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(Playtest Version 0.2 MOONSHOT) Not every action that an Astronaut takes requires a die roll,
only those with interesting consequences waiting behind Basic Mechanics----pg 2.
“My batteries are low and it is getting dark.” either result. When you do take such an action, you make an
Opportunity Rover, Mars Attribute Test based against the Attribute most appropriate Mission Phase-------pg 4.
to the action by attempting to roll under its value on a d20.
Written and Illustrated by Galen Pejeau
Classes--------------pg 11.
Some rolls will be made with Advantage, meaning that the
TOUCHSTONES: player rolls the d20 twice and picks the best result, others
The Outer Wilds by Mobius Digital, No Man’s Sky by Basic Gear----------pg 15.
will be made with Disadvantage, meaning that the player
Hello Games, The Black Hack, by David Black, For rolls the d20 twice and picks the worst possible outcome.
All Mankind, by Ronald D. Moore, Gravity, by Alfonso Powers--------------pg 17.
Cuaron, Blades in the Dark, by John Harper, The Manga The MC never rolls the dice. If an Astronaut is attacked by
works of Hayao Miyazaki, Paleo by Peter Rustemeyer an NPC (Non-Player Character), or needs to avoid a hazard Homeworld Phase-pg19.
they make the appropriate test, and roll the damage dice
against themselves if they fail. Advanced Gear----pg 23.
This game also features the Usage Die in many places. MC’s Section-------pg 27.
When using an item with a Usage Die, add the marked
Solarcrawl is a campaign framework that takes the dungeon die type to the appropriate roll. If the result is a 1-2, then
crawling fantasy of the Black Hack and transposes it Alien Artifacts-----pg 29.
reduce the Usage Die by one die type for any future rolls.
onto an entirely different genre of bold exploration and If the Usage Die is a d4 and comes up 1-2, then the supply
discovery: the dawn of a Space Age! Bestiary-------------pg 31.
in question has run out and may not be used again until
replenished. For Issued Gear, this usually means a return
One of you will take on the role of the Game Master (called home, for many Alien Relics, replenishment will not be
Mission Control, or the MC in this game) and present an possible.
entire solar system of wonders never witnessed before. The There are four classes in Points of Light:
rest will take on the job of playing the Astronauts: bold
heroes who strap into multistage rockets and risk their lives PATHFINDER
to make a better world. soldier, ranger & diplomat
SPACEWALKER
strange master of void energies
1 2
ATTRIBUTES THE MISSION PHASE
Your Astronaut’s Attributes are generated with 3d6 in Astronauts arrive at their destination, explore outside the
BEYOND THE the following order: Strength (STR), Dexterity (DEX), Landing Vehicle, and try to maximize their time before the
Constitution (CON), Intelligence (INT), Wisdom (WIS), SAVES
BLACK constraints of air and fuel require them to return home.
A short list of other games and Charisma (CHA). If a stat of 15+ is rolled the next
must be rolled with 2d6 + 2, then continue with 3d6 until Whenever something
whose mechanics & design
the end or another 15+ is rolled. Once all stats are generated would happen to an
inspired this one: THE PLAYER’S TURN Astronaut that they
2 may be swapped.
might be able to avoid
Ultraviolet Grasslands During a player’s turn their Astronaut may move and
All Stats are useful in the unknown, and this game follows the consequences of,
by Luka Rejec, perform an action. Actions may include using a device,
Luka Rejec’s principle of considering Charisma to be a player makes a kind of
Into the Odd searching an area, communicating with an NPC, using a
sort of Luck Stat. Mission Control may not believe in luck, test known as a save.
by Chris McDowall power, taking a second Move, or using a tool or weapon.
Knave but no spacer that has gazed upon Infinity’s starry expanse Most of these will involve making at least one Attribute
would like to get on her bad side. Test the appropriate
by Ben Milton Test to determine the outcome.
Attribute and determine
Chiron’s Doom
THE PLAY LOOP the result.
by Nick Bate TIME & TURNS
The Stygian Library There are three important units of time in Solarcrawl,
There are two phases of play in Solarcrawl, the Mission STR - Physical harm
by Emmy Allen
Phase & the Homeworld Phase. that cannot be dodged
Moments are used during fraught periods of danger, such
as combat, chases or other crises where Initiative would be DEX - Physical harm
During the Mission Phase, the players exit their Landing rolled.
