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TalesoftheSpacePrincessisCopyright2012JohnM.StaterOpenGameLicensev1.0Copyright2000,WizardsoftheCoast,Inc.
IllustrationsbyJeffPrestonlicensedunderCreativeCommonsAttribution3.0UnportedLicenseSomeartworkcopyrightOctavirateEntertainment,usedwithpermission.
IntroductionWhyandWhat 1GettingStarted 1TheDice 2PuttingitTogether 2Section 1.0Creating a CharacterDefiningTerms 3RollAbilityScores 3ChooseSpecies 4ChooseClassandLevel 6Equipment 9
Section 2.0Rules of PlayGameTimeandMovement 13FoodandWater 13Tests 13
LuckPoints 15Combat 15
Section 3.0Space BattlesOrderofPlay 17PilotTests 17FiringWeapons 18NavigationChecks 18Spaceships 18
DamageEffects 20Section 4.0The Space FortressRandomDangers 21Traps 21
Chambers 22
TheDarkLord 24TheSpacePrincess 24SampleofPlay 25Section 5.0MonstersBasics 28
Astonishing Aliens 29
FantasticBeasts 33LivingDead 37
MenandSpacemen 38MutantFreaks 39RampagingRobots 42WeirdEntities 43
Space Princess
Tales of the
Sci-Fi Role Playing Game
ByJohnM.StaterCoverbyAllenAndersonInteriorIllustrationsbyJasonSholtis,JeffPreston,FrankKellyFreas,EdEmshwiller,JohnShoenherr,HubertRogers,GeraldMcConnell,FrankR.Paul,Leo&DianeDillonandOctavirateEntertainmentWorldsAtWarfontbyBlambot.com
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ChapterThreecoversspaceshipbattlesusefulwhenateamof
explorersareattemptingtoescapewiththeirprize.
Chapter Four helps the Referee create the Space Fortress, Dark
LordandSpacePrincessthatwillbefeaturedintheadventure.
Chapter Five provides statistics for the aliens, monsters and
robots that might be encountered during the course of an
adventure.
The DiceSpace Princess uses the sixsided, cubic dice most people are
familiar with, but also makes use of several other types of dice
that generate different ranges of numbers. These dice can be
purchasedontheinternetorinmostgamingstores.
Foursideddiceareabbreviatedd4
Sixsideddiceareabbreviatedasd6
Eightsideddiceareabbreviatedasd8
Tensideddiceareabbreviatedasd10
Twelvesideddiceareabbreviatedasd12
Twentysideddiceareabbreviatedasd20
Whenthegamecallsforacertaindicetoberolled,itusesthese
abbreviationsandprecedesthemwiththenumberofdicetobe
rolled.Ifthegameneedsyoutorollonesixsideddice,itasksyou
toroll1d6. Ifthegameneedsyoutoroll twosixsideddice, it
asksyoutoroll2d6.
There are three additional types of dice that are called for in
thegame.Noneofthesedicetechnicallyexist,butotherdicecan
beusedforsuchrolls.
Two sided dice are abbreviated d2. A two sided dice can be
simulatedbyflippingacoin(youmustagreeinadvancewhether
headsortailscountas1or2)orrollingad6andtreatingarollof
1to3as1and4to6as2.
Three sided dice are abbreviated d3. A three sided dice can be
simulated
by
rolling
a
d6
and
treating
a
roll
of
1
to
2
as
1,
a
roll
of3to4as2andarollof5to6as3.
Percentile dice are abbreviated d100 or d%. To simulate a one
hundredsideddice,rolltwod10.Thefirstdicecountsasthetens
place,thesecondastheonesplace.Thus,ifthefirstdicewasa
7andtheseconddicewasa5,therollwouldbeconsidereda
75.Ifa0isrolledfortheonesplace,itiscountedasa0.
Putting it TogetherOnceyouhaveassembledyourdiceandothergameequipment,
youmustassembleagroupofplayers,forSpacePrincessisnota
gametobeplayedalone.
OneoftheplayersmustbedesignatedtheReferee.TheReferee
is responsible for creating the Space Fortress that is to be
explored,theDarkLordandhisminionsthataretobeovercome,
andtheSpacePrincessthatistobefoundandrescued.Thiscan
beagreatdealofwork,andshouldbeaccomplishedbeforeplay
begins,forcreatingthesethingsontheflyistricky.
When the adventure has been created and the players
assembled,theRefereerunsthegame,describingtotheplayers
what their characters see, hear and experience, and then
adjudicatingtheirreactionsandresponsestotheseexperiences
i.e.tellingthemwhentorolldicetoperformanactionandtelling
themwhetherthatactionwassuccessful(andhowsuccessful).
When rules disagreements arise, the Referees decision on the
matter isfinal.ThisgivestheRefereeagooddealofpowerover
thegameandhowit isplayed,andthusagreatresponsibilityto
be fair and reasonable. Objections of players should be listened
toandtheirargumentsconsideredcarefullybeforedecisionsare
made.TheRefereemusttakecarenottobetoobigapushover,
always catering to the whims and demands of the players, but
mustalsonotbetoorigidorheartlessintheirdecisions.Whether
agameexperienceissuccessfulandenjoyableoftenrestsonthe
skilloftheReferee,sodonottakeupthejoblightly.
The
players
have
responsibilities
as
well,
of
course.
They
must
come prepared to pay attention and engage in the spirit of the
game.TheyshouldnotpestertheRefereewithcomplaintsabout
howtheywouldprefertheactiontobegoing(i.e.dontbeaspoil
sport when things arent going your way), and should endeavor
tomaketheRefereesjobeasierwhenevertheycan.
IfRefereeandplayersareallworkingtogetherandnottakingthe
game more seriously than a game should be took, a good time
shouldbehadbyall.
Ohanddontforgetthesnacks.
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Section 1.0
Creating a CharacterAgameofSpacePrincesspitsabandoffictionalscificharacters
devisedandcontrolledbytheplayersagainstaStarFortressfilled
withtrapsandmonstersdevisedbytheReferee.A laterchapter
isdevotedtocreatingtheStarFortressandfillingitwithdangers.
This chapter is devoted to helping the players create their
fictionalcharacters.
Before you create a character, youll need to write a few things
downonasheetofpaper.Wewillrefertothissheetofpaperas
yourcharactersheet.
Thecharactersheetshouldlooksomethinglikethis:
NAME: SPECIES/CLASS:STR HITDICEDEX HITPOINTSMEN SKILLKNO LUCK
SKILLS:SPECIAL:GEAR:Defining TermsBeforewedelveintocharactercreation,itmakessensetodefine
someofthetermsusedinSpacePrincess.
Hit Dice (HD): Hit dice measure a characters competence at
combat. A characters Hit Dice determine how many dice that
characterrollstodeterminetheirhitpoints(seebelow).
HitPoints(HP):Hitpointsareameasureofhowlongacharacter
can last when suffering from various forms of trauma (including
injuriesincurred
in
combat)
before
they
fall
unconscious
or
die.
For each HD a character has, they roll one dice (the type varies
withthecharactersclass)todeterminetheirhitpoints.
DefenseRating(DEF):Acharactersdefenseratingmeasureshow
harditistohurtorwearthemdownincombat.AcharactersDEF
iscalculatedbytakingabaseof5andaddingtheirDEXandany
bonustheyderivefromwearingarmor.
Fight Rating (FIGHT): A characters fight rating measures how
skilledacharacterisathurtingorwearingdownothersinmelee
(i.e.handtohand)combat.
ShootRating(SHOOT): Acharactersshoot ratingmeasureshow
skilledtheyareathittingvictimswithrangedweapons.
Skill Rating: A characters skill rating measures their ability to
accomplish tasks and avoid certain doom from traps. A
characters skill rating is determined by their class, but in most
situationsis
also
modified
by
an
ability
score.
Species: A characters species, whether human, robot or alien,
grantsthemvariousspecialabilities.
Class: A characters class is their career or profession. In Space
Princess, characters can choose to be psychics, scientists,
scoundrels or star warriors. Class determines a characters Hit
Diceandtheirbasicskillratingandskills.
Roll Ability ScoresCharacters in Space Princess are measured in terms of their
physical
and
mental
abilities
with
four
ability
scores:
Strength,
Dexterity,MentalityandKnowledge.
Players roll their characters ability scores using three sixsided
dice.Writetheseabilityscoresonyourcharactersheet.
DICEROLL ABILITYSCORE3 0
4 1
56 2
78 3
912 4
1314 5
1516 6
17 7
18 8
STRENGTH (STR)Strength measures ones physical muscle power and general
toughness.HighstrengthprovidesabonustoFIGHTandabonus
toacharactersHitPoints.
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DEXTERITY (DEX)Dexteritymeasuresonesagilityandhandeyecoordination.High
dexterityprovidesabonustoSHOOTandabonustoonesability
toavoidbeingdamagedincombat(i.e.DEF).
MENTALITY (MEN)Mentality measuresoneswill powerandforceofpersonality.Ahigh mentality score provides a bonus to impose ones will on
othersandtoresistdominationandfearcausedbyothers.
KNOWLEDGE (KNO)Knowledgemeasures how much information a character knows,
as well as their general level of education. A high knowledge
score provides a bonus to create and repair special equipment
andtooperatedeviceslikecomputersandspaceships.
Choose SpeciesCharacters
in
a
game
of
Space
Princess
can
either
be
human
beings, intelligent robots called androids or gynoids, or aliens.
Makeanoteofanyspecialabilitiesderivedfromyourcharacters
speciesonyourcharactersheet.
HUMANHumancharactershavenospecial
abilities, bonuses or penalties
otherthanoneextraLuckPointto
help them get out of dangerous
situations intact. Humans in a
sciencefictiongamecancomeina
varietyofsizesandcomplexions.If
one wants to play an 8ft. tall
human being with blue skin, they
neednotplayanalien,providingtheydonotwanttohaveany
specialbenefitsthatgowithbeing8ft.tallorcoloredblue.
ANDROID OR GYNOIDAndroids are sentient robots that
resemble males, while gynoids are
sentient robots that resemble
females. Of course, your android
character
can
look
however
you
like
it need not even be humanoid in
configuration, although such a shape
could influence how it interacts with
theenvironmentinthegame(i.e.itis
unabletoclimbawallbecause ithas
noarmsorlegs,etc).
Androids are immune to mental domination, fear and poison.
