Some Goals

Semi-hard SF limited super-science constraints on tech things like refueling often take time or money or both instead of being hand-waved no FTL comm except by ships players should be able to outrun trouble…sometimes No over-arching political structures bunches of mini-empires and federations, not The Empire or The Federation Limited interstellar law-enforcement, banking, other infrastructure […]

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Pilots

Pilot spacecraft from one-person planet-jumpers to galactic dreadnoughts.  Pilots gain 1d6 Hit Points per level. Level Attack/Hotshot Die Critical Action Dice Ref Fort Will 1 +1/d3 1d6/II 1d20 +1 +1 0 2 +1/d4 1d8/II 1d20 +1 +1 0 3 +2/d5 1d8/II 1d20 +2 +1 +1 4 +2/d6 1d10/II 1d20 +2 +2 +1 5 +3/d7 1d10/II […]

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Backgrounds

Backgrounds describe the characters’ lives and circumstances before they begin their careers.   If it’s a profession, it’s generally the parents’ profession. Skill rolls that you can justify having experience with based on your background use a d20, otherwise use a d10. Roll a d20 plus Luck mod for your starting background: Urchin – no […]

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Mental Corruption

Mental Corruption charts for Scientists and others exposed to things Man Was Not Meant to Know, such as prolonged exposure to hyper-space. Roll 1d10 modified by Sanity mods; may burn a point of Luck after roll to negate effect. Minor Mental Corruption Paranoia strikes deep. You become convinced your companions are out to steal your ideas: […]

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Scientists

Scientists push back the frontiers of knowledge, devise ingenious inventions, solve problems with know-how and duct tape, and learn things that Man Was Not Meant To Know. Scientists get 1d6 HP per level. Scientists should have the career Science as a background. Level Attack Critical Science Die Action Dice Ref Fort Will 1 +1 1d8/III […]

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Engineers

Engineers build and destroy structures, traps, machines, and ships. Engineers get 1d6 HP per level. Level Attack Critical Tech Die Action Dice Ref Fort Will 1 +1 1d8/III 1d3 1d20 +1 +1 +1 2 +2 1d8/III 1d4 1d20 +1 +1 +1 3 +2 1d10/III 1d4 1d20 +2 +2 +2 4 +3 1d10/III 1d5 1d20 +2 […]

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Troopers

Armored infantry. Troopers gain 1d6 Hit Points per level. They get the normal penalty for wearing heavy armor, but the penalty does not apply to checks to activate the armor’s powers. Trooper’s armor is equivalent to Full Plate (AC +8. Check -8 Fumble d16), but a Trooper may opt for lighter armor; if so the […]

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DCC in Spaaaaaace!

I’ve been on a space-SF kick lately, and really have a hankering to run a star-faring space RPG, but having trouble deciding what system to use.  Over the years I’ve tried a bunch, and even written one (Zap!) but none of them seem like they’d really scratch my current itch.  Zap!, while I’m still quite […]

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