Crown of Stars
Crown of Stars
TABLE OF CONTENTS
               SOLVING PROBLEMS WITH DICE                      01
                                   COMBAT                      01
                            SPACE COMBAT                       02
                          TRAVELING SPACE                      03
                                 SKILL LIST                    03
                       CHARACTER CREATION                      04
                                  TRAINING                     04
                                EQUIPMENT                      05
                      VEHICLES/SPACESHIPS                      07
                            BASIC ENEMIES                      08
                             POORLY WRITTEN AND SHODDILY DESIGNED BY
VERSION: 1.1                              SCOTT KNEES [SPECTRALIDAX]
                                      If an action a character
 SOLVING PROBLEMS                     undertakes requires a roll the
                                      GM [Game Master] declares
                                                                               COMBAT                               When combat is initiated each
                                                                                                                    character chooses fast or slow.
 WITH DICE                            the skill that they are rolling
                                      and attempts to roll equal to or
                                                                                                                    The GW will also choose either
                                                                                                                    fast or slow for each enemy.
                                      under the roll.
[EX. attempting to climb up a rock face the character would roll              Each character that chooses fast may act before any enemy but
their Climbing/Lifting/Forcing skill, which is a 43. The character            may only choose a move or an action.
rolls 1d100 and gets a 38 therefore succeeding at the skill]
                                                                              Each enemy that chooses fast will now act but may only choose a
If there are any difficulties to that action [such as a wet surface           move or an action.
when trying to climb a rock wall] the skill the character is trying to
roll has a -10 modifier.                                                      If a character chooses slow they will go after any enemies that
                                                                              choose fast but will be allowed to take both a move and an action.
Any subsequent difficulty applies an additional -10 per difficulty.           All the enemies that choose slow will go last and will be allowed to
                                                                              take both a move and an action.
If there are any benefits or preparations that the character has
made [such as having a climbing kit while trying to ascend a rock
wall] the skill the character is trying to roll has a +10 modifier.                                   MOVES AND ACTIONS
Any subsequent benefit applies an additional +10 per benefit.
                                                                              Move: A character's move is 5 sq.
ATTACKING
DEFENDING
                                                                              If the character rolled under or equal to the skill they avoided the
                                                                              attack and take no damage.
                                                                              If the character fails they will take the damage of the weapon
                                                                              minus their armor value.
                                                                                                               HEALTH
                                                                              If the result is above 50 then they will die at the end of the turn
                                                                              unless they receive immediate medical attention.
                                                                         01
 SPACESHIP                             At the start of spaceship
                                       combat every character must
                                                                                SPACESHIP
 COMBAT                                declare a role [Generally one
                                       person per role].
                                                                                ROLES
If the character is in a fighter craft they don’t choose a role and                                        ASSAULT
may use any action in the spaceship roles.                                     Prepared to assault enemy ships either by the use of dropships or
                                                                               other shuttlecraft.
Every turn the pilot declares fast or slow. The GM will choose
whether an enemy ship goes fast or slow.                                       Assault may also repel boarders.
If the pilot chooses fast the characters get to go before the enemies          May assist damage control providing +10 to damage control skills
but can only make 1 action a turn.                                             this turn.
If the pilot chooses slow the characters go after the fast enemies                                     COUNTERMEASURES
but each character may make 2 actions a turn.                                        Boost The Shields
                                                                                     Damage taken this turn is ½ [rounded up].
All space movement is in Space squares [ssq]
                                                                                     Deploy Chaff
All characters then take turns doing the prescribed amount of                        +10 to the Counter Measures skill for this turn.
actions at their station.
                                                                                     Electronic Warfare
For every action a character rolls the appropriate skill. If the                     An enemy ship with 5 ssq has -10 on all roles till the end
character rolled under or equal to the skill they                                    of their turn.
succeed at the action.
                                                                                     Shield Restored
When a ship is attacked by an enemy the character in the Counter-                    Repair the shield of the ship by 1D6.
measures role rolls against their countermeasures skill and if the
roll is below their skill the ship is safe. If they fail the roll                                     DAMAGE CONTROL
the ship takes damage.                                                               Repair
                                                                                     Repair 1D8 health to a ship system.