Since they are specially designed, they can choose to move 1
pointfromoneabilityscoretoanother.
ALIENAliens come in a variety of different shapes and sizes. You can
eitherinvent
your
own
alien
species
on
the
spot,
or
your
Referee
mightprovideyouwithaselection.
Step One: Choose Alien TypeAmphibians: Amphibian aliens resemble frogs. They can leap up
to10pacesinasingleboundandcanmakegrappleattackswith
theirtongues,whichstretch3paces.
Avians: Avian aliens may look like birds or flying reptiles or
mammals even flying insects. Their light bodies impose a 1
penaltytoSTRanda+1bonustoDEX.Theyhavewings,allowing
themtoflyatfastspeed.
Crustaceans:Crustaceanalienshaveathickcarapacethatgrants
them a +2 DEF. The player can choose to give them pincers in
placeofnormalhands.Thesepincersmakeitdifficultforthemto
handlerayguns(2tohitwithrangedweapons)andperformfine
manual dexterity (2 to DEX tests). Pincers do 1d6 points of
damageincombat.
Fungoids/Plants: Fungoids and plants have thick skin and their
lackof internalorgansmakesthemresistancetodamage,giving
thema+2DEF.Theyare immunetopoisonsnotdesignedtokill
fungus (i.e. fungicides) and their alien intellects give them a +2
bonustoresistmentaldomination.
Humanoid: Humanoid aliens look like human beings with slight
physical differences pointed ears, red skin, six fingers on each
hand or four toes on each foot. Humanoid aliens enjoy a +1
bonus to one ability score (players choice), but suffer a 1
penaltytoanotherabilityscore(Refschoice).
Insects: Insect aliens have chitin that provides a +1 DEF. Their
powerfulmandiblesdo1d6pointsofdamage.
Mammals: Nonhumanoid mammals might resemble other
members of the mammal kingdom, from dogs to cats to
elephants
and
gazelles.
They
have
thick
fur
or
skin
that
gives
them+1DEFandtheirclawsdo1d6pointsofdamage.
Mollusks: Mollusk aliens that can leave the water are usually
covered with a mucus membrane that makes them difficult to
grapple in combat (2 to the attempt). Their tentaclelike limbs,
ontheotherhand,givethema+2bonustograpple.
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Reptilians:Reptilianalienshavea+1DEFduetotheirscalyhides.
If deprived of warmth, their speed becomes slow rather than
normal.Areptiliansnaturalweaponsdo1d6pointsofdamage
incombat.
Weird: Weird aliens have no earthly shape. They may be
spherical,conical
or
blobby
in
shape
and
move
via
tentacles
or
pseudopods.Weirdaliensareimmunetomindreadingandenjoy
a+1bonustotestsagainstotherpsychicpowers.
Step Two: Choose Alien Special AbilityEachaliencanchoosetoaddaspecialabilitytohisrepertoire.AbilityBonus:Thealienimprovesoneabilityscoreby+1.
Bulk:Thealienisespeciallybulkyandheavy,makingitdifficultto
knock over in combat (2 DEF) but reducing its speed from
normaltoslow.
Climbing:
The
alien
can
climb
walls
and
ceilings
as
easily
as
it
walksonaflatsurface,inthemannerofaspider.
Electrical Field: The alien can generate an electrical field in the
manner of some terrestrial eels. This can be used to energize
electronicsor,onceperday,asashockingattackthatdeals1d6
pointsofdamageandforcesandroidsandgynoidstomakeaSTR
testorbestunnedfor1round.
ESP: The alien can attempt to read anothers mind by making
physical contact. The alien must make a MEN test to make
contact,andthetargetcanmakeaMENtesttoresist.ESPreads
the
surface
thoughts
of
the
target.
Attempting
to
access
deeply
personal secrets or forgotten knowledge permits the target to
makeasecondMENtesttoresist.
InfraVision:Thealiencanseeinthedarkviainfraredradiation
inessence,itseesbodyheat.
Leap:Thealiencanleapupto5pacesinanydirection.Amphibian
aliensincreasetheirleapingby5paces.
MindControl: Whether by hypnotic eyes, intoxicating spores or
simple brain waves, the alien can attempt to impose its will on
others. The target of the mind control can make a MEN test to
negatethe
effect.
The
mind
control
makes
the
victim
believe
the
alienisagoodandtrustedfriend.Thealiencannotusethemind
control to order the person to kill themselves, and orders that
seriously counter the targets personal beliefs (like having them
attack a loved one or betray a very valued cause) allow them a
secondMENtesttoshakeoffthecontrol.
MultipleArms: Multiple arms allow the alien to fight in melee
combat with up to two weapons with no penalty, or with up to
threeweaponsata 5penaltytoallattacks.
Multiple Legs: Multiple legs increase the aliens speed by one
category (i.e. from slow to normal or normal to fast) and give
thema+2DEFagainstattacksintendedtoknockthemdown.
StunningGrasp:Thealiencanstunotherswiththeirtouch.They
mustmakeanormal,unarmedattackincombattomakecontact.
ThevictimsuffersnormalunarmeddamageandmustpassaMEN
testor
fall
unconscious
for
one
combat
round.
SuperHearing: The alien has hearing beyond that of humans. A
human can hear a person talking about 20 paces away. With
superhearing,youcanhearfivetimesaswellasahumanbeing
andcanhearfrequencieshigherandlowerthanhumanbeings.
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SuperScent: The alienhasa superacute sense of smell and can
use it to track most creatures. If something interferes with the
scenttrail,theymustmakeaMENtesttofollowit.
Super Vision: The alien has visual capabilities beyond that of
humans. A human cannot see clearly beyond about 700 paces,
butwith
super
vision,
an
alien
can
see
clearly
up
to
3500
paces
away. In addition, they gain a +2 bonus on MEN tests to notice
smallcluesandobscureobjects.
Choose Class & LevelA class is a broad definition of a characters skills and
background. Level refers to their experience in their chosen
profession.Ayoungpersonwouldbeatthe lowest leveloftheir
class,whileanoldmasterwouldbeatthehighest.Thedifference
betweentheseskilllevelsismadeevenbytheuseofLuckPoints.
A Luck Point can be used to grant an automatic success at an
ability test. Young whippersnappers begin the game with three
Luck
Points,
established
characters
have
one
and
old
masters
have none. Once a Luck Point is used, it is gone forever
somethingplayersmusttakeintoaccountiftheyaretoplaytheir
charactersthroughmultipleadventures.
PSYCHICPsychics are people with special mental powers, including the
mindcontrol, ESPandstunningtouchpowersavailabletoaliens
(see above). Psychics are moderately skilled at combat. They
usually dwell with others of their kinds in monasteries, where
theymeditateandseektobecomeonewiththeuniverse.
HITDICE:
Psychics
roll
d8
to
determine
hit
points
REQUIREMENT:MENscoreof5orhigher
SKILLS: Psychics add their SKILL to the following tests: Activate
Psychic Power (MEN), Fast Talk (MEN), Leap & Swing (STR) and
Swim(STR)
STARTINGGEAR:Lasersword,monasticrobes
LEVEL HITDICE SKILL POWERS LUCKApprentice 3 4 1 3
Knight 5 8 3 1
Master 7 12 5 0
The psychic has a number of psychic powers depending on his
level. To use a power, a psychic must make an activation test
essentiallya MENtest against a DifficultyClass(DC) determined
bythepowertobeactivated.Nopowercanbeusedmorethan
once per hour. The player can choose these powers from the
followinglist:
Astral Projection (DC 20): The psychic can enter a trance and
projecthisastralspiritfromhisphysicalbody.Thisastralspiritis
incorporealandunabletointeractwiththephysicalworld.Astral
spirits can only communicate using the power of telepathy. An
astral spirit can travel freely through physical objects up to one
mileawayfromthepsychicsphysicalbody.
Clairvoyance (DC10): A psychic with these abilities can see and
hearthegoingson inadifferentplaceanydistanceaway.Ifthe
psychichasneverbeeninthisplace,ordoesnotknowsomebody
present,hisactivationtestismadeat 5.
CloudMinds(DC15):Withthisability,apsychiccancloudminds,
makehimselfinvisibletocreatureswithminds.Anattackbythe
psychicspoilstheeffect.Ifusedonmultiplesubjects,thepsychic
suffersa 1penalty tohisMEN testactivate thepower foreach
subjectbeyondthefirst.
Ego Whip (DC 10): This is the ability to stun another sentient
creature
by
causing
terrible
pain
and
trauma
in
their
mind.
A
stunnedcreatureremainsstunnedforanumberofroundsequal
tothepsychicshitdice.Anegowhipcanonlybeusedonasingle
creatureatatime.
EmpathicProjection(DC10):Thisistheabilitytoprojectpowerful
emotions(anger,joy,sorrow,fear) inthemindofasubject.It is
uptotheRefereetodeterminetheeffectstheseemotionsmight
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have on a situation. A psychic who fails his test to activate this
power must make an additional MEN test or be struck with the
emotionshewastryingtoimplant.
ESP (DC 10): With this ability, the psychic can read a subjects
mind.Delvingintosecretsoroldmemories imposesa 5penalty
tothe
activation
test.
Id Insinuation (DC 15): By insinuating his own thoughts and
memories in an opponents mind, the psychic causes either
confusion inthetarget.Afailuretoactivatethispowerproperly
forcesthepsychictomakeaMENtestorsuffertheeffectsofthe
confusion(seeSuperSciencebelow).
Illusion(DC15):Thepsychiccanusethisabilitytoplantpowerful
illusions insideapersonsmind.VictimscanmakeaMENtestto
seethroughtheillusion.
Mesmerism(DC15):Thisistheabilitytoputothersintoatrance,
thus
gaining
the
ability
to
question
them
truthfully
or
implant
suggestions in their mind. Implanting a suggestion imposes a 5
penaltyonthepsychicsactivationtest.
Mind Thrust (DC15): With a sharp thrust of his mental powers
intothemindofonesentientopponentwithinsight,thepsychic
inflicts1d6pointsofdamageplusonepointofdamageforevery
pointdifferencebetweenherownheropponentsMENscores.If
anopponentsMENscoreisunknown,assumethatitisa4.Ifan
opponent has a higher MEN score, the difference is subtracted
fromthedamage.
PsychicBlast(DC15):Apsychicblastworkslikeanegowhip,but
insteadoftargetingasinglecreature,itstunscreaturesinacone
(30ftlong,15ftwideatbase).
