone wants to play an 8ft. tallhumanbeingwithblue skin, theyneednotplayanalien,providingtheydonotwanttohaveanyspecialbenefitsthatgowithbeing8ft.tallorcoloredblue.

    ANDROID OR GYNOID Androids are sentient robots thatresemble males, while gynoids aresentient robots that resemblefemales. Of course, your androidcharactercanlookhoweveryoulikeit need not even be humanoid inconfiguration,although sucha shapecould influencehow it interactswiththeenvironmentinthegame(i.e.itisunabletoclimbawallbecause ithasnoarmsorlegs,etc).

    Androids are immune to mental domination, fear and poison.Since they are specially designed, they can choose to move 1pointfromoneabilityscoretoanother.

    ALIEN Aliens come in a varietyofdifferent shapes and sizes. You caneitherinventyourownalienspeciesonthespot,oryourRefereemightprovideyouwithaselection.

    Step One: Choose Alien Type Amphibians:Amphibianaliens resemble frogs.Theycan leapupto10pacesinasingleboundandcanmakegrappleattackswiththeirtongues,whichstretch3paces.

    Avians: Avian aliens may look like birds or flying reptiles ormammals even flying insects. Their light bodies impose a 1penaltytoSTRanda+1bonustoDEX.Theyhavewings,allowingthemtoflyatfastspeed.

    Crustaceans:Crustaceanalienshaveathickcarapacethatgrantsthem a +2DEF. The player can choose to give them pincers inplaceofnormalhands.Thesepincersmakeitdifficultforthemtohandlerayguns(2tohitwithrangedweapons)andperformfinemanual dexterity (2 to DEX tests). Pincers do 1d6 points ofdamageincombat.

    Fungoids/Plants: Fungoids and plants have thick skin and theirlackof internalorgansmakesthemresistancetodamage,givingthema+2DEF.Theyare immunetopoisonsnotdesignedtokillfungus (i.e. fungicides)and theiralien intellectsgive thema+2bonustoresistmentaldomination.

    Humanoid:Humanoid aliens look like human beingswith slightphysicaldifferencespointedears, redskin,six fingersoneachhand or four toes on each foot. Humanoid aliens enjoy a +1bonus to one ability score (players choice), but suffer a 1penaltytoanotherabilityscore(Refschoice).

    Insects: Insect aliens have chitin that provides a +1 DEF. Theirpowerfulmandiblesdo1d6pointsofdamage.

    Mammals: Nonhumanoid mammals might resemble othermembers of the mammal kingdom, from dogs to cats toelephants and gazelles. They have thick fur or skin that givesthem+1DEFandtheirclawsdo1d6pointsofdamage.

    Mollusks: Mollusk aliens that can leave the water are usuallycoveredwith amucusmembrane thatmakes them difficult tograpple incombat (2 to theattempt).Their tentaclelike limbs,ontheotherhand,givethema+2bonustograpple.

    4

  • Reptilians:Reptilianalienshavea+1DEFduetotheirscalyhides.Ifdeprivedofwarmth, their speedbecomes slow rather thannormal.Areptiliansnaturalweaponsdo1d6pointsofdamageincombat.

    Weird: Weird aliens have no earthly shape. They may bespherical,conicalorblobbyinshapeandmoveviatentaclesorpseudopods.Weirdaliensareimmunetomindreadingandenjoya+1bonustotestsagainstotherpsychicpowers.

    Step Two: Choose Alien Special Ability Eachaliencanchoosetoaddaspecialabilitytohisrepertoire.

    AbilityBonus:Thealienimprovesoneabilityscoreby+1.

    Bulk:Thealienisespeciallybulkyandheavy,makingitdifficulttoknock over in combat (2 DEF) but reducing its speed fromnormaltoslow.

    Climbing: The alien can climb walls and ceilings as easily as itwalksonaflatsurface,inthemannerofaspider.

    Electrical Field: The alien can generate anelectrical field in themanner of some terrestrial eels. This can be used to energizeelectronicsor,onceperday,asashockingattackthatdeals1d6pointsofdamageandforcesandroidsandgynoidstomakeaSTRtestorbestunnedfor1round.

    ESP: The alien can attempt to read anothers mind by makingphysical contact. The alien must make a MEN test to makecontact,andthetargetcanmakeaMENtesttoresist.ESPreadsthe surface thoughtsof the target.Attempting toaccessdeeplypersonal secrets or forgotten knowledge permits the target tomakeasecondMENtesttoresist.

    InfraVision:Thealiencanseeinthedarkviainfraredradiationinessence,itseesbodyheat.

    Leap:Thealiencanleapupto5pacesinanydirection.Amphibianaliensincreasetheirleapingby5paces.

    MindControl:Whetherbyhypnoticeyes, intoxicating sporesorsimplebrainwaves, thealien canattempt to impose itswillonothers.The targetof themindcontrolcanmakeaMEN test tonegatetheeffect.Themindcontrolmakesthevictimbelievethealienisagoodandtrustedfriend.Thealiencannotusethemindcontrol to order the person to kill themselves, and orders thatseriously counter the targetspersonalbeliefs (likehaving themattacka lovedoneorbetrayaveryvaluedcause)allow themasecondMENtesttoshakeoffthecontrol.

    Multiple Arms:Multiple arms allow the alien to fight inmeleecombatwithup to twoweaponswithnopenalty,orwithup tothreeweaponsata5penaltytoallattacks.

    Multiple Legs: Multiple legs increase the aliens speed by onecategory (i.e. from slow to normal or normal to fast) and givethema+2DEFagainstattacksintendedtoknockthemdown.

    StunningGrasp:Thealiencanstunotherswiththeirtouch.Theymustmakeanormal,unarmedattackincombattomakecontact.ThevictimsuffersnormalunarmeddamageandmustpassaMENtestorfallunconsciousforonecombatround.

    SuperHearing:Thealienhashearingbeyond thatofhumans.Ahuman can hear a person talking about 20 paces away. Withsuperhearing,youcanhearfivetimesaswellasahumanbeingandcanhearfrequencieshigherandlowerthanhumanbeings.

    5

  • SuperScent:Thealienhasasuperacutesenseofsmellandcanuse it to trackmost creatures. If something interfereswith thescenttrail,theymustmakeaMENtesttofollowit.

    Super Vision: The alien has visual capabilities beyond that ofhumans.A human cannot see clearly beyond about 700 paces,butwithsupervision,analiencanseeclearlyup to3500pacesaway. Inaddition, theygaina+2bonusonMEN tests tonoticesmallcluesandobscureobjects.

    Choose Class & Level A class is a broad definition of a characters skills andbackground. Level refers to their experience in their chosenprofession.Ayoungpersonwouldbeatthe lowest leveloftheirclass,whileanoldmasterwouldbeatthehighest.ThedifferencebetweentheseskilllevelsismadeevenbytheuseofLuckPoints.A Luck Point can be used to grant an automatic success at anability test. Youngwhippersnappersbegin the gamewith threeLuck Points, established characters have one and old mastershave none. Once a Luck Point is used, it is gone forever somethingplayersmusttakeintoaccountiftheyaretoplaytheircharactersthroughmultipleadventures.

    PSYCHIC Psychics are people with special mental powers, including themindcontrol,ESPandstunningtouchpowersavailabletoaliens(see above). Psychics are moderately skilled at combat. Theyusually dwell with others of their kinds in monasteries, wheretheymeditateandseektobecomeonewiththeuniverse.

    HITDICE:Psychicsrolld8todeterminehitpoints

    REQUIREMENT:MENscoreof5orhigher

    SKILLS: Psychics add their SKILL to the following tests: ActivatePsychicPower (MEN),FastTalk (MEN), Leap&Swing (STR)andSwim(STR)

    STARTINGGEAR:Lasersword,monasticrobes

    LEVEL HITDICE SKILL POWERS LUCKApprentice 3 4 1 3Knight 5 8 3 1Master 7 12 5 0The psychic has a number of psychic powers depending on hislevel.Touseapower,apsychicmustmakeanactivation testessentiallyaMEN testagainstaDifficultyClass (DC)determinedbythepowertobeactivated.Nopowercanbeusedmorethanonce per hour. The player can choose these powers from thefollowinglist:

    Astral Projection (DC 20): The psychic can enter a trance andprojecthisastralspiritfromhisphysicalbody.Thisastralspiritisincorporealandunabletointeractwiththephysicalworld.Astralspirits can only communicateusing thepowerof telepathy.Anastral spirit can travel freely throughphysicalobjectsup toonemileawayfromthepsychicsphysicalbody.

    Clairvoyance (DC10):Apsychicwith theseabilities can seeandhearthegoingson inadifferentplaceanydistanceaway.Ifthepsychichasneverbeeninthisplace,ordoesnotknowsomebodypresent,hisactivationtestismadeat5.

    CloudMinds(DC15):Withthisability,apsychiccancloudminds,makehimselfinvisibletocreatureswithminds.Anattackbythepsychicspoilstheeffect.Ifusedonmultiplesubjects,thepsychicsuffersa 1penaltytohisMEN testactivatethepower foreachsubjectbeyondthefirst.

    Ego Whip (DC 10): This is the ability to stun another sentientcreature by causing terrible pain and trauma in their mind. Astunnedcreatureremainsstunnedforanumberofroundsequaltothepsychicshitdice.Anegowhipcanonlybeusedonasinglecreatureatatime.

    EmpathicProjection(DC10):Thisistheabilitytoprojectpowerfulemotions(anger, joy,sorrow,fear) inthemindofasubject. It isuptotheRefereetodeterminetheeffectstheseemotionsmight

    6

  • haveona situation.Apsychicwho failshis test toactivate thispowermustmakeanadditionalMEN testorbestruckwith theemotionshewastryingtoimplant.

    ESP (DC 10):With this ability, the psychic can read a subjectsmind.Delving intosecretsoroldmemories imposesa5penaltytotheactivationtest.

    Id Insinuation (DC 15): By insinuating his own thoughts andmemories in an opponents mind, the psychic causes eitherconfusion inthetarget.AfailuretoactivatethispowerproperlyforcesthepsychictomakeaMENtestorsuffertheeffectsoftheconfusion(seeSuperSciencebelow).

    Illusion(DC15):Thepsychiccanusethisabilitytoplantpowerfulillusions insideapersonsmind.VictimscanmakeaMENtesttoseethroughtheillusion.

    Mesmerism(DC15):Thisistheabilitytoputothersintoatrance,thus gaining the ability to question them truthfully or implantsuggestions in theirmind. Implantinga suggestion imposesa 5penaltyonthepsychicsactivationtest.

    MindThrust (DC15):Witha sharp thrustofhismentalpowersintothemindofonesentientopponentwithinsight,thepsychicinflicts1d6pointsofdamageplusonepointofdamageforeverypointdifferencebetweenherownheropponentsMENscores.IfanopponentsMENscoreisunknown,assumethatitisa4.Ifanopponenthas ahigherMEN score, thedifference is subtractedfromthedamage.

    PsychicBlast(DC15):Apsychicblastworkslikeanegowhip,butinsteadoftargetingasinglecreature,itstunscreaturesinacone(30ftlong,15ftwideatbase).