Vehicle and engage in more classical adventure game that can be dodged
activities, such as exploration, discovery, avoiding or
Minutes are used when exploring a specific location or CON - Environmental
defeating hazards, and generally trying not to die.
engaging in a challenging but non-threatening task. Players harm, toxins or
may choose their order in Minutes, but everyone must have radiation
When they fire up the rockets to return home the Homeworld
the opportunity to take a turn before anyone goes again.
Phase begins.The players step into the role of their Space
Agency, level up their Astronauts, analyze their findings, INT - Resisting the
and develop new technologies to allow them to reach Days are used to make Expedition Draws, the Agency effects of preternatural
further into the depths of their solar system. They plot a divides all planetary bodies into Standard Hexes, 20 or mental attacks
course to a new Destination and roll the Homeworld’s kilometers on a side, other destinations may be divided
Usage Die. into Zones. It takes one Day to travel across a Hex or Zone WIS - Resisting
while exploring it. If the Astronauts are hurrying, they illusions or deceptions
The Homeworld is a battered place, wrung dry by centuries may cross two Hexes or Zones in a day on foot, but in
of misuse. When the Homeworld’s Usage Die reaches zero, unexplored areas they are much more likely to encounter CHA - Anything that
its people have lost the will to reach outwards, curling up danger at the MC’s discretion. involves plain dumb luck
on themselves and disappearing. This is the end of the
campaign, so manage your planet’s resources carefully,
and if you are lucky, you may even improve life there.
3 4
MOVEMENT & DISTANCE INITIATIVE
While exploring, there are four abstracted units of distance: When a crisis, hazard or fight occurs during the Mission
Phase, all players must make a DEX Save. Those who
HD Dmg
Close: Anything within arm’s reach, succeed may take their round in any order they like,
Nearby: Anything that may be made Close with a Move followed by any NPCs or MC-driven events, and then [1--------------D4
action, within pistol range followed by any players who failed their DEX Save. This [2]-------------D6
Far Away: Anything that may be reached with two Move order remains until the crisis has passed. [3]-------------2D4
actions, within rifle range [4]-------------D10
Distant: Anything that may be made Close within three HAZARDS, CHALLENGES &
OPPONENTS
[5]-------------D12
Moves, extreme rifle range [6]-------------D6+D8
EXPEDITION DRAWS There are many ways to die in space; “monsters” are [7]-------------2D8
perhaps the least of them. Storms of radiation, toxic gases [8] -------------3D6
Once per day, an entire crew may decide to make an or caustic chemicals might rain down on the Astronauts. [9]-------------2D10
Unstable ground could give way in unfamiliar gravity,
Expedition Draw. This may be combined with normal [10] -----------D10+D12
movement through a Hex or Zone. The MC draws cards off pits of superfine lunar dust could envelope an unlucky
from the Exploration Deck and places them face down in soul, an alien structure could send lightning or plasma
front of the players. Continue drawing until there are three coruscating through its halls without warning.There are
cards that match the terrain type of the explored Hex or also the rampaging alien fauna, the dormant robot servants
Zone. Discoveries, Hazards and other cards without a suit of precursor races, and other ambulatory xenotypes.
are universal. The players analyze the backs of the cards
and choose which one they would like to explore. That All of these are Hazards and ranked by Hit Dice (HD).
card is flipped and everyone must face the results of their If the Hazard is an NPC, then you may calculate it’s Hit ROLL REACTION
choice. Some cards will be Hazard Cards. They may be Points (HP) by rolling (HD) d8s. You may determine the
chosen or discarded, but each card discarded will require a damage any Hazard would do to an Astronaut on a failed [1]---Flee, then roll again
roll of the Lander Usage Die to represent time spent. Save by the table in the sidebar. [2]-Avoid the Astronauts
[3]-Exchange info/goods
The art on the back of the cards will give clues as to the When an Astronaut takes damage they may spend Armor
Points to reduce the incoming amount and then deduct the
with the Astronauts
nature of the encounter on the other side. A canny crew will [4]----Aid the Astronauts
learn to spot danger coming at a distance. remainder from their Hit Points.
[5]-----Befriend the Crew
When the Exploration Deck is exhausted, it should be
FIRST CONTACT [6]--Trick the Astronauts
reshuffled.
