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Space Randos HOWTO

The document outlines a role-playing game setting for creating random space missions using the GURPS rule set, focusing on a post-apocalyptic galaxy where humanity has largely mutated. Players embark on missions involving exploration, combat, and resource management while navigating a galaxy filled with dangers and lost technology. The game includes various mechanics for generating missions, rewards, and encounters, as well as detailed tables for determining the characteristics of locations and inhabitants.

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0% found this document useful (0 votes)
24 views5 pages

Space Randos HOWTO

The document outlines a role-playing game setting for creating random space missions using the GURPS rule set, focusing on a post-apocalyptic galaxy where humanity has largely mutated. Players embark on missions involving exploration, combat, and resource management while navigating a galaxy filled with dangers and lost technology. The game includes various mechanics for generating missions, rewards, and encounters, as well as detailed tables for determining the characteristics of locations and inhabitants.

Uploaded by

Yubbik Games
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Space Randos (by CptClyde) Random Space Missions 1d20 (for 1d20 x $1000pc)

-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

Interstellar Space Exploration: Point of Interest


When entering orbit of new planet Roll a 1d8
-Use HexGridSector.pdf for Interstellar exploration
on a 1 Find a Point of Interest
-1 hex = 1pc (parsec)
-Multiple Jump Drives allow multiple hexes in single jump 1d20 Point of Interest
-Before jump, must spend time scanning destination hex(s) 1-3 Space Port
-Assume sensor array can scan as far ahead as jump drives can reach
4 Military Base/Installation
-Can scan 1 Hex/day, additional Sensor Arrays add +1 hex scanned per day
-Each jump must go in a straight line 5 Mining Station
-To plot course roll Navigation(Astrogation) skill modified by below table 6 Factory
-Failure jumps ship through debris causing damage as per CRASH! rule 7 Refinery
-Each jump consumes HALF of a Fuel Tank
-After each jump roll for random encounter 8-11 City/Colony/Space Station/Castaways
-After each jump roll 1d6 for random Star System (1 in 6 chance) (Roll on Point of Interest Modifier 5-8 Active/Manned)
-Roll for random encounter each day according to below table (Roll 1d6 for society Control Rating)
(Roll on Trade Classification)
Generate Interstellar Space hexes 12 Lair/Hideout
1d12 Jump Interference Nav penalty/hex Encounter Die 13 Dyson Sphere (planetary core?)
1-6 Clear Space -1 1d12 14 Prison
7-9 Light pollution -2 1d10
Clear Space 15 Tomb
10-11 Moderate pollution -3 1d8 16 Debris Field/Wreckage/Derelict
Light pollution
12 Heavy Pollution -4 1d6 17 Comms/Relay Station
18-19 Natural Resources (special/exotic ie: antimatter?)
Moderate Pollution
Interstellar hex map key: 20 Ancient Jump Gate
Heavy Pollution
Clear Space

Jump-lane Point of Interest Modifier (1d8)


