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“From somewhere in the skies above us come, from time to time, flaming discs

and weird phenomena. What are they? Whence have they come?”
— Buck Rogers (1939)

Welcome to the World of Tomorrow!


Welcome to the
World of Tomorrow!
Astounding Science is a new setting for
the Urban Jungle role-playing game. Contents
The page numbering of this book picks up
where the previous book left off. How to Use this Book ..................... 281
This book adds pulp science-fiction History of Space ..............................284
elements to your Urban Jungle game. You Using this Setting ........................... 287
and your fellow players will be able to step Guide to the Solar System .............. 291
into a world inspired by the single-reel New Species from Space ................. 302
cliffhanger serials that first brought sci-fi Science Careers ............................... 306
classics like Flash Gordon to flickering life. Science Types ..................................309
In the pages hereafter you’ll find Science Gifts and Soaks ................... 311
settings and genre suggestions to help you Science Inventions .......................... 316
to present adventures paced in the style of Make Your Own Science ................. 320
serial adventure films from their golden Gadgetry ............................................... 320
age of the 1930s to 1950s. Table of Gadget Results ........................ 321
Astounding Science also details several Weapon Modifications .......................... 323
new worlds to explore and aliens to encounter. Atomic Weapons .................................. 326
It also includes a description of Telluria, Earth’s Utility Modifications ............................ 327
hidden twin planet and home to a menacing Utility Modifications ............................ 327
and expansionary empire that has designs on Wonders of Science .............................. 329
our home world. The settings described in this Rocket Combat ................................ 330
book can serve as a primary setting for your The Rocket Piloting Table..................... 332
Urban Jungle game, or an occasional change of Piloting Maneuvers ............................... 332
pace from your normal campaign setting. Rocketship Armaments......................... 336
So ask you yourself... will Captain Stratos and Rocketship Soaks .................................. 337
the Futurians defeat the fiendish Yesterdaymen Rocketship Stats.................................... 338
of Telluria? Can your ace reporter get a photo Game Host Only .............................. 342
of that mechanical man that’s been robbing Terrors, Monsters, Foes, etc. .......... 361
banks across the state? Will ace aviator Darla Index ................................................371
Kensington be able to repair her experimental
Skysled before Dr. Phantom’s midnight
deadline? And what of the secret fleet of Radar
Raiders, even now massing under the surface of
the Moon...?! Step into the glorious monochrome
world of science-fiction serials and find out!

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Welcome to the World of Tomorrow!

Cyfnos Fenrirarch • Scott MoonHunter Fitzpatrick


Credits • Fredrix • Kevin Harrison • James Mendez Hodes
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How to Harness the Power of Science for Your Game
How to Harness the Power
of Science for Your Game
Film serials are short episodic movies. Historically, they were shown at movie theaters just
before a main feature movie. They were a regular part of the theater-going experience for
decades. Each serial episode typically ends with a cliffhanger, a dramatic scene in which
heroes seemed doomed to death or torture. Sometimes these were cliffhangers in a literal
sense, with our hero desperately clinging to the edge of a cliff (or falling from one) as the
episode ended. The cliffhanger endings encouraged fans to return every week to their local
theater and buy a ticket to see how the hero escaped doom. These escapes could be ingenious,
but just as often simply depended on plot contrivances like secret doors or last minute rescues.

Serials have been around since almost had the cash and talent pool to create
the dawn of cinema. “Damsel in Distress” memorable productions. They could afford to
style films like The Perils of Pauline were cast established actors like Lon Chaney Jr. and
particularly popular during the First World Bela Lugosi in starring roles, even as those stars
War. Some serials, such as the Hamilton were also headlining traditional studio features.
Cleek mysteries, were so popular they The 1930s also saw a growing interest in pulp
spawned best-selling novelizations and science fiction magazines and newspaper comic
extensive merchandising. Sadly, most of these strips like Buck Rogers and Flash Gordon.
serials are lost to posterity, as they were The episodic format of these stories made
recorded on film stock that quickly degraded them ideal for adaptation. Olympic gold
and became unusable. Many early series are medalist Buster Crabbe (already a celebrity)
only known from photos and plot summaries played both Buck Rogers and Flash Gordon
printed in commercial film guides of the era. in those productions. Weird science and the
The 1930s was the start of a new golden promise and dangers of technology were major
age for the serials... at least for the studios elements of serials in the 1930s. Well-meaning
that survived the first years of the decade. The inventors were constantly creating death
cost of transitioning to sound combined with rays, indestructible robots, and invisibility
the economic troubles of the Great Depression belts and so on and for “peaceful purposes,”
meant that many smaller serial film studios only to have their devices predictably stolen
went bankrupt. What remained were larger
and more technically advanced studios, who
and misused by gangsters and foreign spies. 281

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The serials were going strong after the The technology they have created is
Second World War, but started to fade in the often a singular artifact or “McGuffin” that
How to Harness the Power of Science for Your Game

1950s, even as science-fiction took a stronger no one else in the world can replicate. A
hold on the wider imagination. They did reach Mad Scientist may have an arsenal of weird
new audiences when old serials were shown devices — an invisibility belt, a rocket pack,
on television, and studios like Republic Pictures and a ray gun — but typically does not have
even made new serials for the new medium. In more than one example of each invention.
one notable case — Captain Video and his Video A Mad Science plot is driven by the need
Rangers — a television serial went on to inspire a for heroes to overcome these dire inventions
film serial. Nonetheless, by the 1960s serials were to prevent the Mad Scientist from achieving
considered old-fashioned, campy and even silly. their final goal. This can be anything from
Yet, the genre didn’t really die. Television gaining personal revenge on someone who
shows like Doctor Who have firm roots in the wronged them, all the way to world conquest.
serial genre, complete with fast-paced action, Mad Scientist serials did not typically leave
cliffhanger endings and (in the original run of the surface of the Earth, but there’s no reason
the show) rather creaky special effects. You can your Mad Scientist’s rocket (or Time Machine)
see the fingerprints of the science-fiction serial can’t deposit your players in an entirely
format most clearly in the Star Wars movies. different genre! A Mad Science adventure is
The look of the opening text summary of each also easy to drop into your standard Urban
movie is lifted directly from the opening credits Jungle game as a nice change of pace, without
of each episode of the 1936 Flash Gordon serial. changing the basic rules of the setting.

Examples of serial Invasion: Earth!


While alien invasions have been a standard
science-fiction of science-fiction literature since the earliest
days, it was a while before these stories
Science-fiction serials often ignored strict
became a common trope in SF serials. The
genre boundaries. The low-budget nature of most
“flying saucer” story was most popular in the
serial productions meant they constantly reused
1950s. These usually followed a simple theme.
props and sets from other productions, as well
Aliens (often from Mars) wish to conquer
as footage. This resulted in some entirely gonzo
Earth, typically through stealth, trickery, or
productions that tried to fit together singing
the use of superior technology. SF serials didn’t
cowboys, G-Men and alien robots. But, generally
tend to deal with full-scale invasions, though
speaking, SF Serials could be said to fit into four
such an invasion was often the ultimate threat
general categories for the purposes of an RPG.
the heroes are working to avoid.
For example, the heroes might encounter a
Mad Science! few alien scouts who are judging Earth’s value,
Robot assassins, death rays, flying wings or whether the planet is a threat to them. The
and thinking machines! These are the purview heroes must prevent the invaders from
of the Mad Scientist! Mad Science stories are reporting back to their superiors by destroying
typically set in the “real world,” where most their spacecraft, tricking them, or foiling the
technology matches that of the real world in construction of their superweapon. In the
the 1930s. However, a small cabal of post-War years, secret alien invasions became a
scientists or a unique genius can produce more common plotline. The aliens are replacing
devices that far outstrip normal technology. ordinary citizens or important political
In these stories, the scientist is the primary leaders and the heroes must reveal them.
villain or is in the direct employ of the villain, Alien Invader plotlines are often typically
sometimes unwillingly. Sometimes the scientist open-ended. While in some cases it’s possible
is an eccentric who has gone astray after some for Earthlings to end the threat forever — either
great tragedy has caused them to seek revenge because the invaders were the last of their
on the world at large. In a few cases they are kind, or because the heroes were able to reverse
even genuinely good characters forced into some superweapon against their home — as
crime by blackmailers or gangsters who hold a often as not the storyline ends with a warning
beloved spouse or child hostage. Most, however, that we must remain alert to future threats.
are simply driven by megalomania or greed
without the need of a sympathetic backstory.

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Note: Alien Invaders do NOT have to come Running a Serial-Style Game
from outer space. There were also serials Action and drama are the primary
about underwater or underground kingdoms

How to Harness the Power of Science for Your Game


elements of a serial. Things move quickly,
with superior technology and designs on and the protagonists rarely get bogged down
surface world conquest! If you have a copy in details. Romances blossom within
of the Urban Jungle: Occult Horror game, you moments, threats crop up constantly, and
could easily adapt the Shadow Empire as the dangerous situations should be common.
source of particularly uncanny invasion forces. Investigations rarely involve more than two
or three steps, and each step should be
Space Patrol punctuated by danger and the threat of death.
“Space Patrol” is a broad title used to refer If you want to maintain the structure as well
to serials set in the future, when Earthlings as the feel of the source material, you should
have spread to the solar system or interstellar schedule your adventures so that each session
space… though admittedly most serials were ends with the heroes in grave peril. The Alien
extremely vague about astronomy and didn't Emperor is about to sacrifice an innocent victim,
really distinguish between the two terms. In a hero is faced with an apparently inescapable
some cases, Earth has built an interplanetary death trap or fatal fall, or is tied up in a burning
alliance. In other examples, Earth has run into building. The next session then starts with a
an evil space empire and must defend itself. In brief recap of the action, and then the heroes
these stories, heroes travel from planet to planet escape through skill or luck. While the real world
to battle evil plots to destroy Earth or overthrow serials made extensive use of absurd escapes
the peaceful federation. There are space like “the door was never locked” or “the ropes
battles and ray gun fights and similar derring- were loosened by the death ray,” the escapes in
do throughout the stars. Typically, the heroes game are more satisfying if they are discovered
are part of some elite organization dedicated to because of player action. Always give the players
keeping the peace. They might be a sort of quasi- an out, but let them roleplay to discover it, or
military space police, or special agents sent to roll if they can’t. If all else fails, a sympathetic
tackle specific problems. The Buck Rogers series or incompetent NPC can lend a hand.
and the long-running Captain Video and the Of course, if you prefer slow paced
Space Rangers series are excellent examples. mysteries or psychodramas, you don’t need to
change anything. That style of play maps well
Planetary Fantasy to the written serials, which had more time
The Planetary Fantasy (or Planetary to develop characters and to build worlds.
Romance) genre is set on exotic worlds. Often
these are the planets in Earth’s solar system, If you are wondering how they eat
such as Venus, Mars, or the moons of Saturn. and breathe, and other science facts…
These stories take serious liberties with science Serial SF stories do not religiously adhere
fact — even the limited theoretical understanding to the limitations of current Earth science,
of conditions on those planets as understood by and sometimes even lack internal logical
scientists in the 1930s. Travel to these other consistency. For example, rocket-ships
worlds is undertaken through technology like usually seem to have internal gravity, but
rockets or teleporters, or even strange powers this is seldom addressed in the original
such as astral projection. The general premise is source material. Perhaps it is some curious
that Earthlings have found themselves stranded byproduct of the fantastic energies that
in a strange new world where their alien nature power them? If this sort of general
makes them extraordinary. Archetypal examples explanation doesn’t work, feel free to
of this genre are Flash Gordon or John Carter of describe the workings of your fictional tech
Mars. Flash and his companions travel into in as much detail as needed. Otherwise,
space to investigate an alien attack and find don’t sweat it.
themselves trapped in the domain of Ming the
Merciless. Though Ming’s world is strange and
new, their outsider perspective and human spirit
means they soon find allies and adventures.

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The Future History
The Future History of the Solar System

of the Solar System


The rules and genre information in this book can be used for almost any serial SF setting
you can think of. We’ve provided you with a specific setting along with information for
adapting it to make it suitable for different SF serial genres. The book as written assumes
that adventures take place around the year 1930, when inventors have just discovered the
secret of space travel, or in the year 1980 when space travel has become commonplace. You
should feel free to dispose of this setting entirely or otherwise make use of it as you please.

similar. For the purposes of the game, Earth


The Counter Earth: Telluria medicine and Telluria medicine function with
equal efficacy on the races of the other planet.
In 1930 Earth is very much the same as it is Simply put — Earth’s medicine isn’t advanced
in the standard Urban Jungle setting, at least enough for situations where the differences
insofar as the inhabitants of this planet are would matter (organ transplants, genetic
concerned. The cities and countries are the engineering, etc.) and Telluria’s medicine is
same. Gangsters run bootleg booze, hard-boiled so advanced it can overcome any difference.
detectives and nosey reporters still haunt the The Counter-Earth differs in one important
rain-slick streets. The wonders and promises of respect. Unlike Earth, it has enjoyed a much
science are perhaps a little more prominent, longer period of temperate climate. Without an
and here and there extraordinary inventors are Ice Age, civilization flourished much earlier
creating devices that would exist only in the in this history. There are cities on the Counter
pages of lurid pulps in the “real” world. Earth — known as Telluria to the inhabitants —
Yet, out beyond the orbit of the Moon, founded 5,000 years before agriculture was
hidden beyond the gaze of even the invented on Earth. Art, science and technology
greatest observatories, there is another proceeded in ways strikingly similar to that
Earth. It orbits the Sun at the same distance as of Earth, but achieved a much higher level of
our Earth, but on the opposite side. Thus, it is advancement thanks to the head start granted
forever hidden from sight. Only in recent years by the peaceful climate. Ray guns, personal
have astronomers gained the tools to detect the airplanes, mechanical servants and the like are
existence of the Counter-Earth via perturbations commonplace across the world. The cities are
in the orbits of other worlds. Those few who each powered by a central atomic furnace that
have brought their calculations to the larger provides light, heat and motive power for all
scientific community have been scoffed at as these wonders. Most of these grand
fringe elements. Still, some of these brave technologies were created centuries ago and
souls have gone so far as to speculate any left in place for future generations to enjoy.
planet in the same orbit as Earth would have a Largely freed from the shackles of brute
similar geological history and similar labor, economic worry or existential
conditions for life — perhaps intelligent life. introspection, the Tellurians became a
No one takes these theorists seriously. people obsessed with intellectual and
They even feud amongst themselves. social pursuits. They chased after social
The Counter-Earth is, of course, real, status, scientific research, artistic expression
and it is more extraordinary than even the and simpler amusements. The advanced state
most hopeful of theorists can imagine. Not of their medicine permitted dangerous living
only does it sustain life, it resembles Earth and consequence-free indulgences. Some lived
in many ways, with many similar races and bohemian lives of artistic dissolution. Others
some of the same principles of civilization. affected a dashing adventurous air. They fought
How the people of Telluria differ from the duels — even small wars — over quibbling
people of Earth points of honor. Still others dedicated their
A Tellurian Tiger might have purple and lives to arguing points of philosophy or
green stripes, for example. An X-ray or researching obscure mathematical principles.
autopsy will reveal some strange things To Earth eyes, these Tellurians would have
about the shape of their internal organs, seemed much like a romantic vision of an 18th
284 but the function of those organs remains century adventurer or eccentric scholar. They
lived in a global hodgepodge of tiny kingdoms

Joseph Farris (Order #37555696)


and princedoms and spent their lives pursuing or conquests. Rocket travel to the nearby moon
amorous conquests, athletic achievements, was commonplace, but none of the relatively
martial glory, and artistic fame. And again, to an few active scientists and astronomers left in