(roll again for ruse)
deep locations If the Astronauts encounter a creature possessing sentience- [7]---Call for help & fight
no hypothetical in a solar system littered with the debris of [8]--Attack immediately
Some Destinations will have Hexes with a special icon. a meddlesome precursor race- then it may be advisable to
When the Astronauts explore that location, the MC should attempt communication with the alien being before it all
lay out the corresponding unique card, and build a complex ends in running and explosions. Use the table in the sidebar
according to the rules on page 28. if you need to determine the NPC’s reaction.
5 6
USE OF FORCE THREATS & DEATH
Some Hazards, such as ion storms, freezing cold or When an Astronaut reaches 0 Hit Points they are Out of
asphyxiation, cannot be reckoned with; they do their Action, (OofA) unconscious or disabled and unable to
EXAMPLES damage to an Astronaut on every round, and the only take further actions until the end of the current Hazard
OF USE OF choices are escape the situation or perish. Ohers, such encounter. If the Astronaut’s allies were able to provide
FORCE as barriers, cave-ins or rampaging alien fauna, can be aid, roll a D6 on the Injury Table and, if able, return the
overcome through skill and persistence. If an Astronaut Astronaut to play with 1d4 HP. If no aid was present, then
STR - Melee combat, wishes to overcome such a Hazard and has the means to the Astronaut is lost forever. Later spacecraft may have the
acts of might do so (an appropriate weapon or tool), then they may use capacity for spare characters, but the Torch Lander only
Force to create a solution. carries the number of players at your table.
DEX - Ranged
combat, picking a Astronauts must be in the correct range to use a tool. All INJURY TABLE
mechanical lock tools are close ranged unless listed otherwise. If a long-
ranged device is used in close range, the Astronaut must
CON - Bulling 1.) RUPTURE: the Astronaut’s suit integrity has
roll at Disadvantage.
through an failed and they are leaking air at a dangerous rate.
environmental disaster, The Astronaut must pass a test for the appropriate Attribute An INT Test must be passed by any ally in 1d4
such as a radiation (see sidebar) and may then roll their Class’s damage die, minutes or the Astronaut will asphyxiate if in an
storm or decompression plus any modifiers granted by their equipment. The result airless environment.
is removed from the Hazard’s HP, and the Hazard’s HP
INT - Deciphering a reaches 0, then it has been overcome. Use of Force includes 2.) CONCUSSION: the Astronaut will be at
puzzle, outreasoning an traditional tabletop combat as well as other physical Disadvantage to all Tests for the next hour.
opponent activities such as bending bars, lifting gates, or cracking an
alien computer code. 3.) CONTUSED: STR, DEX & CON are all reduced
WIS - Seeing through
by -2 for the next 24 hours.
mistruth, understanding TWO HANDED WEAPONS
alien communication
Two handed weapons, such as a spear, or a rifle, add +2 4.) SEVERE INJURY: STR or DEX is reduced by -2
CHA - Negotiation, to die rolls, meaning that they are more difficult to use for remainder of the Mission.
bamboozling an effectively but also hit harder.
opponent with wits 5.) SCARRED: the Astronaut gains a permanent
CRITICAL HITS & MISSES mark related to the cause of the injury, and their
CON is reduced by -2 for the remainder of the
In ANY roll when the player rolls a 1, then they have Mission.
achieved a Critical Success. They get more than they were
looking for, accomplish their task in record time, or their 6.) DEAD: the Astronaut received a mortal injury
weapon does double damage. If they roll a 20, then they
and is beyond aid.
have a Critical Failure. Tools break, the situation becomes
worse, or their Astronaut takes double damage.
7 8
HEALING
RESTING
ENCUMBRANCE
CLASS WEAPONS
ISSUED GEAR
9
CLASSES CLASSES
PATHFINDER EXOSCIENTIST
11 12
CLASSES CLASSES
SPECIAL ABILITIES:
13 14
MISSION EQUIPMENT TECHNICAL GEAR
15 16
SPACEWALKER POWERS LEVEL THREE
A Spacewalker may learn any number of powers, as long [1] Negate Energies: Test INT to negate energy effects.
as they are of the Spacewalker’s level or below. They begin [2] Extrasensory Pulse: Sense the position of all moving
Natural 1: objects within 10m/level.
with three level one powers. New abilities can be learned
You may learn any [3] Cleanse Toxins: Remove all hostile substances from
in two ways, by finding and touching an Alien Anomaly or
power up to your current one target’s bloodstream.
by using the R&D phase to fund a Spacewalk. Either way,
level of your choice or [4] Hibernation: Place one target in a state of near perfect
the Spacewalker makes a Wisdom check to learn a new
roll 1d8 for a power on suspension, consuming almost no air, water or food, until a
ability on the list, per the Sidebar.
the next list up. designated external stimulus arrives.