PsychicSurgery(DC15):Psychicsurgerycanbeusedtodoublea
creaturesnaturalhealingortograntasubjecta+1bonustoSTR
testsagainstdiseasesandpoisons.Itcanalsobeusedtohealor
inflict 2d6 points of damage. Healing requires the psychic to
physically touch the subject, and the psychics activation test is
madeata 5penalty.
Psychometry (DC 10): This is the psychics ability to read the
psychicvibrationsgivenoffbyanobjectorplace,allowinghimto
learn
elements
of
its
history
such
as
who
last
held
the
device,
howitisoperatedortraumaticeventsthattookplacethere.The
psychicmightsufferapenaltytoheractivationtestdependingon
theageandprovenanceoftheobjectorplacebeingread.
Telekinesis(DC15):This istheabilitytomovesmallobjectswith
onesmind.Forprecisetelekineticcontrolofasmallobject(such
asoperatingacomputerconsole),thepsychicsuffersa 5penalty
tohisactivationtest.Thepsychicalsosuffersa 2penaltytohis
activationtestforevery10poundsofweightoftheobjectbeing
moved over 10pounds (i.e. 2for11to20pounds, 4for2130
pounds).Thrownobjectsdo1d6pointsofdamageper10pounds
ofweight,toamaximumof6d6.
Telepathy (DC15): With this ability, the psychic can project his
thoughts
into
the
minds
of
other
sentient
creatures.
Penalties
may be applied to this ability based on the distance of the
psychics target or when he tries to communicate with several
peopleatonce.
Teleportation(DC20):Thispowerallowsapsychictoteleportan
object or creature. Teleporting multiple objects or creatures
imposesa 1penaltytothepsychicsactivationtestpercreature
orobjectbeyondthefirst.
Transvection (DC 10): A psychic can use transvection to cause
himselftolevitate.Itcanalsobeusedtofly,butthepsychicmust
passaMENtesteachroundtomaintaintheflight.Thespeedof
theflight
is
fast.
SCIENTISTScientistsprovideabitofintellectualhefttoamission,alongwith
many skills needed to survive in a star fortress. Scientists are
usually well educated and, if human men, adorned with facial
hair.Scientistshavespenttheirliveshoningtheirminds,nottheir
fighting skills, so they are fairly weak at combat. When push
comestoshove,thescientistusuallygetsoutoftheway, letting
othersdothefighting.
HITDICE:Scientistsrolld6todeterminehitpoints
REQUIREMENT:KNOscoreof5orhigher
SKILLS:ScientistscanaddtheirSKILLtothefollowingtests:Defeat
Security(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 while
they adventure in a star fortress. Each bit of this treasure is
givenavalue inSciencePoints,orSCI.Scientistscanusethese
SCIto
create
super
science
items,
provided
they
have
their
tools.
Thebasechancetocreateaninventionisequaltothescientists
skill + KNO the difficulty of the invention (see Super Science
below). The scientist gains an additional +2 bonus if he has the
useofalaboratory.
Fabricatinganinventiontakestenminutesandcostsanumberof
SciencePointsequaltothedifficultyratingoftheinventionbeing
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built. For every SCI spent above and beyond what is required, a
scientist gets a 1 bonus to his Knowledge test. For every ten
minutes spent beyond what is required, a scientist gets a +1
bonustohisKNOtest.
LEVEL HITDICE SKILL LUCKPOINTSStudent 2 4 3
Doctor 4 8 1
Genius 6 12 0
SCOUNDRELThe scoundrel is a man or woman who works for themselves,
rescuing the Space Princess because a reward is involved or
becausetheyhaveascoretosettlewiththeDarkLord.
Scoundrelsarecompetentwarriors,buttheyalsohaveahostof
skillsthattheycanrelyon,includingtheabilitytopilotships.
HITDICE:Scoundrelsrolld8todeterminehitpoints
REQUIREMENT:DEXandMENof4orhigher
SKILLS: Scoundrels can add their SKILL to the following tests:
Avoid Notice (DEX), Defeat Security (KNO), Disguise (MEN), Fast
Talk(MEN),HideContraband(KNO)andPilotShip(MEN)
Inaddition,scoundrelscanchooseoneoftheirskillsforexpertise
(+2)andoneoftheirskillsfordisinterest(2).
STARTINGGEAR: Ray gun, hand weapon, smugglers tools and a
freighter(usuallywithaclevername)
LEVEL HITDICE SKILL LUCKPOINTSPunk 2 4 3
Rogue 5 8 1
Expert 7 12 0
SPACE RANGERSpacerangersarescoutsandexplorerswhoworkforthevarious
galactic servicesand kingdoms. They are usedto workingalone,
andoftenfinditdifficulttotolerateothers.
Spacerangersarenearlyasskilledasstarwarriorswhenitcomes
tofighting.Theyhaveahostofotherskills,includingtheabilityto
trackthingsdownandsurviveinthewilderness.
HITDICE:Spacerangersrolld8todeterminetheirhitpoints.
REQUIREMENT:
STR
and
MEN
of
4
or
higher.
SKILLS: Space rangers can add their SKILL to the following tests:
Avoid Notice (DEX), Climb (STR), Leap & Swing (STR), Pilot Ship
(MEN),Swim(STR),Tracking(KNO).
STARTINGGEAR:Raygun,handweapon,survivalgear
LEVEL HITDICE SKILL LUCKPOINTSScout 3 3 3
Explorer 5 7 1
Ranger 8 11 0
STAR WARRIORStarwarriorsaretherocketpoweredheroesofthegame,leaping
to the fore when combat occurs. The star warrior is usually a
soldier or professional adventurer with higher ethics than the
scoundrel.
Star warriors are not as skilled as scoundrels and scientists, and
donothavethepowersofthepsychic,butnobodyistougherina
fightthanastarwarrior.
HITDICE:Starwarriorsroll1d10forhitpoints
REQUIREMENT:STRandDEXof4orhigher
SKILLS: Star warriors 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 3
Veteran 6 6 1
Commander 9 10 0
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EquipmentIttakesmorethanluckandgrimdeterminationtorescueaspaceprincessyouneedrightequipment.Eachclassbeginsthegame
with a basic set of equipment, usually a weapon and tools
necessarytoperformthebasicfunctionsoftheclass.Additional
pieces of equipment (usually Super Science see below)can be
purchased at character creation using Luck Points. Scientists
beginthegamewithafewpiecesofsuperscience.
WEAPON DAMAGE RANGEFists 1d4
Grenade*# 1d8 10paces
Grenade,Laser*# 1d10 10paces
HandWeapon 1d6
LaserSword/Axe# 1d10
NeedleGun 2d4 30paces
RayGun# 2d6 50 paces
PhasicRifle# 3d6 100paces
*Grenadesinflictdamageonallwithin10pacesofthepointofimpact.
#Countsassuperscience
Handweaponsincludedaggers,swords,axes,brassknuckles,etc.
Needlegunscomewith20roundsofammunition.
OTHER GEARScienceTools:Sciencetoolsincludelittledeviceslikesonicscrew
drivers,lasercutters,crystallensesandotherdevicesrequiredfor
scientiststo
repair
and
invent
devices.
Scoundrel Tools: A scoundrels tools include various picks and
cuttersrequiredfordefeatingsecuritydevices,hotwiringspace
shipsandtamperingwithcomputersandrobots.
SurvivalTools:Survivaltoolsareusedbyspacerangerstoexplore
the wilderness. This includes 50ft of rope, a telescoping pole
(getsaslongas10ft.),aweeksworthoffreezedriedrationsand
powderedwaterandsmalllaserforstartingfires.
SUPER SCIENCESuperScienceisournameforhightechequipment.Thefollowing
list of super science is not exhaustive, and Referees and the
playersofscientistcharactersshouldfeeltoinventnewitems.
Thenameofeach item isfollowedbyanumber in parentheses.
Thisnumber isthemodifiertoascientistsskilltestwhentrying
tofabricateapieceofsupersciencefromsciencepoints(SCI)he
hasfoundwhileadventuring.
Supersciencedevicescanbesalvagedforparts.Aworkingsuper
sciencedeviceisworthanumberofSCIequaltohalfitsdifficulty
rating. Thus, a working antigravity belt is worth 10 SCI. A non
functionaldeviceisworth1d10SCI.Ittakesoneminuteperpoint
ofSCItoharvestcomponents.
Super science devices are powered by batteries made of ulfire
crystals,strangely
colored
crystals
usually
found
in
deposits
in
the
center of asteroids or other outoftheway places. The ulfire
crystals a character begins the game with hold 20 charges, and
found crystals hold 1d20 charges. Each use of a super science
device drains one charge, with a few devices draining more
chargesperusethannormal(asnotedbelow).
AntiGravityBelt(DC20):Anantigravitybeltallowsonetoriseor
descend through the air (or vacuum) at a rate of 10 paces per
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round.Anantigravitybeltcanbeused10timesbeforeneedinga
recharge.
BodyArmor(DC20):Bodyarmormaylooklikeplasticplatearmor
or simply be amesh ofsuperstrong latex. Whatever itsform, it
grantsa+4bonustoonesDEFENSE.
Communicator(DC15):Acommunicator isessentiallyatwoway
radioallowingyoutocommunicatewithotherpeoplewhohave
communicatorssettothesamefrequency.
ElectroScrambler (DC25): An electroscrambler can be used to
disrupt the electric brains of robots, androids and gynoids. The
effectivenessofanelectroscramblerdependsontheskilllevelof
thescientistwhocreatedit.Whenused,consultthetablebelow.
Find the skill level of the inventor and then cross reference the
numberofHitDiceoftherobot.Theresultingpercentage isthe
chance that the electroscrambler works. When unleashed, an
electroscrambler
affects
all
robots,
androids
and
gynoids
in
a
30
ftradiusunlesstheyhavespecificallybeengivenimmunitybythe
inventor of the device (i.e. a scientist can choose to make the
androids and gynoids that are his allies immune to his electro
scrambler).MakingthesemodificationscostsfiveSCIperandroid,
gynoid,orrobotsomodified.
Robotsthatareaffectedmustflee(usuallywhilebleeping loudly
andsmoking)for1d6+1rounds intheoppositedirection.Ifthey
cannot flee, they simply walk repeatedly into a wall. If attacked
while affected by an electroscrambler, a robot goes berserk,
fightingbackwitha+2bonustohit.Androidsandgynoidsreceive
aMEN
test
to
ignore
the
effects
of
an
electro
scrambler.
