Professional Documents
Culture Documents
Adventure
Awaits!
Table Of Contents
“Space is big. You just won’t
How To Play Space Aces pg. 2 believe how vastly, hugely,
Core system & GM tips. mind-bogglingly big it is.”
-Douglas Adams
Mission Generator pg. 6
Make your missions here. Enjoy this toolbox of toys
for endless adventures in a
Episode Events pg. 7 universe that is by far and
Encounters, challenges & more. away more enormous &
more ridiculous than most
Galactic Guidebook pg. 8 of us could have imagined.
Planetary generator & hex crawler.
2
Complication D6: The Complication Moxie: Represents tackling a prob-
D6 allows for major or mixed results & lem head on and head first.
Stakes mitigation. It even allows for a
super critical success or failure! Smarts: Represents approaching a
situation brains first.
Costs: When a 1 or 2 is rolled, the
player suffers a Cost. Regardless of Wiggles: Represents approaching
success or failure, determine a nega- from an angle and with your wits.
tive consequence of the action and
raise the Heat Level by 1. Pockets: Represents how well your
character is equipped. Need that
Benefits: When a 5 or 6 is rolled, the crucial piece of gear? Roll +Pockets vs
player gains a Benefit. Regardless of Difficulty to see if you have it. Your
success or failure, determine a posi- main Skill will often dictate how likely
tive consequence of the action. it is that you have an item. Perhaps no
roll is even required to check.
Costs & Benefits may be mechanical,
tactical, social, physical, emotional... Friends: Represents your connec-
Do what feels right in the moment. tions & your charm. Roll +Friends vs
Difficulty to see if you “know a guy” or
Heat Level: Heat helps to adjudicate are trying to charm your way out of a
consequences of Costs. Every Cost tight spot.
that is rolled turns up the Heat Level
for the whole party by 1 during the Gumption:
mission. The higher the Heat Level
the bigger the consequence of the Gumption is your will to stay in the
Cost. Roll a Cost at 1 Heat? You might mix. As with superheroes and Satur-
stub your toe. Roll the same Cost at day morning cartoons, characters can
20 Heat? You might lose that toe... shrug off almost any amount of
damage, but if you break their will to
Character Stats, Skills & Style: fight… that’s another story. This way
non-lethal encounters can also carry
Players rank their stats +3, +2, +1, 0, and risk. A failed task, bad news, or a well
-1. How a player approaches a prob- aimed insult can lower your Gump-
lem determines which Stat they will tion. Players start with 6 Gumption. If
use. Skill determines their specialty their Gumption ever reaches 0 they
and allows for rolling twice and taking are Taken Out like yesterday’s blue-
best result. Style is for flavor and fun. berry space bagels!
3
Recovering Gumption: Gumption General Difficulty guidelines:
can be regained in a number of ways.
An encouraging pep talk, a well timed Small baddies: Causing them Harm
hug, your favorite Cool Ranch or dodging their attacks is Easy (5).
flavored snack... all could conceivably
restore some of a character's Gump- Medium baddies: Harming them or
tion. A player may also Steel Them- dodging their attacks is Tricky (10).
self, mark an Ailment on their sheet,
and recover 2 Gumption. Big baddies: Harming them or dodg-
ing their attacks is Hard (15) or higher.
Using Grit:
Difficulty Levels:
Our plucky heroes have Grit, up to 5 of
it actually. Every failed roll they can
mark 1 Grit and eventually they can
E J O Epic
T
Easy Tricky Hard
grit their teeth, spend 5 Grit, and turn
a Failed roll into a Standard Success. Gaining The High Ground:
Note: There is room for abuse of this In a Scuffle, players roll to act against
mechanic. It's up to the GM and their or react to the Enemy depending on if
players to decide how much abuse of the player has the High Ground or not.
this will be allowed and if doing an
otherwise impossible action comes When a Scuffle begins:
with an additional consequence...
1. Decide in fiction if the players or
enemies start with the High Ground,
Scuffles: and the order the players will go. After
the Scuffle starts, players may gain or
Scuffles come in all shapes and sizes.
lose the High Ground individually.
A dance off, a pie eating contest, and
yes even fisticuffs can qualify as a 2. If a player has the High Ground:
Scuffle. Players should think outside they can roll to act against the enemy.
the box before starting a Scuffle and If the player has lost the High
utilize any tactical advantage they Ground: they can only roll to react to
can to gain the High Ground. their enemy’s actions.
In general, most PC & NPC standard 3. A player gains the High Ground on a
attacks will cause 1 Harm to Gump- rolled Benefit. A player loses the High
tion. Bigger bad guys may hit for 2 or Ground on a rolled Cost.