The Future History of the Solar System


Earthling, these Tellurians would have seemed their society seemed interested in going further.
like charming but curiously naive daredevils, or These facts were (to Yorvain) a clear
like supremely precocious children who never consequence of muddled thinking combined
really learned the value of cooperation or caution. with the life of ease wrought by misguided
Perhaps only a romantic could truly forebears who worked to soothe too many
admire them. But only a curmudgeon could of life’s challenges and tear down too many
truly hate them. barriers. He achieved some notoriety when he
One thing that might have discomfited all but published a lengthy essay calling for a return to
the most open-minded Earthling of the 1930s a binary society of men and women, of mothers
were the Tellurian ideas about sexuality and and fathers with defined roles who would
gender roles. To the Tellurians, romance is key. prepare the next generation of Tellurians for
They have great love affairs, stormy romances a new era. Men, naturally, would be the
and enduring marriages. The idea that romance leaders and thinkers, as it was in the olden
was a means to a procreative end was disregarded days. The women would have the important
as quaint and outmoded long ago — same-sex (albeit less esteemed) role of bringing new
marriages are common and in no way notable. life into the world and setting their children
Gender roles were seen as purely performative, on the path of discipline and self-control.
regardless of how a typical Earthling of the Yorvain expressed these thoughts in a
1930s might classify the gender of the person in series of lectures and books which were
question. Then, even the performative function of regarded with open disdain by the nobles
these roles simply abandoned. A certain... and artists of the larger world. Yet, the fierce
ambiguity... arose in Tellurian culture. pecking order of Tellurian society meant a fairly
Of course, the above description did not large class of citizens, while enjoying the benefits
apply to all Tellurians. Their society was always of technology and leisure, were not able to live
tolerant of those who went their own way, or their lives to full measure. A substantial part of
those who preferred to regulate themselves the population felt left out, disaffected, unhappy.
according to different standards and morals. All their anxieties were soothed, all needs
They were a minority, these Medievalists, but provided, yet the resulting lack of purpose left
also influential amongst those who idealized many dissatisfied. Yorvain’s dream of yesterday’s
a “simpler” Golden Age when new discoveries tomorrow was attractive to many of them, and
were made and life was more challenging. Most his cause gained new followers daily. His
of them were productive and useful members disciples called themselves “The Yesterdaymen.”
of the larger society, preserving traditions and As the movement grew, Yorvain’s philosophy
crafts that were otherwise forgotten. Others became more muddled and contradictory as he
were mere malcontents who actively railed did his best to cater his message in such a
against the modernists, but their voices were way as to fire the discontent of various classes
lost and disorganized... until not so long ago. of citizens. While the movement exploded in
size, it also splintered into dozens of
Yorvain and the Yesterdaymen competing sects and schools of thought.
Yorvain and his most ardent supporters feared
“There's nothing wrong in suffering if you suffer for the movement would be watered down and fade
a purpose. Our revolution didn't abolish danger or away, like a hundred other faddish philosophies.
death. It simply made danger and death
worthwhile.”
The Thermionic Brain and
— Yorvain’s remarks to the Third Annual Thermionic Empire
Congress of Yesterdaymen Using ancient schematics unearthed from an
old library, Yorvain and his more technically-
In a northern city of Telluria, an obscure minded allies constructed a thinking device —
bespectacled poet and scholar named Yorvain a Thermionic Brain of (allegedly) pure reason
idolized the past. Or, at least, a vision of the and logic. While mechanical servants were
past filtered through a glow of nostalgia and a ubiquitous on Telluria, they had no will or
fog of disaffection. He saw a present world that reasoning ability of their own and only existed to
seemed trapped in a directionless pipe dream obey orders. The Thermionic Brain is something
of forbearance for non-productive eccentricities. else entirely. It is an artificial will and conscience
For generations there had been few advances in capable of formulating ideas and plans based
science. There had been no great explorations on data available to it. Into this device, they fed 285

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The Future History of the Solar System

all their disparate ideals and asked for a plan The Tellurian Rebellion
of action that would unify the movement. It did not take long for armed conflict to
It took only a few hours. The Thermionic break out, as the principalities and aristocrats
Brain spat out a new code of conformist morality of the old kingdoms resisted the Thermionic
rooted firmly in the ideals of order and good Empire, along with many common folk who
governance. Under this new code all commerce, preferred the easy liberty of the old world to the
art, politics, public discourse and even private narrow visions of the new. In lands conquered
emotional life were to be regulated by strict rules by the Thermionic Empire all public and private
of productivity, decency and service to a greater effort is directed toward strengthening and
good as defined by the code itself. Those who expanding the reach of the Thermionic Brain.
swore themselves to the code became members Yorvain and his closest followers are
of the Thermionic Empire. And that was not gone now. The Thermionic Brain had no need
all. Using the global radio communication of them, or their haphazard sentimentality. No
network, the Thermionic Brain spread the tenets one is sure what happened to them. But the
of the Thermionic Empire directly to every war they sparked continues to this day. It is now
household and announced the establishment of a more akin to a rebellion, as only a few small
new universal order. The ubiquitous mechanical nations retain their freedom. At this late stage,
servants responsible for providing the bulk of both sides are looking beyond Telluria for the
labor on the planet were reprogrammed. They next phase of the war. The rebels hope to find
refused service to all those who did not live by help or sanctuary. The Thermionic Empire seeks
the new code. More, they served as the eyes to spread its dominion throughout the planets
and ears of the Thermionic Brain, reporting on of the solar system. And the scientists on both
the movements and activities of both rebels and sides are taking a long look at the potential of
willing new recruits to the Thermions. a long-known twin to Telluria — the source
of curious radio signals in recent years....
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Using Telluria in Your Game

Using Telluria in Your Game


The totalitarian nature of the Thermionic Empire and the swashbuckling character of the old
kingdoms of Telluria serve as an excellent source of conflict and setting for adventures in any
serial SF genre. The various genres and setting potentials are discussed here, along with
adventure seeds to help you get started.

Mad Science! Adventure Seeds


In the Telluria setting, the mad scientist
might be getting their invention ideas from
a mysterious voice on the ether via an
interplanetary radio they invented. The
Thermionic Brain wishes greatly to spread its
influence into the stars. The mad scientist
might have no idea where the voice is coming
from — or perhaps they have been promised
control of the Earth in exchange for swearing
fealty to the voice from the void? Alternately,
the Mad Scientist could be a displaced
Tellurian! They may be stranded on Earth
Mad Science! after the failure of a teleporter or rocket ship,
and simply trying to return home. Or, they
“You meddling fools! I built this Death Ray to may be here as a secret agent gaining
help orphans, not to harm them! But society’s resources to assist in the war at home.
mediocre status quo has forced my hand!”
— Professor Bedelia Ivanov (formerly of
Cordwainer University Physics Department)

Adventures in this genre can easily serve as


a springboard to campaigns in other SF serial
traditions. It assumes the existence of Telluria
is unknown to most of the people of Earth, at
least at first. Some astronomers suspect the
presence of a planet in that orbit, but they
are fringe theorists. In a Mad Science game,
the players learn of an inventor or scientist
who has created a device (or several devices)
well beyond the reach of Earth technology.
The Mad Scientist can be a short-term threat
whom players defeat in a few sessions, or an
Invasion: Earth!
ongoing arch villain who keeps showing up with
new superweapons that threaten the stability “It’s gettin’ so a gal can’t trust nobody these days!
of the world. An example of this latter genre is You ain’t Mugsy, you just look like him.”*BANG!*
the 1939 serial, The Phantom Creeps. In this — Mabel Clarke, to “boyfriend” Mugsy Malone
series, the megalomaniacal Dr. Zorka (played by (aka Thermionic Agent 37-x)
Bela Lugosi) commits fantastic crimes with an
invisibility belt, a giant robot, mechanical Earth in the early 20th century is the
spiders, and a meteorite that exudes a paralyzing subject of great interest to both power blocs
radiation. Other serials of this kind had powerful on Telluria. Radio signals have been received
bombs, flying wings, hypnosis beams, and death from the planet, and have been translated to the
rays that could destroy battleships. In most point where a number of Tellurians can speak
cases, the Mad Scientist is trying to gain revenge Earth languages like a native. The Thermionic
on a world that turned its back on them. Others Empire has taken an especial interest in the new
simply wish to accrue wealth and power. nationalist and technocratic movements now
setting Europe aflame, while the Rebel
Kingdoms are quite taken with the music,
whimsical comedies and blood and thunder
drama of the radio entertainment. Both sides see
287

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Earth as a new frontier. The Rebels see Earth as invaders to Earth. They arrive and quickly
a potential ally, or in a worst case scenario as overpower any military force sent against them,
Using Telluria in Your Game

a sanctuary. The Thermionic Empire sees forcing the country in which your game is set to
Earth as the first step in their conquest of the surrender. However, they arrive in numbers
Solar System. Alien Invader scenarios are great too small to garrison more than a few cities.
for players who want plenty of action and Most of the country remains free and an uneasy
intrigue, combined with a chance to make a huge peace exists between the Earth government
difference in their game world. They are fighting and the occupied zones. The Tellurians have
for nothing less than the survival of their world. weapons similar in scope and power to atom
bombs. They warn any attempt to dislodge
Invasion: Earth! Adventure Seeds them will have terrible consequences. In the
meantime, they are busily recruiting locals to
The Invisible Horde their cause and a never-ending trickle of
In this scenario, neither side has the ability to supplies and alien soldiers arrives every week.
send large numbers to Earth, so invasion or mass It falls to the players to undertake dramatic
immigration is out of the question... for now. But strikes against the Thermionic Empire, and
both are interested in influencing events on perhaps to make contact with the Tellurian
the more primitive world. Individual agents resistance to gain help overcoming the
have already arrived on Earth and are trying technological imbalance. Earthling inventors
to influence others. Agents of the Thermionic might also discover a means to counteract the
Empire are working to develop rocket ship weapons used by the Thermionic Empire or
technology and encourage the rise of Fascism, or engineer a weapon that drives them from Earth.
other powers they feel would be sympathetic to
their cause. Their eventual plan is an invasion or
failing that the coup of existing governments.
The Thermionic Brain hopes to replicate itself
on Earth by eventually offering advanced tech,
such as robots. Once these become standard
on Earth it hopes to repeat the revolution that
occurred on Telluria. The agents of Thermionic
Empire will hide themselves as long as possible,
then present themselves as a benevolent (even
pacifist) force bringing gifts of advanced
technology in the hopes of uniting the Earth.
It should be quickly apparent to our heroes
that something is wrong, though everything Space Patrol 1980 AD
that happens should have a normal explanation
at first. A local politician who spoke out against “The meek can inherit the Earth. It falls to the
a new radio factory is suddenly forced to resign bold to conquer the stars!”
because of a scandal. The new factory is built but — Earth President Benjamin “Buzz” Santiago,
is staffed entirely by taciturn outsiders who seem former Space Patrol scout
to work all night and seldom leave the grounds.
For their part, the agents of the rebel The Space Patrol setting takes place in the
kingdoms are trying to stop the actions of far-flung future year 1980 AD. In this setting
the Thermionic Empire. These actions might the people of Earth learned to live in peace
resemble the work of anarchists or terrorists on in 1965 after two decades of fierce atomic
some level — stealing rocket parts, sabotaging war. The atom has finally been harnessed
that mysterious new radio factory, sneaking in for peaceful purposes. A new generation is
to gather evidence, etc. They are building small growing up in a world of optimistic
parties of allies and like-minded adventurers. It is progress. The time had come for the people
possible one or more of the player characters are of Earth to look beyond the horizon.
Tellurians themselves, trying to balance secrecy Bases were soon constructed on the
with their need to recruit and inform their allies. Moon. Expeditions to Mars and Venus
followed. With them came the discovery that
Conquerors from Space
Earthlings were not alone in the universe.
This scenario is both more dramatic than the
The other planets were home to strange
quiet invasion described above, and also harder
aliens. Some were as intelligent as the Earth
288 to run. The Thermionic Empire has discovered a
people. But none, it seemed, had discovered
means of transporting a large number of armed

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the secret of space travel. At least, so it was service conducts anti-piracy patrols and
assumed. A scientific mission to a newly scouting missions deep into enemy space. Its
discovered planet (dubbed “Counter Earth officers are drawn from every culture in the

Using Telluria in Your Game


“by the press) was destroyed on route. Solar System. They are expected to be more
Soon reports filtered back of unknown than just pilots — they have to be diplomats,
spacecraft plying the space lanes — leaders and survivors. Often, they are the
spacecraft bearing terrible energy weapons. only one standing between the Thermionic
They identified themselves as servants of a Empire and a colony of unarmed civilians.
totalitarian regime known as the Thermionic Space Patrol also doesn’t just enlist
Empire and made it clear they considered the pilots. Their scout rockets carry scientific
Solar System (Earth included) as the future experts, explorers, journalists and even
territory of a new interplanetary empire. The civilian adventurers. Conveniently, a scout
unified nations of Earth reacted in horror at the rocket usually carries just enough people to
realization that war was coming again. After a form an adventuring party!
few disastrous attempts to broker peace — and
a few even more disastrous attempts to fight Space Patrol 1980 AD
back using stockpiles of obsolete weapons Adventure Seeds
from the Atomic Wars — Earth prepared for
what seemed to be an inevitable conquest. Sgt. Preston of Space Patrol
It was then the world government was In this setting, a watchful peace has passed
contacted by rebels from Telluria. Driven over the Solar System. The Thermionic
from their planet by the final global expansion Empire is not ready to actively expand. A sort
the Thermionic Empire, the rebels fled to of Cold War exists between Earth and the
Earth. As the Thermionic Brain consolidated its Empire, as both powers attempt to influence
control over Telluria, They provided the the other planets. The Empire typically tries
scientists of Earth with examples of their own to destabilize Earth-aligned governments and
technology. The combination of Rebel Kingdom cultures in an effort to make them ripe for
inventions and Earthling industry allowed the conquest. Earth, through the officers of
swift creation of a functional space fleet. An Space Patrol, works to protect these worlds.
invading armada of Thermionic Empire rockets This is a sometimes thankless task.
was driven back just as they crossed the lunar Adventures in this setting rarely involve
orbit. Earth — which was now host to the Rebel large space battles. Ship-on-ship dogfights
Kingdoms in exile — had won a reprieve. While through the asteroid belt are more common,
the Thermionic Empire licked its wounds there and daring boarding clashes with smugglers
was time to protect the rest of the Solar System. and space pirates. The players are also expected
The Space Patrol was founded on Earth, to sometimes solve mysteries, such as finding
using engines and weapons brought by the a kidnapped ambassador or tracking down an
Rebel Kingdoms, but spread quickly to the interplanetary assassin. The Thermionic Empire
other planets. It offers free protection to all will work hard to hide their role in crimes like
the strange inhabits of the Sol System — these, operating through cat’s paws like greedy
even to aliens who regard Earthlings as little gangsters or even well-meaning freedom fighter
better than the Thermionic Empire. The groups. They will also work to discredit the

289

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Space Patrol and the Earth government, making But how can a few Earthlings influence a
them look bad in the eyes of the other planets. planetary struggle..?
Using Telluria in Your Game

Why, through their pluck, spirit and


Space War! ability to think outside the box! Their
A state of open warfare exists between unique perspective and mix of optimism and
Earth and the Thermionic Empire. The practicality separate them from the bloodless
balance of power constantly shifts back and scions of the Thermionic Brain and the
forth, as each side develops new technology or flamboyant martyrs of the Rebel Kingdom. For
recruits new allies to their respective cases. At millennia warfare on Telluria was formalized
times, the Earth itself may even come under and ritualized. Victory was decided more by
blockade or bombardment. This sort of game the charisma and individual sword skill of the
is for players looking for a more action packed nobles involved than the size or equipment of
setting, one with lots of combat in the depths their armies. While the Thermionic Empire
of space — dog fights, fleet actions, and introduced the idea of larger warfare, their
daring commando raids behind enemy lines. victories were won by sheer mass of soldiery
It is important to keep this action at a level rather than strategy. They bombard a target
where the actions of the players can still make city and then simply march in. Why, our
a notable contribution to the success or failure planet Earth may not be advanced, but even
of the ongoing war. For example, the players the most pacifistic of Earthlings knows more
might be recruited to undertake a commando about tactics than the most experienced
raid against a superweapon, or undertake a officers of the Thermionic Empire! A Great
space fighter strike against an important War veteran could probably take on a platoon
enemy base. Over time the balance of power of Thermionic soldiers with sheer pluck alone.
should shift in their favor and the players At least, this is the assumption of this
should eventually be part of a victorious strike setting. Other options to make your
at the very center of the Thermionic Empire. Earthling characters stand out include
“democracy,” “the power of love,”
“extraordinary jazz skills” and “immunity
to a plague that is sweeping Telluria.”