                                                                                     Hotfix
                                                                                     Repair 1D8 health to a ship system.
                                                                                     May make a hotfix to another system.
As soon as the shields run out the systems of the ship take                                                 GUNNERY
damage. Systems may be repaired by Damage Control even if they                       Fire Everything
are at 0. Any excess damage done to a system is transferred to                       -20 to Gunnery skill for the turn.
another system until the damage is spent.                                            The Gunner hits with ever weapon on the ship.
When the systems take damage roll 1D10. If 3 or more systems hit                     Light Them Up
points reach 0 the ship is scrapped.                                                 The Gunner makes an attack with 1 of the ship’s weapons.
                                                                          02
                                         When traveling [warping] to
 TRAVELING                               another star system the ship
                                         must expend 1 fuel and it
 SPACE                                   takes 1 week to arrive
                                         at the destination.
If the roll fails the ship is lost and the GM must roll a 1D10
on the table below.
  SKILL
  LIST
COMBAT SKILLS                                                                       VEHICLE SKILLS
Acrobatics/contortion
Climbing/lifting/forcing [Basically, Brute Strength]
Running/jumping/swimming
Sleight Of Hand/concealment
Stealth
MENTAL SKILLS
                                                                               03
                                                                                  Nightvision
 CHARACTER                                                                           The Character can see in the dark.
 CREATION                                                                         Plasma
                                                                                     The character’s body is made of plasma and doesn’t
CHARACTER CREATION STEP BY STEP                                                      need an environmental suit when in vacuum.
                                                                                     Needs an environmental suit in atmosphere.
     Choose character size
     Choose racial specialty
                                                                                  Pheromones
     Distribute 500 build points to skills [all skills start at 10]
                                                                                     +10 to any Charisma skill. Those that are affected by the
     Roll 1D10 x 100 for credits
                                                                                     pheromones may not take kindly to this.
     Buy weapons and gear for character
                                                                                  Poisonous
  SIZE [CHOOSE 1]                                                                    The character’s body secreets a 1D4 poison.
      Flight
          The character may fly.
      Natural Weapon
         The Character’s body has a weapon ingrained into their
         body that does 1D4 damage.
                                                                      04
                                                                      PISTOLS
                                                                      Axehead                   $ 500           R: [5 sq]       D: 1D4
                                                                      1D4 at range or 1d6+1 in [1 sq][melee]
  Burn                                                                N/A
     The target is on fire and takes 1D6 damage at the end of         Stun Gun                  $ 200           R: [3 sq]         D: 1
     their turn. The character may spend an action to
     put out the fire.                                                Stun
  Fear                                                                RIFLES
     Any within 2 sq of the target [including the target] must        Ballistic Rifle           $ 2,000         R: [10 sq]      D: 1D8
     pass a Willpower roll or spend their next turn running
     away from the wielder of this weapon. They are still             2H
     feared until they can spend an action and pass a                 Crossbow                  $ 1,500         R: [8 sq]       D: 1D6
     willpower roll.