Success: [5] Psychic Bond: All nearby allies defend against attacks
POWER CAPABILITY
You may learn a power with Advantage for 1d4 Moments.
up to your current level. [6] Teleportation: Immediately move yourself to a nearby
Each Spacewalker Power has a Usage Die, assign Die size
Failure: location.
at the beginning of the Mission Phase by the below table:
You may roll 1d8 for a [7] Molecular Crucible: While on a planetary body, refill
power from any table up to 1d4 Usage Die steps of air or water.
Power is Spacewalker’s level or Higher: Single Use
below your current level. [8] Accelerate Healing: Knit flesh together and return
1-2 Levels below Spacewalker’s level: d4 Usage Die
Natural 20. +1d6 HP to a nearby target.
3-5 Levels below Spacewalker’s level: d6 Usage Die
Nothing but space dust
6-7 Levels below Spacewalker’s level: d8 Usage Die
out there. LEVEL FIVE
8 or more Levels below Spacewalker’s level: Always
LEVEL ONE [1] Mind Trick: Once after a reaction roll, move the result
up to three locations up or down the track.
[1] Empathic Bond: May be used once after a reaction roll [2] Adaptation: Allow one target to operate suitless in an
to adjust the result one level up or down the chart. environment so hostile that it would normally require one.
[2] Ablation: Convert nearby inert matter to ceramica tile, Lasts 1hr/level.
gain 2 Armor per level. [3] Precognition: Get a general sense from the GM of the
[3] Quantum Dance: Cause a small inert object to generate nature of one location up to 1H away.
light and warming heat. [4] Perfect Telepathy: Communicate with other intelligent
[4] Telekinetics: Move an object that you could lift, beings within sight silently and with perfect clarity.
crudely through space. Fist-sized or smaller objects may [5] Summon Vacuum: Drain the atmosphere away from
be moved with fine control. an entire encounter zone, freezing the area and doing 3d6
[5] Neural Boost: Nearby allies gain +1 to Attributes for damage to unprepared targets.
making Saves until end of Encounter. [6] Mass Driver: Move an object up to the size of a
[6] Phase Shift: Place 3d6 HD of nearby targets just one planetary lander through space at 1G force for 1 min/level.
dimension over for 3/minutes/level. [7] Weave Matter: Rebuild shattered bones, organs as you
[7] Slip the Bonds: The Spacewalker gains slow levitation grant one nearby target +3d6HP.
abilities for 3 minutes/level. [8] Geodesia: Use nearby matter to create a ceramica dome
[8] Faraday Field: Nearby allies become invisible on the that protects against up to 9HD attacks for 10min/level, or
electromagnetic spectrum for 1 minute/level. until the Spacewalker loses focus.
17 18
LEVEL SEVEN
LEVEL NINE
19
the homeworld phase GETTING HOME
THE *OTHER* SPACE THE SPACE AGENCY Once the Lander takes off on its return journey, have the
AGENCY oldest character roll a d20 and add their Wisdom score.
When not following the adventures of their Astronauts on
The solar system will be a alien worlds, the players will take on the roles of heads of RE-ENTRY TABLE
dangerous place, risking their Space Agency. This phase is a more abstracted section 5 OR LESS - The heat shields fail on contact with
the lives of the Astronauts of the game, with its actions spread out over weeks or even the atmosphere, all characters take 4d6 dmg. All
that explore it from the very years of the Astronauts’ lives. discoveries on board are lost.
first time they set foot on 6-10 - The spacecraft bounces off of the
another world. It will only The Space Agency will direct the return journey from each
atmosphere, doing 2d6 dmg to all on board. The
get more dangerous from expedition, manage the careers of the Astronauts, analyze
Planetary Usage Die drops a step as a hasty rescue
there, there are horrors out their discoveries, and use that information to improve the
in the dark that scare even lives of the people at home and build better rockets to mission is launched.
the Spacewalkers. send the Astronauts farther from their world on their next 11-15 - A rough landing, the players must choose
journey. to have one Astronaut miss the next mission while
If you would like to have recuperating from injuries sustained, or for one
the threat of a competing For the purposes of this playtest, it is recommended that the discovery to be lost in the crash.