3 Harm. Items or rolled Costs & Bene-
fits might modify that number as well. 4. Players take turns, ‘acting upon’ or
‘reacting to’ the Enemy depending on
Dynamic Difficulty: Difficulty is not who has High Ground. The player is
fixed! It is modified dynamically by always the one rolling, never the GM.
the fiction. If a player misses a hit on a
Baddy but rolls a Benefit... perhaps it Whichever side runs out of Gump-
puts their team in a better position, tion or waves the white flag is now at
dropping Difficulty for the next attack. the mercy of the victor. Ruh roh...
4
Crafting An Episode: For time sensitive tasks, only so many
attempts are allowed. Or use a fuel
Space Aces plays best episodically, gauge where each Success raises it
each episode encapsulated in itself. by 1 and each Failure reduces it by 1,
To build an Episode: Roll & interpret the Task fails if you go below empty.
the Mission as a group. Then work
together to develop a 3-step plan to To pass each step, state what you try
pull it off. This plan becomes the to do, determine the stakes, and roll
framework for the episode. Roll some D20+Stat vs Difficulty. Also roll Com-
Episode Events to slot in as needed. plication D6. A Cost raises Difficulty by
Finally, roll a Difficulty Event to start ‘in 1 and a Benefit reduces it by 1.
medias res’ and you’re good to go!
When in doubt, Ask the AI. Finishing & Advancing:
Heat Level As A Clock: Heat Level Upon completing a mission success-
can also function as a kind of clock, fully players may choose to Increase
and the GM may wish to determine their Gumption by +1 automatically or
what kind of challenges could attempt to Enhance a Stat. To
happen at various Heat Levels. Enhance a Stat they must tell a story
about what they do to train that
The Snag: Typically a Snag is a twist particular Stat, then roll a D6. If the
dropped by the GM at an opportune result is higher than the current Stat
moment during the mission to make number, they may enhance it by +1.
the story more fun and surprising.
The Last Word:
Snags In GM-Less Play: It is hard to
surprise yourself with a twist... As an Fun > Rulings > Rules. Decide togeth-
option, when a failed Action also has er how to handle new situations by
a Cost, compare the Action roll to the asking: What is most fun? If you can
current Heat level. If the result is less determine that, then there's no wrong
than the Heat Level, roll on the Snag way to play Space Aces.
table. The Snag triggers immediately
or at the next possible moment. It is a Have fun. Show respect. Keep playing
ticking time bomb in your mission... pretend. Adventure Awaits!
sometimes literally.
6
Choose or Roll to generate
Episode Events: an Event as needed:
1-4 See Below
5-6 Complex Event (combine 2 elements)
3 Encounter: 4 Difficulty:
1 Danger (imperil) 1 Overcome or Aid
2 Obstacle (slow) 2 Rescue or Protect
3 Barrier (prevent) 3 Endure or Choose
4 Passage (advance) 4 Outwit or Restore
5 Resource (enable) 5 Survive or Avoid
6 Refuge (refresh) 6 Escape or Hinder
Exploring:
1. Roll to determine Planet
Type, Species, Culture &
Planetary Pickle.
Event:
1-2 All Of A Sudden...
3-4 Feature Of Interest
5-6 Double Trouble (both)
All Of A Sudden...