Exoskeleton (DC25): An exoskeleton is a metal, mechanical suit
thatinterfaceswiththewearersbrainwaves,essentiallymaking
themstronger.Anexoskeletongrants+2STR.
ForceScreen (DC15): A force screen is usually projected from a
belt or other small piece of equipment attached to a persons
clothing. The force screen grants a +2 bonus to DEFE against
missile attacks. It can be used for 10 rounds of combat before
needingarecharge.
GravityBoots(DC25):Apairofgravitybootsallowsapersonto
walk
on
walls
and
ceilings.
Gravity
boots
can
be
used
for
20
roundsbeforeneedingarecharge.
HandComputer (DC 25): A hand computer is a small computer
that can be held in one hand. The hand computer grants a +4
bonus to KNO tests. It can be used 10 times before needing a
recharge.
HypnoSpecs(DC25):Thesegogglescanemitapowerfularrayof
lights that allows their wearer to hypnotize any human or alien
meeting their gaze and standing no more than 10 paces away.
The potential victims can make a MEN test to ignore the
hypnosis. Otherwise, they stand or sit quietly, fascinated by the
wearer of the hypnospecs. Any aggressive action towards a
hypnotizedcreaturebreaksthemoutoftheirspell.
InvizoScreen (DC25): An invizoscreen emanates from ahelmet
wornonthehead,makingthepersoncompletelyinvisibleforup
to10roundsbeforeitmustberecharged.Aninvisiblepersonhas
theirDEF
increased
by
10
if
they
do
not
attack,
and
increased
by
5 iftheydoattack incombat. Invisiblepeoplecanstillbeheard,
feltandsmelled.
Jet Pack (DC 25): A jet pack allows a character to fly at a
movementrateof60foruptoonehourwithoutrefueling.
Locator(DC20):Alocatordeviceisahandheldscannerthatcan
be set to find a single type of matter or energy, giving off a
beeping sound when it is pointed at that form of matter or
energy, the beeps coming faster as one gets closer. It can be
usedforonehourbeforeitmustberecharged.
MediKit
(DC
15):
A
medi
kit
is
a
small
box
that
can
dispense
chemicals that heal wounds (+2d6 hit points) and neutralize
ROBOTHITDICESCIENTISTLEVEL 1 2 3 4 5 6 7 8 9 10 11 12Student 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%
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poisons.Amedikitcanbeused6timesbeforeitschemicalstores
mustbereplenished.
MentoHelmet (DC 25): A mentohelmet amplifies a persons
naturalbrainwaves.Itgrantsa+2bonustoMENtestsandgivesa
persontheESPabilityofpsychics.Thementohelmetcanbeused
10times
before
needing
a
recharge.
NightGoggles(DC15): Night gogglesallow thewearer tosee in
thedarkupto20pacesaway.Theycanbeusedfor1hourbefore
theymustberecharged.
PlasmaBomb(DC25):Aplasmabombcanbesettogooffatany
time up to 10 minutes away. Plasma bombs do 6d6 points of
damagetoallthingswithin120feet.
RayGunBasic(DC15):Abasicraygunfiresraysofenergy.Ray
gunscanbeused10timesbeforetheymustberecharged.Allray
gunshavearangeof30paces.
RayGun Confusion(DC25):Aconfusionraycausespeoplehitby
it to behave randomly unless they pass a MEN test. A confused
charactermustrolleachroundtodiscoverwhattheydo:
D% BEHAVIOR0110 Attackcasterwithmeleeorrangedweapons
1120 Actnormally
2150 Donothingbutbabbleincoherently
5170 Fleeawayfromcasterattoppossiblespeed
71100 Attacknearestcreature
RayGun Freeze(DC20):Afreezerayimmobilizesacreaturefor
1d4+1rounds
unless
they
pass
a
STR
test
(DC
10).
Ray Gun Inferno (DC 25): This form of ray gun launches an
intense burning beam that deals 3d6 points of damage.
Flammablecreatures(eitherbecauseofflesh,furorfabric)must
pass a DEX test when hit by the ray or burst into flames. These
flames deal 1d6 points of burning damage each round until
extinguished.Aninfernoraycanbeused10timesbeforeitmust
berecharged.
RayGun Sleep(DC15):Acreaturehitbyasleepraymustpassa
MENtestorfallsoundasleep.Theycannotbeawokenfor1d4+1
rounds,butthereafterwillawakenduetojostlingorloudnoises.
ShockGloves (DC15): These rubber gloves are wired to deliver
powerfulshockstoopponentstouched incombat.Shockgloves
inflict 3d6 points of electricity damage to a person, and force
themto makea STR test (DC 10)or be stunned for 1d4rounds.
Shockglovescanbeused10timesbeforeneedingarecharge.
Sonic Disruptor (DC 20): This spherical device is activated by a
hiddenbutton.Itproduceshighfrequencyvibrationsina10pace
radius that force people to pass a STR test or be deafened and
stunned for 1d6 rounds. Crystalline objects in the area of effect
areshattered.
SpaceSuit (DC15): A space suit allows a person to survive in a
vacuumfor1hourbeforeitsoxygensupplymustbereplenished.
Itconsists
of
an
air
tight
suit
of
plastic
and
rubber,
a
glass
helmet
andoxygentanksthatcaneitherbeexternalorworked intothe
liningofthesuit.
View Screen (DC 25): View screens come in various sizes and
shapes,butallarecapableofshowingdistantsceneswithperfect
clarity and from nearly any angle. They are not simply monitors
thatshowreceivedsignals(i.e.televisionsets),butactuallyhone
in on and display the radiations emitted by all objects and
creaturesinthegalaxy.
VEHICLES
Whilespaceships
are
covered
in
a
different
chapter,
they
are
not
theonlyvehiclesavailableinSpacePrincess.Allofthesevehicles
can be thought of as objects of super science, though the
requirementsforinventingthemtendtobeabithigherbecause
theyrequiremoreparts,andthusSCItobuild.
ThePilotShipskillcanbeusedtodrivethesevehicles,butsince
theyarenotterriblydifficulttooperateanycharactercantakea
flat+5skillbonuswhenoperatingthem.
Vehicles have the same basic stats as monsters. A vehicles Hit
Dice determines its hit points, but vehicle attacks are always
made with the drivers SHOOT score. A vehicle also has a DEF
score,
to
which
is
added
the
drivers
DEX.
When
a
vehicle
hits
something, it inflicts1d6pointsofdamageperHDonthevictim
andonitself,deductingitsDEFfromthedamage.
Vehicle speed, like creature speed, is classified asslow, medium
or slow, but the actual distance they can move at this speed is
100 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 a
characterbreaksatfulldecelerationspeed,cornersatmaximum
orclosetomaximumspeedordrivesoffroad.Acrashdeals10d6
points
of
damage
to
the
vehicle
and
everyone
in
it.
Scooter(DC30):Ascooterisacompactelectricalvehicleusedto
move people and light cargo around space fortresses. It can
accommodate four riders, who must stand. The vehicle has
wheelsandcannotgooffroad.
HD3|DEF15|SPEEDSlow
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Jet Bike (DC 35): Hover bikes look like traditional motorcycles,
perhaps sleeker, but powered by small atomic generators. This
makes them much faster than normal motorcycles. Offroad,
speedandaccelerationarecutinhalf.Drivingthemattopspeed
offroadrequiresaPilotShiptesteachroundtoavoidcrashing.
HD5
|
DEF
15
|
SPEED
Fast
JetCar(DC45):Jetcarsaresimilartojetbikes.Theycanholdup
tosixpeople comfortably.Theyhavethesametroubletraveling
offroadasjetbikes.
HD8|DEF19|SPEEDNormal
FlyingDisc(DC40):Flyingdiscsareabout5feetindiameter.They
areflat,metaldiscssurroundedbyrailingssothatpassengersdo
notfalloutandhurtthemselves.Theyareoperatedfromasmall
controlboxandcanholduptofivehumansizedpassengers.They
arecapableofverticaltakeoffsandoflevitatinginplace.
HD4|DEF15|SPEEDNormal
HoverBike(DC40):Hoverbikesareasquickasjetbikes,butthey
hover about 3 feet above the ground and thus have no trouble
operatingoffroad.
HD5|DEF14|SPEEDFast
HoverCar (DC50): Hover cars are as quick asjet cars, but they
hover about 3 feet above the ground and thus have no trouble
operatingoffroad.
HD8
|
DEF
19
|
SPEED
Normal
Runabout (DC 55): Runabouts are small shuttles incapable of
traveling in space, but sealed from the outside environment.
Runaboutsarethepreferredvehicleforoffroadtravel.Theycan
climbtoatopaltitudeof200feet.
HD12|DEF21|SPEEDFast
WarWalker, Bipedal (DC 50): Bipedal war walkers are combat
vehicleswithtwospringinglegsinplaceofwheelsorhoverpads.
Thepilotsitsinacockpitabovethelegswiththegunner,whohas
twoturretedphasicriflesathisdisposal.Twoothercrewmencan
ridein
the
bipedal
war
walker.
War
walkers
can
operate
off
road.
HD12|DEF23|SPEEDNormal
War Walker, Quadruped (DC 55): Quadruped war walkers are
combatvehicleswithfour legs inplaceofwheelsorhoverpads.
Thepilotsitsinacockpitabovethelegswiththegunnerandtwo
other crewmen. The quadruped war walker carries two laser
cannon(range300paces,6d6pointsofdamage).Quadrupedwar
walkerscanoperateoffroad.Inadditiontotheircrew,theycan
carryafullsquadof10soldiers,5soldiersandalasercannonon
ahoverpad,twoflyingdiscsorfourbikes.
HD12|DEF23|SPEEDSlow
Battle Tank (DC 60): Battle tanks are large enough to hold six
crewmen and are capable of rolling overjust about anything in
theirpath.Theyarearmedwithamountedraygunandtwolaser
cannon(range300paces,6d6pointsofdamage).
HD15|DEF25|SPEEDSlow
War Wheel (DC 65): War wheels are massive, wheel shaped
vehiclesthatcontainanarmoredcockpitatthewheelshub.They
areheavilyarmoredandcantraversejustaboutanyterrain.War
wheels have a driver and two gunners. Each gunner sits in a
bubbleturretequippedwitheitherfourphasicriflesortwosnub
nosedlasercannon(range200paces;4d6pointsofdamage).