    PsychicSurgery(DC15):Psychicsurgerycanbeusedtodoubleacreaturesnaturalhealingortograntasubjecta+1bonustoSTRtestsagainstdiseasesandpoisons.Itcanalsobeusedtohealorinflict 2d6 points of damage. Healing requires the psychic tophysically touch the subject,and thepsychicsactivation test ismadeata5penalty.

    Psychometry (DC 10): This is the psychics ability to read thepsychicvibrationsgivenoffbyanobjectorplace,allowinghimtolearn elements of its history such aswho last held the device,howitisoperatedortraumaticeventsthattookplacethere.Thepsychicmightsufferapenaltytoheractivationtestdependingontheageandprovenanceoftheobjectorplacebeingread.

    Telekinesis(DC15):This istheabilitytomovesmallobjectswithonesmind.Forprecisetelekineticcontrolofasmallobject(suchasoperatingacomputerconsole),thepsychicsuffersa5penaltytohisactivationtest.Thepsychicalsosuffersa 2penaltytohis

    activationtestforevery10poundsofweightoftheobjectbeingmovedover10pounds (i.e. 2 for11to20pounds, 4 for2130pounds).Thrownobjectsdo1d6pointsofdamageper10poundsofweight,toamaximumof6d6.

    Telepathy (DC 15):With this ability, thepsychic canprojecthisthoughts into the minds of other sentient creatures. Penaltiesmay be applied to this ability based on the distance of thepsychics target orwhen he tries to communicatewith severalpeopleatonce.

    Teleportation(DC20):Thispowerallowsapsychictoteleportanobject or creature. Teleporting multiple objects or creaturesimposesa1penaltytothepsychicsactivationtestpercreatureorobjectbeyondthefirst.

    Transvection (DC 10): A psychic can use transvection to causehimselftolevitate.Itcanalsobeusedtofly,butthepsychicmustpassaMENtesteachroundtomaintaintheflight.Thespeedoftheflightisfast.

    SCIENTIST Scientistsprovideabitofintellectualhefttoamission,alongwithmany skills needed to survive in a star fortress. Scientists areusually well educated and, if human men, adorned with facialhair.Scientistshavespenttheirliveshoningtheirminds,nottheirfighting skills, so they are fairly weak at combat. When pushcomestoshove,thescientistusuallygetsoutoftheway, lettingothersdothefighting.

    HITDICE:Scientistsrolld6todeterminehitpoints

    REQUIREMENT:KNOscoreof5orhigher

    SKILLS:ScientistscanaddtheirSKILLtothefollowingtests:DefeatSecurity(KNO),Identify&UseDevice(KNO),InventDevice(KNO),Navigation(KNO),RepairDevice(KNO)andRetrieveData(KNO)

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

    INVENTION: Scientists can collect components and parts whilethey adventure in a star fortress. Each bit of this treasure isgivenavalue inSciencePoints,orSCI.ScientistscanusetheseSCItocreatesuperscienceitems,providedtheyhavetheirtools.

    Thebasechancetocreateaninventionisequaltothescientistsskill + KNO the difficulty of the invention (see Super Sciencebelow).The scientistgainsanadditional+2bonus ifhehas theuseofalaboratory.

    FabricatinganinventiontakestenminutesandcostsanumberofSciencePointsequaltothedifficultyratingoftheinventionbeing

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  • built.ForeverySCIspentaboveandbeyondwhat is required,ascientist gets a 1 bonus to his Knowledge test. For every tenminutes spent beyond what is required, a scientist gets a +1bonustohisKNOtest.

    LEVEL HITDICE SKILL LUCKPOINTSStudent 2 4 3Doctor 4 8 1Genius 6 12 0

    SCOUNDREL The scoundrel is a man or woman who works for themselves,rescuing the Space Princess because a reward is involved orbecausetheyhaveascoretosettlewiththeDarkLord.

    Scoundrelsarecompetentwarriors,buttheyalsohaveahostofskillsthattheycanrelyon,includingtheabilitytopilotships.

    HITDICE:Scoundrelsrolld8todeterminehitpoints

    REQUIREMENT:DEXandMENof4orhigher

    SKILLS: Scoundrels can add their SKILL to the following tests:AvoidNotice (DEX),DefeatSecurity (KNO),Disguise (MEN),FastTalk(MEN),HideContraband(KNO)andPilotShip(MEN)

    Inaddition,scoundrelscanchooseoneoftheirskillsforexpertise(+2)andoneoftheirskillsfordisinterest(2).

    STARTINGGEAR:Raygun,handweapon,smugglers toolsandafreighter(usuallywithaclevername)

    LEVEL HITDICE SKILL LUCKPOINTSPunk 2 4 3Rogue 5 8 1Expert 7 12 0

    SPACE RANGER Spacerangersarescoutsandexplorerswhoworkforthevariousgalacticservicesandkingdoms.Theyareused toworkingalone,andoftenfinditdifficulttotolerateothers.

    Spacerangersarenearlyasskilledasstarwarriorswhenitcomestofighting.Theyhaveahostofotherskills,includingtheabilitytotrackthingsdownandsurviveinthewilderness.

    HITDICE:Spacerangersrolld8todeterminetheirhitpoints.

    REQUIREMENT:STRandMENof4orhigher.

    SKILLS:Space rangerscanadd theirSKILL to the following tests:AvoidNotice (DEX),Climb (STR), Leap& Swing (STR),Pilot Ship(MEN),Swim(STR),Tracking(KNO).

    STARTINGGEAR:Raygun,handweapon,survivalgear

    LEVEL HITDICE SKILL LUCKPOINTSScout 3 3 3Explorer 5 7 1Ranger 8 11 0

    STAR WARRIOR Starwarriorsaretherocketpoweredheroesofthegame,leapingto the fore when combat occurs. The star warrior is usually asoldier or professional adventurer with higher ethics than thescoundrel.

    Starwarriorsarenotasskilledasscoundrelsandscientists,anddonothavethepowersofthepsychic,butnobodyistougherinafightthanastarwarrior.

    HITDICE:Starwarriorsroll1d10forhitpoints

    REQUIREMENT:STRandDEXof4orhigher

    SKILLS: Starwarriors can add their SKILL to the following skills:Climb(STR),Leap&Swing(STR),PilotShip(MEN)andSwim(STR)

    STARTINGGEAR:Raygun,handweapon

    LEVEL HITDICE SKILL LUCKPOINTSCadet 3 3 3Veteran 6 6 1Commander 9 10 0

    8

  • Equipment Ittakesmorethanluckandgrimdeterminationtorescueaspaceprincessyouneedrightequipment.Eachclassbeginsthegamewith a basic set of equipment, usually a weapon and toolsnecessarytoperformthebasic functionsoftheclass.Additionalpiecesofequipment (usuallySuperScienceseebelow)canbepurchased at character creation using Luck Points. Scientistsbeginthegamewithafewpiecesofsuperscience.

    WEAPON DAMAGE RANGEFists 1d4 Grenade*# 1d8 10pacesGrenade,Laser*# 1d10 10pacesHandWeapon 1d6 LaserSword/Axe# 1d10 NeedleGun 2d4 30pacesRayGun# 2d6 50 pacesPhasicRifle# 3d6 100paces*Grenadesinflictdamageonallwithin10pacesofthepointofimpact.#Countsassuperscience

    Handweaponsincludedaggers,swords,axes,brassknuckles,etc.Needlegunscomewith20roundsofammunition.

    OTHER GEAR ScienceTools:Sciencetoolsincludelittledeviceslikesonicscrewdrivers,lasercutters,crystallensesandotherdevicesrequiredforscientiststorepairandinventdevices.

    Scoundrel Tools: A scoundrels tools include various picks andcuttersrequiredfordefeatingsecuritydevices,hotwiringspaceshipsandtamperingwithcomputersandrobots.

    SurvivalTools:Survivaltoolsareusedbyspacerangerstoexplorethe wilderness. This includes 50ft of rope, a telescoping pole(getsaslongas10ft.),aweeksworthoffreezedriedrationsandpowderedwaterandsmalllaserforstartingfires.

    SUPER SCIENCE SuperScienceisournameforhightechequipment.Thefollowinglist of super science is not exhaustive, and Referees and theplayersofscientistcharactersshouldfeeltoinventnewitems.

    Thenameofeach item is followedbyanumber inparentheses.Thisnumber isthemodifiertoascientistsskilltestwhentryingtofabricateapieceofsupersciencefromsciencepoints(SCI)hehasfoundwhileadventuring.

    Supersciencedevicescanbesalvagedforparts.AworkingsupersciencedeviceisworthanumberofSCIequaltohalfitsdifficultyrating.Thus,aworkingantigravitybelt isworth10SCI.Anonfunctionaldeviceisworth1d10SCI.IttakesoneminuteperpointofSCItoharvestcomponents.

    Super science devices are powered by batteriesmade of ulfirecrystals,strangelycoloredcrystalsusuallyfoundindepositsinthecenter of asteroids or other outoftheway places. The ulfirecrystalsa characterbegins thegamewithhold20 charges,andfound crystals hold 1d20 charges. Each use of a super sciencedevice drains one charge, with a few devices draining morechargesperusethannormal(asnotedbelow).

    AntiGravityBelt(DC20):Anantigravitybeltallowsonetoriseordescend through the air (or vacuum) at a rateof 10pacesper

    9

  • round.Anantigravitybeltcanbeused10timesbeforeneedingarecharge.

    BodyArmor(DC20):Bodyarmormaylooklikeplasticplatearmororsimplybeameshofsuperstrong latex.Whatever its form, itgrantsa+4bonustoonesDEFENSE.

    Communicator(DC15):Acommunicator isessentiallyatwowayradioallowingyoutocommunicatewithotherpeoplewhohavecommunicatorssettothesamefrequency.

    ElectroScrambler (DC 25):An electroscrambler canbeused todisrupt theelectricbrainsof robots, androids and gynoids. Theeffectivenessofanelectroscramblerdependsontheskilllevelofthescientistwhocreatedit.Whenused,consultthetablebelow.

    Find the skill levelof the inventorand thencross reference thenumberofHitDiceoftherobot.Theresultingpercentage isthechance that the electroscrambler works. When unleashed, anelectroscrambleraffectsallrobots,androidsandgynoidsina30ftradiusunlesstheyhavespecificallybeengivenimmunitybytheinventor of the device (i.e. a scientist can choose tomake theandroids and gynoids that arehis allies immune to his electroscrambler).MakingthesemodificationscostsfiveSCIperandroid,gynoid,orrobotsomodified.

    Robotsthatareaffectedmustflee(usuallywhilebleeping loudlyandsmoking)for1d6+1rounds intheoppositedirection. Iftheycannot flee, theysimplywalk repeatedly intoawall. Ifattackedwhile affected by an electroscrambler, a robot goes berserk,fightingbackwitha+2bonustohit.AndroidsandgynoidsreceiveaMENtesttoignoretheeffectsofanelectroscrambler.

    Exoskeleton (DC25):Anexoskeleton isametal,mechanical suitthatinterfaceswiththewearersbrainwaves,essentiallymakingthemstronger.Anexoskeletongrants+2STR.