(Roll on tables in parentheses for this Event)
1 Red Alert! You’re attacked! (Scuffle + Tactic, pg. 7)
2 You find some kind of... (Encounter + Flavor, pg. 7)
3 You discover a... (Location Aspect + Flavor, pg. 6-7)
4 There is a problem... (Difficulty + Flavor)
5 You meet a... (Social + Bearing. pg. 7)
6 The plot thickens... (Snag, pg. 6)
8
Planet Type: Species Prefix: Species Suffix:
1-2 1-3 4-6 1-3 4-6
1 Desert 1 Bork 1 Botano 1 ...poid 1 ...shroom
2 Jungle 2 Mew 2 Xeno 2 ...onian 2 ...bear
3 Oceanic 3 Dino 3 Merma 3 ...saur 3 ...chilla
4 Frozen 4 Geo 4 Plushy 4 ...bot 4 ...bug
5 Volcanic 5 Octo 5 Gorillo 5 ...mera 5 ...nicorn
6 Junkyard 6 Birdo 6 Robo 6 ...whal 6 ...golem
3-4
1 Artificial Culture:
2 Hollow
1-3 One Culture 4-5 Two Cultures At Peace
3 Sentient
6 Two Cultures At Odds
4 Metropolis
5 Paradisiac 1-2 3-4 5-6
6 Dark 1 Primitive 1 Outlaws 1 Steampunk
2 Pacifist 2 Psionic 2 Cyberpunk
5-6 3 Medieval 3 Wild West 3 Xenophobic
1 Shattered 4 Utopian 4 Merchant 4 Suburbia
2 Gaseous 5 Scientific 5 Monastic 5 Subterfuge
3 Mountain 6 Warrior 6 Hospitality 6 Aristocratic
4 Swamp
5 Tropical
6 Roll Twice
Feature Aspect:
1-2 3-4 5-6
1 Stylish 1 Diverse 1 Legendary
Planetary Pickle: 2 Dangerous 2 High-Tech 2 Dramatic
1-3 No Pickles 3 Adorable 3 Flamboyant 3 Terrible
4-5 One Pickle 4 Enigmatic 4 Rejuvenating 4 Orbital
6 Jar O’ Pickles 5 Colossal 5 Floating 5 Volatile
(roll twice) 6 Miniature 6 Crystalline 6 Desirable
1 Corrupt Leadership
2 Resource Scarcity Features Of Interest:
3 Natural Disaster 1-2 3-4 5-6
4 Plague or Unrest
1 Food & Drink 1 Plantlife 1 Artifacts
5 Raiders or Invaders
2 Resorts 2 Landscape 2 Ruins
6 Darkverse Incursion
3 Recreation 3 Population 3 Monsters
4 Palaces 4 Phenomena 4 Markets
5 Art & Music 5 Architecture 5 Academies
6 Wildlife 6 Technology 6 Weather
9
Star Ruins & Space Hulks
Outer Space is brimming with Labyrinthine Star Ruins & Space Hulks chock full
of Valuable Loot, Monsters & DANGER. Can you find the Treasure and Escape
alive? Probably not... but the pay is good and you are just dying to try!
10
Monster Type: Monster Aspect:
Usually only one Monster Type infests a Ruin or Hulk,
though the Monsters may manifest with a different
Monster Aspect each time.
1 Reptilian or Crustacean 1 Armored or Intelligent
2 Cephalapoid or Slimoid 2 Toxic or Regenerating
3 Macroviral or Arachnoid 3 Spawning or Stealthy
4 Mechanoid or Insectoid 4 Artificial or Huge
5 Xenomorph or Beastial 5 Fast or Phasing
6 Silicoid or Plantoid 6 Ferocious or Small
Hazard:
1-2 3-4 5-6
1 Turret 1 Sealed 1 Forcefield
2 Sentinel 2 Ravine 2 Sleepy Gas
3 Zero-G 3 Painfield 3 Spike Ball
4 Lasers 4 Vacuum 4 Chompers
5 Flames 5 Darkness 5 Acid Pool
Treasure: 6 Alarm 6 Blocked 6 Malfunction
1 2 3
1 Bowling Alley 1 Zero-G Gym 1 Separable Saucer
2 5-Star Autochef 2 Comfy Chairs 2 Carpeted Corridors
3 Bigger On Inside 3 Holodeck 3 Manipulator Arm
4 Smuggler’s Hold 4 Lens Flares 4 Chameleon Plating
5 Extensive Library 5 XL Cargo Bay 5 Calming Engine Hum
6 Stylish Uniforms 6 Party Mode 6 Aftermarket Spoiler
4 5 6
1 Farscanner 1 Medical Holo 1 Gravity Tractor
2 Omega Drive 2 Repair Bot 2 Tactical Droid
3 Afterburner 3 Plasmazooka 3 Morphing Hull
4 Supercomputer 4 Autopilot AI 4 EM Torpedos
5 Posh Quarters 5 Starshielding 5 Starbug
6 Ram Scoop 6 Decoy Buoy 6 Red and Blue Lasers
12
Starship Scuffles:
Phase 1: Battle Stations! Phase 2: Make It So!
Determine who has the High Each crew member attempts an
Ground, generally smaller ships start action at their station. Actions at
with the High Ground. Players station may include: Helm (maneu-
announce what station they will be ver, evade, flee), Engineering (boost,
manning. More players manning a repair, hyperdrive), Ops (scan, hack,
single station make tasks at that target), Tactical (pew pew pew).
station easier. One player manning
multiple stations makes tasks Crew may spend a Reactor Point to
harder. Stations include: Helm, roll twice & select best result. Points
Engineering, Ops, Tactical. recharge after the Scuffle.