HD15|DEF23|SPEEDNormal
MiniSub (DC55): A minisubmarine is large enough to carry six
people, one of them serving as the driver. Minisubmarines
usuallycarrytwosmallsonarguidedtorpedoes(range500paces,
6d6pointsofdamage,+2tohit).
HD10|DEF23|SPEEDNormal
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Section 2.0
Rules of PlayAt its most basic, play in Space Princess involves a Referee
describing what the players characters see and hear, including
theactions of nonplayer charactersand monsters, players then
describing how their characters are going to act or react, and if
necessarydicebeingrolledtodeterminethesuccessorfailureof
playercharacteractionsandnonplayercharacteractions.
Thefollowingguidelinesshouldproveusefulinrunningthegame.
Game Time & MovementTime is divided into hours, minutes and rounds. A round equals
10secondsandisusedtomeasureprogressduringcombat.
Movementisclassedasslow(S),normal(N)orfast(F).Distanceis
measuredinpaces,apacebeingroughlyayardormeter.
Acharacter carrying more than 10 times his or her STR score in
weight(pounds)or20timeshisorherSTRinkilogramshastheir
speedreducedbyonecategory(orbyonehalfifalreadyslow).
MOVEMENT WALKINGSPEED RUNNINGSPEEDSlow 5paces/round 20paces/round
Normal 10paces/round 40paces/round
Fast 20paces/round 60paces/round
Food & WaterCharacters must take in at least two pounds of food and one
gallon of water per day or their STR is cut in half and they are
considered to be fatigued. A fatigued character can walk, but
cannot run. A character that is already fatigued becomes
exhausted if they do not eat and drink as they should. An
exhausted characters STR is reduced to 0, their other ability
scoresarereducedbyhalf,andtheycannotrun.
Assume
that
characters
begin
the
game
with
three
days
worth
of
foodandwaterpills.
TestsA test is a roll made to determine whether an action succeeds
whenthesuccessoftheaction isinquestion.Everyactionmade
in a game does not need to be tested. Getting dressed in the
morning,forexample,doesnotrequireatest.Ofcourse,getting
ready in the morning and out the door in10 minutes or getting
dressedwithtwobrokenarmsmightrequireatest.
Atestismadebyrolling1d20andaddingacharactersSKILLand
relevantabilityscore.ThisiscomparedtoaDifficultyClass(DC).If
the roll is equal to or higher than the DC, the test is made
successfully.Ifnot,itisafailure.
Togiveeveryoneachancetosucceed,evenagainstterribleodds,
and to maintain suspense even when success seems assured, a
natural
roll
of
1
on
1d20
is
always
considered
a
failure.
A
naturalrollof20on1d20isalwaysconsideredasuccess.
MAN VS. MANWhen a test pits one person against another (or one creature
against another), the DC I equal to 10 + the opponents SKILL +
theopponentsrelevantabilityscore.
The ability score is indicated by the skill being tested. The
NAVIGATIONskill,forexampleisgovernedbyKNO.
The skill bonus is only applied if the testers class possesses the
skilltobetested.Allothershaveaskillbonusof0.
Situational modifiers, as determined by the Referee, might also
apply,butshouldstaybetween+5and 5.
Whentwocharactersarebothtryingtoact,thecharacterwith
thehigherSKILLalwaysrollstheirtestfirst.IfSKILLisequal,defer
tothecharacterwiththegreaterabilityscore.Iftheabilityscores
arealsoequal,flipacoin.
Inmanycases,theoutcomecanbedeterminedwithasingletest
roll. In some cases, a Referee can require multiple successes to
finallysucceed,usuallynomorethan3.Hemightevenimposea
consequenceif
either
or
both
parties
rack
up
too
many
failures.
MAN VS. NATUREWhenever a testpitsacharacter orcreatureagainstthenatural
world for example, shifting a heavy boulder or predicting the
weather, the DC is determined by the Referee. It is usually a
numberfrom10to30,witha15beingstandard.
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SKILLSAcharacterdoesnotneedtopossessaskillinordertotestit.In
SpacePrincess, any character can try anything at any time with
twoexceptions:Onlypsychicscanactivateapsychicpower,and
only scientists can invent a device. A character that does not
possessaskilladdsaskillbonusof0totheirSKILLRATING.
ActivatePsychicPower (MEN): Psychics use this skill to activate
theirpsychicpowers.TheDCforoneofthesetestsisdetermined
bythe
psychic
power
they
are
trying
to
activate
(see
above).
AvoidNotice(DEX):Usethisskilltosneakaroundguardsorhide
intheshadows.Scoundrelsandspacerangersareskilledatthis.
Climb(STR):Usethisskilltoclimbwallsandropes.Starwarriors
andspacerangersareskilledatclimbing.
Defeat Security (KNO): Use this skill to deactivate electronic
security systems. Crude, mechanical traps can only be disarmed
byplayersfiguringouthow thetrap isset and thenfiguringout
the best way to avoid the trap. Scientists and scoundrels are
skilledatdefeatingsecurity.
Disguise(MEN):Usethisskilltomasqueradeassomeoneelseand
todisguiseonesvoice.Scoundrelsareskilledatdisguise.
Fast Talk (MEN): Use this skill to fast talk a guard, convincing
them to do something you want them to, or to avoid doing
somethingyoudonotwantthemtodo.Psychicsandscoundrels
areskilledatthis.
Hide Contraband (KNO): Scoundrels are skilled at hiding their
contraband, either in secret compartments on their ships, or in
places on their person. This can be used to hide any object or
creature.
Identify&UseDevice (KNO): This skill can be used to figure out
whata
super
scientific
device
is
and
to
figure
out
how
to
use
it.
With this skill, one can also figure out how to run computer
programs.Scientistsareskilledatidentifyingandusingdevices.
InventDevice (KNO): Scientists use this skill to turn components
(SCI) into super science devices. The DC is determined by the
devicethescientististryingtoinvent.
Leap & Swing (STR): Use this skill for most physical activities,
includingleapingorswingingoverchasmsorobstacles.Psychics,
spacerangersandstarwarriorsareskilledatthis.
Navigation (KNO): This skill is used to program and activate a
spaceships
navigation
computer
so
that
they
can
jump
to
light
speed.Scientistsareskilledatnavigation.
Pilot Ship (MEN): This skill is used to pilot a space ship while
locked in combat with pursuers. It might also be used for
operating similar vehicles. Scoundrels, space rangers and star
warriorsareskilledatpilotingships.
Repair Device (KNO): Use this skill to repair damaged super
sciencedevicesandcomputers.Scientistsareskilledatthis.
RetrieveData(KNO):Usethisskilltoretrieveinformationfroman
electronicdatabank.Scientistsareskilledatdataretrieval.
Swim (STR): This skill is used to move in the water at full speed
(normal water movement is half speed), to stay afloat in rough
water, to hold ones breath to avoid drowning and to dive
underwater to find or operate items. Space rangers and star
warriorsareskilledatswimming.
Tracking (KNO): Tracking allows a character to follow another
creaturebythetracksitleavesonthegroundorbyothersignsof
passageitleavesbehind.Ifthetrailismorethanonedayoldorit
hasbeendisruptedinsomeway,thetrackersuffersa 3penalty
tohisorherKNOtest.Spacerangersareskilledatthis.
ABILITY TESTSMany monster and specialattacks allow a character to makean
abilitytest(i.e.DEXtestorMENtest)toavoidtheeffectsorcut
thepotentialdamageinhalf.Insuchcases,thecharacteralways
addstheirSKILLtotheirroll.
TheDConsuchatestisequalto10+theattackersHitDiceor,in
thecaseofapsychicusingtheirpowers,theirSKILL.
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Luck PointsLuck Points are a simple mechanic that allows groups of
characters of differing skill levels to adventure together without
the more skilled completely dominating play. A character can
spendaLuckPointtoautomaticallysucceedatanyskilltest,or,in
the
case
of
combat,
to
ignore
an
opponents
successful
test.
CombatCombat occurs whenever two or more creatures or characters
seektodoviolenceupononeanother,whethertheiraimistokill,
disableorknockunconscious.Combat is conducted inrounds.
Around isroughlyoneminute long.Duringaround,acharacter
maydeclarehowhischaracterismovingandhowheisacting.
The first step in running a combat round is for all players to
declaretheirmovementandactionfortheround.
POSSIBLE MOVEMENTS: Advance, Charge, Flee, Hold Ground,
Maneuver,StandandWithdraw.
POSSIBLE ACTIONS: Defend, Disarm, Grapple, Kill, Negotiate,
SubdueandTrip.
Other actions are certainly possible a player is only limited by
theirimagination.
The next step is to determine the order of play. Each person
involvedinthecombatrolls1d6andaddstheirDEXbonus.Thisis
called rolling initiative. The highest score goes first and play
proceeds through the remainder of the scores. In the case of a
tie,
movement
and
actions
are
considered
to
happen
simultaneously.Thismakes itpossiblefortwocombatantstokill
oneanotherduringthesameroundofcombat.
Theactingcharacterthenrollsacombattest(seebelow).
MOVEMENTSAdvance: And advancing combatant keeps their guard up and
movesforward3paces.
Charge:Achargingcombatantgoesfullspeedahead.Theymove
at running speed. A charging character does not add their DEX
bonus to their defense score during the round, but they add
doubletheirSTRtotheirattacktest.
Flee:Afleeingcharacterrunsatfullspeed,turningtheirbackon
theirenemy,whocanattackthemwithanautomaticsuccess.
Hold:Acharacterthatholdsdoesnotmoveatall,unlessforced
tomovebyanopponentsattack.
Maneuver:Amaneuveringcharacterattemptstomaneuvertheir
opponent into a certain position by the way that they attack
maybedrivingthembacktowardsanopenpitormaneuveringso
that the character gains the high ground or places their back
againstawall.Whenamaneuveringcharacterattacks,theyscore
nodamage,butmovetheiropponent3pacesinanydirection.
Stand: Whether the character was sitting or lying down at the
beginningofcombatortheywereknockeddown,thismovement
puts them back on their feet. A character cannot attempt to
standiftheyarebeingattacked.
Withdraw: A withdrawing combatant keeps their guard up and
movesbackward3paces.Theymayattackiftheirfoeadvances.
ACTIONSDefend:AdefendingcharacterincreasestheirDEFby+2.