    ForceScreen (DC15):A forcescreen isusuallyprojected fromabelt or other small piece of equipment attached to a personsclothing. The force screen grants a +2 bonus to DEFE againstmissile attacks. It can be used for 10 rounds of combat beforeneedingarecharge.

    GravityBoots(DC25):Apairofgravitybootsallowsapersontowalk on walls and ceilings. Gravity boots can be used for 20

    roundsbeforeneedingarecharge.

    HandComputer (DC 25):Ahand computer is a small computerthat can be held in one hand. The hand computer grants a +4bonus to KNO tests. It can be used 10 times before needing arecharge.

    HypnoSpecs(DC25):Thesegogglescanemitapowerfularrayoflights thatallows theirwearer tohypnotizeanyhumanoralienmeeting their gaze and standing nomore than 10 paces away.The potential victims can make a MEN test to ignore thehypnosis.Otherwise, theystandorsitquietly, fascinatedby thewearer of the hypnospecs. Any aggressive action towards ahypnotizedcreaturebreaksthemoutoftheirspell.

    InvizoScreen (DC25):An invizoscreenemanates fromahelmetwornonthehead,makingthepersoncompletelyinvisibleforupto10roundsbeforeitmustberecharged.AninvisiblepersonhastheirDEFincreasedby10iftheydonotattack,andincreasedby5 iftheydoattack incombat. Invisiblepeoplecanstillbeheard,feltandsmelled.

    Jet Pack (DC 25): A jet pack allows a character to fly at amovementrateof60foruptoonehourwithoutrefueling.

    Locator(DC20):Alocatordeviceisahandheldscannerthatcanbe set to find a single type of matter or energy, giving off abeeping sound when it is pointed at that form of matter orenergy, the beeps coming faster as one gets closer. It can beusedforonehourbeforeitmustberecharged.

    MediKit (DC 15): A medikit is a small box that can dispensechemicals that heal wounds (+2d6 hit points) and neutralize

    ROBOTHITDICE

    SCIENTISTLEVEL 1 2 3 4 5 6 7 8 9 10 11 12

    Student 85% 70% 55% 40% 25% 10% 5%

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

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

    10

  • poisons.Amedikitcanbeused6timesbeforeitschemicalstoresmustbereplenished.

    MentoHelmet (DC 25): A mentohelmet amplifies a personsnaturalbrainwaves.Itgrantsa+2bonustoMENtestsandgivesapersontheESPabilityofpsychics.Thementohelmetcanbeused10timesbeforeneedingarecharge.

    NightGoggles (DC15):Nightgogglesallow thewearer tosee inthedarkupto20pacesaway.Theycanbeusedfor1hourbeforetheymustberecharged.

    PlasmaBomb(DC25):Aplasmabombcanbesettogooffatanytime up to 10 minutes away. Plasma bombs do 6d6 points ofdamagetoallthingswithin120feet.

    RayGunBasic(DC15):Abasicraygunfiresraysofenergy.Raygunscanbeused10timesbeforetheymustberecharged.Allraygunshavearangeof30paces.

    RayGunConfusion(DC25):Aconfusionraycausespeoplehitbyit tobehave randomlyunless theypassaMEN test.Aconfusedcharactermustrolleachroundtodiscoverwhattheydo:

    D% BEHAVIOR0110 Attackcasterwithmeleeorrangedweapons1120 Actnormally2150 Donothingbutbabbleincoherently5170 Fleeawayfromcasterattoppossiblespeed71100 Attacknearestcreature

    RayGunFreeze(DC20):Afreezerayimmobilizesacreaturefor1d4+1roundsunlesstheypassaSTRtest(DC10).

    Ray Gun Inferno (DC 25): This form of ray gun launches anintense burning beam that deals 3d6 points of damage.Flammablecreatures(eitherbecauseofflesh,furorfabric)mustpassaDEX testwhenhitby the rayorburst into flames.Theseflames deal 1d6 points of burning damage each round untilextinguished.Aninfernoraycanbeused10timesbeforeitmustberecharged.

    RayGunSleep(DC15):AcreaturehitbyasleepraymustpassaMENtestorfallsoundasleep.Theycannotbeawokenfor1d4+1rounds,butthereafterwillawakenduetojostlingorloudnoises.

    ShockGloves (DC15): These rubber gloves arewired todeliverpowerfulshockstoopponentstouched incombat.Shockglovesinflict 3d6 points of electricity damage to a person, and forcethem tomakeaSTR test (DC10)orbestunned for1d4rounds.Shockglovescanbeused10timesbeforeneedingarecharge.

    Sonic Disruptor (DC 20): This spherical device is activated by ahiddenbutton.Itproduceshighfrequencyvibrationsina10pace

    radius that forcepeople topassaSTR testorbedeafenedandstunned for1d6 rounds.Crystallineobjects in theareaofeffectareshattered.

    SpaceSuit (DC15):A space suitallowsaperson to survive inavacuumfor1hourbeforeitsoxygensupplymustbereplenished.Itconsistsofanairtightsuitofplasticandrubber,aglasshelmetandoxygentanksthatcaneitherbeexternalorworked intotheliningofthesuit.

    View Screen (DC 25): View screens come in various sizes andshapes,butallarecapableofshowingdistantsceneswithperfectclarityand fromnearlyanyangle.Theyarenotsimplymonitorsthatshowreceivedsignals(i.e.televisionsets),butactuallyhonein on and display the radiations emitted by all objects andcreaturesinthegalaxy.

    VEHICLES Whilespaceshipsarecoveredinadifferentchapter,theyarenottheonlyvehiclesavailableinSpacePrincess.Allofthesevehiclescan be thought of as objects of super science, though therequirementsforinventingthemtendtobeabithigherbecausetheyrequiremoreparts,andthusSCItobuild.

    ThePilotShipskillcanbeusedtodrivethesevehicles,butsincetheyarenotterriblydifficulttooperateanycharactercantakeaflat+5skillbonuswhenoperatingthem.

    Vehicleshave the samebasic stats asmonsters.A vehiclesHitDice determines its hit points, but vehicle attacks are alwaysmadewith the drivers SHOOT score. A vehicle also has aDEFscore, towhich is added the driversDEX.When a vehicle hitssomething, it inflicts1d6pointsofdamageperHDonthevictimandonitself,deductingitsDEFfromthedamage.

    Vehiclespeed, likecreaturespeed, isclassifiedasslow,mediumor slow,but theactualdistance they canmoveat this speed is100 times greater than a creature (see Rules of Play below).Accelerationis1/10ofspeedanddecelerationis1/20ofspeed.

    A pilot test (DC 15) must be made to avoid crashing when acharacterbreaksatfulldecelerationspeed,cornersatmaximumorclosetomaximumspeedordrivesoffroad.Acrashdeals10d6pointsofdamagetothevehicleandeveryoneinit.

    Scooter(DC30):Ascooterisacompactelectricalvehicleusedtomove people and light cargo around space fortresses. It canaccommodate four riders, who must stand. The vehicle haswheelsandcannotgooffroad.

    HD3|DEF15|SPEEDSlow

    11

  • Jet Bike (DC 35): Hover bikes look like traditional motorcycles,perhaps sleeker, but powered by small atomic generators. Thismakes them much faster than normal motorcycles. Offroad,speedandaccelerationarecutinhalf.DrivingthemattopspeedoffroadrequiresaPilotShiptesteachroundtoavoidcrashing.

    HD5|DEF15|SPEEDFast

    JetCar(DC45):Jetcarsaresimilartojetbikes.Theycanholduptosixpeoplecomfortably.Theyhavethesametroubletravelingoffroadasjetbikes.

    HD8|DEF19|SPEEDNormal

    FlyingDisc(DC40):Flyingdiscsareabout5feetindiameter.Theyareflat,metaldiscssurroundedbyrailingssothatpassengersdonotfalloutandhurtthemselves.Theyareoperatedfromasmallcontrolboxandcanholduptofivehumansizedpassengers.Theyarecapableofverticaltakeoffsandoflevitatinginplace.

    HD4|DEF15|SPEEDNormal

    HoverBike(DC40):Hoverbikesareasquickasjetbikes,buttheyhoverabout3 feetabove thegroundand thushaveno troubleoperatingoffroad.

    HD5|DEF14|SPEEDFast

    HoverCar (DC50):Hover carsareasquickas jetcars,but theyhoverabout3 feetabove thegroundand thushaveno troubleoperatingoffroad.

    HD8|DEF19|SPEEDNormal

    Runabout (DC 55): Runabouts are small shuttles incapable oftraveling in space, but sealed from the outside environment.Runaboutsarethepreferredvehicleforoffroadtravel.Theycanclimbtoatopaltitudeof200feet.

    HD12|DEF21|SPEEDFast

    WarWalker, Bipedal (DC 50): Bipedalwarwalkers are combatvehicleswithtwospringinglegsinplaceofwheelsorhoverpads.Thepilotsitsinacockpitabovethelegswiththegunner,whohastwoturretedphasicriflesathisdisposal.Twoothercrewmencanrideinthebipedalwarwalker.Warwalkerscanoperateoffroad.

    HD12|DEF23|SPEEDNormal

    War Walker, Quadruped (DC 55): Quadruped war walkers arecombatvehicleswithfour legs inplaceofwheelsorhoverpads.Thepilotsitsinacockpitabovethelegswiththegunnerandtwoother crewmen. The quadruped war walker carries two lasercannon(range300paces,6d6pointsofdamage).Quadrupedwar

    walkerscanoperateoffroad. Inadditiontotheircrew,theycancarryafullsquadof10soldiers,5soldiersandalasercannononahoverpad,twoflyingdiscsorfourbikes.

    HD12|DEF23|SPEEDSlow

    Battle Tank (DC 60): Battle tanks are large enough to hold sixcrewmenandare capableof rollingover justaboutanything intheirpath.Theyarearmedwithamountedraygunandtwolasercannon(range300paces,6d6pointsofdamage).

    HD15|DEF25|SPEEDSlow

    War Wheel (DC 65): War wheels are massive, wheel shapedvehiclesthatcontainanarmoredcockpitatthewheelshub.Theyareheavilyarmoredandcantraversejustaboutanyterrain.Warwheels have a driver and two gunners. Each gunner sits in abubbleturretequippedwitheitherfourphasicriflesortwosnubnosedlasercannon(range200paces;4d6pointsofdamage).

    HD15|DEF23|SPEEDNormal

    MiniSub (DC55):Aminisubmarine is largeenough tocarry sixpeople, one of them serving as the driver. Minisubmarinesusuallycarrytwosmallsonarguidedtorpedoes(range500paces,6d6pointsofdamage,+2tohit).

    HD10|DEF23|SPEEDNormal

    12

  • Section 2.0

    Rules of Play At its most basic, play in Space Princess involves a Refereedescribingwhat the players characters see and hear, includingtheactionsofnonplayercharactersandmonsters,players thendescribinghow theircharactersaregoing toactor react,and ifnecessarydicebeingrolledtodeterminethesuccessorfailureofplayercharacteractionsandnonplayercharacteractions.

    Thefollowingguidelinesshouldproveusefulinrunningthegame.

    Game Time & Movement Time isdivided intohours,minutesand rounds.A roundequals10secondsandisusedtomeasureprogressduringcombat.

    Movementisclassedasslow(S),normal(N)orfast(F).Distanceismeasuredinpaces,apacebeingroughlyayardormeter.

