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MAGIC AND LIFE AMONG THE STARS.

But every now and then, problems crop up;


Humans and spirits have lived on this generation broken pipes, lost crops, or even wayward spirits!
ship for longer than anyone can remember. For To maintain the peaceful lives you're all used to,
the most part, life is good. it's important to see to these problems ASAP.

►Locales. ►Folks.

1. An inter-hamlet schoolhouse 1. Bug, the kind old doctor.


2. A rowdy tavern 2. Woze, the friendly art professor.
3. A blighted field where crops can't grow 3. Junior, the rambunctious little tyke.
4. A network hub with thousands of cables 4. Roach, the eccentric chef.
5. The garage of the best mechanic around 5. Movrak, the introspective healer.
6. An archive where all the stories are kept 6. Liwen, the aloof wayward spirit hunter.
7. An abandoned construction site 7. Nikola, the traveling clown.
8. A huge pit that goes deep into the hull 8. Angelika, the sturdy hullscrapper.
9. A town where spirits are always tangible 9. Hanno, the elusive scout.
10. A hull cave where music is always playing 10. Filiki, the pleasant farmer.
11. An orchard of flame-colored fruit trees 11. Makatala, the joyous dancer.
12. A mysterious ghost hamlet 12. Namdar, the wise old spiriturge.
13. A mechanical "graveyard" of lost mechs 13. Xanim, the jack of all trades.
14. A trade hub near the center of the ship 14. Sewati, the traveling trader.
15. A traveling carnival with electronic games 15. Elias, the manipulative lorekeeper.
16. The entrance to the ship's engine room 16. Mikael, the overworked architect.
17. A shrine to the oldest spirit onboard 17. Lohcca, the knowledgeable engineer.
18. A town where "goes" magic went haywire 18. Dhuni, the quiet maintenance worker.
19. A wizard's tower full of spirits and secrets 19. Arsha, the spirit teacher.
20. The best pie shop in the galaxy. 20. Xiao, the boisterous athlete.

►Oddities. ►Spirits.

1. Storm in space that affects ship functions. 1. Omen, a psychic spirit made of metal.
2. Nebula that obstructs navigation. 2. Cinder, a flame spirit that wants hugs.
3. Spirit so powerful it claims to be a deity. 3. Stellin, the spirit of one of the ship's suns.
4. Radio signal from alien life. 4. Sophon, a spirit of communication.
5. Community of alien, interstellar spirits. 5. Warden, a spirit of protection and strength.
6. A Boltzmann brain. 6. Kappa, a water spirit that helps crops grow.
7. Two-dimensional bubbles in 3D space. 7. Angellik, a divine spirit from the old world.

GSXX
8. Radio signal from the Old World. 8. Avasha, the spirit of a now-extinct species.
9. Interstellar algae that adheres to the hull. 9. Cobble, a spirit of roads.
10. Wormhole that goes who-knows-where. 10. Slither, a spirit of snakes and bargains.
11. White hole. 11. Krixus, a warrior spirit adapting to peace.
12. Radio signal from another generation ship. 12. Fireheart, the spirit of an ancient tree.
13. Anti-magic zone (doesn't hurt spirits). 13. Grim, a death spirit that foretells tragedy.
14. Ripple in time that affects causality. 14. Codex, the spirit of the ship's archives.
15. Never before encountered element. 15. Gorgon, a spirit of family and stone.
16. Radio signal from a spirit in space. 16. Benzhuo, a clumsy rabbit spirit.
17. Four-dimensional bubbles in 3D space. 17. Thatch, a spirit of community and safety.
18. Neutron star rips spacetime around it. 18. Lucky Envoy, a traveling spirit of luck.
19. Black hole inside a Dyson swarm. 19. Deliph, a dolphin spirit with no ocean.
20. Radio signal from your ship - in the future! 20. Daughter, a shard of the Earth Mother. lo-fi sci-fantasy // harper jay
GENERATION SHIP
v1.0 - heading Archive - body B612 - public domain art - made in Canva - 24XX SRD rules are CC BY Jason Tocci
RULES CHARACTERS FEATURES TALENTS
PLAY: Players describe what their characters do. ►Skills start at d6. ►Mech features. ☐ Commune With Nature. Gain a spirit ally. Give
The GM advises when their action is impossible, Charm, Finesse, Focus, Grit, Muscle 1. Its spirit has awakened. it a feature.
demands a cost or extra steps, or presents a risk. 2. It is fitted with extra armor. ☐ Frugal. When gaining scrap, gain one more
Players can revise plans before committing so as ►Come up with a name and choose your 3. It has a life support system. (gain 1 scrap when taking this).
to change goal/stakes. Only roll to avoid risk. character’s vocation. Each starts with an asset 4. It has a useful multitool in its limb. ☐ Garage. Gain a vehicle or mech. Choose light or
and two pieces of gear. 5. It has radar/infrared/sonar detection. heavy. Give it an feature.
ROLLING: Roll a skill die — d6 by default, higher 6. It has a communication device within. ☐ Good Friend. When helping, a 2 counts as a 3.
with a relevant skill, or d4 if hindered by injury Farmer: You provide food and animal goods. 7. It has more than 2 arms or legs. ☐ Latent Power. Choose a magical style. You can
or circumstances. If helped by circumstances, roll Skilled in Grit (d8), start with a Heavy Mech, a 8. It is fitted with an ejector seat. roll Focus to perform simple magic.
an extra d6; if helped by an ally, they roll their repair kit, and your smoking pipe. ☐ Lone Wolf. When rolling without help, a 2
skill die and share the risk. Take the highest die. Hullscrapper: You dig scrap out of the ship's hull. ►Vehicle features. counts as a 3.
Skilled in Muscle (d8), start with a Light Vehicle, 1. It has an advanced autopilot. ☐ Ol’ Reliable. Your mech or vehicle will always
1–2 Disaster. Suffer the full risk. GM decides a crowbar, and a first aid kit. 2. It has even more cargo capacity. get you somewhere safe before breaking down.
if you succeed at all. If risking death, you die. Scout: You patrol the expanses between villages. 3. It can travel over water. ☐ Quick-Witted. Whenever determining who acts
3–4 Setback. A lesser consequence or partial Skilled in Finesse (d8), start with a Light Mech, 4. It can fly for limited periods. first, the answer is you.
success. If risking death, you’re injured. binoculars, and your pet. 5. It has a mounted harpoon/grappling cable. ☐ Tune-Up. Give one of your assets an extra
5+ Success. The higher the roll, the better. Spiriturge: You speak to the spirits and aid them. 6. Its engine is completely silent. feature.
Skilled in Focus (d8), start with a Spirit Ally, your 7. Its onboard computer is highly advanced. ☐ Custom Talent. Work with your GM to create a
If success can’t get you what you want (you arcane tome, and prayer beads. 8. Its cab is comfortable to sleep in. unique talent.
reach for the spirit but it's intangible!), you’ll at Trader: You carry much needed goods and gear.
least get useful info or set up an advantage Skilled in Charm (d8), start with a Heavy Vehicle, ►Spirit features. ►If you can use magic, you can choose Spell