Disarm: A character trying to disarm an opponent does not roll
damage against them on a successful test; rather, they knock
whatever they are holding (weapon or otherwise) from their
hand. The item flies 1d6 paces in a random direction. A disarm
attackismodifiedusingtheattackersDEXinsteadofSTR.
Grapple:Acharactertryingtograppleanopponentdoesnotroll
damageagainstthemonasuccessfultest;rather,theylocktheir
opponentinapin.Acreaturelockedinapinsuffersa 1penalty
toattackandDEF,andmustmakeagrappleattackoftheirown
tobreakoutofthepin.
Kill: A character trying to kill scores normal damage against an
opponentand
that
damage
can
reduce
the
opponents
hit
points
below0,killingthem.
Subdue: A character trying to subdue scores normal damage
against an opponent, but that damage cannot reduce the
opponentsHPbelow0andleavesthemunconsciousfor1hour.
Trip:Acharactertryingtotripanopponentdoesnotrolldamage
against them on a successful test; rather, they knock the
opponent to the ground. A creature or character on the ground
suffersa 2penaltytoattackandDEF.
COMBAT TESTSCombat tests work like other tests. The attacker rolls 1d20 and
adds their FIGHT or SHOOT rating. They are rolling against their
opponents DEF. If their roll is equal to or higher than their
opponentsDEF,they inflictdamage,rollingdice(determinedby
the weapon they are using) and deducting the value from their
opponentshitpoints.
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Meleeattacks(i.e.handtohandattacks)useacharactersFIGHT
rating.AcharactersFIGHTscoreisequaltotheirHitDice+STR.
Rangedattacks(i.e.attackswiththrownweapons,rayguns,etc.)
use a characters SHOOT rating. A characters SHOOT rating is
equaltotheirHitDice+DEX.
A characters DEFENSE (DEF) is equal to 10 + their DEX + any
bonustheyreceiveforwearingarmor.
Situationalmodifierscan includeabonusforhigherground,sun
intheeyes,etc.Suchmodifiersshouldnotamounttomorethan
atotalmodifierof+5or 5.
FIGHTING WITH TWO WEAPONSSome players will care to have their character fight with a
weapon in each hand. If this is done, the character makes two
attackrolls,eachatapenaltyof3.
DAMAGEDamageisrolledonadicedeterminedbytheweaponbeingused
(seetheweapontableinSection1.0above).Acharacterwithout
aweaponusuallyinflicts1d4pointsofdamage.
If damage reduces a creatures hit points to 0, the creature is
knocked unconscious for 1d4 hours and can be killed by any
bloworblastdirectedatit.Ifdamagereducesacreatureshit
pointstobelow0,thecreatureiskilled.
HEALING DAMAGEImmediatelyafter a combat,adventurerscan finda
quietplace
to
rest
and
recuperate
for
10
minutes
and regain 1d6 hit points. A character cannot
regainmorehitpointsthanheorshejustlost
in combat. Thus, if a scoundrel lost 4 hit
points inafightwithabaric,hecanonly
regainupto4hitpointsbyresting.
Hit points can also be healed using a
medikit (see Super Science) and by
psychics using their psychic surgery
power.
ENDING COMBATCombat continues until all
combatants on one side are either
dead, unconscious or have fled the
fieldofbattle.
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Section 3.0
Space BattlesOnce a brave band of rescuers has located their space princess,
theyhavetofindawaytoescapethespacefortressandgether
home.Thisiswherespacebattlescomeintothegame.
Space battles in Space Princess are completely focused on an
escaping space ship attempting to avoid pursuers while it
computes the necessary formula tojump into light speed. Once
the scientist (or the shipcomputer, if there is noscientist)finds
the formula, the rescuers canjump into light speed and finish
savingtheirspaceprincess,endingthegamesession.
Order of PlayForeachroundofspacecombat,followthesesteps:
[STEP 1] The rescuers roll a PILOT check to maintain theirdistance from the pursuers. The more pursuers there are, the
moredifficultitistoavoidthem.TherangebeginsatMEDIUM.
[STEP 2] The rescuers and pursuers take turns firing theirweaponsatoneanother.Hitsanddamagearecalculatedandthe
effectsapplied.
[STEP3]Ascientistorothercrewmemberworksontheformula,rolling a NAVIGATION test against a DC that gets successively
smallerunlesstheyrollanatural1,inwhichcasetheyhaveto
startover.
[STEP 4] Unless the scientist is successful on their NAVIGATIONtest,orderofplayreturnstostepone.
Pilot TestsTo understand Pilot tests, imagine the escape ship in a sort of
target.ThebullseyeofthetargetrepresentsPointBlankRange.
BeyondthatisSHORTrange,thenMEDIUMrangeandthenLONG
range.Thepilotoftheescapeshipwould,naturally, liketokeep
his pursuers as far away from him as possible. The closer they
get,theeasieritisforthemtostrikewiththeirweapons.
Thisrange is maintained or increased bymaking successfulpilot
shiptests.Tomakeapilotshiptest,thepilotoftheescapeship
rolls 1d20, adding his pilot skill rating (SKILL + MEN) and ship
speed.ThisiscomparedtoaDCof15+theenemyshipspeed.
The escapes circumstances modify the pilots test roll. One
circumstanceinvolvesdamagetakenfromenemyweaponsthis
iscoveredinmoredetailbelow.Othermodifiersareasfollows:
Forevery
pursuer
beyond
the
first,
the
pilot
suffers
a
penalty
of
1tohistestroll.Thus,threepursuersimposea 2penaltytothe
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rollandfourpursuersa 3totheroll.
Anescape inspaceallowscompletemaneuverability,asthere is
nothing to run into. Attempting to escape when there is a
ceiling, floor or walls, on the other hand, restricts
maneuverability.Foreachsuchobstacle,there isa 1penaltyto
the
test
roll.
Thus,
escaping
through
a
planets
atmosphere
meansthereisafloor,theground,andthusa 1penalty.Flying
through a trench or canyon means there is a floor and two
walls,andthusa 3penalty.Escapingthroughanasteroidbelt
or a planetary ring carries with it a 1d4 penalty each round, as
the obstacles change from round to round. A PILOT test that
comesupasanatural1meansadamagerollmustbetakenas
anobstaclehasbeenhit.
Pilotdistractionssayanassassinthathassnuckonboardandis
creatinghavocimposea 1penaltyontheroll.
A ship that has been successfully struck by a dreadnaughts
tractorbeam
suffers
a
5
penalty
to
all
pilot
test
rolls.
Onceallmodifiershavebeentakenintoaccount,andtherollhas
beenmade,consultthefollowingtable.
ROLLIS RESULTLowerthanDC Enemiesmovecloser
1to5pointshigherthanDC Enemiesremainatsamedistance
6ormorepointshigherthanDC Enemiesfallfurtherbehind
Firing WeaponsEach round, all ships may fire on their enemies with all
operational weapons, assuming they have somebody to do the
shooting. Lack of manpower is usually not a problem for
pursuers,buttheescapersmaynothaveenoughpeopletoman
allofashipsweapons.Thefastershipfiresfirst.
Totakeashot,onemakesaGunnerytest.Roll1d20+PILOTSKILL
+DEX
+
Weapon
Rating
(see
below)
against
the
enemy
ships
DEF,
whichisequalto10+PILOTSKILL+Armor.
SHIPWEAPON WEAPONRATINGLasers,Light(LL) 2
Lasers,Heavy(HL) 4
Torpedoes(TT) 6
TractorBeam(TB) 0
TheshipsDEFENSERATING ismodifiedbythesamefactorsthat
modifyapilotsPILOTRATING.
The attack roll is also modified by the range. There is no
modification at SHORT range. MEDIUM range imposes a 2
penaltytotheroll.LONGrangeimposesa 4penalty.
Each successful Gunnery test forces a roll on the target ships
damagechart(seebelow).
Navigation ChecksEntering light speed is no mean feat. Besides the need for
powerfulengines,onemustfindtheproperformulatovaultthe
ship into light speed and avoid the hazards therein. In other
wordsitisnotaccomplishedinstantaneously.
Scientists are the best at deriving and entering these formulas,
but any character can attempt it. A character can make a
Navigation
test
each
round
against
an
initial
DC
20.
If
the
test
is
successful, the ship enters light speed and the battle is over. If
thetestisnotsuccessful,itmustbemadeagainnextround,but
theDCchangesbasedonthesuccessofthescientistsroll:
ROLL RESULTFailby9ormore DCloweredby1nextcheck
Failby4to6 DCloweredby2nextcheck
Failby1to3 DCloweredby3nextcheck
Success Lightspeedachieved,shipescapes
SpaceshipsEachspaceshipinthegameisratedforitsspeed(whichincludes
it maneuverability), engines (the number and the penalty to
maneuvering from losing those engines, the ships armor rating
anditsdifferentweaponsystems.
StarfighterSPEED10|ARMOR2|ENGINES1(5)|WEAPONS:LL(1)
Starfightersaresmall,singleseatordoubleseatcraftdesignedtoswarm
onenemies.StarfighterswilloftenbepilotedbytheminionsoftheDark
Lord,ratherthantheescapingcharacters.
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D6 DAMAGERESULT12 HullDamage
3 EngineDamage
4 WeaponDamage
5 HullBreach
6 Destroyed
ShuttleSPEED8|ARMOR2|ENGINES2(4)|WEAPONS:LL(1)
Shuttlesare largerthan starfighters,andare designedtotransportsmall
groupsofpeoplethroughspace.Ashuttlehasacockpitforthepilotand
navigatorandaseparatecabinforpassengers.
D8 DAMAGERESULT12 HullDamage
3 EngineDamage
4 WeaponDamage
5 ComputerDamage
6 ArtificialGravityDamaged
7
HullBreach
8 Destroyed
FreighterSPEED6|ARMOR3|ENGINES4(3)|WEAPONS:LL(1)
Freighters are simple spaceships designed for moving cargo and
passengers.Theyhavecommandcabinsthatcanseatfourpeople.
D10 DAMAGERESULT12 HullDamage
35 EngineDamage
6 WeaponDamage
7
ComputerDamage
8 ArtificialGravityDamaged
9 HullBreach
10 Destroyed
Blockade RunnerSPEED7|ARMOR4|ENGINES4(3)|WEAPONS:HL(1),LL(1)
Blockade runners are freighters that have been modified by their pilots,
usuallysmugglers,tobemoreresistanttodamage.