    Acharactercarryingmore than10 timeshisorherSTRscore inweight(pounds)or20timeshisorherSTRinkilogramshastheirspeedreducedbyonecategory(orbyonehalfifalreadyslow).

    MOVEMENT WALKINGSPEED RUNNINGSPEEDSlow 5paces/round 20paces/roundNormal 10paces/round 40paces/roundFast 20paces/round 60paces/round

    Food & Water Characters must take in at least two pounds of food and onegallonofwaterperdayor their STR is cut inhalfand theyareconsidered to be fatigued. A fatigued character can walk, butcannot run. A character that is already fatigued becomesexhausted if they do not eat and drink as they should. Anexhausted characters STR is reduced to 0, their other abilityscoresarereducedbyhalf,andtheycannotrun.

    Assumethatcharactersbeginthegamewiththreedaysworthoffoodandwaterpills.

    Tests A test is a rollmade todeterminewhether an action succeedswhenthesuccessoftheactionisinquestion.Everyactionmadein a game does not need to be tested.Getting dressed in themorning,forexample,doesnotrequireatest.Ofcourse,getting

    ready in themorningandout thedoor in10minutesorgettingdressedwithtwobrokenarmsmightrequireatest.

    Atestismadebyrolling1d20andaddingacharactersSKILLandrelevantabilityscore.ThisiscomparedtoaDifficultyClass(DC).Ifthe roll is equal to or higher than the DC, the test is madesuccessfully.Ifnot,itisafailure.

    Togiveeveryoneachancetosucceed,evenagainstterribleodds,and tomaintain suspenseevenwhen success seemsassured,anatural roll of 1 on 1d20 is always considered a failure. Anaturalrollof20on1d20isalwaysconsideredasuccess.

    MAN VS. MAN When a test pits one person against another (or one creatureagainstanother), theDC Iequal to10+ theopponentsSKILL+theopponentsrelevantabilityscore.

    The ability score is indicated by the skill being tested. TheNAVIGATIONskill,forexampleisgovernedbyKNO.

    Theskillbonus isonlyapplied if the testersclasspossesses theskilltobetested.Allothershaveaskillbonusof0.

    Situationalmodifiers,asdeterminedby theReferee,mightalsoapply,butshouldstaybetween+5and5.

    Whentwocharactersarebothtryingtoact,thecharacterwiththehigherSKILLalwaysrollstheirtestfirst.IfSKILLisequal,defertothecharacterwiththegreaterabilityscore.Iftheabilityscoresarealsoequal,flipacoin.

    Inmanycases,theoutcomecanbedeterminedwithasingletestroll. In some cases,aReferee can requiremultiple successes tofinallysucceed,usuallynomorethan3.Hemightevenimposeaconsequenceifeitherorbothpartiesrackuptoomanyfailures.

    MAN VS. NATURE Wheneveratestpitsacharacterorcreatureagainstthenaturalworld forexample, shiftingaheavyboulderorpredicting theweather, the DC is determined by the Referee. It is usually anumberfrom10to30,witha15beingstandard.

    13

  • SKILLS Acharacterdoesnotneedtopossessaskillinordertotestit.InSpacePrincess,any character can tryanythingatany timewithtwoexceptions:Onlypsychicscanactivateapsychicpower,andonly scientists can invent a device. A character that does notpossessaskilladdsaskillbonusof0totheirSKILLRATING.

    ActivatePsychicPower (MEN):Psychicsuse this skill toactivatetheirpsychicpowers.TheDCforoneofthesetestsisdeterminedbythepsychicpowertheyaretryingtoactivate(seeabove).

    AvoidNotice(DEX):Usethisskilltosneakaroundguardsorhideintheshadows.Scoundrelsandspacerangersareskilledatthis.

    Climb(STR):Usethisskilltoclimbwallsandropes.Starwarriorsandspacerangersareskilledatclimbing.

    Defeat Security (KNO): Use this skill to deactivate electronicsecuritysystems.Crude,mechanical trapscanonlybedisarmedbyplayers figuringouthowthetrap issetandthen figuringoutthe best way to avoid the trap. Scientists and scoundrels areskilledatdefeatingsecurity.

    Disguise(MEN):Usethisskilltomasqueradeassomeoneelseandtodisguiseonesvoice.Scoundrelsareskilledatdisguise.

    Fast Talk (MEN): Use this skill to fast talk a guard, convincingthem to do something you want them to, or to avoid doingsomethingyoudonotwantthemtodo.Psychicsandscoundrelsareskilledatthis.

    Hide Contraband (KNO): Scoundrels are skilled at hiding theircontraband,either in secret compartmentson their ships,or inplaces on their person. This can be used to hide any object orcreature.

    Identify&UseDevice (KNO):Thisskillcanbeused to figureoutwhatasuperscientificdevice isandto figureouthowtouse it.With this skill, one can also figure out how to run computerprograms.Scientistsareskilledatidentifyingandusingdevices.

    InventDevice (KNO):Scientistsuse thisskill to turncomponents(SCI) into super science devices. The DC is determined by thedevicethescientististryingtoinvent.

    Leap & Swing (STR): Use this skill for most physical activities,includingleapingorswingingoverchasmsorobstacles.Psychics,spacerangersandstarwarriorsareskilledatthis.

    Navigation (KNO): This skill is used to program and activate aspaceshipsnavigationcomputerso that theycan jump to lightspeed.Scientistsareskilledatnavigation.

    Pilot Ship (MEN): This skill is used to pilot a space ship whilelocked in combat with pursuers. It might also be used foroperating similar vehicles. Scoundrels, space rangers and starwarriorsareskilledatpilotingships.

    Repair Device (KNO): Use this skill to repair damaged supersciencedevicesandcomputers.Scientistsareskilledatthis.

    RetrieveData(KNO):Usethisskilltoretrieveinformationfromanelectronicdatabank.Scientistsareskilledatdataretrieval.

    Swim (STR):Thisskill isused tomove in thewaterat fullspeed(normalwatermovement ishalf speed), to stayafloat in roughwater, to hold ones breath to avoid drowning and to diveunderwater to find or operate items. Space rangers and starwarriorsareskilledatswimming.

    Tracking (KNO): Tracking allows a character to follow anothercreaturebythetracksitleavesonthegroundorbyothersignsofpassageitleavesbehind.Ifthetrailismorethanonedayoldorithasbeendisruptedinsomeway,thetrackersuffersa3penaltytohisorherKNOtest.Spacerangersareskilledatthis.

    ABILITY TESTS Manymonsterandspecialattacksallowacharacter tomakeanabilitytest(i.e.DEXtestorMENtest)toavoidtheeffectsorcutthepotentialdamageinhalf.Insuchcases,thecharacteralwaysaddstheirSKILLtotheirroll.

    TheDConsuchatestisequalto10+theattackersHitDiceor,inthecaseofapsychicusingtheirpowers,theirSKILL.

    14

  • Luck Points Luck Points are a simple mechanic that allows groups ofcharactersofdifferingskill levels toadventure togetherwithoutthe more skilled completely dominating play. A character canspendaLuckPointtoautomaticallysucceedatanyskilltest,or,inthecaseofcombat,toignoreanopponentssuccessfultest.

    Combat Combat occurs whenever two ormore creatures or charactersseektodoviolenceupononeanother,whethertheiraimistokill,disableorknockunconscious.Combat isconducted inrounds.Around isroughlyoneminute long.Duringaround,acharactermaydeclarehowhischaracterismovingandhowheisacting.

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

    POSSIBLE MOVEMENTS: Advance, Charge, Flee, Hold Ground,Maneuver,StandandWithdraw.

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

    Otheractionsarecertainlypossibleaplayer isonly limitedbytheirimagination.

    The next step is to determine the order of play. Each personinvolvedinthecombatrolls1d6andaddstheirDEXbonus.Thisiscalled rolling initiative. The highest score goes first and playproceeds through the remainderof the scores. In the caseofatie, movement and actions are considered to happensimultaneously.Thismakes itpossiblefortwocombatantstokilloneanotherduringthesameroundofcombat.

    Theactingcharacterthenrollsacombattest(seebelow).

    MOVEMENTS Advance: And advancing combatant keeps their guard up andmovesforward3paces.

    Charge:Achargingcombatantgoesfullspeedahead.Theymoveat running speed.A charging characterdoesnot add theirDEXbonus to their defense score during the round, but they adddoubletheirSTRtotheirattacktest.

    Flee:Afleeingcharacterrunsatfullspeed,turningtheirbackontheirenemy,whocanattackthemwithanautomaticsuccess.

    Hold:Acharacterthatholdsdoesnotmoveatall,unlessforcedtomovebyanopponentsattack.

    Maneuver:Amaneuveringcharacterattemptstomaneuvertheiropponent into a certainpositionby theway that they attackmaybedrivingthembacktowardsanopenpitormaneuveringsothat the character gains the high ground or places their backagainstawall.Whenamaneuveringcharacterattacks,theyscorenodamage,butmovetheiropponent3pacesinanydirection.

    Stand:Whether the characterwas sitting or lying down at thebeginningofcombatortheywereknockeddown,thismovementputs them back on their feet. A character cannot attempt tostandiftheyarebeingattacked.

    Withdraw:Awithdrawing combatant keeps their guard up andmovesbackward3paces.Theymayattackiftheirfoeadvances.

    ACTIONS Defend:AdefendingcharacterincreasestheirDEFby+2.

    Disarm:A character trying todisarmanopponentdoesnot rolldamage against them on a successful test; rather, they knockwhatever they are holding (weapon or otherwise) from theirhand.The item flies1d6paces ina randomdirection.AdisarmattackismodifiedusingtheattackersDEXinsteadofSTR.

    Grapple:Acharactertryingtograppleanopponentdoesnotrolldamageagainstthemonasuccessfultest;rather,theylocktheiropponentinapin.Acreaturelockedinapinsuffersa1penaltytoattackandDEF,andmustmakeagrappleattackoftheirowntobreakoutofthepin.

    Kill:A character trying to kill scores normal damage against anopponentandthatdamagecanreducetheopponentshitpointsbelow0,killingthem.

    Subdue: A character trying to subdue scores normal damageagainst an opponent, but that damage cannot reduce theopponentsHPbelow0andleavesthemunconsciousfor1hour.

    Trip:Acharactertryingtotripanopponentdoesnotrolldamageagainst them on a successful test; rather, they knock theopponent to theground.Acreatureorcharacteron thegroundsuffersa2penaltytoattackandDEF.

    COMBAT TESTS Combat testswork likeother tests.Theattacker rolls1d20andadds theirFIGHTorSHOOT rating.Theyare rollingagainst theiropponents DEF. If their roll is equal to or higher than theiropponentsDEF,they inflictdamage,rollingdice(determinedbytheweapon theyareusing)anddeducting thevalue from theiropponentshitpoints.

    15

  • Meleeattacks(i.e.handtohandattacks)useacharactersFIGHTrating.AcharactersFIGHTscoreisequaltotheirHitDice+STR.

    Rangedattacks(i.e.attackswiththrownweapons,rayguns,etc.)use a characters SHOOT rating. A characters SHOOT rating isequaltotheirHitDice+DEX.