Planetary Fantasy Adventure Seeds


First Earthlings in Space
In this variant of the setting, the players
arrive on Telluria as early explorers. Perhaps
they were shanghaied by a mad scientist or
were hired for their special skills to accompany
an eccentric inventor on the maiden voyage of
their rocket ship. However it happens, they
land or crash on Telluria and find themselves
Planetary Fantasy in the middle of the struggle. The traditional
trope would be for them to land in the Thermi-
“Now then. Tell me of this Earthling thing that onic Empire, which tries hard to befriend these
you call... music.” strange people from the stars. The expansive
nature of the Empire and their brutal treatment
— Proctor Osric Swallowtail of the Fifth Sector of their own non-conformist element should
quickly make the players realize friendship
Planetary fantasy is a mix of science-fiction
with the Empire is a mistake. If they are taking
and older swashbuckling adventure stories.
their time about it, have the Empire imprison
Sure, there are robots and rayguns, but there
them — not wanting the Earthlings to return
are also sword fights, kidnapped nobles,
home and warn their world about a coming
chandeliers to swing from, and high romance.
invasion. At this point the players should come
This setting leaves behind the mundane cities
into contact with the Rebel Kingdoms, perhaps
of Earth entirely (or almost so) and transposes
being rescued by them, or locked up with
the action to Telluria, the home of a desperate
someone who can plead the rebel’s side of the
struggle between the Thermionic Empire and
story. From there, the adventurers can assist
the few remaining Rebel Kingdoms. Against
the rebels in their strikes against the Empire.
290 this bold new canvas it falls to Earthlings to
change the balance of the struggle.

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A Complete Guide to

A Complete Guide to the Solar System


the Solar System
The solar system as described below is based on the speculation of science-fiction
authors of the 1930s, when much less was known about the actual condition on these
worlds. If players decide to visit moons or planets not detailed below, feel free to use current
information about these worlds, or throw it away entirely in favor of fantastic creations.
Oh, and yes, you should be keenly aware by now that our descriptions of what’s on other planets
in the solar system is a touch less scientific and a bit more fantastic than what our contemporaries
would tell you. Our adventures are voyages scientifiques, speculative fiction using broad themes of
science as the backdrop. As with all shared storytelling, you and yours should be fair and consistent
about what the rules of your worlds are, you should build upon each others’ ideas to let your
narrative emerge from your actions and from random die rolls, and you should have fun with it.

this vast landmass, each with their distinct


Earth’s Hidden Twin: culture and traditions. Now, they are a
Telluria, the Counter Earth monolithic exemplar of orderly planning and


structured living. An Earthling who visited
Telluria orbits the Sun at an average two Thermionic cities thousands of miles
distance of 147 million kilometers — apart would scarce be able to tell the
essentially the same as Earth. It was difference between the two, except by their
born of the same fiery creation that spawned climate and natural geography. Architecture,
Earth, from materials orbiting the primordial dress, language and culture would be almost
Sun. As Telluria formed in the same orbit, it is indistinguishable between the two.
geologically and atmospherically like the Earth
in most respects. Some elements are more Axiom: The First City
common here than they are on Earth, others Tellurian cities once varied substantially
rarer, but by and large the planets are identical from each other. Some were planned
in makeup. However, the geography of the according to a given philosophy or science of
planet differs significantly. While the ratio of urban planning, others developed organically
land and water is roughly equivalent, the bulk of and bloomed into confusing collections of
Telluria’s dry land is bound up in a single cross streets with no apparent logic. A century
continent known as Ipeiros. This continent of Thermionic rule and reconstruction has
offers a full range of climates and geographies — excised most of these urban idiosyncrasies.
deserts, jungles, mountains, plains, glaciers and Axiom is the city where the Thermionic
tundra. It resembles Earth’s Asia in terms of Empire was born, the city where Yorvain first
the variety of biomes and landscape extending found his following and it is now the center
from the frozen north to the equally frozen of power. As such, it serves as a good
southern latitudes. The rest of the planet is a representative example of all Thermionic
vast and almost trackless ocean dotted here and settlements. It lies on the shores of a large
there with scattered island chains — imagine freshwater lake — almost an inland sea — in
the Pacific Ocean on an even grander scale. the northwest corner of Ipeiros. It is not
Telluria differs in other regards. It has two one of the older cities but quickly developed
moons, which often appear simultaneously in into a center of commerce and learning.
the sky. The larger of the two moons is about A few museums and older structures
the size of Earth’s moon, and the smaller one exist, of course. Their continued existence is
is about 1/10th. They both orbit much closer a sort of lip service to the Thermionic respect
than Earth’s singular Moon. When both are to a fabled golden age, but even these have
full the Tellurian nights are bathed in a silver been re-contextualized to present the
twilight, easily bright enough to read by. distant past as a time of universal accord.
Thermionic architecture tends to practical
brutalism at worst, but it is often surprisingly
The Thermionic Empire
ornamental. Statues personifying various social
The lion’s share of the continent of
virtues — obedience, loyalty, equilibrium and
Ipeiros is claimed by the monolithic
so on — are often found adorning otherwise
Thermionic Empire. Once hundreds
of kingdoms, city-states and republics shared
squat and square concrete structures. 291

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A Complete Guide to the Solar System

The Palace of Peace, Order and collection of vacuum tubes and wires dotted
Good Government with tens of thousands of light bulbs and
The Palace of Peace, Order and Good dials. Attached to this are hundreds of finger-
Government (known more commonly as “The thick cables which run from the Brain to the
Palace”) was built two hundred years ago as a walls of the chamber. These cables provide a
high-rise university structure. It is shaped direct connection from Axiom City to the
from stone and resembles a cross between the thousands of local command rooms and to the
Empire State Building and Notre Dame mortal agents of the Thermionic Brain. The
Cathedral. Inside, it boasts dark wood doors structure of the Brain is bracketed here and
and towering grey stone common spaces leading there by catwalks used by technicians and
to a multitude of classrooms and libraries. throne room guards.
Or, at least, it used to be like that. Those lucky few who have earned the
While some of the basement old rooms are personal attention of the Brain stand on a small
still used by bureaucrats and technicians of the platform about 10 meters off the ground. This
Thermionic Empire, the rest of the structure has platform is surrounded by glittering camera
been reinforced, hollowed-out and filled with lenses, bright lights and microphones — the
the mechanisms and generators that service direct eyes and ears of the Brain itself. When
the Thermionic Brain. The old central tower the Brain speaks, it sounds surprisingly lifelike
that housed multiple levels of lecture halls and and emotional. A warm and harmonious voice
libraries is now a vast cylinder of empty stone. is produced by electromechanical tone wheels
If the players are particularly lucky (or somewhere deep below the chamber. The Brain
unlucky) they may find themselves here in the usually sounds like a concerned and sorrowful
throne room of the Thermionic Brain. The adult. Imagine a patronizing but earnest high
292 Brain itself rises more than 100 meters from the school principal who is constantly worried
floor of this chamber, an irregular rectangular

Joseph Farris (Order #37555696)


about the moral failings of the current day and Axphain
your own inability to live up to your potential. From the surface, Axphain is a scattered
archipelago of tiny islands scattered across a

A Complete Guide to the Solar System


The Rebel Kingdoms swath of shallow southern sea. The islands are
The Rebel Kingdoms are those principalities dotted here and there with small fishing ports
which managed to avoid the spread of the and aerodrome ports, all ruled in name by the
Thermionic Empire, thanks to substantial Thermions. Yet this unprepossessing kingdom
geographic barriers. Two of these kingdoms is a place of final refuge and secrecy for the Rebel
(Ruhritania and her traditional rival Graustark) Kingdoms, and the small native population on
are located within a rugged mountain chain the surface works hard to protect those secrets.
that can only be accessed by air, or through The islands lie atop a chain of dormant
days of hiking on well-guarded trails. They are underwater volcanoes that are connected by
surrounded on all sides by the monolithic miles of empty lava tubes. These underwater
unity of the Thermionic Empire. The nobility tubes serve as the secret research centers and
here retain a semblance of the courts of old, storehouses of the Rebel Kingdoms. Many
though a little faded. The remaining Rebel secret parliaments and war councils take place
Kingdom — the Republic of Axphain — is here. When they must travel elsewhere,
really an archipelago of several dozen islands they make use of submarines. These tunnels
far to the west of the main continent of Ipeiros. have thus far managed to escape the notice of
the Thermionic Empire, but they suspect
Ruhritania something is up. In recent months, more agents
Ruhritania is the largest of the Rebel have been stationed on the islands and there is
Kingdoms, albeit smaller than even the smallest talk of re-educating the native population.
of Thermionic provinces. It is a sheltered plateau
surrounded by mountains. The plateau is green Mindwave Amplifiers
and pleasant for much of the year, and even in The Rebel Kingdoms are connected by
the deepest winters a multitude of hot springs ancient devices known as Mindwave Amplifiers.
moderate the weather. Ruhritania has numerous One of these enormous devices exists under
small towns and one small city (Melidor), though heavy guard in each of the three kingdoms.
the total population of the kingdom is under In the distant mists of history, when tellurium
three million people. Melidor is the de facto was plentiful on Telluria, these devices were
capital of the Rebel Kingdoms, and as such it has used to direct commerce and diplomacy. They
been aggressively infiltrated by Thermionic spies. permitted telepathic communication between
other users, and even with others not connected
Graustark to an amplifier, and even the ability to transfer
Graustark is the oldest and smallest of the consciousnesses between physical forms. This
Rebel Kingdoms. Just a few hundred square in turn allowed powerful alliances to be forged.
kilometers in size, it is a land of jagged peaks After all, why waste time trying to explain your
overlooking narrow green valleys. Winters are perspective to a political opponent when you
harsh, and the kingdom just barely feeds itself. could both be granted the perspective of the
The people of Graustark have been ruled for over other and forge a more perfect cooperation? An
a thousand years by the same family of eccentric Amplifier existed in every old city of Telluria,
wolfish folk who dwell in dozen crumbling though over time the fuel to run them became
Gothic castles. In practice, though, each citizen of scarce. They were used with less frequency
the kingdom is self-reliant and more loyal to their and soon the nations went back to using
family than to notions of crown and country. relatively primitive radio communications.
Graustarkians are more practical than Only three Amplifiers still exist, running on
most of the Rebel Kingdom folk and more perhaps the last remnants of tellurium to be
traditional. Their social ideals may even found on Telluria. They are used sparingly, for
superficially resemble those of the Thermionic a few hours in a given month, to coordinate
Empire, but Graustarkians value individual efforts between the kingdoms and monitor
self-agency above all else. Graustark is rich the activities of important Thermionic agents.
in mineral resources and home to a number of The edge granted to the Rebels by these
clever engineers and crafters. They produce devices cannot be understated, but before
much of the raw materials used by the rebels long they will fail forever. This is one reason
in the war, as well as many of the weapons. the Rebels are looking so keenly toward the
Earth as a source of new tellurium supplies.
In recent months they have been gambling
with their last atoms of tellurium, trying to 293
contact receptive minds on Earth.

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The Fields of Heaven: Effervescent Seas Under
A Complete Guide to the Solar System


a Golden Dome: Venus
The Core of the Sol System Under the diffused, fierce light of the
Venusian clouds is a bubbling, acidic
NOTE: The term “terrestrial” is used to
ocean that spans the entire world.
refer to inhabitants of both Earth and Telluria, as
This glow is so powerful that even the night
conditions on both planets are nearly identical,
side of the planet is illuminated by a constant
as are the requirements of life for their residents.
twilight. These clouds are impenetrable, even
to the largest telescopes, so nothing is
World of Fire and Ice: Mercury


known of the surface until the first Earthling
Mercury is an unforgiving planet. No explorers arrive.
life exists there, at least not as we know The surface of Venus is, as noted, covered
it. Mercury’s surface has only the most almost entirely by a mantle of fizzing
tenuous atmosphere and is so hot that even carbonated water. It is alive with floating
robots melt and malfunction in a matter of mats of moss and strange luminescent fish and
hours if sent out to work on the sunward jellies. Here and there the peaks of underwater
side. Happily, Mercurian days and nights last water mountains pierce the waves, and these
for 59 terrestrial days! This means there is are home to the soaring bird-like creatures
plenty of time to explore the surface during which otherwise patrol the waves constantly in
the frigid nights. search of food. They are also home to the only
Mercury is also the Solar System’s richest intelligent species currently known to exist on
source of the uniquely energetic radiogen Venus. No one is sure how many Venusians
masrium, which is required for practical space currently live on Venus, as they spend much
travel. Once this fact is discovered Mercury will of their lives in the air. They sleep and eat on
become a boom town and possibly a warzone. the wing, landing only to rest, to raise young,
Early in the days of interplanetary or to fabricate what few tools and artifacts
exploration, it was taken for granted that they need. It is thought the skies are home to
Mercury was uninhabited. After all, what about 100 million Venusians at any given time.
creature could survive on such an During the era of Space Patrol (or similar
inhospitable planet would be unlike interplanetary exploration), one of the largest
anything known to natural science. of these islands houses a powerful radio
transmitter, which guides visiting spacecraft
through the clouds and over the trackless
ocean to a safe harbor. Earthling and
Tellurian visitors find Venus to be
overpoweringly humid and they must use
special masks to breathe the air. The gravity
is similar, and few can help but be awed by
the vast golden dome of the sky over a
limitless ocean of churning, steaming water.
Very few Earthlings choose to stay here for
long, and those few who make a living here
spend as much time as possible within the
sealed air conditioned residences.
In a game where interplanetary trade is
commonplace, naturally carbonated “Water
of Venus” is a popular extravagance amongst
the rich on Earth. A variety of quacks claim
medicinal benefits for this water, and fake
cures and patent medicine drinks abound.
Most of these cures contain little actual
Venusian water. Export of Venus Water is
strictly controlled, which has led to a thriving
smuggling trade.