D10 DAMAGERESULT12 HullDamage
3
4
Engine
Damage
56 WeaponDamage
7 ComputerDamage
8 ArtificialGravityDamaged
9 HullBreach
10 Destroyed
CorvetteSPEED6|ARMOR6|ENGINES4(3)|WEAPONS:HL(1),LL(1),TT(1)
Corvettesaresmallwarshipsnotmuchlargerthanfreighters.Theyhave
abridgethatcanseatupto10peopleandlittleroomforcargootherthan
thatrequiredbythecrewtosurviveandammunition.
D10 DAMAGERESULT12 HullDamage
34 EngineDamage
56
Weapon
Damage
7 ComputerDamage
8 ArtificialGravityDamaged
9 HullBreach
10 Destroyed
Star CruiserSPEED4|ARMOR8|ENGINES6(2)|WEAPONS:HL(1),LL(2),TT(1)
Starcruisersarethenextlargersizeofwarships.Theirbridgesseatupto
20peopleandtheyhaveawidearrayofweapons.
D12 DAMAGERESULT1
3
Hull
Damage
46 EngineDamage
78 WeaponDamage
9 ComputerDamage
10 ArtificialGravityDamaged
11 HullBreach
12 Destroyed
DreadnaughtSPEED2|ARMOR10|ENGINES8(1)|WEAPON:HL(2),LL(2),TT(2),TB
Dreadnaughtsarethe largestwarships inservice,withcommandbridges
thatseatupto50people.
D20 DAMAGERESULT15 HullDamage
69 EngineDamage
1017 WeaponDamage
17 ComputerDamage
18 ArtificialGravityDamaged
19 HullBreach
20 Destroyed
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Damage EffectsArtifical Gravity Lost: Characters acting as pilot, gunners orworkingthenavigationcomputerarestrappedinandunaffected.
Other characters suffer 1d6 points of damage each round until
theypassaDEXtest(DC15)andstrapthemselvesin.Characters
making
repairs
cannot
strap
themselves
in
and
suffer
a
3
penalty
to tests. Repairing damage requires 1d4 rounds and a repair
devicetestagainstDC15.
Computer Damage: The navigation computer is damaged,imposing a 3 penalty to all navigation tests. Repairing the
damagerequires1d4roundsandarepairtestagainstDC15.
Destruction:Rollagain.Ifthisresultcomesupasecondtime,the
shipisdestroyedandeverybodyaboardtheshipiskilled.
Engine Damage: Lose one engine, suffering the penalty to Pilotskill and Defense Value in parentheses after the number of
engines.
If
no
engines
remain,
ship
cannot
make
Pilot
tests
in
ManeuverPhaseandspeedbonusandpilotskillarenotaddedto
theshipsDEF.Repairingthedamagerequires1d4roundsanda
repairtestagainstDC15.
HullBreech:LosetwopointsofArmor.AllcharactersmustpassaSTRtest(DC15)orlose1d6hitpointsfromthesuddenchangein
airpressure.Eachcharacteralsohasachanceofbeingsuckedout
of 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%
AcharacterthatwouldbesuckedoutintospacecanmakeaSTR
test (DC 15) to avoid this fate, but does suffer 3d6 points of
damage.Acharacter inaspacesuitsuffersnodamageanddoes
notdieinspace,thoughtheymaybecapturedbytheDarkLords
forces. This damage cannot be repaired, but pressure doors will
closeoffthedamagedarea.
HullDamage:LoseonepointofArmor. Ifnoarmorremains,rerollanyhulldamageresult.Repairingthedamagerequires1d4
rounds and a successful repair test against DC 15. The repairing
charactermustundertakeaspacewalk.
Weapon Damage: One weapon system is destroyed and nonfunctioning. The person operating that weapon system suffers
1d6pointsofdamage.Repairingthedamagerequires1d4rounds
andarepairtestagainstDC20.
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Section 4.0
The Space FortressA space fortress is an admittedly nonsensical creation meant to
test the characters and their players. Space fortresses can be
small or large, depending on the duration of a game, which can
be a single nights entertainment or can stretch over multiple
nights of play. A space fortress consists of multiple levels
connected by ladders, elevators or other mechanical
contraptions, hallways that may or may not be trapped and
chambersofvariousshapesanduses.
A space fortress should be drawn on a grid, with each square
representingone
pace
of
space.
These
scales
function
best
with
the movement rates and weapon ranges provided in the game
rules. The space fortress can be as sprawling or compact as the
Referee wishes. The danger level of a space fortress usually
increases as one ventures deeper into it with each level more
dangerousthantheonebeforeit(foraspacefortressmayconsist
of an entry level and levels below it or above it, depending on
whetheritissubterraneanornot).
Random DangersTokeepplayersmovingthroughaspacefortress,aRefereemay
developarandomdangertable.Duringeachhourofexploration
(game time, not actual play time), there is a 1 in 6 chance of
something happening to the characters. This is usually a
wanderingmonstermaybeapatrolofguardsorarobotgoing
about itsprogrammed dutiesof a danger levelcommensurate
with the level on which it is encountered. A sample table might
looklikethis:
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)
TrapsTrapsmightbeplacedspecificallyonamap,orappearasrandom
dangers(seeabove).Refereescancreatewhatevertypesoftraps
theylike,butthefollowingmightbeconsideredstandard:
Acid Fog Trap: The room fills with an acidic mist. Those in the
roomsuffer2d6pointsofdamageeachroundfor10rounds.
AcidSpray:Acidspraysinaconeshapedarea(15ftlongand10
ft wide). All in the area are attacked as though by a 10 HD
monsterthatinflicts3d6pointsofdamageplusanadditional1d6
pointsofdamageperrounduntiltheacidiswashedoff.
BladeBarrier Trap: This portal is trapped with spinning blades.
ThosewalkingthroughtheportalmustpassaDEXtest(DC20)or
suffer10d6
points
of
damage.
CompactingRoom:Thewallsofthisroomslowlymovetogether.
It takes four rounds for the walls to meet. All within the room
suffer12d6pointsofdamage.
ElectrifiedFloor:Allwhopassoverthefloorsuffer4d6pointsof
damage(DC15STRtestforhalfdamage).Electronicdevicesare
rendereduseless5%ofthetime.
EnergyDrainTrap: An energy field robs people of their vitality.
ThosewhowanderintothefieldmustpassaSTRtest(DC15)or
lose 1d4 HD. If a characters hit dice are reduced to 0 or lower,
theyare
killed.
FlameThrower:Everyoneinaconeshapedarea(15ftlong,10ft
wide)infrontofthetrapsuffers2d6pointsofdamage(DEXtest
forhalfdamage).
FloodingRoomTrap:Achamberfillswithwaterinfiverounds.All
withincanholdtheirbreathforfiverounds.Afterthat,theymust
passaSTRtesteachroundtocontinueholdingtheirbreath.The
firsttestismadeataDC10,thenextatDC15andthefinalatDC
25.Nocharactercanholdtheirbreathlongerthan8rounds.
ForcecageTrap:Peoplewhowanderintothecorridoraretrapped
in a 10ft by 10ft cage of force. The force cage persists until
deactivated.Thecagecanbedisruptedwithadisintegrationray.
ForcecageandMonsterTrap: This trap combines the force cage
trapandamonstertrap.
Freeze Trap: All who wander into the trap zone (usually a
chamberor10ftx10ftsectionofpassageway)mustpassaSTR
test(DC15)orbefrozeninplacefor10minutes.
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Fusillade of Darts: Anyone who walks into the trap zone is
attacked by a flurry of darts (FIGHT 10) inflicting 1d6 points of
damage. The darts can also be poisoned (STR test DC 15 or an
extra2d6pointsofdamage).
Hydraulic Stamper: A large, steel weight stamps down on any
person
who
stands
beneath
it.
The
trap
attacks
as
a
12
HD
monsterthatinflicts2d6pointsofdamage.
LaserTrap:Alaserbatterylaunchesalaserbeam(FIGHT12)that
inflicts5d6pointsofdamage.
MonsterTrap: When one enters this chamber or passageway, a
teleportertransportsarandommonsterintothechamber.
PsychicKillerTrap: All in the chamber must pass a MEN test or
suffer 1 point of damage to their MEN. A characterwhose MEN
scoreisreducedto0orloweriskilled.
RadiationTrap:
The
room
fills
with
radiation.
All
in
the
room
suffer9d6pointsofdamage(DC20STRtestforhalfdamage).
ReverseGravityTrap: All in this room are sent crashing into the
ceilingfor2d6pointsofdamage.Beingreleasedfromthereverse
gravity field inflicts another 2d6 points of damage due to the
landing.
RollingDeathSphere:Alarge,steelspherestuddedwithspikesis
ejected down a passageway. Everyone in the passageway is
attacked(FIGHT10)andmightsuffer2d6pointsofdamage.
Scything Blade Trap: These blades spring out at anyone who
passes, usually at neck level. The scythes attack (FIGHT 8) and
deal1d8pointsofdamage.
SlidingDoorTrap: When someone walks between or under this
doorordoors,theyslideclosedonthem.Thedoorsattackwitha
FIGHTof
10
and
inflict
3d6
points
of
damage.
SteelNetTrap:Anetofsteelmeshfallsfromtheceilingonthose
below them. The trap is 10ft by 10ft in size. Potential victims
can avoid the trap with a successful DEX test (DC 15). A person
capturedbythenetcanescapewithasuccessfulSTRtest(DC15).
TrapdoorTrap: These trapdoors look no different than the floor
around them. One must pass a DEX test (DC 15) or fall in,
suffering 2d6 points of damage. The pit can be spiked (+1d6
damage)orfilledwithacid(+1d6damageperround).
ChambersAs with traps, Referees can create whatever types of chambersthey like to challenge the players. The lowest level of a space
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fortressusually containsboth theDarkLord andSpacePrincess.
Thefollowingchambersaresamplesofwhatonemightfind ina
spacefortress:
Armory:Anarmoryshouldhaveverystrongblastdoorsthatare
always locked. Two guards are always posted outside the door.
Insidethe
armory
there
is
an
officer
in
charge
and
more
guards,
as well as a good variety of armor and weaponry. The armory
probablyhassomesortofalarmandtrapinstalled.