1d4 , and your ledger. 1. It has a corporeal form (it can touch things). Talents.
LOAD: Carry as much as makes sense; bulky 2. It has minor magic capability. ☐ Inner Strength. With great effort, you can roll
items must be carried by a vehicle. ►Choose your starting loadout. 3. It can speak to any living thing. Focus in place of another skill.
4. It can awaken spirits within simple objects. ☐ Nature’s Ally. You may magically manipulate
DEFENSE: Say how one of your items breaks to Ⓢ
Start with 2 . During play, you can remove 1 Ⓢ 5. It can possess and control objects. air, fire, and water.
turn a hit into a brief hindrance. Broken gear is and declare that you recently purchased an item. 6. It has a smaller spirit ally of its own. ☐ Second Sight. You can see spirits.
useless until repaired. You may trade one piece of gear for a piece of 7. It can speak to the ship's hull. ☐ Shield. You may roll Focus to take someone
gear of your choice (with GM approval). Choose 8. It is very old, and very wise. else’s harm.
HARM: Injuries take time and/or medical a weapon to defend yourself, just in case. ☐ Telekinesis. You can lift and manipulate light
attention to heal. If killed, make a new character
to introduce ASAP. Favor inclusion over realism.
Describe your clothes.
THREATS & objects within a few yards.
☐ Custom Spell. Work with your GM to create a

JOBS
►Customize your Asset. unique spell.
ADVANCEMENT: After an adventure, everyone
➡ ➡ ➡
increases a skill (none d8 d10 d12), gains Invent, choose, or roll to determine a mech,

d6 scrap ( ), and chooses a talent. vehicle, or spirit feature. Roll an extra skill die ►Among the hundreds of square miles of farmland and plains, threats both natural and contrived can
when that feature is useful. Heavy assets are arise. The villages are peaceful, but beyond their walls lies danger.
GM: Lead the group in setting lines not to cross sturdy and can carry two bulky objects, but they
in play. Fast-forward, pause, or rewind/redo for are slow and awkward. Light assets are quick and 1. A wayward spirit threatens the stability of a local aqueduct. If the aqueduct is destroyed, we might
pacing and safety; invite players to do likewise. maneuverable, but they are less resilient and can lose our crops! How can you help the spirit find peace?
only carry one bulky object. Describe your asset. 2. A hullscrapper recently went missing, and the ship's AI has had all of its senses blocked within the
Describe characters in terms of behaviors, risks, Name it, if desired. area. What could be happening there?
and obstacles, not skill dice. Present dilemmas 3. Animals and people are going missing. They were last seen near a sinkhole that leads into the
you don’t know how to solve. Move spotlight to ►Decide if you can use magic. ship's hull. What caused it?
give all time to shine. Test as needed for bad 4. The spirit of a mech has awakened and taken over the mech itself. It demands to be free. How will
luck (e.g., run out of energy, or into wayward If so, choose a style; destructive, curative, or you help it find a new life?
spirits) — roll a die to check for (1– 2) trouble utilitarian. Roll Focus to perform simple magic. 5. A human magician has decided they want to leave the ship! This cannot be done without
or (3–4) signs of it. Improvise rulings to cover damaging the hull. How will you stop them?
gaps in rules; during a break, revise If not, gain an asset feature and a piece of gear. 6. An interstellar asteroid has hit the ship, and systems are failing all throughout. It feels like the end
unsatisfactory rulings as a group. of days. What do you do?

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