294

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The liquid nature of the planet and the
naturally aerial lifestyle of the Venusians means
they have never created an industrial base or

A Complete Guide to the Solar System


technology of the sort developed on Earth or
Telluria. The Venusians are great thinkers,
however, and love to engage in metaphysical
discourse for hours at a time. They are also
excellent cooks and practical pharmacists. They
can take a few strands of dried seaweed and
some fish eggs and turn them into delicious
recipes or an anti-inflammatory poultice. They
have extensive written records, written down
with feather quills in squid ink on dried mats of
seagrass. These are kept in relatively dry caves
and free access to their contents is allowed for
all Venusians. Earthling scholars who visited
these caves were slightly disappointed to
discover the records are mostly complicated
limericks, detailed descriptions of interesting
clouds, and seafood recipes.
Venusians are naturally curious and will
leave their planet if given the chance. They
find Telluria and Earth very cold and dry,
Venusians are very sympathetic to the and the atmosphere too thin and devoid of
cause of the Rebel Kingdoms, if only because the constant warm updrafts that allow them
the Rebels appreciate bright ornamentation to fly. They can accept these drawbacks as
and excellent choreography. Given their payment for the pleasure of learning new
resemblance to terrestrial birds they also feel songs and seeing new creatures, but usually
a connection to Earth on some level, wish to return home. They need specially
particularly their lively and exciting music. fitted masks that fit over their beaks in order
The Thermionic Empire is feared almost to breath on terrestrial worlds, and often don
more for their apparent hatred of bright colors capes to keep them warm. Venusians who go
and spontaneous actions than anything else. to Mars find it bitterly cold and really dull.
Venusians are familiar with war and disputes
occasionally arise between rival flocks over


Earth’s Backyard: the Moon
access to a particularly rich fishing ground or Earth’s Moon was a lifeless rock in the
over cultural sleights almost incomprehensible 1930s, but by 1980 it is home to various
to off-worlders. Their conflicts resemble aerial mines and Earth colonies, as well as
dogfights crossed with jousts of old as shipyards and Space Patrol bases. It also
Venusians from each faction engage each represents a final line of defense against the
other with barbed spears. These “wars” Thermionic Fleets in the event of open war.
seldom last more than a few days, but while There is also evidence of past habitation on the
they last they are taken very seriously indeed. Dark Side of the Moon, in the shape of
enigmatic empty towers and hive-like
habitations, which are sadly devoid of artifacts or
evidence of their former inhabitants. Nothing is
known about the nature of the structures,
which do not seem to have been built by any of
the known intelligent species in the Solar System.
Were they an outpost of a sublunar Selenite
society that persists to this day? Was the Lunar
surface ever able to sustain life? Various theories
have been presented, but none have been proven.

295

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When ships from Earth first arrived at
Mars the locals were entirely unfazed.
A Complete Guide to the Solar System

Despite their low level of current technology,


they were aware of the incoming travelers long
before they landed. No outsider has ever seen
the presumably ancient facility that houses the
instruments that enabled them to do so.
Martians are creatures of ancient rite and
tradition who have trouble focusing on present
issues. Younger Martians occasionally choose to
leave their home and explore for a time, usually
on Earth ships. Martians who become guests of
the Thermionic Empire seldom return.
Martians no longer create new inventions,
but they have a sort of instinctive
understanding of the use and repair of
machines of all kinds. In a Space Patrol setting,
Martians can make a good living as engineers,
though not as inventors. Currently they do
not create items more complicated than water
wheels and hand tools. No one knows why
this is so. Clearly, at some point in the past they


had the ability to travel through space and did so
Faded Glories: Mars regularly a million years ago. They also maintain
Once the verdant home of an some kind of radio and detection system that
advanced civilization, life on Mars now allows them to both identify approaching
clings by the barest thread. The surface spaceships and communicate with them. The
of the world is clothed with the thinnest veil of ancient Martians seem to have avoided both
an atmosphere and bitterly cold. A few hardy Earth and Telluria as objects of colonization
mosses and lichens live in sheltered rocks and and exploration, perhaps because those planets
amidst the tumbled ruins of impossibly old were already full of life and unpleasantly warm.
cities carved from red stone. What is left of Still, some believe traces of a former Martian
Martian civilization persists in the deepest of the colony may yet be found in some of the taller
so-called “canals'' first spotted by Earth mountain ranges on Earth or Telluria.
astronomers in the 19th century. Incredibly, Martians are neutral in nearly all
Martians may also be found living here and there disputes between Telluria and Earth. They
throughout the Solar System in isolated colonies will provide assistance to wounded or
long disconnected from their home world. Mars stranded explorers from both power blocs
is still the home of the majority of surviving and permit unarmed scholars to explore the
Martians. Here, the few hundred thousand ruins on the Martian surface. They will fight
remaining Martians carry on the traditions of to prevent their own displacement from
their forebears, but live at a fairly primitive level their canals and colonies elsewhere in the
of advancement even by the standards of 1930s Solar System, and in a dire emergency may
Earth. The warmest canals are still cold by Earth even bring fantastically ancient death rays
standards, and the air of mountaintop thinness, from some deep vault. They mostly allow
but Terrestrial beings can live here fairly battles to be fought in space on their behalf.
comfortably with winter clothing or thick pelts..
Phobos and Deimos
The small moons of Mars both show evidence
of past Martian inhabitation in the form of
surface structures. Given the low gravity of
both, it is thought these ruins are evidence of
early exploration rather than colonization. By
1980 the Earth Space Patrol maintained a small
fortress on Phobos, bristling with anti-space
cannons to protect the neutrality of Mars. The
Martians regard these efforts expended on their
296 own behalf with a sort of studied indifference.

Joseph Farris (Order #37555696)



Haunted Shallows: The Asteroid Belt The Xenoliths
While the Asteroid Belt that lies Note: This description assumes the Xenoliths have

A Complete Guide to the Solar System


between the orbits of Mars and Jupiter already been discovered and initial contact complete.
is occasionally dense enough to If your players are the first terrestrial visitors to the
threaten space navigation, the real danger is Asteroid Belt, they’ll be in for an exciting surprise!
posed by the bizarre inhabitants, known to
Terrestrials as the Xenoliths. In 1930, the The first terrestrial explorers in the Asteroid
Asteroid Belt was entirely unknown, though Belt encountered Xenoliths without knowing
astronomers on Earth and Telluria alike it. Strange clusters of glittering pebbles were
have a fairly good handle on the major observed drifting here and there, clustered in
objects and their orbits. The existence of the discret lumps. Not knowing what else to call
Xenoliths is not suspected at all. them, they were dubbed “Xenoliths,” a
Once Earth and Telluria expand into the geologist term for a rock that doesn’t fit in with
Solar System, travel through the Asteroid Belt the surrounding rock. Later, these were seen
is further complicated by the presence of on the surface of some asteroids and an effort
pirates, claim jumpers and desperate refugees made to collect a sample. It was then that
from the law. By 1980 the Space Patrol Xenoliths were discovered to be a race of living,
regularly escorts convoys and mining ships thinking rocks, bound together by energies in
through the more dangerous parts of the Belt, a way that not even the best Tellurian scientists
but they can’t be everywhere at once. Ships are able to fully understand. They exist as a
going to the outer Solar System simply cooperative and rigidly structured society,
bypass the Belt by going “above” or “below” with a population of perhaps a billion. About
it. Asteroids are a treasure trove of minerals half live on the surface of Ceres and other large
and a source of fuel, oxygen and water. As asteroids, in some cases in densely packed
such it is possible to build a self-sustaining “cities,” while the other half roam between
colony here, though conditions will be harsh. the void between asteroids, seeking resources.
While some asteroids (such as Ceres) are Their response to terrestrial explorers was
large enough to be considered tiny worlds unto universally hostile at first, even after limited
themselves, the great majority range from the radio communication was established. They
size of terrestrial boulders to small mountains. identify terrestrial ships as invaders and
The largest asteroids — Ceres, Vesta and descend in swarms on them, tearing them to
Pallas — are exclusively the domain of the Xeno- pieces with raw physical force. Mining bases and
liths, and almost certain doom awaits an unwary research stations alike must be heavily guarded.
Earthling who tries to visit them! Wandering All Xenoliths range widely in size,
Xenolith scavengers may be found on any depending on the role they play within their
asteroid, or even drifting between them, in their society. The smallest are about 10 kilos in mass
never-ending search for more sources of energy. and are a half-meter in length, while the largest
An ancient Martian colony exists in the ever seen are as much as 200 kilos in mass and
Asteroid Belt, on a largish body known as three meters in length. It is possible larger
Fortuna. A few hundred Martians live inside and smaller examples exist. Regardless of
this asteroid, in artificially maintained size their form is the same. They are a mass of
conditions resembling those of their home closely assembled crystal-flecked pebbles and
world. A few surface structures exist, mostly small rocks displacing a cylindrical space. Each
solar energy collectors and observation towers. individual pebble is separated from the other
The inhabitants are fed by greenhouses planted by a few centimeters. They glitter like quartz
with native Martian grasses and stalks and their in the light. Xenoliths can form limbs and
culture and practices are almost indistinguishable manipulatory appendages as needed, and have
from those of Mars. They have had no contact also been observed shaping themselves into
with their homeworld in millenia. In a setting tools and structures, or even linking with other
where space travel is commonplace, some will Xenoliths to create larger and larger forms.
seek to return to their homeworld, but most are Xenoliths cannot support themselves in
content to remain. As with Martians on Mars, gravity more than 1/20th that of Earth, and
they will assist space travelers who need help, cannot live in atmospheres denser than the
but try to stay aloof from any conflicts. The thinnest vapors. Their energy fields simply
Xenoliths avoid Fortuna for unknown reasons. collapse and their constituent pebbles
scatter. If this happens, the individual
Xenolith is dead forever.
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Xenolith society is intensely stratified.
The smallest Xenoliths seem to also be least
A Complete Guide to the Solar System

intelligent, and most radio communication


takes place with Xenoliths massing at least
50 kilos. Small Xenoliths are found mostly on
the surface of asteroids, where they work to
reshape unliving rocks and seek out mildly
radioactive substances that Xenoliths seem
to consume for fuel. Xenoliths between 20
and 100 kilos have increasingly specialized
duties, ranging from directing the efforts of
the smallest Xenoliths and organizing
construction or mining. Many of them are
employed as wandering scouts and guards
who flit from asteroid to asteroid on an
endless patrol for more resources. They
propel themselves by some poorly understood
means and can achieve velocities high enough
to match those of a spaceship. However, this
rapidly depletes their internal store of energy,
so they prefer to coast from place to place in a
state of near hibernation. It is unknown how
long Xenoliths with a constant supply of energy
can remain “alive.” The oldest are thought to
Trans-Asteroids and Jovian Planets:
be tens of thousands of years old. The Outer Solar System
The largest Xenoliths have lost the ability
These worlds are largely unknown and
to launch themselves into space without
unexplored. Revealing their secrets, and
help. They live in large structures on the home
interacting with the strangers upon them, can
asteroids, vast domes made from the bodies of
be the subject of a far-off exploration
dead Xenoliths. They are responsible for
campaign. Protecting these places from
creating policy and directing the smaller Xeno-
exploitation from Tellurian or seditious forces
liths that crowd around them. This brainwork
is a job for our brave agents of the Space Patrol.
requires a constant supply of energy. From time
to time the largest Xenoliths will divest itself of


a few pebbles. These grow into new Xenoliths. The Largest Planet: Jupiter
Xenoliths quickly learned that terrestrial The largest planet in the solar
spacecraft and bases are excellent sources of system, Jupiter looms large in the
energetic minerals and electrical power. A night sky. The planet is mostly
patrol of Xenoliths that crosses paths with a gas, notable for a red spot of gasses that
spaceship will almost certainly try to destroy clusters around one of the meridians: the
it and bring its components home to one of Eye of Jupiter, a permanent storm cloud
the cities on the three largest asteroids. They larger than the Earth itself that never moves.
can be bargained with or threatened, and will It is under this red spot where one can find
leave spaceships alone if they feel the effort the tribes of the Jovians, a mighty species native
of capturing one is not worth the payoff. to this giant planet. Perhaps in defiance of the
While Earthlings are unwelcome on heavy gravity, the Jovians have six limbs instead
Xenolith worlds, in a Space Patrol setting of four: an upper torso with two arms, and then
they have formed a curious alliance with the a quadrupedal body supported by four stout legs.
Therminonic Empire. After all, what is the In the past, there have been efforts from
Thermionic Brain but a sort of thinking rock imperialists to colonize the Eye of Jupiter,
with a deep appreciation for order? Thermionic with plans to exploit the land for its resources.
ships have free access to the Asteroid Belt most Attempts to subjugate the Jovians have failed
of the time, and Xenoliths may even travel to utterly — not only do they have the home turf,
other parts of the Solar System with their aid. but they are highly organized against the
invaders. (Not to mention the costs involved; the
surface of Jupiter is far away, and surveys haven’t
found any resources worth the cost to export,
298 especially when the asteroid belt is closer.)

Joseph Farris (Order #37555696)


Jupiter has dozens of moons, which are breathable air. These floating gardens are home
more accessible to astro-travel. While these to the Saturnians, a species of flying dragons who
moons have radiogenites and rare minerals, they call this ring their home. Saturnians currently

A Complete Guide to the Solar System


have been found in similar quantities to those of enjoy a primitive, nomadic existence… but their
the asteroid belt, so the greater distance of travel way of life will be threatened if colonizers move
isn’t worth it. A very real concern is that the in to seize their lands and their resources.
Thermionic Empire may establish a military base Fortunately for now, there isn’t much
on one of Jupiter’s moons, possibly Ganymede. incentive to exploit the planet of Saturn for
It may be in Earth’s best interests to establish military or for commercial concerns. It’s
a base on one of the Jovian moons, especially to not known to host enough rare resources,
help support exploration of the outer worlds. and the great distance from the inner worlds
of Earth, Mars, Telluria and Venus makes
such ventures far too risky and expensive.


The Garden Ring: Saturn
The second-largest planet in the Sol But that may change: Saturn has dozens of
System, Saturn is a gas giant teeming moons of all sizes, including Titan, which is
with hydrogen and other base big enough to be a planet in its own right,
elements. Unlike Jupiter, which is known to and rich in hydrocarbons and other resources
have a planet surface underneath the clouds, that could be used for an industrial colony.
the current theory is that Saturn may not have In a “Space Patrol 1980” campaign, the planet
a terrestrial core at all. If any expedition has of Saturn and its satellites are considered a
landed on a secret surface hidden deep beneath “protected conservatory” and are no-go areas for
the impenetrable poison clouds, no one has astro-citizens. (That may not stop pirates from
produced evidence of the claim. using the rings for their own safe havens.) The
What Saturn is most known for are its rings, Thermionic Empire may attempt to establish
which are made of various masses, varying in a base of operations there. (Or maybe they
size from asteroid to micro-planet (with micro- already have?!) Any Saturnian characters
gravity to match). Ice crystals, rare minerals, would be far, far away from home and quite
and even exotic flora all exist in a medium of constrained by cramped conditions, indoors.