13
Hyperspace Hubris
1. Sector Travel: 3. Space Encounters:
Traveling up to 2 squares costs 1 Fuel. Roll D6 to determine Conditions
Your ship has 3 Fuel. An already & Type of Space Encounter
traveled course costs half fuel. 1-2 Space Weather
3-6 Smooth Sailing
2. Navigating: 1 The Opposition
2 Distress Signal
When traveling in space 3 Another Ship
Roll +Stat vs Distance x 5. 4 Space Creature
If successful, you arrive without issue. 5 Onboard Issues
Otherwise, roll for Space Encounter. 6 Strange Encounter
16
Gizmos & Gadgets
Roll to generate an item’s Type, Prefix, Form, Effect & Aspect, and Durability.
When a Cost is rolled while using this item, it suffers -1 Durability.
When Durability reaches 0 this item is broken and must be repaired.
Item is permanently destroyed if a 1 is rolled on the D20 while using it.
Type: Prefix:
1-2 1-3 4-6
1 Ancient Collect Them All: 1 Sonic- 1 Robo-
2 Organic Carrying multiple 2 Void- 2 Flux-
3 Miniature Gizmos with the 3 Blink- 3 Bio-
4 Unstable same Prefix provide 4 Ray- 4 Nano-
5 Crystalline a +1 to the roll for 5 Mega- 5 Multi-
6 Glowing each item in the set. 6 Hyper- 6 Holo-
3-4
1 Sentient Form:
2 Notorious
1-2 3-4 5-6
3 Awkward
1 Saber 1 Guitar 1 Goggles
4 Oversized
2 Blaster 2 Towel 2 Augment
5 Symbiotic
3 Ring 3 Skates 3 Bazooka
6 Cybernetic
4 Staff 4 Armor 4 Spanner
5-6 5 Droid 5 Injector 5 Knuckles
1 Ramshackle 6 Watch 6 Lasso 6 Boomerang
2 Resonating
3 Experimental Effect:
4 Autonomous
5 Collapsable 1-2 3-4 5-6
6 Overpowered 1 Obscure 1 Enhance 1 Asplode
2 Locate 2 Deflect 2 Convert
3 Reduce 3 Attract 3 Transfer
Durability: 4 Reflect 4 Control 4 Speak To
1-3 Two Durability 5 Warp 5 Absorb 5 Remove
4-5 Three Durability 6 Create 6 Focus 6 Scan
6 Four Durability
Weapons:
1-2 3-4 5-6
1 Gatling Canon 1 Laser Discerang 1 Impact Hammer
2 Ion Accelerator 2 Blazing Sword 2 Shock Net
3 Photon Burst 3 Razor Claws 3 Blitz Turret
4 Neutron Ram 4 Power Gauntlet 4 Arc Blaster
5 Missile Battery 5 Plasma Spikes 5 Thermal Harpoon
6 Beam Rifle 6 Electro Whip 6 Radiant Spear
Systems:
1 2 3
1 Jump Jets 1 Energy Barrier 1 Kinetic Absorbing
2 Grapple Cable 2 Shrike Armor 2 Graphene Shield
3 3D Printer 3 Deepscanners 3 Holoprojector
4 Stealth Cloak 4 Sprint Jets 4 Siege Mode
5 Robodog 5 Blip Displacer 5 Nano-Musculature
6 Onboard AI 6 Repair Nanites 6 Overclock Hack
4 5 6
1 Power Siphon 1 Aerial Upgrade 1 Gravitic Beam
2 Sentry Drone 2 Agility Upgrade 2 Cargo Pod
3 Precog Algo 3 Tactical Array 3 Multi-Targeting
4 Adaptive Armor 4 Self Destruct 4 Beast Mode
5 Modular Frame 5 Static Jammer 5 Boring Drill
6 Extra Limbs 6 Berserk Mode 6 Reactor Charger
Interlock Activation:
A rolled Benefit charges Interlocks one level. When two or
more Mechs have fully charged Interlocks, they may combine
into one Mega Mech. Add bonus modifiers together
for each combined Mech.
18
Massive Monsters
1-2 3-4 5-6 Ultimate Attack:
Class I: Class II: Class III:
Size: City Bus Size: House Size: Sky Scraper
Gumption: 10 Gumption: 20 Gumption: 30 Skip turn to charge
Ultimate Attack one level.
Ability: 1 Abilities: 2 Abilities: 3
When full, may unleash
Nature: 1 Natures: 2 Natures: 3
MEGA attack combining
all Abilities together.