                                                                      2H, Silent
  Heavy
                                                                      Deck Sweeper              $ 2,500         R: [5 sq]      D: 1D10
     This weapon must be deployed in a stable position
     before being used.                                               2H, Fear
                                                                 05
EXPLOSIVES                                                           ARMOR
Grenade                     $ 200      R: [4 sq]       D: 1D8        Armor [Light]             $ 1,000               AV: 1             N/A
1D8, Blast [1], Limited                                              Armor [Medium]            $ 3,000               AV: 3             N/A
Grenade Launcher $ 11,000 R: [10 sq] D: 1D8 Armor [Heavy]: $ 9,000 AV: 5 Training
2H, 1D8, Blast [1], Limited                                          Armored Enviro Suit       $ 6,000               AV: 3         Training
                                                                     Ballistic Shield          $ 2,000               AV: 2             N/A
Improvised Explosives       $ 100      R: [4 sq]      D: 1D10
                                                                     Force Shield [minor]     $ 20,000                              HP: 10
Blast [2], Limited, Unstable
                                                                     A shield may be regenerated by spending an action, Training
Incendiary Grenade          $ 300      R: [4 sq]       D: 1D4
                                                                     Force Shield [major]     $ 100,000                             HP: 20
Blast [2], Limited, Burn
                                                                     A shield may be regenerated by spending an action, Training
Rocket Launcher             $ 55,000   R: [20 sq]     D: 1D10
                                                                     Power Armor              $ 100,000              AV: 8
2H, Blast [2], Long Reload, Rending
                                                                     +10 to any combat or physical skill, Training
Gas Grenade                 $ 300      R: [4 sq]       D: 1D4
Blast [2], Limited, Venom
                                                                     GEAR
Stun Grenade                $ 250      R: [4 sq]         D: 1
                                                                      Animal Companion                       $500
Blast [3], Limited, Stun                                              Bag/Backpack                           $100
                                                                      Binoculars                             $200
BLADED WEAPONS                                                        Climbing Gear                          $300
Ax                          $ 400      R: [1 sq]     D: 1D6+1         Clothes [Common]                       $50
N/A                                                                   Clothes [Luxury]                       $200
                                                                      Communication Device                   $500
Cult Blade                  $ 1000     R: [1 sq]       D: 1D4         Crowbar                                $25
Silent, Venom                                                         Diving Gear                            $500
                                                                      Drugs [Combat]                         $1,000
Energy Blade                $ 10,000   R: [1 sq]    D: 1D12+3         Drugs [Recreational]                   $3,00
Rending                                                               Drugs [Medical]                        $1,500
                                                                      Environmental Suit                     $3,000
Knife                       $ 30       R: [1 sq]     D: 1D4+1
                                                                      Flares                                 $10
N/A                                                                   Flashlight                             $25
Mono-Filament Blade         $ 8,000    R: [1 sq]     D: 1D8+1         Food [Common]                          $10
                                                                      Food [Luxury]                          $100
Rending
                                                                      Food [Survival Rations]                $30
Polearm                     $ 1000     R: [2 sq]     D: 1D8+1         Medical Kit [Basic]                    $50
2H                                                                    Medical Kit [Trauma]                   $500
                                                                      Repair Tools [Ground Vehicle]          $1,000
Sword                       $ 400      R: [1 sq]     D: 1D6+1         Repair Tools [Mech]                    $3,000
N/A                                                                   Repair Tools [Spaceship]               $5,000
                                                                      Rope                                   $20
BLUNT WEAPONS                                                         Survival Shelter                       $200
Club/Mace                   $ 400      R: [1 sq]     D: 1D6+1
Stun
Unarmed                     $0         R: [1 sq]         D: 1
N/A
                                                                06
 VEHICLES /
 SPACESHIPS
Vehicles can use any weapon with the heavy keyword with a weapon
mount or 2 other weapons.
                                                                         07
LARGE SHIPS
Battleship             $ 13 Billion       Carrier                   $ 15 Billion
Engines: 10           Speed: 3 ssq        Engines: 10             Speed: 3 ssq
Life Support: 10           Armor: 8       Life Support: 12              Armor: 8
Weapons: 12             Shields: 25       Weapons: 10                Shields: 20
Fuel: 10           Weapon Mounts: 4       Fuel: 10            Weapon Mounts: 3
Structure: 10                             Structure: 10
                            All weapons are designed for ship to ship combat and will
SHIP WEAPONS                annihilate any other target [this means you].
Flak Cannon                  $ 100 Million           R: [5 sq]              D: 1D4
+1D6 damage to Shuttle craft / Fighter craft
                                                                                              BASIC
                                                                                              ENEMIES
                                                                                             Hostile Alien Lifeform         HP:1D20+3   ARMOR: 4   SKILLS: 70
                                                                                             Claws [1 sq], 1d8+1, Rending, Venom
08