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The Shadow Planet: Uranus
A Complete Guide to the Solar System

A scientific curiosity, the great


planet Uranus is theorized to have
no life. From observation the
spectro-chromatic tests made by the
powerful telescopes have found nothing
interesting in the cloud cover, which is
made of high-winds and radioactive salts.
The unknown surface of Uranus is much
different. Underneath the impenetrable sky,
life has found a way. Warmed by geothermal
energies and subsisting on radiogenite elements,
life has grown not out of carbon, sugars, and
organics… but out of silicon, minerals, and stone.
And also here are the industrious Uranians,
glowing humanoids who make their own light,
carving out their entire pre-astral civilization.
In most campaigns, Uranus will be a planet
of mystery. You can bring the place into your
campaign by having the players forced to crash
on the planet, their ship severely damaged by
the radioactive dust-storm they needed to cross
on the way in. (And they can’t stay, as Uranus
can’t support organic life, only silicates.) Under the Sea & Beyond the Moon:
After their escape, our heroes will then need to Neptune


decide if they want to tell others about what’s Unlike its sister planet (the mysterious
down there, lest they put the Uranians at risk Uranus), Neptune’s atmosphere may be
from exploitation. (Not only is their planet rich stormy but it is more friendly to
in radiogens, their very bodies are made of it!) organic life. There’s water. A lot of
water. So much so that the entire planet’s
surface is covered in it. And waves that crest over
thirty stories tall, buoyed by hurricane waves,
make a water landing into a daunting prospect.
Under the surface is another story. The
native, amphibious Neptunians have adapted
to under-water life, and they have a civilization
that goes back centuries. The details of the
various tribes, cultures, politics, machinations,
wars, revolutions, and interregnums are left as
an exercise for you and your fellow players.
Apollonas Teresopoulou, a former journalist
for the Tricogha newspaper Herald-Examiner, has
claimed that an ancient civilization lived
under the sea centuries ago, which he called
the “Silurians”. As he tells it, a great war using
weapons of unfathomable technology and
unlimited destruction almost killed all life, and
the survivors were forced to flee for another
world. Since then, more than one huckster has
tried to pass “ancient Silurian artifacts” as
something for sale or for fame. (Whether this
story has any truth to it is up to you and your
fellow players. Are the present Neptunians the
descendants of this lost civilization? Are their
ruins back on Earth that can only be opened
with Neptunian science? Or is this a scam
300 which will be exploited by imperialists seeking
out Neptune’s wealth? The story is yours to tell.)

Joseph Farris (Order #37555696)


A Complete Guide to the Solar System

Last Stop Before Infinity: Pluto
Somewhere out there in the
trackless wastes of space, well
beyond the orbit of Neptune there
orbits a sinister dark planet, invisible to
terrestrial telescopes. Once space travel
becomes common it will make itself known.
The most sensitive radio stations receive a
mysterious transmission at regular intervals of
3.141 Earth days. The transmission itself lasts for
only a minute or so, and is simply a series of low
tones. Not even the most creative of Venusians
or the Thermionic Brain can make any sense of
this message, but it appears to be a beacon.
Explorers who make the arduous journey to
the edge of known space discover an icy, lightless
planetoid, dimly visible against the backdrop of
stars. The beacon will continue to transmit and
visitors can localize the signal to a sharp-edged
obsidian tower that rises from a range of jet-
black mountains. They find the yawning portal
tinged with dim purple light at the base of the
tower. Here, a solitary figure clad in an armored
spacesuit of unknown design awaits them.
What lies within, and what knowledge or
terror the Stranger can provide is up to you.
Perhaps the Stranger is a herald of an interstellar
empire, here to welcome the Solar System to
the larger universe? Perhaps the tower is a
prison, home to the last surviving member of a
long-dead race from a long-vanished planet? The
answer is up to you, though we politely suggest
Occult Horror book may provide some inspiration.

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Mysterious Species
Mysterious Species from Beyond the Moon

from Beyond the Moon


These species are options for players in a space-opera campaign. For players in a secret-war-
vs.-invaders campaign, there are several ways to integrate these aliens into the game (liberated
from an alien zoo; have come to our world to warn us of the Tellurian threat; discovered in an
ancient pyramid and revived by astounding science, etc.)
If you want to play a half-terrestrial, half-alien character, choose your first Species normally,
then choose Hybrid (p. Error! Bookmark not defined.) as your Type. If you want to impress
people with your unearthly nature (even if you’re not an alien!), consider choosing
Otherworldly (p. 310) as your Type.

Jovian Martian
Jovians are hexapeds; they have an upper torso Martians are tall spindly legged creatures with
with two arms, and then a quadrupedal body with enormous chests and small heads with beady eyes.
four legs behind them. They can move very quickly, Their mouths are expressionless slits lined with flat
even under the heavy gravity of their homeworld. They bony ridges they use for masticating the grasses and
resemble terrestrial cats more than any other species, stems that are their primary source of nourishment.
though their fur ranges from a single color, to stripes, Their arms are as spindly as their legs, with slender
to spots, to tortoise-shell patterns, often in bizarre three-fingered hands that almost brush the ground
colors. Jovians are often proud of their bodies and will when a Martian is standing at ease. They are covered
want to show them off, but they will wear outfits out of in thin, silvery fur. They have no tails or external
convenience or modesty when they visit other worlds. ears. When they speak they have loud, booming
Jovians are very sociable, sometimes to a fault, voices. When required, they wear simple cloaks
and they prefer to be in large groups. They can be that hang like baggy tents over their stilt-like legs.
loud, pushy, or obnoxious. They can be very rough, Mars was once the home of a space-faring empire
often not knowing their own strength, which has of sorts, and a few small colonies still persist in the
given them a reputation for being very clumsy. Being asteroid belt and on moons of the gas giants in the
very physical, they excel at cargo-loading, mining, outer solar system. Martians are typically placid
and manual labor, and they often find work in space- creatures, courteous to all, but freighted down with
yards and other heavy industrial vocations. In their literally millions of years of knowledge that has grown
native gravity, Jovians usually live for 50 years, but static. They have an innate understanding of machines
they can live a lot longer on lighter-gravity worlds. of all kinds, even machines made on other worlds, but
have no interest in inventing new ones. They are
Jovian Skills: Jovian Gifts: excellent and thorough engineers and younger Martians
 Athletics  Brawling often join the crews of Earthling spaceships for a few
 Endurance  Hexaped Soak -1 years, before returning home to settle into the century
 Fighting long process of courtship and parenting. They typically
live for more than 300 years. Martians visiting planets
with thicker atmospheres must whisper when conversing
even amongst themselves, as both their vocal cords and
ears were created for much thinner air. However, they
otherwise have no trouble on terrestrial worlds. For
more information about their culture and home-world,
refer to the Mars section of the Guide to the Solar System.

Martian Skills: Martian Gifts:


 Craft  Craft Specialty
 Endurance  Giant
 Observation

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Mercurian Neptunian
How to describe the form of a being with no known Resembling sharks more than anything else, the

Mysterious Species from Beyond the Moon


form? In their natural form, the Mercurians are Neptunians are tall, sleek creatures with many fins
silvery blobs of plastic matter. With concentration, and a scaly hide that is smooth on the down-stroke.
they can assume a humanoid shape. Despite their They often have small, bulging eyes and large mouths
appearance, they breathe air through their pores, full of two or more rows of teeth. Under their thick
and they consume food by enveloping it. skin and insulating fat are thick, powerful muscles.
When interacting with Earthlings or Tellurians, the Their fingers and toes are webbed, and they have thick
Mercurians can mimic facial expressions, up to and tails with fins and flukes. Their colors vary wildly,
including the larynx and lungs necessary to speak. from dull grays and white to exotic colors and stripes.
(Most Mercurians don’t know any language, though; The planet Neptune has no land masses. The
they’ll just be mimicking their visitors.) Mercurians Neptunians live in the water, though they must get
communicate with an elaborate language of signs and oxygen from either surfacing or from air-pocket
gestures that only an amorphous life-form could achieve. gardens that they keep deep under the surface.
The Mercurians live on their sun-blasted world, In their native language, Neptunians communicate
sliding about the surface looking for sustenance. by making sonic calls that travel well under-water
They are amazed at the abundance of resources to but are almost inaudible in an atmosphere. They
be found on other planets. can also learn to vocalize terrestrial languages.
More than once, someone has tried to employ a Neptune is a harsh and unforgiving world, with
Mercurian as a spy, with the hope that their constant storms on endless sea above, and
malleable form would allow them to disguise as crushing depths and dangerous predators
someone else. In practice, the Mercurians are too underneath. It’s also a world rich in natural
small to pass for anything but children, and the resources. There’s a clear danger that Tellurians
concentration in maintaining humanoid form (or even Earthlings!) may enslave a Neptunian
makes them look like stiff puppets. Mercurians are tribe and force them to plunder their own planet.
much better at stealth and infiltration, as they can
fit into spaces considered impossible for others. Neptunian Skills: Neptunian Gifts:
 Athletics  Brawling
Mercurian Skills: Mercurian Gifts:  Respiration
 Fighting
 Athletics  Amorphous  Observation Soak -2
 Evasion Soak -1
 Observation  Contortionist

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Mysterious Species from Beyond the Moon

Plutonian Saturnian
The dark and mysterious ninth planet was discovered in This species is massively tall (over 3 meters at the
1930, a tiny world in a strange orbit not of the celestial shoulder), with long necks and longer tails to match.
reference plane. Even stranger are the inhabitants They have a leathery hide of diamond-shaped scales
of this world. No more than a meter in height, the that is both tough and elastic. The Saturnians not
Plutonians are a musteline species, with the darkest fur only have wings, but gas sacs within their body that
that does not reflect light at all. Their dark fur hides they can inflate to raise their buoyancy. They live
that they have very large mouths, filled with glassy teeth not on the surface of Saturn, which by all accounts
that reflect visible light with an odd patina. Their bones is uninhabitable gas and debris; instead, they make
and teeth are rich with extremium, a radiogen unique their homes on the floating islands suspended in
to their planet. Although outsiders may dismiss the the planet’s ring, breathing the windy atmosphere.
Plutonians as primitive, they make sophisticated tools (Saturnians are also able to fly in places with more
out of the various radiogens found on their planet, such gravity, but with more effort and with less speed.)
as picks, knives, illuminations, and even primitive radios. In their native ring, the Saturnians live a
Plutonians have various, extensible protrusions nomadic lifestyle, with two clades – the tribes that
from their heads, mostly on their foreheads, which travel east-ward and the tribes that move west-
resemble whiskers. These organs are sensitive to ward. With no natural enemies and with abundant
electro-magnetic waves, which isn’t all that useful resources, they live long and fulfilling lives.
on their dark planet but aids their navigation on The rings of Saturn are at constant risk from alien
the more technically-advanced worlds. invaders. Space pirates like to hide their ships and their
The combination of the Plutonian’s enhanced bases on the many asteroids and clusters. Imperialist
senses, inquisitive nature, and alien detachment Earthlings and criminal Tellurians seek to strip the
gives them keen insight into the emotions of other rocks of their rare minerals and natural resources.
people. Despite their appearance, Plutonians can be
very empathetic and understanding of other people. Saturnian Skills: Saturnian Gifts:
Because they are literally from the furthest point  Athletics  Flight
of known space, the Plutonians are almost completely  Endurance  Giant
unknown to other worlds. Some criminal mastermind  Presence
or mysterious malefactor may seek to employ a
Plutonian spy. Even if they were to be detected, would
anyone believe they saw something other than a ghost?

Plutonian Skills: Plutonian Gifts:


 Evasion  Polarity Soak -1
 Observation  Stealth
 Questioning

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Uranian Venusian
Hidden underneath the gaseous clouds of Uranus, far Venusians closely resemble jeweled herons or flamingos

Mysterious Species from Beyond the Moon


deeper than any of the dim sunlight might penetrate, is from more terrestrial worlds. They stand between one
a rocky core rich in silicates and radiogen, hauntingly and two meters in height and have wingspans of up
beautiful as they glow in unimaginable colors. This is to three meters. Their beaks vary in shape somewhat
the home-world of the Uranians, a people made of rock. depending on their local diet and other habits, but
These fantastic creatures subsist on the minerals most resemble sparrow beaks. Venusians are feathered
of Uranus itself, and their bodies are made of the all over. They have fantastic iridescent feathers that are
strange materials. The Uranians are short but stocky, unique to each individual. They also adorn themselves
with thick limbs that end in glassy claws. Their faces with lightweight tools and shiny artifacts. If they have
are smooth slabs with long ears, all laced with veins access to Earth fashions, they’ll go crazy for things like
and phosphors that they can control to make fantastic silk scarves, neckties and even hats. They are clever
shows of light. Their hide is made of overlapping linguists with incredible abilities to recognize patterns
plates with sharp edges, and they can curl into a ball and meaning. They quickly pick up new languages,
when threatened, or lash out with their thick tails whether spoken or signed, and their ability to break
or arms to cut their foes. Although their stony skin is codes matches or surpasses that of computers.
tough, it can be cracked or shattered in painful ways. Venus is a world of teeming, bubbling oceans
The Uranians have no spoken language. Instead, under a vast golden sky-dome. What few islands
they communicate by altering the phosphorescence of exist serve as resting spots and nesting grounds
their own bodies. In an early terrestrial campaign, the for billions of bird-like (sentient and otherwise)
host may decide that they are completely unknown creatures that soar restlessly over the surface of
to Earth or Telluria. (And maybe even the Space the waters in search of food. Venusians cannot live
Patrol.) Once the surface of Uranus is discovered, on terrestrial worlds like Earth or Telluria without
many people will seek to exploit its immense mineral breathing masks and warm clothing in most places.
wealth, which threatens the Uranians’ way of life. They retain their ability to fly, but they cannot soar
Even the body of a Uranian is rich in rare elements… in the air for days as they would at home. For more
information on their culture and homeworld, refer to
Uranian Skills: Uranian Gifts: the section on Venus in the Guide to the Solar System.
 Endurance  Iridescent Soak -1
Venusian Skills: Venusian Gifts:
 Fighting  Quills
 Presence  Athletics  Diplomacy
 Endurance  Flight
 Questioning

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New Careers for the
New Careers for the Forward-Thinking Individual

Forward-Thinking Individual
These careers are for science-fiction campaigns. Astro-careers are only appropriate for
space-faring characters. Other careers use the new Gadgetry rules.