set of Astronauts, you first session begin with the touchdown of the Torch Lander 16-28 - The spacecraft returns safely to the
can introduce the militant on the Space Agency’s first extraplanetary mission. When Homeworld.
space agency of Far Crater, the Astronauts have decided to return, the Homeworld 29-35 - A flashy landing grants +1 to the result of the
A city state that was never begins: next Homeworld Usage Die roll.
fully incorporated into the
36+ - An excited Homeworld welcomes back its
rest of the Homeworld’s 1.) Getting Home
2.) Parades & Funerals
heroes with celebrations. Increase the Homeworld
society, and are sending
out their own expedition 3.) Research & Development Usage Die by one step.
forces in tandem with the 4.) Plan Next Mission
players’. 5.) Liftoff PARADES & FUNERALS GAINING LEVELS
What is their motive? Will If any Astronaut perished on the last mission, record their Whenever a character
they share their discoveries name, as well as location and manner of death on the levels up, increase their
with the Space Agency? Or memorial section of the Homeworld Sheet. Every crew will HP by the amount rolled
will the promise of space have their own ritual for commemorating a fallen comrade on their Hit Die.
flight end like so many
other noble endeavors, Next, level up any surviving crew members and fill out
Then roll a d20 for each
with blood spilled on a crew sheets for any new Astronauts. New Astronauts begin
Attribute, increasing it
faraway battlefield? at first level.
by 1 if the die roll was
a higher value than the
Attribute.
19 20
RESEARCH & DEVELOPMENT MISSION PLANNING
Record all discoveries in the appropriate space of the The MC spreads out the sheets for all known Destinations,
Homeworld Sheet along with any other notes that may help and the players decide on where to send their crew. If there
with future exploration. is any disagreement, the players set up a rotating post
of Mission Director, and vote on their Destination with
Determine which Advance to mark off from the tree on the the Mission Director acting as tiebreaker. A Destination
Front of the Homeworld Sheet. If the group is unable to may have a distance penalty that must be applied to the
decide which Advance to take, then the decision falls to the Spacecraft’s Usage Die before any rolls.
Exoscientist player(s). If that still does not resolve the issue,
then the MC may step in as Homeworld Adminstration. LIFTOFF
Once a Destination has been selected, have the youngest
No advancement may be taken above the dotted line of character roll a D20 and add their Charisma Score. If you
each space vehicle program until that program has been are unsure as to who that is, have the youngest player roll.
sucessfully marked off as an Advance. Note that many LAUNCH TABLE
Advances will require an R&D roll (a successful INT test),
in-game resources, or both. Once an Advance has been
5 OR LESS - The Rocket explodes on the launchpad!
marked off, it becomes available to the crew as if it was in
All Characters suffer 4d6 fire damage, and the
the Basic Gear section.
Planetary Usage Die drops a step during the
HOMEWORLD USAGE DIE resulting chaos and confusion.
6-10 - The Rocket suffers a major malfunction
The Astronaut’s Homeworld begins the game in dire shape: during liftoff, but the Astronauts are able to use
the oceans have dried, the land is choked in dust, and toxins the escape systems effectively. Roll the Planetary
have made life increasingly unsustainable. Usage Die while building anew and carry on with
the Mission.
Each time the Homeworld performs the Liftoff step, one 11-15 - The Rocket suffers a minor mishap and some
player must roll the Homeworld Usage Die. It begins as a damage. All Astronauts suffer 1d6 dmg or all rolls
d8 and decreases like a normal Usage Die. If it runs out,
of the Lander’s Usage Die are taken at -1 during the
then the inhabitants of that world have turned their back on
duration of the Mission. (Player’s choice)
the stars and fade into obscurity. Their story will end unless
something raises the Homeworld Die on this mission. 16-28 - Everything goes by the book.
29-35 - The Astronauts are able to pull off a perfect
To prevent this, the players may invest an R&D phase to landing upon arrival at their Destination. Increase
use their hard-won knowledge to revitalize their world. One the Lander’s Usage Die by one step for this mission.
player may color in a segment of the Homeworld. When 36+ - A lucky pass on arrival allows orbital
all 4 sections around a box are filled, mark it and increase photography. The Astronauts may make a free
the Homeworld Usage Die by one value. The Homeworld Expedition draw at their llanding site, peeking
Usage Die may not go above a d12. under all cards before choosing.