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

    Situationalmodifierscan includeabonusforhigherground,sunintheeyes,etc.Suchmodifiersshouldnotamounttomorethanatotalmodifierof+5or5.

    FIGHTING WITH TWO WEAPONS Some players will care to have their character fight with aweapon ineachhand. If this isdone, the charactermakes twoattackrolls,eachatapenaltyof3.

    DAMAGE Damageisrolledonadicedeterminedbytheweaponbeingused(seetheweapontableinSection1.0above).Acharacterwithoutaweaponusuallyinflicts1d4pointsofdamage.

    If damage reduces a creatures hit points to 0, the creature isknocked unconscious for 1d4 hours and can be killed by anybloworblastdirectedatit.Ifdamagereducesacreatureshitpointstobelow0,thecreatureiskilled.

    HEALING DAMAGE Immediatelyafteracombat,adventurerscan findaquietplacetorestandrecuperatefor10minutesand regain 1d6 hit points. A character cannotregainmorehitpointsthanheorshejustlostin combat. Thus, if a scoundrel lost 4 hitpoints inafightwithabaric,hecanonlyregainupto4hitpointsbyresting.

    Hit points can also be healed using amedikit (see Super Science) and bypsychics using their psychic surgerypower.

    ENDING COMBAT Combat continues until allcombatants on one side are eitherdead, unconscious or have fled thefieldofbattle.

    16

  • Section 3.0

    Space Battles Onceabravebandof rescuershas located theirspaceprincess,theyhavetofindawaytoescapethespacefortressandgetherhome.Thisiswherespacebattlescomeintothegame.

    Space battles in Space Princess are completely focused on anescaping space ship attempting to avoid pursuers while itcomputes thenecessary formula to jump into lightspeed.Oncethescientist (or theshipcomputer, if there isnoscientist) findsthe formula, the rescuers can jump into light speed and finishsavingtheirspaceprincess,endingthegamesession.

    Order of Play Foreachroundofspacecombat,followthesesteps:

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

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

    [STEP3]Ascientistorothercrewmemberworksontheformula,rolling a NAVIGATION test against a DC that gets successivelysmallerunlesstheyrollanatural1,inwhichcasetheyhaveto

    startover.

    [STEP4]Unless the scientist is successfulon theirNAVIGATIONtest,orderofplayreturnstostepone.

    Pilot Tests To understand Pilot tests, imagine the escape ship in a sort oftarget.ThebullseyeofthetargetrepresentsPointBlankRange.BeyondthatisSHORTrange,thenMEDIUMrangeandthenLONGrange.Thepilotoftheescapeshipwould,naturally, liketokeephis pursuers as far away from him as possible. The closer theyget,theeasieritisforthemtostrikewiththeirweapons.

    Thisrange ismaintainedor increasedbymakingsuccessfulpilotshiptests.Tomakeapilotshiptest,thepilotoftheescapeshiprolls 1d20, adding his pilot skill rating (SKILL + MEN) and shipspeed.ThisiscomparedtoaDCof15+theenemyshipspeed.

    The escapes circumstances modify the pilots test roll. Onecircumstanceinvolvesdamagetakenfromenemyweaponsthisiscoveredinmoredetailbelow.Othermodifiersareasfollows:

    Foreverypursuerbeyondthefirst,thepilotsuffersapenaltyof1tohistestroll.Thus,threepursuersimposea2penaltytothe

    17

  • rollandfourpursuersa3totheroll.

    Anescape inspaceallowscompletemaneuverability,asthere isnothing to run into. Attempting to escape when there is aceiling, floor or walls, on the other hand, restrictsmaneuverability.Foreachsuchobstacle,there isa 1penaltytothe test roll. Thus, escaping through a planets atmospheremeansthereisafloor,theground,andthusa1penalty.Flyingthrough a trench or canyon means there is a floor and twowalls,andthusa 3penalty.Escapingthroughanasteroidbeltoraplanetary ringcarrieswith ita 1d4penaltyeach round,asthe obstacles change from round to round. A PILOT test thatcomesupasanatural1meansadamagerollmustbetakenasanobstaclehasbeenhit.

    Pilotdistractionssayanassassinthathassnuckonboardandiscreatinghavocimposea1penaltyontheroll.

    A ship that has been successfully struck by a dreadnaughtstractorbeamsuffersa5penaltytoallpilottestrolls.

    Onceallmodifiershavebeentakenintoaccount,andtherollhasbeenmade,consultthefollowingtable.

    ROLLIS RESULTLowerthanDC Enemiesmovecloser1to5pointshigherthanDC Enemiesremainatsamedistance6ormorepointshigherthanDC Enemiesfallfurtherbehind

    Firing Weapons Each round, all ships may fire on their enemies with alloperationalweapons, assuming they have somebody to do theshooting. Lack of manpower is usually not a problem forpursuers,buttheescapersmaynothaveenoughpeopletomanallofashipsweapons.Thefastershipfiresfirst.

    Totakeashot,onemakesaGunnerytest.Roll1d20+PILOTSKILL+DEX+WeaponRating(seebelow)againsttheenemyshipsDEF,whichisequalto10+PILOTSKILL+Armor.

    SHIPWEAPON WEAPONRATINGLasers,Light(LL) 2Lasers,Heavy(HL) 4Torpedoes(TT) 6TractorBeam(TB) 0

    TheshipsDEFENSERATINGismodifiedbythesamefactorsthatmodifyapilotsPILOTRATING.

    The attack roll is also modified by the range. There is nomodification at SHORT range. MEDIUM range imposes a 2penaltytotheroll.LONGrangeimposesa4penalty.

    Each successful Gunnery test forces a roll on the target shipsdamagechart(seebelow).

    Navigation Checks Entering light speed is no mean feat. Besides the need forpowerfulengines,onemustfindtheproperformulatovaulttheship into light speed and avoid the hazards therein. In otherwordsitisnotaccomplishedinstantaneously.

    Scientists are thebest atderiving and entering these formulas,but any character can attempt it. A character can make aNavigationtesteachroundagainstan initialDC20. Ifthetest issuccessful, the shipenters light speedand thebattle isover. Ifthetestisnotsuccessful,itmustbemadeagainnextround,buttheDCchangesbasedonthesuccessofthescientistsroll:

    ROLL RESULTFailby9ormore DCloweredby1nextcheckFailby4to6 DCloweredby2nextcheckFailby1to3 DCloweredby3nextcheckSuccess Lightspeedachieved,shipescapes

    Spaceships Eachspaceshipinthegameisratedforitsspeed(whichincludesit maneuverability), engines (the number and the penalty tomaneuvering from losing thoseengines, the shipsarmor ratinganditsdifferentweaponsystems.

    Starfighter SPEED10|ARMOR2|ENGINES1(5)|WEAPONS:LL(1)

    Starfightersaresmall,singleseatordoubleseatcraftdesignedtoswarmonenemies.StarfighterswilloftenbepilotedbytheminionsoftheDarkLord,ratherthantheescapingcharacters.

    18

  • D6 DAMAGERESULT12 HullDamage3 EngineDamage4 WeaponDamage5 HullBreach6 Destroyed

    Shuttle SPEED8|ARMOR2|ENGINES2(4)|WEAPONS:LL(1)

    Shuttlesare largerthanstarfighters,andaredesignedtotransportsmallgroupsofpeoplethroughspace.Ashuttlehasacockpitforthepilotandnavigatorandaseparatecabinforpassengers.

    D8 DAMAGERESULT12 HullDamage3 EngineDamage4 WeaponDamage5 ComputerDamage6 ArtificialGravityDamaged7 HullBreach8 Destroyed

    Freighter SPEED6|ARMOR3|ENGINES4(3)|WEAPONS:LL(1)

    Freighters are simple spaceships designed for moving cargo andpassengers.Theyhavecommandcabinsthatcanseatfourpeople.

    D10 DAMAGERESULT12 HullDamage35 EngineDamage6 WeaponDamage7 ComputerDamage8 ArtificialGravityDamaged9 HullBreach10 Destroyed

    Blockade Runner SPEED7|ARMOR4|ENGINES4(3)|WEAPONS:HL(1),LL(1)

    Blockade runnersare freighters thathavebeenmodifiedby theirpilots,usuallysmugglers,tobemoreresistanttodamage.

    D10 DAMAGERESULT12 HullDamage34 EngineDamage56 WeaponDamage7 ComputerDamage8 ArtificialGravityDamaged9 HullBreach10 Destroyed

    Corvette SPEED6|ARMOR6|ENGINES4(3)|WEAPONS:HL(1),LL(1),TT(1)

    Corvettesaresmallwarshipsnotmuchlargerthanfreighters.Theyhaveabridgethatcanseatupto10peopleandlittleroomforcargootherthanthatrequiredbythecrewtosurviveandammunition.

    D10 DAMAGERESULT12 HullDamage34 EngineDamage56 WeaponDamage7 ComputerDamage8 ArtificialGravityDamaged9 HullBreach10 Destroyed

    Star Cruiser SPEED4|ARMOR8|ENGINES6(2)|WEAPONS:HL(1),LL(2),TT(1)

    Starcruisersarethenextlargersizeofwarships.Theirbridgesseatupto20peopleandtheyhaveawidearrayofweapons.

    D12 DAMAGERESULT13 HullDamage46 EngineDamage78 WeaponDamage9 ComputerDamage10 ArtificialGravityDamaged11 HullBreach12 Destroyed

    Dreadnaught SPEED2|ARMOR10|ENGINES8(1)|WEAPON:HL(2),LL(2),TT(2),TB

    Dreadnaughtsarethe largestwarships inservice,withcommandbridgesthatseatupto50people.

    D20 DAMAGERESULT15 HullDamage69 EngineDamage1017 WeaponDamage17 ComputerDamage18 ArtificialGravityDamaged19 HullBreach20 Destroyed

    19

  • Damage Effects Artifical Gravity Lost: Characters acting as pilot, gunners orworkingthenavigationcomputerarestrappedinandunaffected.Other characters suffer 1d6pointsofdamage each rounduntiltheypassaDEXtest(DC15)andstrapthemselvesin.Charactersmakingrepairscannotstrapthemselvesinandsuffera3penaltyto tests. Repairing damage requires 1d4 rounds and a repairdevicetestagainstDC15.

    Computer Damage: The navigation computer is damaged,imposing a 3 penalty to all navigation tests. Repairing thedamagerequires1d4roundsandarepairtestagainstDC15.

    Destruction:Rollagain.Ifthisresultcomesupasecondtime,theshipisdestroyedandeverybodyaboardtheshipiskilled.

    EngineDamage: Loseoneengine, suffering thepenalty toPilotskill and Defense Value in parentheses after the number ofengines. If no engines remain, ship cannot make Pilot tests inManeuverPhaseandspeedbonusandpilotskillarenotaddedtotheshipsDEF.Repairingthedamagerequires1d4roundsandarepairtestagainstDC15.