CloningChamber:Cloningchambersmightconsistofseveralvats
inwhichtheclonesaregrownfromwarmbiomaterialormaybe
sarcophaguslike objects in which people are locked and then
duplicated. Several scientists and guardsare surelypresent, and
theplacemightcontain1d4clonesinvariousstagesofgrowth.
CombatArena:ThecombatarenaiswheretheDarkLordthrows
hisprisonerstolargebeastsforhisandhiscourtiersamusement.
The arena might have a dirt floor or a floor consisting of metal
grating.
There
could
be
various
traps
installed
in
the
floor
and
walls to make the combat more interesting. Sliding doors or a
portcullis separates the animal holding pens from the arena,
allowing the monsters tobe introduced whilethe crowd issafe.
Thecrowdsitsabovethechamber,possiblybehindsecurityglass.
Command Center: A command center is filled with technicians
and several guards. From here, the Dark Lord and his officers
controltheirspacefortress,havingaccesstoallsecuritycameras,
traps,etc.Thereisprobablyacaptainschair.
Cryogenic Chamber: These chambers are for freezing people
eitherprisoners
for
ease
in
transport
or
patients
on
the
verge
of
death. Thefreezing units are usually sarcophaguslike pods with
glassfrontsthatallowonetoseewhoisstoredwithin.
DeathTrap:Somechambersandpassageshavenootherpurpose
buttocapture,annoyorkillintruders.
Disposal Unit: Disposal units are for the collection and
destruction or processing of trash. The disposal unit probably
containstrashfromthespacefortressplasticcontainers,foam
pieces,bitsofcastoffmetal,foodscraps,etc.Otyughsmightbe
present.Ifadventurerswhofallintothedisposalunitareluckyit
willsimplybeacollectionpointforjettisoningtrashintospace.It
mightalso
be
a
trash
compactor
(takes
10
rounds
to
smash
the
trash,killinganyoneinside)or,worseyet,adisintegratorunit.
Elevator: Unlike elevators in buildings that touch on all floors,
elevatorsand liftsinspacefortressesareusuallymoredispersed
and onlyrunbetweentwo or threefloorsforsecuritypurposes.
Elevators usually contain security cameras and they can usually
becontrolledfromacommandcenter.
FactoryLevel:Factory levelsconsistof largebays inwhichmetal
can be melted and poured, components assembled on winding
conveyorbeltsand objectsrepaired.They contain all manner of
toolsandarestaffedbytechniciansandmaintenancedrones.
Guard Barracks: A guard barracks contains sleeping pods and
other
amenitiesfor
large
numbers
of
guards.
They
usually
have
bathandtoiletfacilitiesandmightevenserveasminiarmories.
GuardPost:Aguardpost isasecuritycheckpointstaffedbytwo
to six guards and containing things like metal detectors and
retinal scanners. Guard posts usually have small holding cells
attached,eitherwithmetalbarsor,morelikely,forcefields.
HangarBay:Hangarbaysmaybelargeorsmall.Theyareusually
incloseproximitytobarracksforpilotsandrepairbaysfor large
ships. Technicians are always present, as are some guards and
maybe some pilots. Hangar bays rarely handle ships larger than
shuttles and starfighters, though some might be built large
enoughto
handle
freighters
and
blockade
runners.
InterrogationChamber:Thesechamberscouldlooklikehightech
versions of medieval torture chambers, but probablyjust have
chairswithrestraintsthatallowtechniciansandtheDarkLordto
probeaprisonersmindor injectthemwithtruthserumsothey
can be successfully questioned. They usually have small holding
cellsattachedandareincloseproximitytoaprisonlevel.
LightBridge: In the case of a chasm separating one part of a
space fortress from another, there might be a light bride. The
lightbridgecanbeactivatedfromacontrolpaneloneitherside,
andtakes
the
form
of
a
bridge
made
of
solidified
light.
Medical Bay: The medical bay contains tables with restraints,
medical equipment and cabinets containing all manner of
medicines. Doctors and technicians work here. Guards are only
presentifthedoctorsaretreatingprisoners.
MessHall:Amesshallisattachedtoakitchenandcontainslong
tablesandbenches.Themesshallsforthetechniciansandguards
willbesimpleaffairs,whiletheofficersmessmightbegrander.
Mines:Ifaspacefortressisbuiltintoaplanetorasteroid,itmight
contain mines worked either by technicians using laser drills or
slavesusing
picks.
The
mines
might
abut
an
ore
processing
area.
Pleasure Chamber: These chambers might be simple lounges
where crew can rest and relax or they might be hightech
entertainment centers with holographic movies or games. More
unsavory space fortresses might have harems staffed with slave
girlsorgynoids.
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PrisonLevel:Theprisonlevelconsistsofrowafterrowofholding
cells. The cells are small and simple, with force fields or sliding
doors. They contain simple beds and toilet facilities that might
retract into the wall. All of these cells can be monitored and
controlled from a central command chamber with many guards
andanumberofprisontechnicians.
Reactor Core: The reactor core provides the space fortresss
power.Theymaybeasinglelargecoreormany.Mostareatomic,
and the technicians and guards therein are equipped with
radiationsuits.
Ruins: In space fortresses built into a planet or asteroid, it is
entirely possible that there are ancient ruins that predate the
construction of the space fortress or which are parts of the
fortressthatwerepartiallydestroyedinapastattack.Suchplaces
mightbeoccupiednowbyothermonsters.
ScienceLab:Spacefortressesusuallyhaveatleastonesciencelab
where
the
evil
scientists
who
serve
the
Dark
Lord
can
concoct
new super weapons or grow atomic supermen for their mad
schemes. These labs might be guarded. They always contain
techniciansandatleastonescientistcharacter.
SlavePits:DarkLordsareusuallyquiteevil,sotheideaofholding
sentientcreaturesinbondagedoesnotreallybotherthem.Slaves
are used for menial and dangerous tasks and are kept in
communalprisonpitsunderheavyguard.
SleepingChamber:Sleepingchambersare not simplebedrooms,
but rather chambers where people can be put into deep,
hypnoticsleep
for
as
long
as
a
year.
Storage: Dont forget storage chambers. Even space fortresses
needpantriesandjanitorialclosets.
Teleport Chamber: A teleport chamber contains a number of
teleport pads that can send people to other areas of the space
fortress or even to other planets, depending on how powerful
they are. They are staffed by one or two technicians and are
usuallyguarded.
ThroneRoom:ManyDarkLordshaveathroneroomconsistingof
a largespacewithan impressivethroneandacarpet leadingup
toit.
Throne
rooms
are
always
guarded.
When
the
Dark
Lord
is
present,heisaccompaniedbycourtiersandhiselitebodyguard.
The Dark LordThetermDarkLordmerelyreferstothekeyantagonistofthe
player characters. They might be male or female (or neither, in
the case of a robot), and the depths of their actual wickedness
areuptotheReferee.Perhapstheyarejustapersonfedupwith
the bureaucracy of the Space Empire who kidnapped the Space
Princesstogetsomeattention.
Confronting
the
Dark
Lord
should
be
a
dangerous
challenge
for
theplayercharacters.ADarkLordoccupiesalevelunavailableto
normal player characters to make him a bigger challenge for a
groupofplayercharacters:
LEVEL HITDICE SKILL POWERSMindLord 9d8 12 7
MadGenius 8d6 12 0
CrimeLord 8d8 14 0
Warlord 9d10 12 0
The Space PrincessJust as a Dark Lord neednt be dark or a lord, a Space
Princessis
just
a
term
of
convenience
for
the
object
of
the
player
characters quest in the Space Fortress. A space princess might
actually be a princess from space, but it can also be a space
prince, an ambassador, a famous scientist, plans for a space
stationorasecretweapon.Heck,itcouldevenbethemascotof
theStarAcademy(GoBulldogs!)orthePresidentoftheGalaxys
favoritepottedpalm.Whateveritis,theDarkLordhasitandthe
goodguyswantitback.
Whatever form the Space Princess takes, finding it is worth one
pointofluckforeachplayercharacter.Oncediscoveredusually
on the most dangerous level of a Space Fortress, the Space
PrincessmustbebroughtoutoftheSpaceFortressandcarriedto
safetythroughhyperspace(seeSpaceBattlesabove).
TheSpacePrincessmightalsoactasacharacterin itsownright,
controlledbyoneoralloftheplayers.IftheSpacePrincessisa
canny old warrior, he or she might have the abilities of a
Commander,forexample.
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7/30/2019 80710906 Space Princess
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Sample of PlayWhatfollowsisasampleofhowa
session of Space Princess might
go. In this case, were following
Athena Laserwolf, a human star
warrior
and
her
comrades,
Scrimshaw McGurk and Zazzix.
Ourlittleteamwillbedelvinginto
theGasMinesofRegulon5.
You might want to refer to the
following character sheets while
reading this sample of play. The
characters were rolled randomly,
which should give you an idea of
what a character in the game
mightlooklikewhenfinished.
ADVENTURE SET-UPRegulon5 is a gas mine set on a
small, barren planetoid. The
planetoid has no native life save
formicrobesthatlivebeneaththe
white soil and it is marked with
craters. The Solar Common
wealth has long known that the
mines have been used as a
forward base by agents of the
darklordRadofScorpius,asmall
timetyrantwithbigambitions.
Twodaysago,thePrincessArielof
New Camelot, a member of the
Commonwealth, was kidnapped. Rangers from Space Patrol has
determined that she is most likely being held in the gas mines,
awaitingthearrivaltheGreymourn,Radsdreadnaught.
Asmallteam, ledbyAthenaLaserwolf,has landed insecret ina
crater that the rangers have learned grants access to an old
constructiontunnelthatleadsintothemines.Theteamwillenter
throughthistunnel,findandrescuetheprincess,andthenmake
theirescapeinMcGurksblockaderunner,theSmilinSal.
GAME PLAYThebandfoundtheconstructiontunnelandhikedthrough itfor
about1mileuntiltheyreachedasetoflocked,slidingdoorswith
asmallaccesspanelonthewallnexttothem.
Scrimshaw:Illgetoutmytoolsandworkonunlockingthedoors.
Referee:ThatwillrequireaDefeatSecuritytest.TheDCforthat
test isonlya12thedoorsaremostlyforgottenandtheaccess
panelssecurityprotocolsareabitoutofdate.
Scrimshaw:(Rolling1d20)Igota26nosweat!
Referee:The doorsslideopen. Beforeyouthere isa smallroom
carveddirectlyfromthegreyishstoneofthepla