Light pollution
1 Alien/Monster origin (roll again for current state)
Moderate Pollution Star System 2 Infested
3-5 Ruined (some auxillary systems remain?)
Heavy Pollution 6-7 Abandoned (semi-operational?)
8 Active/Manned
ExploringJump-lane
a Star System:
-Use HexGridStarSystem.pdf for mapping star systems.
-1 Hex = 1 AUStar System
(Austronomical unit)
-1 AU = ~1 day’s travel @ 1G
-Reactionless Thrusters are powered by Power Reactor
-Can Jump within star system
-If jumping into star’s “Anti-jump field” radius, ship takes (1d6
damage/hex) x SM directly to hull HP
-Gravity Well slingshot: A successful Navigation(space) roll can
reduce/increase travel time by margin of success/failure
-Free Jump Drive re-fueling:
Gas Giants: If a ship’s Thrust rating equals the
Planetary Gravity of a Gas Giant, ship can
get close enough to refuel 1 Fuel Tank/day
Water/Ice: Must have thrust to land/escape planetary Gs
and can refuel at 1 Fuel Tank/day from water,
or 0.5 Fuel Tank/day from ice
-Takes 24h to scan a planet for resources/Point of Interest
-Additional sensor arrays reduce scan time by 6h
-All planets have 50% of finding Natural Resources on them
-Landing on planet suffers weather penalty to pilot check, roll on General
Difficulty Modifier table below.
-Random encounter chance of 1 in 6 each day spent in orbit
Habitation: Area Feature (1d20)
If a planet is inhabited roll on the following tables to determine it’s Type, 1 Power completely out
Tech-level, Population, Unity, Society Type, Wealth, Trade Classification
2 Auxiliary power (emergency lights only)
and Control Rating.
Tech Level 3 Intermittent power
2d6 4 No artificial gravity
2 Primitive TL0-3 5 Malfunctioning gravity (random direction 1d6)
3 TL4-6 6 Intermittent gravity
4 TL8-9 7 Contaminated/poisonous air
5-6 TL10 (no FTL travel) 8 Contaminated/poisonous air with fog/smoke
7-11 TL10 Standard 9 Radiation
12 TL10+ 10 High wind/hull breach
11 Flooding
Type of Habitation (Society Type (Space pg94), Control Rating (B506)) 12 Flooding harmful substance (acid, nano slime, alien goo)
2d6 Type Population 13 Lights out
2 Castaways 1d100 14 Locked down (all doors and terminals locked)
3 Hideout 1d10 x 1000 15 Shot-up (50% any discovered loot is broken)
4-5 Space Station 1d20 x 1000 16 Dead bodies strewn about
6-8 Colony (TL x 1d20) x 50M 17 Computer voice repeating evacuation messages/warnings
9-11 Outpost 1d100 x 1000 18 Infested with vermin
12 Homeworld (TL x 1d10) x 100M 19 Patrolling security bot
20 Near perfect condition
Trade Classification Room Contents (1d4-1d20)
1d8 1 Trash/debris/ruins (rough terrain)
1-2 Agriculture (Ag) 2 Vents/grates (in floor/wall/ceiling)
3 Industrial (In) 3 Pillar/bulkhead/structural-support
4 Militarized (M) 4 Seating/furniture
5 Non-Agricultural (Na) 5 Interior wall/partition/elevation change
6 Non-Industrial (Ni) 6 Screen/control-panel/computer-console
7 Poor (Po) 7 Table/bench/shelf/rack/furniture
8 Rich (Ri) 8 Cabinet/closet/storage
9 Utilities/sink/power/latrine/garbage-shoot
Space Station/Ruins Exploration:
10 Minor hazard (live electrical wires, radiation leak, acid)
-Random encounter chance of 1 in 6 each 12h spent exploring
Space station Area (2d4-2d20) (max die roll indicates a monster lair) 11 Window/view-port/balcony (over next room OR area)
1 Area change (d4 – d8 same level) (d10-d20 up or down) 12 Crack/breach/hole/hatch with ladder/stairs (level change)
2 Habitat/Housing 13 Water/ice/slime/vegetation (slippery terrain)
3 Commons/Sitting Area/Meeting Room/Auditorium 14 Art/decore/luxary items
4 Garbage Disposal/Recycling Plant 15 Vermin/carcass/body
5 Food Stores/Winery/Resources/Good/Cargo Hold 16 Source of Area Feature or notable specimen/example