21 22
GEAR ADVANCEMENTS spacecraft
Mark II EVA Suit: +3 Armor, no Encumbrance penalty Available at the beginning of the game, the Torch uses a
multistage, solid-fuel rocket to escape the Homeworld’s
AMP Frame:+6 Armor, +2 STR, -1 DEX gravity. An orbiter is mounted atop the rocket, and carries
Linker’s Rig: May begin with 2 Drones, Limited Flight the Astronauts back and forth between their home and their
Hazard Gear: Test vs. environmental hazards w/Adv Destination. While the orbiter remains uncrewed above the
No-Suit: No longer runs out of air/food/water in space target, a Lander brings them down for their mission, then
flies back up to the orbiter. All of these components are
weapon advancements single use.
Automatic Weapons: May make an extra two attack rolls CANDLE PROGRAM
in one round at the cost of one Usage Die level
Space stations in orbit around the Homeworld eventually
Patcher’s Kit: INT test to recover 1d6 HP, d6 Usage Die, allow the development of the Candle, a larger craft that
Instant spends its entire existence in space. Powered by a fission
reactor and carrying a centrifugal ring for its crew’s
Sniper Rifle: May make an attack on a hazard card before comfort, the Candle is able to reach much farther into the
encounter begins, unless ambushed solar sytem, delivering its Astronauts to their Destination
Drophammer: Ignores armor, does +1 DMG in a reusable shuttle.
Universal Dart: Silent sedative, works on all encounters (NOT YET AVAILABLE IN PLAYTEST)
Negative Blade: Increases Force Die by one level
LANTERN PROGRAM
BASE ADVANCES
The Lantern is a deep space research vessel, using an
Scuttle Rover: Doubles exploration speed, as 2HD efficient fusion reactor to generate thrust, as well as nominal
creature, d8 Usage Die, roll once per day as Lander gravity for the crew. It carries multiple dropships to allow
A battery powered all-terrain vehicle that carries the entire its crew to safely survey and explore their Destination.
crew, carries no armor, no environmental seals. (NOT YET AVAILABLE IN PLAYTEST)
23 24
THE SOLAR SYSTEM
RUNNING SOLARCRAWL moonshot notes
For both Mission Control and the Astronauts, there are few The Exploration Deck included in the MOONSHOT Building
basic principles to keep in mind when running Solarcrawl playtest only includes 2 suits, Airless, and Ruins, but will complexes
that may help the entire table get the most out of the game: over time be expanded to include the following:
When the Astronauts
1.) The game is primarily about exploration ICE/DESERT explore a Unique
There is no XP for killing things; the only way to level TOXIC/HOT location, the MC should
up is to survive the mission, and the only way to continue OPEN BIOME take the special card
launching missions is to use the crews’ discoveries to CLOSED BIOME that corresponds to that
regreen their Homeworld. location, and then build
Every Destination will have a key on it, showing the suits
out a line of cards to
2.) Mission Control should be a fan of the crew as well as the number of Discoveries and Hazard Cards
that must be included to build the Exploration Deck. The its left that match the
Revel in their successes as well as groaning for their
failures. The Exploration Deck exists to have parts of a MC should feel free to adjust the number of Destinations symbols on that card.
mission be as much of a surprise for the MC as the rest of and Hazards as needed to make the game more or less
the table. challenging for their group. If any hazards are drawn,
they should be placed on
3.) Astronauts should put it all on the line CAMPAIGN FRAME the line of cards at the
With their Homeworld dying, the individuals that have MC’s discretion.
volunteered to go into the void to look for answers At the beginning of the campaign, the Astronaut’s
shouldn’t be scared of a possible death. Every life on the Homeworld is in bad shape, its oceans are dry and its air is
To reach the special
crew matters, but bringing hope home is the mission. In vanishingly thin. It is a planet that is going to have to pin
card, the Astronauts will
case of the worst, at least they’ll be remembered as heroes. all of its hopes on its nascent space program.
have to march through
4.) Space is strange Just maybe the Astronauts that your players embody can the preceeding cards in
The whole table should experience space as a place find something out there on other worlds to extend their order, dealing with any
that is cold, airless, and hostile. Exploring the surface of home’s lifespan, and with a great amount of luck, even encounters along the
the planets in the solar system will have further dangers, reviatlize their world. way.
ranging from toxic environments to hostile inhabitants.