    HullBreech:LosetwopointsofArmor.AllcharactersmustpassaSTRtest(DC15)orlose1d6hitpointsfromthesuddenchangeinairpressure.Eachcharacteralsohasachanceofbeingsuckedoutof the ship and into the void of space, where they die. This

    chanceisbasedonthesizeoftheship:

    SHIPSIZECHANCEOFBEINGSUCKEDINTOTHECOLD,

    HEARTLESSVOIDOFSPACEStarfighter 50%Shuttle 25%Freighter 10%BlockadeRunner 10%Corvette 10%Cruiser 5%Dreadnaught 1%

    AcharacterthatwouldbesuckedoutintospacecanmakeaSTRtest (DC 15) to avoid this fate, but does suffer 3d6 points ofdamage.Acharacter inaspacesuitsuffersnodamageanddoesnotdieinspace,thoughtheymaybecapturedbytheDarkLordsforces.Thisdamagecannotbe repaired,butpressuredoorswillcloseoffthedamagedarea.

    HullDamage:LoseonepointofArmor. Ifnoarmorremains,rerollanyhulldamageresult.Repairingthedamagerequires1d4roundsandasuccessful repair testagainstDC15.The repairingcharactermustundertakeaspacewalk.

    Weapon Damage: One weapon system is destroyed and nonfunctioning. The person operating that weapon system suffers1d6pointsofdamage.Repairingthedamagerequires1d4roundsandarepairtestagainstDC20.

    20

  • Section 4.0

    The Space Fortress A space fortress isanadmittedlynonsensicalcreationmeant totest the characters and their players. Space fortresses can besmallor large,dependingon thedurationofagame,whichcanbe a single nights entertainment or can stretch over multiplenights of play. A space fortress consists of multiple levelsconnected by ladders, elevators or other mechanicalcontraptions, hallways that may or may not be trapped andchambersofvariousshapesanduses.

    A space fortress should be drawn on a grid, with each squarerepresentingonepaceofspace.Thesescales functionbestwiththemovement rates andweapon ranges provided in the gamerules.Thespace fortresscanbeassprawlingorcompactas theReferee wishes. The danger level of a space fortress usuallyincreasesasoneventuresdeeper into itwitheach levelmoredangerousthantheonebeforeit(foraspacefortressmayconsistof anentry level and levelsbelow itor above it,dependingonwhetheritissubterraneanornot).

    Random Dangers Tokeepplayersmovingthroughaspacefortress,aRefereemaydeveloparandomdangertable.Duringeachhourofexploration(game time, not actual play time), there is a 1 in 6 chance ofsomething happening to the characters. This is usually awanderingmonstermaybeapatrolofguardsorarobotgoingabout itsprogrammeddutiesofadanger levelcommensuratewith the levelonwhich it isencountered.Asample tablemightlooklikethis:

    ROLL LEVELONE LEVELTWO1 GiantRats(2d6) LizardMan(2d6)2 MaintenanceDrone(1d3) Trilodite(2d6)3 Ratling(2d6) Voook(2d6)4 Rod(1d6) Blue(1d6)5 Soldiers(1d6) Soldiers(1d6+2)6 Zap(1d6) FireWisp(1d3)

    Traps Trapsmightbeplacedspecificallyonamap,orappearasrandomdangers(seeabove).Refereescancreatewhatevertypesoftrapstheylike,butthefollowingmightbeconsideredstandard:

    Acid Fog Trap: The room fillswith an acidicmist. Those in theroomsuffer2d6pointsofdamageeachroundfor10rounds.

    AcidSpray:Acidspraysinaconeshapedarea(15ftlongand10ft wide). All in the area are attacked as though by a 10 HDmonsterthatinflicts3d6pointsofdamageplusanadditional1d6pointsofdamageperrounduntiltheacidiswashedoff.

    Blade Barrier Trap: This portal is trappedwith spinning blades.ThosewalkingthroughtheportalmustpassaDEXtest(DC20)orsuffer10d6pointsofdamage.

    CompactingRoom:Thewallsofthisroomslowlymovetogether.It takes four rounds for thewalls tomeet.Allwithin the roomsuffer12d6pointsofdamage.

    ElectrifiedFloor:Allwhopassoverthefloorsuffer4d6pointsofdamage(DC15STRtestforhalfdamage).Electronicdevicesarerendereduseless5%ofthetime.

    EnergyDrainTrap:Anenergy field robspeopleof theirvitality.ThosewhowanderintothefieldmustpassaSTRtest(DC15)orlose1d4HD. Ifacharactershitdiceare reduced to0or lower,theyarekilled.

    FlameThrower:Everyoneinaconeshapedarea(15ftlong,10ftwide)infrontofthetrapsuffers2d6pointsofdamage(DEXtestforhalfdamage).

    FloodingRoomTrap:Achamberfillswithwaterinfiverounds.Allwithincanholdtheirbreathforfiverounds.Afterthat,theymustpassaSTRtesteachroundtocontinueholdingtheirbreath.ThefirsttestismadeataDC10,thenextatDC15andthefinalatDC25.Nocharactercanholdtheirbreathlongerthan8rounds.

    ForcecageTrap:Peoplewhowanderintothecorridoraretrappedin a 10ft by 10ft cage of force. The force cage persists untildeactivated.Thecagecanbedisruptedwithadisintegrationray.

    ForcecageandMonsterTrap:This trapcombines the forcecagetrapandamonstertrap.

    Freeze Trap: All who wander into the trap zone (usually achamberor10ftx10ftsectionofpassageway)mustpassaSTRtest(DC15)orbefrozeninplacefor10minutes.

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  • Fusillade of Darts: Anyone who walks into the trap zone isattackedby a flurryofdarts (FIGHT 10) inflicting 1d6pointsofdamage. Thedarts can alsobepoisoned (STR testDC15or anextra2d6pointsofdamage).

    Hydraulic Stamper: A large, steel weight stamps down on anyperson who stands beneath it. The trap attacks as a 12 HDmonsterthatinflicts2d6pointsofdamage.

    LaserTrap:Alaserbatterylaunchesalaserbeam(FIGHT12)thatinflicts5d6pointsofdamage.

    MonsterTrap:Whenoneenters thischamberorpassageway,ateleportertransportsarandommonsterintothechamber.

    PsychicKillerTrap:All in the chambermustpassaMEN testorsuffer1pointofdamage to theirMEN.AcharacterwhoseMENscoreisreducedto0orloweriskilled.

    Radiation Trap: The room fills with radiation. All in the roomsuffer9d6pointsofdamage(DC20STRtestforhalfdamage).

    ReverseGravityTrap:All in this roomaresentcrashing into theceilingfor2d6pointsofdamage.Beingreleasedfromthereversegravity field inflicts another 2d6 points of damage due to thelanding.

    RollingDeathSphere:Alarge,steelspherestuddedwithspikesisejected down a passageway. Everyone in the passageway isattacked(FIGHT10)andmightsuffer2d6pointsofdamage.

    Scything Blade Trap: These blades spring out at anyone whopasses, usually at neck level. The scythes attack (FIGHT 8) anddeal1d8pointsofdamage.

    SlidingDoorTrap:When someonewalksbetweenorunder thisdoorordoors,theyslideclosedonthem.ThedoorsattackwithaFIGHTof10andinflict3d6pointsofdamage.

    SteelNetTrap:Anetofsteelmeshfallsfromtheceilingonthosebelow them. The trap is10ftby10ft in size.Potential victimscanavoid the trapwitha successfulDEX test (DC15).ApersoncapturedbythenetcanescapewithasuccessfulSTRtest(DC15).

    TrapdoorTrap:These trapdoors looknodifferent than the flooraround them. One must pass a DEX test (DC 15) or fall in,suffering 2d6 points of damage. The pit can be spiked (+1d6damage)orfilledwithacid(+1d6damageperround).

    Chambers Aswith traps,Referees can createwhatever typesof chambersthey like to challenge the players. The lowest level of a space

    22

  • fortressusuallycontainsboththeDarkLordandSpacePrincess.Thefollowingchambersaresamplesofwhatonemightfind inaspacefortress:

    Armory:Anarmoryshouldhaveverystrongblastdoorsthatarealways locked.Twoguardsarealwayspostedoutside thedoor.Insidethearmorythere isanofficer inchargeandmoreguards,aswell as a good variety of armor andweaponry. The armoryprobablyhassomesortofalarmandtrapinstalled.

    CloningChamber:Cloningchambersmightconsistofseveralvatsinwhichtheclonesaregrownfromwarmbiomaterialormaybesarcophaguslike objects in which people are locked and thenduplicated.Severalscientistsandguardsaresurelypresent,andtheplacemightcontain1d4clonesinvariousstagesofgrowth.

    CombatArena:ThecombatarenaiswheretheDarkLordthrowshisprisonerstolargebeastsforhisandhiscourtiersamusement.Thearenamighthaveadirt floorora floor consistingofmetalgrating. There could be various traps installed in the floor andwalls tomake the combatmore interesting. Sliding doors or aportcullis separates the animal holding pens from the arena,allowing themonsters tobe introducedwhile thecrowd issafe.Thecrowdsitsabovethechamber,possiblybehindsecurityglass.

    Command Center: A command center is filled with techniciansand several guards. From here, the Dark Lord and his officerscontroltheirspacefortress,havingaccesstoallsecuritycameras,traps,etc.Thereisprobablyacaptainschair.

    Cryogenic Chamber: These chambers are for freezing people eitherprisonersforeaseintransportorpatientsonthevergeofdeath.The freezingunitsareusuallysarcophaguslikepodswithglassfrontsthatallowonetoseewhoisstoredwithin.

    DeathTrap:Somechambersandpassageshavenootherpurposebuttocapture,annoyorkillintruders.

    Disposal Unit: Disposal units are for the collection anddestruction or processing of trash. The disposal unit probablycontainstrashfromthespacefortressplasticcontainers,foampieces,bitsofcastoffmetal,foodscraps,etc.Otyughsmightbepresent.Ifadventurerswhofallintothedisposalunitareluckyitwillsimplybeacollectionpointforjettisoningtrashintospace.Itmightalsobea trashcompactor (takes10 rounds tosmash thetrash,killinganyoneinside)or,worseyet,adisintegratorunit.

    Elevator: Unlike elevators in buildings that touch on all floors,elevatorsandliftsinspacefortressesareusuallymoredispersedandonlyrunbetweentwoorthree floors forsecuritypurposes.Elevatorsusually contain security camerasand they canusuallybecontrolledfromacommandcenter.

    FactoryLevel:Factory levelsconsistof largebays inwhichmetalcanbemelted andpoured, components assembledonwindingconveyorbeltsandobjectsrepaired.Theycontainallmanneroftoolsandarestaffedbytechniciansandmaintenancedrones.

    Guard Barracks: A guard barracks contains sleeping pods andotheramenities for largenumbersofguards.Theyusuallyhavebathandtoiletfacilitiesandmightevenserveasminiarmories.

    GuardPost:Aguardpost isasecuritycheckpointstaffedbytwoto six guards and containing things like metal detectors andretinal scanners. Guard posts usually have small holding cellsattached,eitherwithmetalbarsor,morelikely,forcefields.

    HangarBay:Hangarbaysmaybelargeorsmall.Theyareusuallyincloseproximitytobarracksforpilotsandrepairbaysfor largeships. Technicians are always present, as are some guards andmaybe somepilots.Hangarbays rarelyhandle ships larger thanshuttles and starfighters, though some might be built largeenoughtohandlefreightersandblockaderunners.