6 Galley/Mess Hall 17 Trap/defensive measures
7 Cantina/Bar/Club 18 Secret door
8 Mechanical Room 19 box/chest/crate/safe (roll for TL10 valuable)
9 Tools/Equipment/Armoury 20 Secret compartment (roll for TL10 or TL11 valuable)
10 Garage/Hangar Bay
Doors (1d8)
11 Laboratory
1-3 Functional
12 Archives/Library
4-6 Stuck/Broken/Jammed
13 Art Gallery/Theater/Music
7 Locked
14 Jail/Brig/Prison
8 Trapped
15 Control Room/Bridge
16 Refinery/Factory General Difficulty Modifier (1d10)
17 Sickbay/Hospital Roll Skill modifier
18 Promenade/Garden/Park 1 -7 6 -2
19 Power Reactor 2 -6 7 -1
20 Storage/Fuel/Ammo 3 -5 8 No skill modifer
4 -4 9 +1
5 -3 10 +2
Random Encounters: Random combat traits of monster (TL10)
7d12 # Attacks Attack skill Range Damage Armour div. DR HP
Encounter Type (1d8) 1 1 12 C 1d6 - 0 5
1-2 Monster
2 1 12 C 2d6 - 2 10
3-5 Natural Hazard (roll on Natural Hazard table)
6-7 Ship 3 1 13 C 2d6 - 5 15
8 Roll Twice 4 1 13 1 3d6 2 12 20
5 2 14 2 3d6 2 15 25
Natural Hazard (1d8)
(and roll on Cloud/Fields Effect on Travel Through table) 6 2 14 3 4d6 2 20 30
1 Solar Flare/Charged particle cloud 7 2 15 4 5d6 3 25 40
2 Meteor Swarm 8 2 16 5 6d6 3 30 50
3 Magnetic Field
9 3 17 10 7d6 3 50 60
4 Ice Cloud
5 Particle Cloud 10 3 18 20 8d6 4 80 75
6 Radiation Cloud 11 4 19 100 9d6 4 100 100
7 Plasma Cloud 12 5 20 1000 10d6 5 150 150
8 Gravity Well/Blackhole (tiny)
Spaceship Generation:
Cloud/Field Effects on Travel Through (Roll 1d6 three times) Ship Size (Roll 2d6) dHP/dDR(TL8) Ship Frame (Roll 1d6)
1d6 Speed (G Thrust) Damage to Hull Sensor Shielding 2 SM+14 700/100 1-3 Unstreamlined
1 @ 1G 1d6 -1 3 SM+12 300/50 4-5 Streamlined
2 @ 2G 4d6 -4 4 SM +10 150/20 6 Streamlined + winged
3 @ 3G 6d6 -6 5 SM+8 70/10
4 @ 4G 8d6 -8 6 SM+7 30/5
5 @ 5G 10d6 -10 7 SM+6 20/3
6 @ 6G d6x12 -12 8 SM+7 30/5
Ex: We have a Meteor Swarm and roll 3d6, interpreting each die separately
9 SM+9 100/15
on the table above. We get a 3, 5 and 1. That means @3G move through
the field a ship will take 10d6 damage to hull every turn. You can then 10 SM+11 200/30
walk up the table to find effect on slower movement rates through the field. 11 SM+13 500/70
So @2G ship will take 8d6, @1G ship takes 6d6 and even just drifting
12 SM+15 1000/150
(@0G) in the field will inflict 4d6 on the ship as the spinning meteorites
grind away at the hull. This Meteor swarm is impassible. It also provides a Shipboard systems:
-1 penalty to detect anything inside/behind the field. Each ship automatically gets the following systems to be placed wherever
you like: Power Reactor, Engine Thruster (0.5G), Control Room
Encounter’s Current Situation (1d12) Ship Systems(Roll 3d4-3d20) Space Monster
1 Stranded/Adrift/Crash-course/Distress Signal 1 Fuel Tank
2-3 Exploring/Charting/Scanning 2 Cargo
4 Seeking Trade/Trading 3 Engine (0.5G)
5 Searching/Hunting 4 Stardrive (1pc)
6-8 Traveling/Passing Through 5 Armour
9 Hiding/Evading 6 Weapon Battery (d6=tertiary, d8=secondary, d10=medium,
d12=major, d20=spinal)
10 Damaged/Injured
7 Habitat Refinery (digestive)
11 Patrolling/Guarding
8 Engine Room Clamp/Robotic Arm
12 Pirating/Raiding/Thieving
9 External Clamps
Random monster description (TL10) 10 Sensor Array upgrade
8d6 SM Dodge Locomotion Move (fly x2) Form limbs Acute sense 11 Mining
1 -1 7 fly 3 insectoid 2 Smell 12 Refinery
2 0 8 cling 4 humanoid 4 vision
3 +1 9 run 5 reptilian 4 heat 13 Factory Reproductive
4 +2 10 slither 6 avian 6 motion 14 Hangar Bay Babies/Young carrier
5 +3 11 burrow 7 vermiform 8 sound 15 Defensive ECM
6 +4 12 leap 8 mammal 10 all
16 Ram Scoop*
17 Power Reactor
18 Robotic Arm
19 Automation Intelligence
20 Your choice! Regeneration (DR/turn?)
Star System Generation: Piloting the Ship:
-Drop 2d4 – 2d20 dice at once onto a blank hex map (small hexes) -Cannot jump through astroid belt
-Roll 1d20 to determine the star’s Anti Jump Field -Take damage if jumping into star gravity field (see Exploring Star System
Star System Planets above)
(Max die roll means planet is inhabited) -CRASHES! Failed landing/docking/takeoff inflicts damage equal to
(Half SM)d6 x (margin of failure) to random hit location.
1-4 Barren (1-2 Cold, 3-4 Normal, 5-6 Hot)
5 Asteroid Belt Ship Combat:
6-7 Hostile (6 Caustic, 7 Inferno) -This is a simplified tactical ship to ship combat method to be played on a
8-10 Gas Giant battle map
-Forced Boarding is a common way to pirate, raid, or just capture a vessel
11-12 Aquatic/Garden
intact.
13 Comet -Requires matching velocity and vector of target ship and once in same hex
14 Plasma/Ion/Particle Cloud (roll for area in hexes) must succeed at a Piloting skill contest. Can then make a Spacer skill roll
with modifier from General Skill Modifier table to clamp on to target ship
15 Rogue planet
(assuming you have an external clamp or robotic arm).
16 Meteor Swarm -A flexible boarding tunnel can then be extended from any air lock to the
17 Fleet/Armada target clamped ship where a forced entry can be attempted.
-If NO external clamp or robot arm exists, the flexible tunnel can still be
18 Massive Ancient Battle/Debris Field
used but requires pilot to continue to match vector with target and succeed
19 Small Black hole/Wormhole at contested piloting rolls every turn for the duration of the boarding to
20 Ancient/Lost/Alien Tech/Unknown Object/Second Star retain the flexible tunnel connection.
-Once the hull is breached, both ships’ artificial gravity generators will
Planetary Gs (According to the type of Die rolled) clash, throwing the occupants of BOTH ships in a random direction (1d6,
down,up,north,south,east,west) as the gravity suddenly changes directions
d4 0.5G and holds them there.
d6 1G -This effect will last for 3d6 rounds and then suddenly revert to normal as
d8 1.5G the gravity generators compensate.
-Stray gun fire inside a ship inflicts damage/10 directly to HP of the ship
d10 2G and may disable/destroy systems as usual. For this reason, melee weapons
D12 2.5 and sword play is a commonly practiced skill.
Gas Giants D8=1G, D10=1.5G, d12=2G, d20=3G -Change Hex Facing: make a Pilot check to change facing with the
following negative modifiers:
-Subtract Gs in current Thrust
-Subtract hex sides for desired change
-Subtract ship handling in space/air
-If success, then ship may change to desired facing immediately
-If fail, then ship burns a number of movement hexes conducting a bank
turn in a radius equal to margin of failure
Ex: A ship with 3G momentum wishes to change direction by 3 hex sides.
The ship has a -2 handling. During combat the pilot must make a skill
check at -8 and rolls and fails by 4. He must now spend 4 hexes worth of
movement in bank turn in order to achieve his desired facing.
-Each ship token can be a d8 or d10, pointing in the direction of travel and
it’s value showing the current thrust.
-Hull Damage and Locations as per GURPS Spaceships p61
-Character Actions and Tasks as per GURPS Spaceships p50
-Damage Control as per GURPS Spaceships p64
-To shoot at a ship role appropriate Gunner skill
-To Hit (and Detect) Modifiers:
- -1 per hex distance OR -1 per Move (current thrust in Gs)
whichever is greater
-Halve the above To Hit penalty for Missiles
-+ difference in Ship SM
-To detect a ship that just jumped in/out add the ships
full SM to ElectronicsOperations(sensors) roll
-To detect a boosting ship add ship’s current thrust to
ElectronicsOperations(sensors) roll

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