This place is not their home. In early tests, this took the form of Precursor technology
that allowed the Homeworld to build a sustainable
5.) Space is beautiful ecosystem, a rescuing fleet of aliens, signalled by an
Every planet has its wonders, and the Astronauts are among ancient communication array, or even an intergalactic
a lucky few to get to see their world from a distance. spaceship disguised as the farthest planet of the system,
Hopefully every session will have a moment to slow down capable of carrying the entire poulation of the Homeworld
and take it in. to a new home.
27 28
priori artifacts [05] Whistlehound (d10 Usage Die)
A three legged drone of ancient construction. It emits
Not much can be inferred about the Priori from their ruins, musical pipings on the AM band, and bonds to the first
which are mostly crumbling stone blocks and cyclopean Astronaut that responds in the same key, following their
chambers. The devices they’ve left behind are to a scale that commands and fighting as a 2HD creature. Roll its Usage
fits the Astronauts, giving credence to the Exoscientists’ DIe once per Mission Phase.
theories that the Homeworld’s population once served the
Priori as menials. [06] Sineater Spores
A sealed ceramic and glass container. Whn analyzed, the
Many Priori Artifacts will come with a Usage Die, and single-celled creatures inside prove to be remarkably able
once exhausted, are impossible to recharge without taking to thrive on the toxins that permeate the Homeworld’s
that item as a Priori Tech Advance. That advance allows atmosphere with no-ill effects. Color in an two areas of the
an Astronaut to equip one fully charged version per the Homeworld Sheet.
Basic Gear rules. D12 possible alien treasures follow.
[07] Motion Sensor (d6 Usage Die)
[01] Blue Shift Implant A strange little sphere that uses crackling static patterns
A tiny sliver of crystal and silvery metal. Once inserted to indicate movement for hundreds of meters around. Roll
into an Astronaut’s brainstem it allows them to take the Usage Die to discard one Hazard Card drawn from the
double actions for 1d6 moments, at a cost of 2HP per Exploration Deck.
moment.
[08] Disintegrator (d4 Usage Die)
[02] Biometal Spinal Implant A tiny pyramid of ceramic with three indentations on it. A
A disturbingly organic looking metal centipede shape. bout a minute after all three are pressed, the device emits
When laid across an Astronaut’s spinal comumn, it fuses a scintillating sphere of blue light that does 2d10 dmg to
with it, increasing the Astroanut’s STR Attribute by 2, and everything within Far Range.
lowering their Max HP by 1d6.
[09] Rakefeather (d8 Usage Die)
[03] Shiftsphere (d6 Usage Die) A carbine sized device that freezes particles in the air and
A fist-sized ceramic & metal sphere that bonds to its propels them forward at lethal speeds. Acts as a two handed
Astronaut, whistling on the FM band &hovering around weapon that does d8+1 dmg.
them like a protective mother bird. The Astronaut may
make a WIS test to instantly teleport up to Far range, a [10] Transpositor (d6 Usage Die)
failed roll causes 1d6 dmg and a misplacement at the A brass & ceramic device that projects a hazy beam that
MC’s discretion. If the Usage Die runs out, then the lifts and hurls objects as if it were a 5HD, 25 STR creature.
Astronaut vanishes forever.
[11] Lightning Lance (d8 Usage Die)
[04] Torsion Rods (d8 Usage Die) A bronze spear, hums with static and does +2 dmg in melee.
A set of three rods, made of a verdigrised material. Each
one has a central divide when the two halves are twisted, [12] Ten Ton Staff (d6 Usage Die)
lock fixed into place, even in midair, until unlocked. A gravity-defying metal staff, hits for d12 dmg in melee.
29 30
BESTIARY OF THE SOLAR SYSTEM BESTIARY OF THE SOLAR SYSTEM
malignant INFORMER
HD: 2 Explosive Fuel Cells A more advanced class of robots than the shambling
(Explodes for 1d8 dmg when defeated) laborer, these beings are capable of some degree
of thought and planning. It is still a rare bot that will
Hovering drones that drift, see the Astronauts as anything other than vagaries to
ghostlike through Priori chambers, be eliminated though.
sporadically repairing and refueling
the machinery of their masters.
aimless laborer
HD: 2 (Will not attack unless provoked)
pitted hulk
functionary HD: 5
HD: 2 (WIll use any tools at hand to fight) Plasma Discharge (ranged, 2d6 dmg)
(Explodes for 2d8 dmg when
defeated)
Varying from the occaisonal solitary, moss-
covered machine to entire thrumming hives Walking war machines of the
of metal, the Laborer robots of the Priori go ancients, likely to identify your
about their duties until time claims even their crew as targets of opportunity.
incredible power sources.