Type: Form:
1-3 4-6 1-3 4-6
1 Ultra 1 Arachno 1 Shark 1 Vulture
2 Mecha 2 Infinity 2 Crab 2 Leviathan
3 Astro 3 Giganto 3 Saur 3 Goliath
4 Razor 4 Muta 4 Beast 4 Kraken
5 Thunder 5 Veloci 5 Kong 5 Scorpion
6 Inferno 6 Hydra 6 Bat 6 Dragon
Monster Nature:
1-2 3-4 5-6
1 Flight 1 Amphibious 1 Modular
2 Burrowing 2 Summoning 2 Telepathic
3 Ultraspeed 3 Intelligent 3 Camouflage
4 Ultratough 4 Telekinetic 4 Knows Kung Fu
5 Ultrastrong 5 Parasitic 5 Wields Weapon
6 Regenerates 6 Warping 6 Sharp-n-Stabby
Notable Trait:
1-2 3-4 5-6
1 Armored 1 Spiked 1 Bedazzled
2 Talks 2 Invisible 2 Hungry
3 Robotic 3 Swims 3 Extra Limbs
4 Floatey 4 Flies 4 Extra Eyes
5 Jumps 5 Digs 5 Oversized Feature
6 Glowing 6 Climbs 6 Undersized Feature
Special Ability:
1-2 3-4 5-6
1 Defending 1 Hiding 1 Electrifying
2 Bonking 2 Speeding 2 Illuminating
3 Sensing 3 Charming 3 Telekinetic
4 Finding 4 Burning 4 Teleporting
5 Poisoning 5 Freezing 5 Weakening
6 Unhurting 6 Thiefing 6 Telepathy
How’d It Go?
1 Terribly (Roll twice on Woe...)
2 Poorly (Roll once on Woe...)
3-4 Interesting Event (Roll on MacGuffin Maker pg. 23)
5 Pretty Well (Roll once on Woo!)
6 Tremendously (Roll twice on Woo!)
Woo! Woe...
1 Developed A Forte (pg. 16) 1 Developed A Flaw (pg. 16)
2 Made A Friend (pg. 16) 2 Made A Frenemy (pg. 16)
3 Faction owes you favor (pg. 6) 3 Indebted To Faction (pg. 6)
4 Acquired A Gizmo (pg. 17) 4 Injured (-1 Max Gumption)
5 Woo’d A Beasty (pg. 20) 5 Robbed! (Lose a Woo!)
6 Acquired A Mech (pg. 18) or Ship (pg. 12) 6 Imprisoned For 1D6 Years
21
The Lab
Not all ideas are created equal... What follows is a list of maybe interesting,
probably unbalanced, possibly fun & completely optional rules one might
wish to include in their game. Or not. It’s up to you, so don’t blame me...
Hard Mode:
When Gumption is 6 or less, mark
one Ailment for every Harm taken.
22
MacGuffin Maker
Drop a D6 die onto this page to make a MacGuffin.
Interpret the result combining the icon underneath & corresponding question.
Wouldn’t It... 1-2 Stink If...? 3-4 Be Interesting If...? 5-6 Be Great If...?
23
You: Difficulty:
Space Aces Skill:
When invoked roll twice, take best.
E JO T
Easy Tricky Hard Epic
How To Play: Style:
When Acting or Reacting, determine Stakes: Answer before rolling...
the Difficulty & Stakes then roll 1D20 Fortes, Flaws. etc... that describe you. If Risky: What do you risk?
+ Stat vs. Difficulty. On a failed roll If Uncertain: What happens if you fail?
mark 1 Grit and face the music. Stats: Rank your stats +3, +2, +1, 0, -1 If Dangerous: What could go wrong?
= Suffer a Cost If None Of The Above: Why roll?
Also 1-2
3-4 = Standard Outcome
Roll1D6 5-6 = Gain a Benefit Grit:
Moxie Smarts Wiggles Spend 5 Grit to turn a failed
When a 1-2 is rolled, determine roll into a Standard Success.
the Cost / Complication & raise the
Heat Level for the whole party +1.
Ailment: Suffer -1 to all rolls for each.
(When a 1 is rolled on D20, or as
Higher Heat = more severe Costs. narratively appropriate, mark one)
Friends Pockets Shaken Confused
Gumption: “I know a guy.” “I’ve got that.” Stressed Frightened
Start with 6 Max Gumption. Frustrated Exhausted
Reduce when you Suffer Harm.
At 0 Gumption you are Taken Out. Gumption: Steel Yourself: Mark one Ailment
Regain Gumption with a Long Rest. in order to regain 2 Gumption.
Current Max
Heat Level 1 • 2 • 3 • 4 • 5 • 6 • 7 • 8 • 9 • 10 • 11 • 12 • 13 • 14 • 15 • 16 • 17 • 18 • 19 • 20!
In Outer Space, there’s TONS of stuff to
do. When you have a thing that you want
done, contract the Space Aces! We are
mostly competent, heavily in debt, and
highly motivated!