    InterrogationChamber:Thesechamberscouldlooklikehightechversions ofmedieval torture chambers, but probably just havechairswithrestraintsthatallowtechniciansandtheDarkLordtoprobeaprisonersmindor injectthemwithtruthserumsotheycanbe successfullyquestioned.Theyusuallyhave smallholdingcellsattachedandareincloseproximitytoaprisonlevel.

    LightBridge: In the caseofa chasm separatingonepartofaspace fortress from another, theremight be a light bride. Thelightbridgecanbeactivatedfromacontrolpaneloneitherside,andtakestheformofabridgemadeofsolidifiedlight.

    Medical Bay: The medical bay contains tables with restraints,medical equipment and cabinets containing all manner ofmedicines.Doctors and techniciansworkhere.Guards areonlypresentifthedoctorsaretreatingprisoners.

    MessHall:Amesshallisattachedtoakitchenandcontainslongtablesandbenches.Themesshallsforthetechniciansandguardswillbesimpleaffairs,whiletheofficersmessmightbegrander.

    Mines:Ifaspacefortressisbuiltintoaplanetorasteroid,itmightcontainminesworkedeitherby techniciansusing laserdrillsorslavesusingpicks.Theminesmightabutanoreprocessingarea.

    Pleasure Chamber: These chambers might be simple loungeswhere crew can rest and relax or they might be hightechentertainmentcenterswithholographicmoviesorgames.Moreunsavoryspace fortressesmighthaveharemsstaffedwithslavegirlsorgynoids.

    23

  • PrisonLevel:Theprisonlevelconsistsofrowafterrowofholdingcells.The cellsare smalland simple,with force fieldsor slidingdoors. They contain simple beds and toilet facilities thatmightretract into the wall. All of these cells can be monitored andcontrolled froma central command chamberwithmanyguardsandanumberofprisontechnicians.

    Reactor Core: The reactor core provides the space fortressspower.Theymaybeasinglelargecoreormany.Mostareatomic,and the technicians and guards therein are equipped withradiationsuits.

    Ruins: In space fortresses built into a planet or asteroid, it isentirely possible that there are ancient ruins that predate theconstruction of the space fortress or which are parts of thefortressthatwerepartiallydestroyedinapastattack.Suchplacesmightbeoccupiednowbyothermonsters.

    ScienceLab:Spacefortressesusuallyhaveatleastonesciencelabwhere the evil scientistswho serve theDark Lord can concoctnew super weapons or grow atomic supermen for their madschemes. These labs might be guarded. They always containtechniciansandatleastonescientistcharacter.

    SlavePits:DarkLordsareusuallyquiteevil,sotheideaofholdingsentientcreaturesinbondagedoesnotreallybotherthem.Slavesare used for menial and dangerous tasks and are kept incommunalprisonpitsunderheavyguard.

    SleepingChamber:Sleepingchambersarenotsimplebedrooms,but rather chambers where people can be put into deep,hypnoticsleepforaslongasayear.

    Storage: Dont forget storage chambers. Even space fortressesneedpantriesandjanitorialclosets.

    Teleport Chamber: A teleport chamber contains a number ofteleportpads that can sendpeople tootherareasof the spacefortress or even to other planets, depending on how powerfulthey are. They are staffed by one or two technicians and areusuallyguarded.

    ThroneRoom:ManyDarkLordshaveathroneroomconsistingofa largespacewithan impressivethroneandacarpet leadingupto it.Throne roomsarealwaysguarded.When theDarkLord ispresent,heisaccompaniedbycourtiersandhiselitebodyguard.

    The Dark Lord ThetermDarkLordmerelyreferstothekeyantagonistoftheplayer characters.Theymightbemaleor female (orneither, inthe caseofa robot),and thedepthsof theiractualwickednessareuptotheReferee.Perhapstheyarejustapersonfedupwith

    thebureaucracyof theSpaceEmpirewhokidnapped theSpacePrincesstogetsomeattention.

    Confronting theDark Lord shouldbeadangerous challenge fortheplayercharacters.ADarkLordoccupiesalevelunavailabletonormal player characters tomake him a bigger challenge for agroupofplayercharacters:

    LEVEL HITDICE SKILL POWERSMindLord 9d8 12 7MadGenius 8d6 12 0CrimeLord 8d8 14 0Warlord 9d10 12 0

    The Space Princess Just as a Dark Lord neednt be dark or a lord, a SpacePrincessisjustatermofconveniencefortheobjectoftheplayercharactersquest in the Space Fortress.A spaceprincessmightactually be a princess from space, but it can also be a spaceprince, an ambassador, a famous scientist, plans for a spacestationorasecretweapon.Heck,itcouldevenbethemascotoftheStarAcademy(GoBulldogs!)orthePresidentoftheGalaxysfavoritepottedpalm.Whateveritis,theDarkLordhasitandthegoodguyswantitback.

    Whatever form theSpacePrincess takes, finding it isworthonepointofluckforeachplayercharacter.Oncediscoveredusuallyon the most dangerous level of a Space Fortress, the SpacePrincessmustbebroughtoutoftheSpaceFortressandcarriedtosafetythroughhyperspace(seeSpaceBattlesabove).

    TheSpacePrincessmightalsoactasacharacterinitsownright,controlledbyoneoralloftheplayers.IftheSpacePrincessisacanny old warrior, he or she might have the abilities of aCommander,forexample.

    24

  • Sample of Play Whatfollowsisasampleofhowasession of Space Princess mightgo. In this case, were followingAthena Laserwolf, a human starwarrior and her comrades,Scrimshaw McGurk and Zazzix.OurlittleteamwillbedelvingintotheGasMinesofRegulon5.

    You might want to refer to thefollowing character sheets whilereading this sample of play. Thecharacters were rolled randomly,which should give youan ideaofwhat a character in the gamemightlooklikewhenfinished.

    ADVENTURE SET-UP Regulon5 is a gasmine set on asmall, barren planetoid. Theplanetoid has no native life saveformicrobesthatlivebeneaththewhite soil and it is marked withcraters. The Solar Commonwealth has long known that themines have been used as aforward base by agents of thedarklordRadofScorpius,asmalltimetyrantwithbigambitions.

    Twodaysago,thePrincessArielofNew Camelot, a member of theCommonwealth,waskidnapped.Rangers fromSpacePatrolhasdetermined that she ismost likelybeingheld in thegasmines,awaitingthearrivaltheGreymourn,Radsdreadnaught.

    Asmallteam, ledbyAthenaLaserwolf,has landed insecret inacrater that the rangers have learned grants access to an oldconstructiontunnelthatleadsintothemines.Theteamwillenterthroughthistunnel,findandrescuetheprincess,andthenmaketheirescapeinMcGurksblockaderunner,theSmilinSal.

    GAME PLAY Thebandfoundtheconstructiontunnelandhikedthroughitforabout1mileuntiltheyreachedasetoflocked,slidingdoorswithasmallaccesspanelonthewallnexttothem.

    Scrimshaw:Illgetoutmytoolsandworkonunlockingthedoors.

    Referee:ThatwillrequireaDefeatSecuritytest.TheDCforthattestisonlya12thedoorsaremostlyforgottenandtheaccesspanelssecurityprotocolsareabitoutofdate.

    Scrimshaw:(Rolling1d20)Igota26nosweat!

    Referee:Thedoorsslideopen.Beforeyouthere isasmallroomcarveddirectlyfromthegreyishstoneoftheplanetoid.Theroomisabout10feetwideand20feet long.Ontheothersideoftheroomthereareanothersetofslidingdoors.Cuttingtheroom inhalfisadeeptrench,about10feetwide.

    The room iswarm and has an acrid smell. It looks as thoughthere isaretractingbridgeset inthe farsideofthetrench.Theaccesspanelnexttothefardoorsprobablyhascontrolsforit.Asyou enter the room, a greenish gas suddenly erupts from thetrench. The gas is radioactive, so Ill need a strength test fromeachofyouwithaDCof20.

    25

  • Scrimshaw:(Rolling1d20)Damn,Igota17.Failure.

    Athena:(Rolling1d20)Rolleda23.Success!

    Zazzix:(Rolling1d20)Gota20,justmadeit.

    Referee:Scrimshawsuffersradiationburns,suffering9pointsofdamage.Thatleaveshimwith16hitpoints.

    Scrimshaw: Idontwant tobe in the room foranotherblastofradiation.Howdowegetacross?

    Athena: Ill use my antigrav belt to float across the chasm, ifsomebodywillgivemeapush.

    Referee:Goodenough.Remember,though,thattheresachanceofmoregasbeingventedwhileyourefloatingoverthechasmtheeffectcouldbedeadly!

    Athena:Iknowbutwehavetogetacrosssomehow,soIllhavetoriskit.

    Referee: (Rolls 1d6 because he has decided there is a 1 in 6chanceeach turnof thegasventing.Hegetsa3,sonogas thistime).

    You float over the trench, which fortunately doesnt ventanymoreradioactivegasfornow.

    Athena:Once Imontheotherside Illdeactivatethebelt,openthepanelandextendthebridge.

    Scrimshaw:Illbewaitingoutsidetheroom,justincasethegaserupts.

    Referee: TheDC for operating the panel is a 15.Youdonthaveany skill in this, so just roll1d20andaddyourknowledgescoreof4.

    Athena:(Rolling1d20)Igota13.

    Referee: Sorry thats not good enough. Anyideasguys?

    Zazzix:Lookslikewellhavetoleapforit.AndthesoonerthebetteranotherblastofgascouldkillScrimshaw.

    Referee:Okay.Well call it a leaping& swingingtestwithaDCof10.Scrimshawthatsnotaskill

    for you, so just roll 1d20 and add your strength.Zazzix,youlladdyourskillandstrength.

    [Scrimshaw rolls a 16 and Zazzix a 21; Referee rolls 1d6 tocheckonthegas.Hegetsa4nogasthisturneither]

    Referee:Goodenough.Youreontheotherside.Whatnow?

    Scrimshaw:LetmeseethatpanelIllopenthedoors.

    Referee:Thisisanotherdefeatsecuritycheck.TheDCisa15.

    Scrimshaw: (Rolling 1d20) I got a 22. The Dark Lords securityprecautionsreallyarentuptosnuff.

    Referee:Thedoorsslideopen.Youseeacorridorheading9pacestotheleftandendinginadoor.Therearebranches4pacesdownthecorridorandanother2pacesbeyondthat.Thecorridoralsogoes 5 paces to the right and ends in a door. The corridor iscarvedfromthestoneandisabout10feetwideand10feettall.Lightshavebeenattachedtotheceiling,thewiresbeingvisible.

    Scrimshaw:Ipokemyheadouttoseeifthecorridorisempty.

    Referee:Looksempty.

    Athena:Wellenterthecorridorandheadright.

    [TheRefereenowrollsawanderingmonstercheckandcomesupwithanencounter4soldiers!]

    Referee: You get about 2 paces down the corridorwhen thosedoorsopenandfoursoldiersemerge.Rollinitiative.

    [Scrimshawrollsa3,addinghisDEXforaninitiativeof8.Athenacomesupwithan8aswell.SinceherDEXscoreishigherthan

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  • Scrimshaws, she will go before him. Zazzix rolls a 10, beatingthemboth.Thesoldierscollectivelyrolla6forinitiative.]

