Space Randos HOWTO
Space Randos HOWTO
-Rules for creating randomly generated (on the fly) space crawl adventure 1 Clear Debris from PoI and Location
using the GURPS rule set.
2 Race Location to Location
-Requires GURPS Basic Set, GURPS:Space, GURPS: High Tech, and
GURPS:Spaceships series. 3 Defend PoI at Location
4 Destroy PoI at Location
Setting:
5 Diplomacy at Location
-This setting assumes a once prosperous and vast galaxy empire reached a
golden age of technology and included numerous alien species as citizens. 6 Escort Ship to PoI at Location
But the empire has since been ravaged by “The last war” and disease 7 Find PoI or Person or Ship or Cargo at Location
resulting in vast uninhabited planets left in ruins, communication lines
8 Explore/chart PoI at Location
broken, technology lost, population decline (extinctions) and proliferation
of all manner of mutations, disease, devolution and infestation of 9 Return Ship/person/cargo to PoI at Location
monstrous life forms both planetary, stellar and interstellar. 10 Transport Cargo/message from Location to Location
-99% of humanity has been mutated/infected/degenerated into entirely new 11 Transport Person from Location to Location
monstrous organisms in the wake of “The last war” where
bio/chemical/rad/nano weapon technologies were unleashed with impunity 12 Transport Ship from Location to Location
and to devastating and long lasting effect. 13 Rescue Ship from PoI at Location
-Many organisms encountered (see Random Monster tables below) will 14 Rescue Person from PoI at Location
have once been recognizable creatures, but have been transformed over the
centuries into something completely alien and possibly contain 15 Salvage Ship at Location
inorganic(metal) parts due to rogue nano swarms and other long lost 16 Capture Ship/Person/Cargo
technologies. 17 Destroy Ship/Person/Cargo
-Some lost TL11 technology still exists and can be found (see random
tables) and can be tracked down from Rumours & Legends 18 Defend Ship/Person/Cargo
-The players start on a self sufficient colony with limited amounts of space 19 Repair Ship at Location
faring technology (TL10^ with reactionless thrusters) but have little intel 20 Roll twice and combine
about what now exists beyond their own planet/station. Trade
Classification: Agricultural, Industrial
-The players have been given a ship and sent out to explore. Rumors & Legends
-There are 2 separate credit systems: ShipCredit ($sc) and PersonalCredit These procedures can be used when the PCs are looking for a quest, when
($pc). One can only spend $sc on ships and ship systems. Credits are non- an NPC offers them a quest, or when a “map to a treasure” is found. Can
transferable. $sc is acquired by salvaging ships and mining resources. All also be used when PCs are looking for specific answers to a mystery
other credit is $pc. discovered while exploring. May attempt to learn of a legend or rumor
Rewards: once per week.
General Activity CP Reward Knowledge Inquiries
Complete a Mission 3 Location Skill Check
“Win” combat 1 Cantina/bar Carousing
Free Trade (sell mined/refined resources, salvage) 1 Criminal Underworld Streetwise
Death of a crew member 1 Military Saviour Fair (Military)
Find Ancient/Alien Tech (TL11) 1 Library or Archives Research
This assumes that open-ended inquiries are being made. PCs can inquire
Interstellar Activity CP Reward $sc about specific information or rumors at a -4 penalty.For every 2 points
Discover, visit and scan new star system 1 2k under target number, give an additional piece of information in the
following order, depending on location queried:
Stellar Activity CPs $sc Knowledge Received
Scan new planet 1 1k Location Order of Information
Clear planetary orbit 1 5k Cantina/bar Treasure, Point of Interest type, Monster, Clue,
Discover “Point Of Interest” 1 1k Location (getting exact location from intoxicated
strangers is difficult)
Clear “Point Of Interest” 3 100k
Criminal Location, Treasure, Monster, Point of Interest type,
Underworld Clue
Planet-side Activity CP $pc
Make contact with new colony 1 100k Military Monster, Treasure, Location, Point of Interest Type,
Clue
Sign trade agreement 1 200k
Library or Archives Location, Point of Interest Type, Clue, Treasure,
Discover “Point Of Interest” 1 1k Monster
Clear “Point Of Interest” 3 100k Give an additional Clue for each success by two beyond 10. Randomly
Travel: generate each piece of information as follows:
-For simplicity all space ship movement using reactionless thrusters is
measured by the ship’s combined thrust in Gs. This allows ships to move 1 Point of Interest Type: Roll for a Point of Interest Table below.
hex/G in combat, and move 1AU/G per day in stellar space. Location: Using your star map, randomly choose one of the 12
Free Trading: planet/locations by rolling 1d12.
-When selling goods, each consecutive sale of same goods to same location
Monster: Roll on Random Encounter Type table.
reduces profit by 10%
Clearing an area: Treasure: Roll randomly in GURPS Ultra-Tech book.
-Exterminate all hostile entities in the area -50% of regular TL10 tech (1d4 x $100k worth in quantity)
-25% chance rumor concerns TL11 tech
-25% chance of salvageable ship systems (roll 1d6 random ship systems)
Clue: This is a meta game device to give the party a +4 situational bonus 3d6 Random Resource
on a single roll anytime, anywhere in the dungeon or cavern of the rumor
3 Heavy Metals
location, or during the travel leading to it. It cannot be used in combat, but
can be used against traps or surprise rolls. May also use the +4 on rolls to 4-5 Radioactives
find the location. 6-8 Light Metals
Finding the Location: Make an Navigation check modified by General 9-10 Water
Difficulty Modifier table. If the roll fails, the party fails to locate the site 11-12 Chemicals
that day and must try again the next day with a +1 to their roll (it gets
13-14 Industrial Metals
easier to find with time). Roll for random encounter each day (or day &
night if planet side) spent searching. 15-17 Crystals
18 Precious Metals