Astro-Explorer Astro-Patrol
Pyramids? Phooey. Stone circles? Ha! You know on Mars From the Sun-blasted plains of Mercury to the
they have temples that were built when dinosaurs walked Devil Mountains of Planet X — you’ve seen it all.
the Earth? Heck, they have lightbulbs that old! And don’t You’ve locked tractor beams with pirates in
get me started on what we’re finding on Calisto… have Saturn’s Rings and negotiated a peace treaty with
you seen the latest field reports from the Armstrong the Rock People of Calisto. You are Earth’s first
Expedition? So many death traps! It’s marvelous! and best defense against alien interlopers — or
perhaps defending the planet and its colonies from
Astro-Explorer Skills: Astro-Explorer Gifts: the encroaching fascism of the Thermionic Brain.
 Academics  Astro Soak -1
Astro-Patrol Skills: Astro-Patrol Gifts:
 Observation  Research
 Transport  Academics  Astro Soak -1
 Negotiation  Team Player
Astro-Explorer Gear:
 Transport
Astro Outfit
Personal journal Astro-Patrol Gear:
Astro Outfit
Raygun Pistol

Astro-Prospector Astro-Trader
There’s mountains of gold in the Asteroid Belt, sure, Friend, have you considered the prospects that
but who needs gold? There are more valuable things. await you from beyond the horizon? Have you
Tellurium-307! Solar Diamonds! You name it! One lucky wanted to see the glory that this universe has to
strike would make you a billionaire. It’s happened to offer? And did you want to make a tidy sum while
guys who weren’t as smart or tough as you, so why not doing so? Do you have a steady hand, a winning
you? smile, and the desire to wish upon a star? Then
consider your new future as an Astro-Trader, and
Astro-Prospector Astro-Prospector Gifts: the bounty of the heavens can be in your hands!
Skills:  Astro Soak -1
 Craft  Team Player Astro-Trader Skills: Astro-Trader Gifts:
 Endurance  Negotiation  Astro Soak -1
 Transport  Questioning  Haggling
 Transport
Astro-Prospector Gear:
Astro Outfit Astro-Trader Gear:
Radiogenite Blade Astro Outfit
Locking briefcase

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Crackpot Field Technician
The university fired you! The “experts” at the Nothing like getting your gizmo out into the wide

New Careers for the Forward-Thinking Individual


institute sneered at your research! Those fools at world to find out what can go wrong with it. The
the symposium mocked you behind your back! But only thing worse than either the harsh weather or
you’ll show them! You’ll show them all! … Because the dangerous working conditions are those know-
you have to, since the stuff you make usually only nothing scientists who blame you for their mistakes.
works in private, and not when others try to
demonstrate it. Field Technician Skills: Field Technician Gifts:
 Academics  Boffin Soak -1
Crackpot Skills: Crackpot Gifts:
 Craft  Tester Soak -2
 Academics  Gadgetry d6  Endurance
 Craft  Tester Soak -2
Field Technician Gear:
 Presence
Handy Outfit
Crackpot Gear: One gadget (of choice)
Handy Outfit
One gadget (of choice)

Inventor Practical Scientist


The prototypical gadgeteer, this career lets you Real progress isn’t made in a lab with a lot of
make modifications to vehicles, weapons, and abstract theory! You’re no stranger to getting your
other things as gadgets. The gift that unlocks all hands dirty, and you won’t let anyone take a risk you
this, “Gadgetry d6”, is described on page 313. wouldn’t take yourself. Also, you want to be center-
stage to see the looks on the doubter’s faces when
Inventor Skills: Inventor Gifts: you show them how your invention actually works.
 Academics  Gadgetry d6
Practical Scientist Skills: Practical Scientist Gifts:
 Craft  Research
 Transport  Academics  Boffin Soak -1
 Craft  Gadgetry d6
Inventor Gear:
 Transport
Handy Outfit.
One gadget (of choice) Practical Scientist Gear:
Handy Outfit
One gadget (of choice)

Primitive Rocket Scientist


You could be an alien from the outer worlds, who You know your ultra-wave transmitter from your
have yet to discover advanced technology. Or you pentagrid-converter array and you know you’re
might be an unlucky survivor of an atomic war, the only thing keeping this rocket-ship from falling
fighting the next one with sticks and stones. to pieces on the Mars to Earth run. And that space
Consider combining this career with the “Out-of- jockey piloting this ship better remember it!
Time” type, to play someone yanked from the
distant paleolithic and into modern day. Rocket Scientist Skills: Rocket Scientist Gifts:
 Academics  Astro Soak -1
Primitive Skills: Primitive Gifts:
 Craft  Gadgetry d6
 Athletics  Guts  Observation
 Endurance  Survival
Rocket Scientist Gear:
 Fighting
Astro Outfit
Primitive Gear: One gadget (of choice)
Rough Outfit
Tomahawk

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Space Pirate Test Pilot
New Careers for the Forward-Thinking Individual

For over half your life, you've sailed the stars and Also known as “spam in a can” or a “ten-
seen good and bad, better and worse, fair and foul. seconder”, you have a need for speed. You pilot the
You don’t hold allegiance to that lily-white Space fastest vehicles in the universe. You are also really
Patrol or any jackbooted Thermions. There’s treasure good at working with buckets of bolts, as you have
in the outer worlds, and you mean to find it and a knack for keeping this stuff from breaking down.
claim it, even if it means traveling to the Moons of
Perdition! Test Pilot Skills: Test Pilot Gifts:
 Endurance  Astro Soak -1
Space Pirate Skills: Space Pirate Gifts:
 Observation  Tester Soak -2
 Fighting  Astro Soak -1  Transport
 Presence  Streetwise
Test Pilot Gear:
 Transport
Astro Outfit
Space Pirate Gear: Holdout Pistol
Astro Outfit
Radiogen Blade

Vaticinate Visionary
In the future, ballistic science has analyzed all Your ideas will transform the world! You may be
angles of approach; combined with extended an intrepid industrialist, seeking your fortune
psychology and mental discipline, it is now with your wondrous innovations. Or you want to
possible to predict all ranged attacks through make the world a better place, free from want, as
the science of vaticology. Armed with a sword you improve the standard of living for everyone.
made of solid energy, you have learned to parry Just try not to get kidnapped and forced to work
bullets and to redirect deadly rays. on some doomsday device that perverts your
original designs for evil.
Vaticinate Skills: Vaticinate Gifts:
 Athletics  Vatic Riposte Visionary Skills: Visionary Gifts:
 Fighting  Vatic Soak -1  Academics  Gadgetry d6
 Observation  Craft  Team Player
 Questioning
Vaticinate Gear:
Rough Outfit Visionary Gear:
Energy Sword Fancy Outfit
A photograph of your mentor, idol,
or childhood place that you look at
whenever you need inspiration

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New Types that Challenge

New Types that Challenge the Boundaries of Science


the Boundaries of Science
All the character types from the basic book are appropriate for an Astounding Science
campaign. Here’s a few more types that are appropriate for scientifiction.
If you want to play a full-blooded alien character, choose one of the aliens as your Species
Trait. (That list starts on page 302.) If you want to be a mix of alien and terrestrial, choose
your first Species, then choose the Hybrid Type (below), and then choose a second Species to
use as your Hybrid. (This second species is usually an alien, but you can choose two
terrestrials if you want; speculative fiction is all about pushing boundaries.) If you just want
to be weird in a sciency way, choose Otherworldly as your type. And if you want to play a
robot, choose a Species to be modeled on, but then choose Mechanical as your Type.

Abductee
Perhaps you were outside when a strange ray from
outer space spirited you away to a far-off world. Or you
climbed inside some strange place only to find yourself
a stowaway on a vessel that took you beyond the stars.
Despite whatever trapped you in a world that you
never made, you must do your best to make sense
of these fantastic dangers and remarkable science.

Abductee Skills: Abductee Gifts:


 Evasion  Distress Soak -4
 Observation  Noncombatant
 Questioning
Abductee Gear:
A memento of the place you once
called “home”

Hybrid [Species]
For advanced players only! You are a cross-breed between
two distinct species. Choose a second Species (either
one of the typical ones, or one of the new alien ones
presented in this book.) Your Hybrid Type die is included
with the three skills of your second species. You also gain
the two gifts from the second species; if a hybrid gift
overlaps with your first species’ gifts, retrain the
redundant one and gain +5 Experience to spend, later.

Hybrid [Species] Skills: Hybrid [Species] Gifts:


 The three  The two gifts of
skills of your your second
second species species. (Retrain
any overlaps for
+5 Experience.)
Hybrid [Species] Gear:
A picture of your parents, together

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Mechanical Mutant
New Types that Challenge the Boundaries of Science

You’re not made of flesh and bone, but of cogs and Chemical pollutants, radiation scarring, and other
wires! Your brain is a ferrite core of magnets. You horrors of science have turned you into a twisted parody
have increased durability and strength, but you lack of God’s plan. Maybe you were born this way, an unfair
for empathy and feelings. While you resemble another tragedy in this uncaring universe. (Or an unfortunate
species, your mechanical nature is obvious, unless fugitive scrabbling in atom-blasted ruins.) Or perhaps you
you can manage a powerful disguise. Whether you were changed by atomic fallout in the last war. You can
have emotions or a soul is an issue for you to resolve. play against your savage and brutal nature, or you might
revel in meting out justice to a world that owes you.
Mechanical Skills: Mechanical Gifts:
 Craft  Frenzy Soak -2 Mutant Skills: Mutant Gifts:
 Endurance  Mechano Soak -2  Evasion  Frenzy Soak -2
 Transport  Fighting  Monstrous Soak -2
 Presence
Mechanical Gear:
Enough mechanical parts to fix one Mutant Gear:
tap of “Mechano Soak -2” A scavenged memento that reminds you
of the beauty possible in this world

Otherworldly Out-of-Time
You came into this life on an alien planet, and while You are from the past! Ice crystals, chemical reactions,
you may look terrestrial, your upbringing and attitude or some other form of suspended animation has brought
are not, even if you were raised in the culture of your you into a future that is strange and foreign to you. One
home-world. You tend to look at things from a different thing’s for sure: when these people hem and haw with
angle and have a better understanding of “the thoughts indecision, you’re always quick to act. No matter when
that float on another blood,” as an alien might say. or where, a well-timed punch can solve almost anything!

Otherworldly Skills: Otherworldly Gifts: Out-of-Time Skills: Out-of-Time Gifts:


 Endurance  Alien Soak -4  Athletics  Frenzy Soak -2
 Negotiation  Astro Soak -1  Endurance  Hurt Soak -3
 Presence  Fighting
Otherworldly Gear: Out-of-Time Gear:
A trinket of extra-terrestrial origin An anachronistic piece of clothing

Possessed Starchild
Your body is from here… but your mind is from You were born in space and have lived on spaceships for
beyond! You may be an extra-terrestrial who has most of your life. You are most comfortable in an artificial
traveled to this world not in a physical sense, but in a environment floating in the void and may even dislike
mental one, and you must make use of this body as spending time on planets, with their wide-open spaces and
your vessel. Or you might be a reincarnation from the vast unfiltered atmospheres. You call no world your home
past, and some experiment has allowed you to take and you understand better than anyone how spaceships
control. Perhaps you are even some kind of alternate work. Unfortunately, there are very few others who share
personality created by glimpsing cosmic phenomena this experience, and you can be very lonely at times.
beyond mortal comprehension. What’s important is Starchildren tend to be a little wary of everything and
that you know things, a science beyond compare. work to ensure their environments are as secure as
possible.
Possessed Skills: Possessed Gifts:
 Academics  Alien Soak -4 Starchild Skills: Starchild Gifts:
 Craft  Gadgetry d6  Craft  Astro Soak -1
 Deceit  Observation  Injury Soak -4
 Transport
Possessed Gear:
A trinket covered in symbols quite untrans- Starchild Gear:
310 latable… to anyone from this planet A piece of space rock

Joseph Farris (Order #37555696)


New Gifts & Soaks That Have Only Recently Been Discovered
New Gifts & Soaks That Have
Only Recently Been Discovered
Some of these gifts appear in the new player options. You can also add these abilities to
your characters if you’re playing with a theme of astounding-science.

Alien Soak -4 1/chapter Amorphous Soak -1 1/special


All characters (friend or foe) become Panicked When tapped, you can ooze through spaces
You are not of this world! You have an Your body is not made of complex organs;
alien nature that sets you apart from others. instead, you’re a homogenous mass that
You may be skilled at disguising it, or you only assumes humanoid form when needed.
may live forever apart from ordinary society. While this gift is untapped, you may
When you suffer harm, you may tap this equip gear, use equipment, and act normally.
gift. Your extra-terrestrial biology overcomes You may tap this gift to negate 1 point of
the harm in a way that astounds and shocks damage. As soon as you do that, you lose your
all terrestrials. All terrestrials within Short corporeal form and settle into an amorphous
range of you, and all terrestrials who can see blob. Your outfit and your gear drop to the floor.
you, immediately suffer the Panicked debuff. While you are a blob, the only actions
(It doesn’t matter if they’re a friend or a foe – you can take are Guard, Move, Squirm, and
they suffer panic!) Describe how you overcome Wriggle. (Those last two actions are
this harm for the benefit of the story. (Viscous Contortionist methods.) Anything else you
ichor? Unearthly howl of agony? Fulgurating want to do is either impossible (because you
light of St. Elmo’s fire? Make something up!) lack the leverage) or is a stunt (an action
At the discretion of the game host, you may that ends your turn and leaves you debuffed
be immune to things that would only affect with Dazed). In case you want to become a
terrestrials. (A mesmerizing ray could fail to blob, you can also tap this gift at any time.
hypnotize you because your brain isn’t bifurcated While you are a blob, you can ooze
across hemispheres; something toxic to others through any space that has at least a
is harmless to your alien metabolism, etc.) You finger-wide gap (1cm). Water-tight or air-
may also be vulnerable to things that only affect tight seals are still impassible.
aliens (terrestrial diseases for which you have no You may recharge this gift with as a
immunity, specific radio-electric stimuli that stunt. (During combat, that means it’s an
only affects your nervous system, etc.) As with action that ends your turn, leaving you
all things, look for opportunities for fun role- Dazed.) If you were on top of a discarded
playing that involves your extra-terrestrial nature. outfit, you may re-form inside that outfit.
Unfortunately, you will still have to pick up
all your dropped gear, one stunt at a time.
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Astro Soak -1 1/scene Atomic Accuracy
New Gifts & Soaks That Have Only Recently Been Discovered

Also can be tapped to stop rocket— or space-based hazards Aimed attacks w/ Atomic weapons do +2 Dmg per success
Your exposure to the hazards of To use this gift, you must be using an
incredible velocity, fantastic vistas, and deep Atomic weapon (that is, a weapon with the
space has hardened your resolve. You can “Atomic” descriptor), and you must use the
tap this gift to negate 1 point of damage. This Aim action first, to aim at a target. If your
gift recharges at the start of the next scene. attack hits the target you aimed at, your
You can also tap this gift to negate any margin of success is doubled; each success
hazard related to the risks of astro-travel, you score gives you +2 Damage. (Without
after you’ve failed some important roll to this gift, or without aiming, you would cause
avoid it. Some examples: +1 Damage per success.) If your attack hits
 The plane or rocket that you’re piloting multiple targets, you only get this double-
has gone careening out of control damage vs. the one target that you aimed at.
because of your bad roll? Tap this soak Targets who are overkilled by Atomic-
to make a last-minute save to avoid a Accuracy attacks are disintegrated, leaving
horrible crash, as your honed reflexes nothing behind but their twisted shadow
and g-tolerances guide your hands. burned into the terrain.
 Your vehicle experiences explosive
decompression? Tap this soak to grab Boffin Soak -1 1/scene
something or to throw yourself to the Also can be tapped to prevent a breakdown
bulkhead, and thus avoid being tossed Tap this gift to negate 1 point of damage.
into the void or other fatal error. When you tap this soak to negate damage,
 Your astro-outfit has suffered a you also drop a bunch of cogs, gears, springs,
breakdown? Tap this gift to seal the and spare parts, which are now useless.
problem and prevent the breakdown. Or, instead, you can tap this gift after
suffering a breakdown (when a Breakdown die
 You’ve been exposed to solar radiation, rolls 1) or other failure of a mechanical device
cosmic rays, or an alien phenomenon that you’re operating. This tap negates the
that threatens your survival? Tap this breakdown or problem. (Your dice stay the
gift to ignore your last roll and to same, even with those sad-looking ones, but
shrug off the effects for a moment hey, at least the breakdown is gone.) Your
(that is, until the next time). mechanical intuition prevents the breakdown.
 Or anything else where your hard (You can’t tap this to fix a breakdown, only
experience in the astro-frontiers to prevent one that you would cause.)
would give you an edge over someone Boffin Soak -1 recharges at the start of
who has never known such dangers. the next scene. (We assume you spend a
minute fixing your stuff.) You or someone
You may have multiple Astro-Soak gifts; with the gift of Gadgetry can also attempt to
each one gives you one use per scene recharge this gift by using an action.
If you buy “Astro Soak -1” gift a second
time, then you have “2/scene”, and can tap into
your Astro Soak twice per scene. If you buy
it a third time, then you have “3/scene”, etc.
Yes, you can tap two Astro Soaks to soak
2 points of damage a single hit, etc.

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Gadgetry d6 1/special
You can make improved gadgets

New Gifts & Soaks That Have Only Recently Been Discovered
You carry lots of odd bits of wires, cogs,
tubes, gears, byzanium, ansibles, cavorite,
interociters, nth metal, and other components
that can be used to make fantastic gadgets,
beyond the understanding of conventional
science. At any time, you have a variety of
things “mostly finished” and it’s in the heat of
battle that you are inspired to finish something.
You have a gadgetry power die that
starts at d6. This power die is a dwindle die.
Roll the Gadgetry die separately; if it rolls a
1, it dwindles in one size. When your
Gadgetry die dwindles to nothing, you’re
out of spare parts and/or inspiration.
Gadgetry and wonders are described in
their own chapter, starting on page 320.