31 32
BESTIARY OF THE SOLAR SYSTEM BESTIARY OF THE SOLAR SYSTEM
The solar system bursts with life, with a near-infinite variety of animals, plants and others Thousands of species flit through the skies of alien worlds, a not just those of a paltry
to be encountered out in the far orbits. Here are a few creatures that Astronauts might envelope of gases around a rocky core, but also creature types that might flock through
encounter on strange soil. the upper reaches of a gas giant, or even cloud systems of breathable gases floating free.
birdcage forest
peeper
HD: 8 (Never Attacks)
HD: 1 Thief
(Make an INT test or lose a
An enormous dome of coral-like shell, enclosing
random small item)
a living gasbag filled by a variety of sympathetic
plant organisms. A haven for flyers.
Curious little beasts that will infiltrate
an Astronaut camp searching for shiny
byssian flytrap
objects to line their nests.
HD: 8 Trapping Tentacles
pack hunter
(DEX test or be hit by 1d8 tentacles for 1d4 dmg
HD: 2 Raking Leap each. STR test or be engulfed.)
(1st attack rolls 2x dmg if it hits)
A hungrier, more predatory version of the airborne
Amphibious and terribly fast, these jungle. Birdforms nest there at their peril.
fourlegs
creatures follow a large alpha queen.
HD: 2 fleidermouth
HD: 3 Swallowing Gulp
Large and peaceful grazers among blue (2d6 dmg)
grasses.
A sinuous skysnake whose mouth gapes to enormous
sixlegs size to swallow thousands of tiny flying insects.
HD: 4 Thick Hide (Armor 4)
33 34
BESTIARY OF THE SOLAR SYSTEM BESTIARY OF THE SOLAR SYSTEM
Some worlds, such as the jungle moons of Cepil are crawling with insectoid life. Untethered Life is a story of infinite variety in infinite combinations, and not every encounter can be
by normal gravity or any concept of the square cube law, these scuttling, buzzing creatures easily classifed into the familiar phyla. The tidally locked world of Acheshell is a perfect
can grow to titanic proportions. example, with giant amoebas locked in a struggle against descendents of Priori nanotech.
hiveling nymph sunside starlings
HD: 1 Mulchsplatter HD: 2 Flock (can only be harmed by area
(Regurgitates HD:2 walls & barriers effect weapons or smashing)
instantly out of organic material.
sunside tortoise
hiveling shredder HD: 4 (Armor 4)
HD: 3 (2 Armor, Ignores armor) Solar Beam (ranged, 1d10 dmg)
(Explodes for 1d8 dmg when defeated)
sunside sailback
hiveling queen HD: 5 (Armor 3)
HD: 6 Flung Dervish
(as HD:1 creature,
but does 1d8+1 dmg) The sun blasted side of the tidally
locked world of Achshell was once
After mating , male host to Priori experiments with machine life. Now that
quingentipede hivelings still serve on nanotech have formed a thriving ecosystem of lizard-
HD: 4 Poisonous Bite (CON test each round as ammunition. like machines, constantly warring with the coldside
for 1d6 rounds or take a further 1d6 dmg) coldside crawler creatures.
Hivelings divide their time between building HD: 3 Acidic Flesh (does an extra 1d4 dmg
cepil behemoth jutting towers that graze the edge of their to Armor)
HD: 7 (Armor 5) jungle moon’s atmosphere and warring
with other hives. coldside roller
Slow moving insects larger than HD: 4 (Armor 5)
most planetary landers. Their
spikey, woody shells are host coldside node
to entire ecosystems. HD: 6 Immobile,
Vast, Psychic Mind
(Can use all Spacewalker Powers
up to Level 7)
37 38
A NOTE OF THANKS
Author here:
Over the spring of 2022, this playtest will be free, and if you
happen to read or play it, I would very much appreciate you
dropping a line in the comments of the Solarcrawl Itch page, or
tagging me at @gpejeau on Twitter to let me know what you
think.
>Did the cards spark play for your group? If not, what went wrong
for you?
>Does the Mission Phase feel like it lasts the right amount of time,
or does the Lander Usage Die run out to quickly?
>Do the R&D rolls feel like they progressed in a satisfying manner?
>Despite three passes, did you find a spot in this book where I
spelled it “Astroanut?”
-Galen