    Referee: Combat order will go as follows: Zazzix, Athena,Scrimshaw and then the soldiers. Theyre armedwith ray gunsandareabout3pacesaway.Noneofyouhaveanycover.

    Zazzix: Illusemind thrust againstoneof the soldiers. Ihave atotalskillratingof15andmindthrusthasaDCof15,soIreallycantfailunlessIrolla1.(Rolls1d20andgetsa2).

    Referee:Thatwasacloseone.ThesoldierhasaMENof4,soroll1d6+3fordamage.

    [Zazzixrollsatotalof6]

    Referee:Thesoldierhad5hitpoints,sohegoesdown,screamingand clutching at his temples. His pals dont seem very happy.Athena,yourenext.

    Athena: Iopenupwithmyraygun.[Rollingdice]. Irolledan3,plusmyshootratinggota15.

    Referee: They have a defense rating of 17, so youmiss.

    Scrimshaw: Imdoing to fireaswell. (Rolls1d20). Igota16.

    Referee:Youhit.Roll2d6fordamage.

    Scrimshaw:(Rolls2d6)Youhavetobekiddingme.Irolleda3.

    Referee:Yougrazeoneofthesoldiers,buthesstillupand fighting.The threesoldiersnowreturn fire,withonesoldier targetingeachofyouworksoutnice!

    Thesoldiershaveashootratingof7.Theyrolla9tohitAthenathatsamiss,a17againstScrimshawthatsahit,anda15againstZazzixamiss.AgainstScrimshaw, theydo (rolls2d6)7pointsofdamage.Youredownto9hitpointsmyfriend.

    ThatbringsustoroundtwoZazzix,youreup.

    Theadventurecontinuesonfromthispoint,runningthroughthecombatuntilonesideisvictorious.Perhapstheteamwilldisguisethemselves inthesoldiersuniforms iftheywin,orperhapstheywillhavetobeatahastyretreatfromthegasmine,havingfailedtheirmissionfortheSolarCommonwealth.

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  • Section 5.0

    Monsters Amonsterisanycreature,livingormechanical,thatismeanttobe an obstacle (usually dangerous) to the player characters ontheirquesttorescuetheSpacePrincess.Monstersareratedwiththefollowingstatistics:

    HITDICE(HD):Thisisthenumberofdice(D6)rolledtodeterminethemonstersHitPoints.Itisalsousedtocalculatethemonstersattackbonuses.

    DEFENSE(DEF):Thisisthemonstersdefenserating.

    FIGHT: This is the monsters attack value for handtohandattacks,followedbyitsweaponsandtheirdamage.

    SHOOT: This is the monsters attack value for ranged attacks,followedbyitsweaponsandtheirdamage.

    MOVE: The monsters movement rate rated as F = Fast, N =NormalandS=Slow.

    STRENGTH(STR):ThisisthemonstersSTRENGTH.

    DEXTERITY(DEX):ThisisthemonstersDEXTERITY.

    MENTALITY(MEN):ThisisthemonstersMENTALITY.

    KNOWLEDGE(KNO):ThisisthemonstersKNOWLEDGE.

    DL:Danger Level, anumerical ratingof the threat themonsterrepresents, useful to the Referee when designing a SpaceFortress.

    Ability Tests Many of the special abilities of monsters allow characters anattempttoavoidthepowerwithanabilitytest.Inmostcases,theability score in question is compared to a DC of 10 + themonstersHitDice+abilityscore.

    Danger Levels Themonsters in SpacePrincess are assigned danger levels tohelp Referees plan their adventures. The higher a monstersdanger level is,thegreaterthechanceof itdefeatingorkillingabandofadventurers.

    Asadventurersenteraspacefortress,theirinitialcontactsshouldbewithmonstersofafairlylowdangerlevel.Asonedrawscloserto the final goal of the adventure, the monsters (and traps)shouldbecomemoredangerous.

    DL1:GiantRat,HeavyWorlder,LightWorlder,Ratling,Soldier

    DL 2: Caveman, Gremlin, Homo Superior, Lizard Person, Rod,Sharkon,SpacePirate,Trilodite,VioletFungus,Voook,Zap,Zetan

    DL 3: Baric, Blue, Brute, Cat Person, Choker, Delfin, Ghoul, HawkPeople,MaintenanceDrone,Martian,Mothman,Olvugai, Sergeant,SpaceBrother

    DL 4: Ankheg, Azer, Blatto, Dromite, Emp, Fire Wisp, Flail Snail,GelatinousCube,MoonMan,Ophidian,SpaceAmazon,Voltan

    DL5:DevilGirl,KillerShrew,Maniac,Sagittarian,ScoutDrone,ZetanLeader,Zombie

    DL 6: Bounty Hunter, Captain, Dark Acolyte, DeRo, Giant Beetle,GiantLizard,GiantSpider,GreatHornedApe,MueLok,Replicon,RoMan,SecurityDrone,Skarusoi,SpaceVampire,Ybrik

    DL7:CyborgWarrior,Exterminator,Girallon,PsiBot,Remorhaz

    DL 8: Assassin, Gargun, ProbeBot, Stellar Siren, Transposer,Unbodied,Xill

    DL9:AztecMummy,Graviton,IdCat,InvisibleStrangler,Zark

    DL 10+: Atomic Superman, Behir, Black Pudding, Brainslick, Chuul,Dhole, Dinosaur, Intellect Devourer, Frankenstein Monster, Kaiju,Leechwalker,MegaBot,Morgo,Otyugh, Phasm, Retriever, Slasher,SpaceDragon,StarGod,StarInquisitor,Toxyderm

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  • ASTONISHING ALIENS NAME HD DEF FIGHT SHOOT MOVE STR DEX MEN KNO DL

    Blatto 2 20 6 8 N 4 6 3 4 4

    Blue 1 15 3 6 N 2 5 7 4 3

    CatPerson 2 17 6 8 F 4 6 5 4 3

    Delfin 3 15 9 8 N 6 5 4 4 3

    DevilGirl 4 18 9 9 N 5 5 4 4 5

    Dromite 1 17 5 5 N 4 4 3 4 4

    HawkPeople 3 16 7 9 N 4 6 4 4 3

    HeavyWorlder(Heavy) 1 15 7 4 S 6 3 4 4 1

    LightWorlder(Elo) 1 18 4 7 F 3 6 4 4 1

    LizardPerson 2 16 7 6 S 5 4 4 4 2

    Martian 2 15 6 6 N 4 4 3 5 2

    MoonMan 4 17 15 7 S 11 3 4 2 4

    Morgo 12 15 27 15 N 15 3 5 4 13

    Olvugai 1 16 5 4 N 4 4 4 5 3

    Ophidian 3 18 7 9 N 4 6 5 7 4

    Ratling 1 15 5 6 N 4 5 4 4 1

    RoMan 5 19 11 9 N 6 4 4 6 6

    Sagittarian 4 17 11 9 F 7 5 5 3 5

    Sharkon 2 17 7 7 F 5 5 5 5 2

    Skarusoi 6 17 12 10 N 6 4 4 5 6

    SpaceAmazon 4 15 10 8 N 6 4 4 4 5

    SpaceBrother 2 15 7 7 N 5 5 6 4 3

    Trilodite 2 16 7 5 S 5 3 4 4 2

    VoltanBlue 3 16 9 7 N 6 4 5 5 4

    VoltanRed 1 14 7 5 F 6 4 5 5 4

    Ybrik 3 18 9 7 N 6 4 4 6 6

    Zark 8 15 24 12 S 16 4 6 7 9

    ZetanWorker 1 15 3 5 S 2 4 6 4 2

    ZetanLeader 3 15 6 7 S 3 4 8 8 5

    BLATTO

    Theblattoareadvanced cockroaches thatwalkupright.Blattoare junkcollectors,tradersandthieves.Theyarehardtokillandseemtogetintojustaboutanyplacetohelpthemselvestothingsnotsecurelyweldedtotheground.Whiletheyhatesunlight,theyseemtoberesistancetojustabouteveryotherformofattackotherthanbludgeoningorskewering.Allblatto carry two pieces of super science; one is useful, the other junk.Tellingone from theother is impossible.Each itemhasavalueof1d10SCI, but the junk item imposes a 5 penalty to invention tests. Blattoattackwithhandweapons(1d6)andneedleguns(1d8).Blattosufferhalfdamagefromallformsofenergyandtheyareunaffectedbypoisonanddisease.Blattoregenerate1d4hpeachround.

    BLUE

    Bluesare shriveled littlemenwithpowerfulpsychicpowers.Theyareacurmudgeonlypeople,livinglikehermitsincavesandabandonedsectorsofspacefortresses.Theyusuallyhavehordesofoldjunkworth1d10x10SCIintheirlairs.Theyattackwithstaves(1d6)andrayguns(2d6).

    PsychicPowers:Anythree;noactivationtestrequired.

    BlueCharacters:Humanoid(+1MEN,1STR)/MindControl

    CATPEOPLE

    Catpeoplearehumanoidalienswithfelinefeatures.Likerealfelines,theyare quick and agile and take an aloof attitude toward most people,thoughtheycanfeeldeepaffectionforlongtimefriends.Catpeopleareintelligent,butpreferambushandclosecombat to rangedcombat.The

    29

  • fightwithclaws (1d4)orhandweapons (1d6).TheyhaveamesmerizinggazethatforcesapersontopassaMENtestorbedazedfor1d6rounds.Adazedcharactercantakenoactionsotherthanselfdefense.Catpeopletakehalfdamagefromfalling.

    CatPersonCharacters:Mammal(+1DEF;1d6dmg)/+1DEX

    DELFIN

    Thedelfinsseemtobeevolveddolphins.Theyaretall,ganglyhumanoidswithrubbery,bluegreyskin,bulbousforeheadsanddomedskulls,blackeyes, pronounced jaws and mouths full of small, sharp teeth. Delfinsadore gold and silver jewelry, with most having about 1d6 SCI worth,providedascientistcanfindawaytomeltitdownandturnitintowireorcircuitry.Delfins are barbarianswho delight in combat. They fightwithhand weapons (1d6) and crossbows (1d8). Their natural sonar allowsthemtofight incompletedarknesswithoutpenaltyandtheirbodiesareascapableofcuttingthroughwaterastheirdistantkin.

    DelfinCharacters:Mammal(+1DEF;1d6dmg)/InfraVision

    DEVILGIRL

    Devilgirlscome froma femaledominatedsocietywithadecliningmalepopulation. Devil girls are undeniably attractive, but merciless in theirtreatmentofothers.Theywearuniformsofablack,vinyllikesubstancethatisasurprisinglygoodarmor.Theyfightwithhandweapons(1d6)andray guns (2d6).Devil girls sufferonlyhalfdamage from cold, electricityand fireand they canblanketa60ft radiusareaaround themselves incompletedarknessonceperdayfor10minutes.Devilgirlsarecapableofseeinginthisweirddarkness,butothercreaturesarenot,givingthedevilgirlsa+5bonusandtheothersa5penaltytoattack.

    DROMITE

    Dromites are small, insect people with carapaces of different colors,multifacetedeyesandlongantenna.Theirar