Hexaped Soak -1 1/rest


While untapped, take a free Move action
You have six limbs: two arms and four
legs. Your ungainly size may make it
difficult for you to fit into cramped spaces.
However, you carry big loads and you move
faster than the two-legged folk.
While this gift is untapped, you may take
an extra action in combat: a Move action.
(You can’t take the same action twice in the
same turn, so your other two actions can be
anything that’s not a Move action.)
You may tap this gift to negate 1 point of
damage. After tapping this, you become lame Mechano Soak -2 1/special
While untapped, immune to organic concerns
and now you must limp along like everyone
else. (In game terms, you don’t get the free While this gift is untapped, you are immune
Move action anymore.) This gift recharges to the deprivations that plague organic beings:
after you get some care and bed-rest. you do not need to eat, drink, breathe, or sleep.
After tapping this gift, your mechanical
Iridescent Soak -1 1/action systems are damaged. Over time, you are
While untapped, you are a light source
leaking fluids and losing power. Dust and
toxins can seep into your weakened structure.
You are a light source! While this gift is If you cannot fix yourself, you may collapse
untapped, your body is covered with glowing into an unconscious or helpless state.
stripes, marks, and lines that make it impossible You can recharge this gift by getting someone
for you to hide. (To exert control over the else to fix you: spend one hour, roll their
colors and pattern, use Body & Presence; the Mind & Craft, and use the mechanical parts.
more successes, the more elaborate At the discretion of the game host, you
arrangements you will be able to achieve, may be immune to things that would only
even to communicate complex messages.) You affect organics. (A hypnagogic sound-wave
also emit radiation that can be detected by could fail to control your mind since you
Geiger counters and other such devices. don’t have normal ears; an attempt to steal
When you suffer damage, you can tap this your soul doesn’t work because you’re not a
gift to negate 1 point of damage. (You can metaphysical being, etc.) You may also be
also just tap this gift at any time to put out all vulnerable to things that only affect the
your lights.) While tapped, you are no longer mechanical (magnetic waves, sympathetic
a light source and you can attempt to hide. resonance, entropic rays, etc.) As with all
You can recharge this gift by using a things, look for opportunities for fun role-
combat action. You instantly light up, again. playing that involves your mechanical nature. 313

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Monstrous Soak -2 1/rest Polarity Soak -1 1/special
New Gifts & Soaks That Have Only Recently Been Discovered

While untapped, d12 vs. Panicked & Terrified While untapped, you are magnetic
All the time, you have an unsettling While this gift is untapped, you are con-
countenance that puts people on edge. stantly emitting strong magnetic waves.
People describe you as ugly, cruel, twisted, The following abilities apply to you:
and monstrous.  You may move along magnetic walls
While this gift is untapped, you may and ceilings (such as steel ship hulls)
claim a bonus d12 to any rolls when as if they were the floor.
your target is Panicked or Terrified.
This d12 bonus definitely adds to attack  You can sense radio waves. To make
sense of radio broadcasts, roll Mind &
rolls. (While the bonus does technically add
Academics. The more successes you
to counter-attacks, Panicked characters can’t
score (4s or better), the more you’ll
attack.) It also adds to rolls to sneak up on
understand. The Host may rule that faint
Panicked characters, or to observe where
or odd signals need two, three, or more
they’re hiding. You’re just that creepy.
successes to make any sense out of them.
The bonus only applies to characters
who were already Panicked before you roll.  As an attack or counter, roll your Body
Try using a Scare stunt first. Or attack them & Fighting vs. an opponent up to Short
until their Panic Soak is tapped. range (10m) who is holding an item
You can also tap this gift to soak 2 points affected by magnetism. (Your opponent
of damage. While this gift is tapped out, you may dodge or counter normally.) If you
look more pathetic than monstrous, and your win, you Disarm your opponent; you
bonus d12 against Panicked and Terrified targets may either toss the weapon away or
goes away. (“It’s vulnerable to our weapons!”) equip it in one of your hands.
This gift recharges after you’ve had a rest.
 Your mere presence interferes with
Monstrous Soak -2 is a common gift for electrical equipment. Lights flicker,
space monsters and other dangerous threats. radios experience static, etc.
These terrible creatures will make a grand
entrance (a Scare stunt), then seek out the  You can do other things where being
frightened as their next victims. Even if our a magnet with reversible polarity
heroes can’t fell the nasty thing in one shot, would help you.
they can remove its monstrous lethality.
You can tap this gift at any time, to stop
the magnetic effects from working. But if you
tap this gift when you take damage, you can
negate 1 point. Tapping this emits a loud, static
burst that disturbs electronics for a second.
If you tapped this gift to negate damage
from a non-metallic source (fists, rayguns,
impact, etc.), you may recharge it in about
five minutes (1/scene). If you tapped it to
negate damage from a metallic source
(knives, bullets, etc.), or you just wanted to
discharge it to reduce your signature, you
may recharge it with a Hide stunt (1/hide).

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Respiration Soak -2 1/rest Vatic Riposte 1/hit
While untapped, you don’t need to breathe Redirect atomic shooting attacks using a vatic weapon

New Gifts & Soaks That Have Only Recently Been Discovered
Your body can extract oxygen from almost You have a new counter-defense: the Vatic
any source, and you have enduring reserves Riposte. You can use this defense whenever you
within your body. While this gift is untapped, have a vatic weapon equipped (a weapon with
you do not need to breathe. You are immune to the “Vatic” descriptor, such as an energy sword).
airborne toxins, smothering, and aetheric effects. When you are attacked by Shooting attacks,
(This gift doesn’t make you immune to radiation, you may attempt to swat them out of the air.
phlogiston, orgone, or other chemicals.) (A shooting attack is one where the attacker
You can tap this gift to negate 2 points of used Shooting skill to attack you.) Tap this
damage (just like other soaks). When you do, gift, then roll your weapon’s attack dice as
you exhale violently, depleting your reserves. your defense against the shooter.
While tapped, you will be gasping and appear If you win, you are unhurt as the
to be out of breath, though you are just projectile is destroyed. (A tie isn’t good
“breathing normally” like another terrestrial. enough; you exposed yourself to do this, and
You can recharge this gift after a long rest even though you destroyed the projectile,
(where you can breathe freely again). the fragments still hit you.) You can’t use
this gift again until you recharge it by hitting
Rocket Jockey bonus d12 to pilot rockets something (with an attack or a counter).
If you win and the shooting attack was Atomic
You may claim a d12 bonus to pilot any (that is, had the “Atomic” descriptor), leave your
rocket-ship, using the Transport skill. dice on the table. Choose another target within
You suffer no limits on your skills while Short range of you (either the original shooter
inside a moving rocket. (Characters or someone else), and that target defends against
without this gift have their dice limited to your die roll. If you hit, use your roll to determine
either their highest Transport die or to d4.) successes, and the target suffers the effect of
the atomic weapon that you just redirected. (If
Tester Soak -2 1/special you used Vatic Riposte to deflect a raygun rifle,
Recharges when you trigger a breakdown and you scored four successes on the new target,
Someone’s got to see if this stuff works that’s 4 points of damage plus the rifle’s +3, so
out in the field. the new target suffers 7 points of Damage.)
You can tap this gift to negate 2 points Yes, if you redirect an atomic attack and
of damage (just like other soaks). successfully hit the new target, that’s a
This gift recharges either at the start of the “1/hit” and can recharge Vatic Riposte.
next scene (after about five minutes) or when Yes, you can tie on the Vatic Riposte’s
equipment you’re using suffers a breakdown. redirect. The new target suffers the redirected
Somehow, the world makes more sense to damage, and you suffer the new target’s
you when things aren’t working right. counter-attack. And yes, that’s still a hit you
scored so you can recharge Vatic Riposte.

Vatic Soak -1 1/scene


Also can be tapped to prevent a vatic dwindle
Tap this gift to negate 1 point of damage.
When you tap this soak to negate damage,
the clarity of your vaticological senses are
diminished as you suffer a splitting headache.
Or, instead, you can tap this gift to
prevent a vatic weapon’s dwindle die from
dwindling. (The most common vatic weapon
with a dwindle die is the energy sword.)
Vatic Soak -1 recharges at the start of the
next scene. (Your clarity returns.) This gift
can’t restore a dwindle die that already
dwindled to nothing; this gift can only be
tapped to prevent a dwindle when it
actually happens.

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Astounding Apparatus

Astounding Apparatus
The electronic age promised all kinds of fantastic inventions, such as rockets that could
travel through space, or machines that could think! This section describes only a handful of
the amazing science available to our heroes. Feel free to add your own ideas!

Astro-Outfit Computers
Space is mostly empty vacuum … except Computers exist in classic serial SF, but are
for deadly radiation, luminiferous aether, not generally referred to by that word until the
and orgone concentrations. That’s why 1940s. From the beginning, SF writers would
before you travel into the great beyond, you imagine thinking machines invested with the
should put on your Astro-Outfit. ability to understand speech, with superhuman
Your Astro-Outfit consists of a shiny intelligence and access to a vast collection of
jumpsuit with a steel helmet, leather pads, facts. While real world computers of this era
and fine boots. It includes its own oxygen were limited to oversized calculators, theories
supply for one hour of activity. The Astro- go much further. An extraordinary inventor
Outfit adds an extra Soak die, which is are may have built such a device. Typically this
both Breakdown die of 1d8. would just be a kind of brainy assistant who
When you suffer damage (or something helps with calculations or answers questions.
else untoward), roll your suit’s extra Soak On Earth of the 1930s these should be rare
die. If that die comes up 1, your suit has been devices. Even on Telluria or Earth in the far
punctured and you’re losing oxygen. You flung year 1980 they are large and fairly rare,
suffer 1 point of Damage every round, and your and limited to government or educational
Astro-Outfit no longer provides extra soak facilities. Pocket computers do not usually
against anything. (One point doesn’t sound exist in the serial SF genre, at least not until
like a lot of damage, but eventually by sheer the 1950s. Rogue computers — such as the
randomness you may wind up tapping some or Thermionic Brain — can develop self-awareness
all of your Soaks.) When this scene ends (in and goals independent of their creators.
about five minutes) you’ll be completely out of Independent robots contain computers, but
air. Five minutes after that, and you’re a goner. they are generally much less capable than a
Yes, you can tap your Astro-Soak or your dedicated immobile computing device.
Boffin Soak to prevent the leak. And yes, the
leak is a breakdown that recharges Tester Soak.
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You can drop a kit as a free action. To set up
Death Ray or pack up a kit is a stunt (in combat, it takes
an action, it ends your turn, and debuffs you

Astounding Apparatus
The term “death ray” usually refers to a with Dazed.) Kits can’t be moved once they’re
large weapon that fires an intense ray of deployed. (The stuff would break or spill.)
energy. It may have been designed as a Kits are easier to mod than outfits or
weapon from the start. In some cases, it might vehicles but more difficult than stations.
have been intended as a mining or industrial
tool, created for the betterment of society, but
it has been twisted to a more destructive Ray Gun
service. Things left in the path of this ray will
suffer great damage — bubbling and crackling The ray gun takes many forms. One built
in a powerful heat, or simply disappearing into for a Tellurian rebel lord will be ornate, with
their constituent atoms. In SF serials, a death lots of glowing tubes and gold and polished
ray is generally a singular invention and not wood fittings. One issued to a member of the
portable unless it has been loaded into a truck Earth Space Patrol in the far-flung year 1980
or mounted to a flying machine. If you want will be functional and rugged. The ray guns
something you can hide under a trench coat, used by soldiers of the Thermionic Empire are
you’re better off with some variety of raygun. stark and brutal devices of menacing aspect.
Ray guns invented by an Earth scientist in the
1930s can look like anything. Most of the time
Energy Sword they resemble a cross between a submachine
gun, a broken radio and a collection of obscure
Whether it takes the form of a metal blade plumbing accessories. Regardless of their
energized with sparking zaps of galvanic origin, they all fire beams of intense energy,
power, or a slashing weapon made from some and all are about the size of a Tommy gun.
form of coherent energy and heat, the Energy
Sword is a dramatic choice. Once only used
by nobles in highly ritualized wars on Ray Pistol
Telluria, Energy Swords see wider use during
the rebellion or in a planetary fantasy setting. A palm sized weapon that emanates fantastic
energies! This pocket portable variant of the ray
gun is used by spies and the criminal element.
Gadgetry While they mostly look like pistol-sized variants
of the standard raygun, those used by spies can
Nothing says “astounding” like bizarre also be disguised as everyday objects — such as
inventions! The march of science flashlights or cameras on 1930s Earth. By the year
progresses ever further, and some tinkerers 1980, the non-disguised kind were fairly common
are right there at the edge. in the wilder reaches of the solar system.
In game terms, players can modify weapons, Normal citizens are not permitted to own ray
outfits, vehicles, and other gear using the gift pistols designed to look like anything else.
of Gadgetry (which appears on page 313). The
gadgetry rules themselves begin on page 320.
Radiogen
Kits Even at the dawn of the century, it was
clear that the height of scientific discovery
Scientists often carry around detectors or would be to harness the power of the atom.
other gear to help them in the field. In game In the context of this setting, radiogen is
terms, a kit is a big satchel, box, or what-have- the name for a variety of alloys made from
you that has or more utility mods applied by several elements mixed together, where one
Gadgetry. The kit was just a big empty box or more has radioactive energy. Not every
before you started filling it with mods! radiogen is the same, and the methods of
A kit is big enough to be a burden by itself their manufacture are the closely-guarded
– it’s heavy and it slows you down, leaving secrets of governments, of corporations, and
the carrier at risk of being blind-sided by of scientific geniuses. Different alloys will have
attackers, reducing their movement speed, elaborate names, from the scientific (“Element
and generally being a bother. Kits are often R”) to the vainglorious (“Rearden metal”).
carried around in cars or by the lab assistant.
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The typical radiogen glows in the dark, and this kind will not take action without orders
it emits a radiation detectable to a Geiger and those orders must be simple — “Kill
Astounding Apparatus

counter. Coin or pill-sized objects made of anyone else who comes in this room” or
radiogen can be concealed or dropped in places, “Break open the vault and return with the
so that radiation-detectors may find them later. sacks of money” are about as much as they can
Radiogen can be packed into an aerosol handle. Robots of this kind can rarely speak.
that is invisible in bright light. Some sprays When they can speak their conversation
can only be seen under special light, or are tends to be limited to repetitive, declarative
undetectable to all normal senses and can statements — “Resistance is futile!” “Obey
only be found using radiation-detectors. Spies, the master!” “KILL! KILL! KILL!” and so on.
thieves, and saboteurs may spray a target with
radiogen-aerosol so they may track it.
Depleted radiogen no longer glows, though Robot (1980 Space Patrol)
it does emit a lower signature of radiation
than other alloys of its kind. Depleted By the 1980s, robots had become common
radiogen alloys are used in the construction household servants and workers. They are
of rocket-ships, as these alloys are very mostly humanoid and relatively svelte, though
strong for their weight. Radiogen blades still much heavier than an Earthling of equivalent
and tools are carried by astronauts. size. They are often built to resemble one of
Volatile radiogen can emit rays or even the various species of Earthling. For example, a
explode, depending on what’s in the alloy robot sold to serve as a butler to a family of cats
and what it’s being exposed to. Radiogen is might have ornamental metal ears, detachable
a key component in unstable gizmos and in aluminum whiskers for easy cleaning, and even
atomic weapons such as rayguns. a prehensile tail. Though they still have limited
self-direction they can move about independently
and undertake fairly advanced pre-programmed
Robot (1930 Earth) tasks. For example, a robot nanny will follow
children about and protect them from harm. A
This is the classic robot of serial SF. It is robot cook will clean the kitchen and prepare
a clinking, clanking, clattering collection of food at set times. A robot security guard will
collagenous cogs, a lumbering mechanical patrol a bank and attempt to apprehend a robber.
beast with clawed manipulators and limited Some can engage in very basic conversation,
brain power. reporting things they have seen or done.
Earth scientists throughout history have Commercially built robots will not harm
struggled to create mechanical servants. A an Earthling, or someone who appears to be
few brilliant souls have managed to do so, and an Earthling. This does not prevent them from
even invest them with a modicum of apparent trying to restrain an Earthling who is causing
intelligence. Sadly, most of these brilliant someone harm. Less savory individuals can
inventors are also somewhat unbalanced and alter their robots to be less discerning, and
their robots exist as unquestioning flunkies robot butler turned assassins are a common
in service of a dark will. The average robot of trope in mystery literature of this period.

