Blaster - Simple generic SF rules for a group of characters who have won, been left or otherwise acquired a small starship. They use it as a base to trade, smuggle, travel and hire themselves out for various missions. An Adventurer will have: Merc Lt. Armour, Blaster. Trader Auto Pistol Burglary Tools. Tech Lt. Armour, Medikit, Scanner. Engineering, Stores and small workshop.
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Blaster Simple Generic Scifi Role Playing
Blaster - Simple generic SF rules for a group of characters who have won, been left or otherwise acquired a small starship. They use it as a base to trade, smuggle, travel and hire themselves out for various missions. An Adventurer will have: Merc Lt. Armour, Blaster. Trader Auto Pistol Burglary Tools. Tech Lt. Armour, Medikit, Scanner. Engineering, Stores and small workshop.
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Blaster –Simple Generic Science Fiction RPG Rules
Introduction • Engineering, Stores & small workshop.
These are set of generic SF rules for a group of Cost Improvement • Common Room and six, double bunk characters who have won, been left or otherwise 5000 Improve Attribute by +1 staterooms. acquired a small starship which they use as a base 1000 Improve a Skill’s training level by +1 • Twenty Tonne Cargo Hold [10m cube]. This has to trade, smuggle, travel and hire themselves out Costs are in Credits. a loading hatch & ramp. for various missions. • Life Support systems capable of maintaining Starting Kit reasonable conditions for up to twenty Attributes All new Adventurers begin with a set of suitable humans. New Adventurers have seven points to divide clothes & 500 Credits. In addition an Adventurer will have: • Artificial Gravity field [inside the hull]. between the four attributes below. Each attribute Merc Lt. Armour, Blaster. • Interstellar Ident. Beacon. You can change a must be given between one & three points. Trader Auto Pistol Burglary Tools. ship’s name, but it’s Ident Code is hardwired Strength STR Dexterity DEX Tech Lt. Armour, Medikit, Scanner. into its core systems. Intellect INT Spirit SPT Pilot Lt. Armour, Navcom, Laser Pistol. • Comms array capable of communications in Skills system and planet-side. Skill Aptitude Examples Equipment • A Runabout – an atmosphere capable shuttle Agility DEX x 2 Climb, Leap Weapons Range Bonus Cost that will carry eight people & 2 tonnes of Craft DEX + INT Make, Repair Auto Pistol2 50m +0 100 equipment/cargo, or 4 people and 4 tonnes. Fighting STR + INT Kill, Maim Laser Pistol3 100m +0 200 This fits on top of the hull and has its own Technology INT x 2 Use/repair Blaster4 50m +2 400 dedicated airlock. Perception INT + SPT Spot, Hear Shotgun5 30m +1 150 • A single external airlock & 8 Vacuum Suits. Persuasion SPT x 2 Charm, Con Cone Rifle1 500m +1 750 The Ship carries enough Hydrogen for three Pilot DEX + INT Starship etc Laser Carbine3 500m +0 400 interstellar jumps (and begins with a full tank). Shooting DEX + INT Sniper Pod Launcher1 100m n/a 150 The Fusion Drive has sufficient Deuterium for two Speed STR + DEX Run, React AT Pods1 n/a +3 25 years normal operations. Stealth DEX + SPT Sneak, Hide AP Pods1 5m rad +0 10 It is atmosphere capable though doesn’t handle Toughness [STR + SPT]x2 Courage Combat Knife 10m +1 20 well in such conditions. Cutlass n/a +2 50 Training Night Stick n/a +1 20 Playing the Game New Adventurers are Trained in two skills & Mono Blade n/a +2 100 When things get interesting the game is played in Familiar with three others of their choice. Shock Rod n/a +2 150 Turns of about ten seconds in length, on a The rest are Untrained. 1. Often restricted to Military only. gridded surface. Training level Bonus 2. 15 round magazine, Cost 10 Credits. Each turn follows the sequence below: Untrained -1 3. 30 shot Rechargeable Power Cell. 1. Movement Familiar +0 4. 10 Shot Rechargeable Power Cell. The Adventurers can choose to move before or Trained +1 5. 24 Shells are 10 Credits. after their enemies. Note that grid squares are Experienced +2 2m across. Mastered +3 Armour Absorbs Cost They can move up to 3 + Speed in squares, -1 if in Lined Coat 1 150 Medium Armour, -2 if they are in Heavy. Skill Check Vacuum Suit1 1 400 You cannot move through a solid object over Roll less than Aptitude + Training on 1D10. Brigandine 2 250 waist high or another figure (unless they let you). When using a skill a roll of 1 is an automatic Carbon Nanotube Tunic 2 300 You can climb over or up an object but this is at success & a roll of 10 an automatic failure. Combat Carapace 3 500 half speed. Refractor Shield2 X 1000 Stealthy movement is also at half speed. Profession [Choose one] 1. The suit has a 3 hour endurance in Space. In zero-g movement continues at the speed Merc: Well armed & armoured the Merc is often 2. A Refractor Shield will absorb all the damage attained until stopped by the person moving or a the leader of a party of Adventurers. from three hits before going down and having to bulkhead. His job is to defend his friends & kill the enemy. be recharged. 2. Combat Fighting +2, Double Trouble, any Armour type. Trader: This is the team’s front man and Tech Cost Description Adventurers & their enemies can attack once wheeler dealer. Persuasion +2, Haggling, only Comm 25 Personal telecom unit, each in a turn. You can only fight another figure Light Armour. Unit 10Km range. in a square next to your own (including Tech: An expert in technology & the only Medikit Used to knit wounds & diagonally). Adventurer who can operate a medikit. prevent trauma. You can shoot at any figure that is in line of sight Technology +2, Healing, only Light or Medium Navcom 200 Crystal Star-map Database & range, even if they are fighting. Armour & Shield. Scanner 100 Short range scientific The Adventurers always attack first. Pilot: An experienced explorer of space. He analysis (5m). The attacker makes a Fighting or Shooting skill keeps his comrades alive when off planet. Toolkit 50 Choose Electronic, Mech., check minus their opponent’s DEX. Pilot +2, Starship Weapons, only Light Armour. Security, Armourer. If there is more than one attacker attacking a single opponent in close combat each one gets +1 Professional Abilities Other equipment can be requested and will be to their skill check. Double Trouble; A Merc can shoot twice in a costed by the Games Master. The difference between what the attacker needs turn if he has not moved. & what he scores is the damage. The Starship Haggling: A Trader can match his persuasive skills Armour stops the first few points of damage. The Adventurers start their careers with an old, against opponents to broker a deal or get a If his armour doesn’t stop all the damage the but serviceable starship with the following discount. defender must make a Toughness skill roll. features: Healing; A Tech’s expertise with a medikit makes He must roll less than his Toughness minus the • LF Star drive for interstellar jumps. a KO’d figure just wounded, or a wounded one remaining damage, or he becomes Wounded. • Fusion Drive for in system travel. whole. A Wounded figure has all his skills are reduced by Starship Weapons; Can track multiple targets • A single Quad Laser Turret for defence. 3 points (including Toughness). and enhance shipboard weaponry [+2 to shooting • Ionized Hull Plating giving it four points of If wounded a second time he is knocked out. with these]. armour versus starship weapons. A KO’d figure can be easily killed or captured. • Two unused hard-points that could each fit a 3. Use other Skills Improving Adventurers missile launcher, another Quad Laser or a Anything not listed above can now be done. After an adventure the Adventurers divide the Shield Array. loot between them equally. They can then spend • A three seat Bridge. some of this on training to improve themselves.