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release the gout of flame and energy that
Robot (Tellurian, all eras) push the rocket forward.
Building the mere shell and structure of

Astounding Apparatus
Tellurian robots have been around for a rocket-ship is the easiest part by far, and
hundreds of years. Before the rise of the can be done even by Earth technology of
Thermions they were commonplace. Even the 1930s. Without the fuel and engine, the
the lowliest household could boast a basic rocket-ship is earth bound.
robot servant. They are often fantastically
baroque creations, made of semi-precious
metals and stones and created to suit a Station
definite aesthetic. Even basic models used for
manual labor are designed for beauty, though What is a lab without some crazy
they are made of less ornamental materials. equipment? In game terms, a station is a
Following the rise of the Thermionic Brain, fixed spot with a utility mod applied to it,
most robots in the Rebel Kingdoms were using Gadgetry. A station is usually a table
destroyed or had their computer brains with a single chair or stool. Stations are
disabled. More like appliances than servants, very fragile – they can’t be moved, and if
these robots only obey simple directions. they suffer any damage, shakeups, or the
Within the Thermionic Empire, robots are like, they will be destroyed.
even more ubiquitous than the old days. They Stations are the easiest kind of utility
tend to be sleek and functional. While they mod to create.
obey orders from flesh and blood citizens,
they will not break the laws of the Thermi-
onic Brain and will report any infractions. Ultra-wave
Required for instant communications
Rocketships between spaceships and across interplanetary
distances, the Ultra-wave Radio propagates
The typical rocket-ship of the pulp serials is superluminal messages through the sub-
a silver tri-finned tube that streaks across the ether! By comparison, normal radio waves take
universe on a column of flame. They are also minutes or hours to travel across the Solar
capable of atmospheric flight, and are much System. By 1980, ultra-wave televisions are also
faster than any Earthly airplane of the 1930s. available for two-way video communication.
Rocket-ships are often compact, most with just
two or three rooms and a cockpit, with very
little apparent space for fuel and supplies. Wonders of Science
Happily, their journeys from planet to planet
don’t usually take more than a few days. The As scientists divine the mysteries of the
physics involved in this is rather unclear. universe, they discover new materials,
For the purposes of this setting, workable properties, and theories to use. Years ago,
rocket-ships have advanced engines substances such as masrium, vril, eezo,
powered by small amounts of Tellurium-307 divinium, or antidermis would have no
or a similar energetic element. The engines known purpose. But today, given the
have three basic components. limitless possibilities of science, these
Galvanic Wave Chamber: This is a wonders could be used to a purpose beyond
specially treated box that encases the conventional understanding.
Tellurium-307, absorbing its fantastic energy In game terms, players can use gadgetry to
output and translating it into electrical power. quickly improvise a variety of devices, with
Pentagrid Converter Array: The Pentagrid limited effects. The Game Host may choose to
Converter Array is notoriously delicate and introduce wondrous resources as part of the story,
needs constant adjustment and attention! to make wonders which are far more powerful
This elaborate arrangement of vacuum tubes and far more dangerous than any mere gadget.
calculates the path of the rocket-ship on its The rules for using wonders start on
fantastic voyage through space. It also page 329.
controls the output of energy to the…
Radium Ignition Emitters: These are
the largest part of the engine, a series of
fantastically curved tubes that emerge from
the rear of the vessel. It is these that
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Make Your Own Astounding Science:
Make Your Own Astounding Science: Gadgetry and Wonders

Gadgetry and Wonders


6,6,6: Any roll with a wonder Equip: action to swap out Mod: modification to a Vehicle: a machine that can
that has three sixes means weapons or to make gadgetry weapon; changes Dmg, etc. hold passengers and gadgets
something weird happens Gadgetry: astounding gift to Outfit: clothing and gear that a Weapon: personal
Armament: an emplaced or produce new gear, sometimes character wears; can hold a equipment. (Vehicles have
vehicular weapon, too big for with amazing abilities gadget armaments, instead.)
a person to carry around Insight: bonus to Gadgetry for Proscribed: controlled by law Wonder: plot-driven resource
Breakdown: if this die rolls your next turn Station: sit-down, non-moving that pushes gadgetry past all
a 1, your thing stops working Kit: burdensome, mobile box place for a gadget predictable limitations
Dwindle: if this die rolls a 1, that can hold a gadget Utility: gadget that gives you Wondrous Resource: you
decrease its size movement, senses, etc. need this to make a wonder

A standard Urban Jungle campaign would be set in a conventional 20th-century world, which
would still be full of technological marvels, such as electricity, telephone, radio, television… but
that’s not why we’re here, is it? We want to work with fancy stuff.

You can also increase a Gadgetry’s d4


Gadgetry in a Nutshell back up to a d6 by scrapping gadgets, or by
getting a friend to reduce their die. (See
 Have a Gadgetry die of d4 or better. “Repurposing” in the option list.)
 Take an “Equip” action, then Roll This part is where we could devote several
Mind, Craft, and Gadget die. pages of this book describing every gadget
and gizmo we could think of, then assigning
 Count the 4s or better; each one is 1 a cost to each one, to fill up two hundred
success.
pages that most of you would never read.
 Pick a line-item from the table with a (And then there’s “that guy” who’s read all
number of successes equal to or less the gadget rules and accidentally makes
than what you rolled. the game less fun for everyone else.) Use
the Gadgetry rules to make your game
You must have the gift of “Gadgetry exciting and fun.
d6” to work with astounding science Using Gadgetry is an “Equip” action
You’re pulling out parts and assembling
The gift of “Gadgetry d6” is described them into what you want. Most gadgets
on page 313. You can build a character with take one action to make… but you might
one of the new careers in this book that choose an option that gives you a bonus to
starts with this gift, or you could buy the your next roll, and thus you’re taking two,
gift with experience points. three, or more rolls to assemble
🎲 You must have a Gadget die of at something.
least d4 in size to make gadgets. Roll your Mind, Craft, and Gadget Die
If your Gadget die has dwindled away to and count the successes (4 or better)
nothing, you must get it recharged before After rolling, you may choose one option
you’re allowed to work on gadgets again. from the table, below. For example, if you
At the discretion of the game host, your scored 3 successes, you may choose one
Gadgetry die can be removed if you are option that needs 3, 2, 1, or no successes.
captured and stripped of your possessions. No, you don’t have to say what result
To recharge the die back up to d6, you you’re going for, before you roll. Roll first
must gather new parts. In general, you can and pick the most appropriate result that
gather parts as a day’s errand with free your successes let you achieve.
access to shops, junkyards, and the like.
(The shortest amount of time would take at
least an hour, rolling Mind & Observation to
see what you could scavenge in an
320 appropriate area.)

Joseph Farris (Order #37555696)


Successes Take an “Equip” action, then Roll Mind, Craft, and Gadget die. (You must have a Gadget die.)
None Produce a Cheap item of your choice.

Make Your Own Astounding Science: Gadgetry and Wonders


None If your Gadget die is d6, reduce it to d4 and increase a friend’s Gadget die from d4 to d6
None If your Gadget die is d6, reduce it to d4 and increase a friend’s Gadget die from nothing to d4
None If your Gadget die is d4, reduce it to nothing and change a friend’s Gadget die from nothing to d4.
1 Fix a breakdown, then end your turn and become debuffed with Dazed.
1 Produce an Affordable item of your choice.
1 Add one weapon mod to a weapon you already have.
1 If this roll dwindled your Gadget die from d4 to nothing, instead you can immediately scrap two gadgets from your inventory
and keep the d4. If this roll didn’t dwindle your d4, scrap two gadgets from your inventory and increase your Gadget die to d6.
1 Add one utility mod to a station.
1 Declare a bonus 2d8 to your next Gadgetry roll (you are inspired).
1 Destroy a wonder or wondrous resource, at risk to yourself and to others nearby.
2 Fix a breakdown.
2 Add one utility mod to a kit.
2 Add two utility mods to a station.
2 Use a wondrous resource to create a wonder as a station.
3 Fix a breakdown, end you turn, then you gain the Focused buff.
3 Produce an Expensive item of your choice.
3 Produce an Atomic weapon of your choice.
3 Add two weapon mods to a weapon you already have.
3 Add one utility mod to an outfit.
3 Add two utility mods to a kit.
3 Add three utility mods to a station.
3 ↶ Recharge one Boffin Soak -1 (either yours or someone close to you).
3 Declare a bonus 4d8 to your next Gadget roll (you have a eureka moment).
3 Use a wondrous resource to create a wonder as a kit.
3 Destroy a wonder while salvaging its wondrous resource.
5 Produce a Proscribed item of your choice.
5 Produce an Affordable weapon … and then add any two Weapon mods to it.
5 Add two utility mods to an outfit.
5 Add three utility mods to a kit.
5 Add one utility mod to a vehicle.
5 Add one weapon mod to a vehicle’s armament.
5 Use a wondrous resource to add a wonder to an outfit.
7 ↶ Recharge a “1/repair” gift or resource.
7 Use a wondrous resource to add a wonder to a vehicle or to a vehicle’s armament.
7 Destroy a wondrous resource, safely.

Common effects If there’s another gadgeteer next to you,


Producing an item means just that – you some effects will let you reduce your Gadget
reach into your parts, snap together some die to increase theirs. You can also try to
things, and you have the item you’re looking repurpose old gadgets to raise your die.
for. (You were working on something similar You can use gadgetry to fix a breakdown,
in your spare time and it was a simple matter which is an all-too-common occurrence
of putting them together.) with these untried gadgets that you make.

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Insight or inspiration will let you roll A common use of breakdown dice is
again on your next turn, with more dice. with modded weapons — weapons that have
Make Your Own Astounding Science: Gadgetry and Wonders

(You can’t do the same action twice in the modifications applied by Gadgetry. These
same turn.) Rolling more dice will let you breakdown dice are rolled as extra attack
choose better, more elaborate results… but dice… but if they roll a 1, the device suffers
every roll you make is a risk that your a breakdown. Yes, you can be in the awkward
Gadget die will roll a 1 and dwindle in size. situation where you won the contest but
A lot of gadgeteering is taking an your weapon broke down. If you’re in an
existing item and making modifications to it. attack-vs.-counter contest, and you win the
A station is an unmoving table or console that contest but you had a breakdown, then no
supports your gadgetry. A kit is a heavy box, one gets hit. (You got the best of your
mobile but burdensome. Gadgets can also be opponent, but your attack fizzles out before
worn as part of an outfit or built into a mobile it can hit anyone.)
vehicle. And of course, inevitably, you can
Doctor Halden has added the “Experimental” mod to
modify a weapon, should you choose to use
their Pocket Pistol. Normally, they would be rolling
your genius for purposes other than peace.
attack dice of d8, d4, an ammo die of dwindling d4,
As an example, Doctor Halden wants to make a and the Experimental mod adds an extra 2d8
gadget. They have a Mind of d8, Craft dice of d10 breakdown dice.
and d4, and a Gadgetry die of d6.
When shooting at the Tellurian saboteurs invading
They roll their dice and they come up 7, 2, 4, and 1. her chemistry lab, Halden rolls 5, 3, 2, 7, and 8.
That’s a good shot, and they call this first trial a
That’s two dice that are showing four or better, so
success.
that’s 2 successes. Halden can choose any result on
the table of 2 or less. They choose “add a weapon On their second turn, Halden rolls 3, 4, 1, 6, and 5.
mod to a weapon” —Dr. Halden modifies their That third die was the ammo die, so after playing
Pocket Pistol to have the “Experimental” mod. out this attack, they’re out of bullets. On their next
turn, Halden reloads.
Some options let you scrap gadgets or
make other sacrifices to restore your Gadget Finally, Halden shoots and rolls 7, 3, 2, 1, and 8.
die. You can also give Gadget dice to other That fourth die was one of the Experimental mod’s
people – even if they don’t have the gift of breakdown dice. With a loud fizzle, the pistol suffers
Gadgetry! Characters who gain a Gadget die a breakdown. Dr. Halden can fix this breakdown by
can now attempt to make their own gadgets. using gadgetry on one of their future turns.

Each modification has different


Worse than a dwindle die: breakdown dice and circumstances when
Breakdown die fails on a 1 those dice are rolled. Refer to the mod’s
Gadgets introduce a new rule, the breakdown text for more details.
die. A breakdown die is rolled separately
from your other dice. (You can use a The gift of Astro Soak -1 can be tapped to
differently-colored die.) When the prevent a breakdown related to astronaut stuff.
breakdown die rolls a 1, the roll causes a (The most common use is to prevent your spacesuit
breakdown. from breaking down and losing its vacuum seal.) At
Breakdown dice are extra dice – any 4s the discretion of the game host, you can tap Astro
or better that they roll are more successes, Soak to prevent other breakdowns on gadgets
just like they were skill dice. related to being an astronaut (keeping your
If a device has multiple breakdown dice, Imperviousness from a space hazard, operating a
all breakdown dice must be rolled, and if rocketship by Remote control, etc.)
any single one of those breakdown dice are The gift of Boffin Soak -1 can be tapped to
showing a 1, the device breaks down. prevent a breakdown (instead of preventing 1 point
You can’t rote when your roll includes of damage). It’s a very useful gift if you plan on
breakdown dice. using a lot gadgets. This tap only prevents that one
When a device being used for some breakdown, so try not to roll another one.
function or utility suffers a breakdown, the
activity is a failure. Mechanisms stop The gift of Tester Soak -2 recharges whenever
working. Electronics lose power. Nothing you experience a breakdown. (If it was already
is produced and consumables are wasted. charged when you have a breakdown, then nothing
322 happens.) Tester Soak can’t be tapped to prevent a
breakdown, it’s just a soak.

Joseph Farris (Order #37555696)


🔩 Weapon Modifications

Make Your Own Astounding Science: Gadgetry and Wonders


Weapon modifications can change the weapon’s attack dice, the effects it causes, the various
descriptors, and other things. (If you can roll high enough on your gadgetry, these modifications can
also be applied to a vehicle’s armaments. See page 335 for more details on vehicle-emplaced armaments.)

What’s the limit for weapon mods? You must stop before the Dmg drops below zero
Yes, you apply a “Damage -1” mod to a “Damage +1” weapon, then it becomes “Damage”
with no bonus. No, you cannot apply a “Damage -1” mod to a “Damage” zero weapon; that
would make the base damage become sub-zero, and that is not allowed.
Yes, you can use mods to raise the Damage, then lower it later with another mod. As long as the
final Damage bonus is zero or higher, you’re fine.

Modification Kind of Weapon Change to Use Change to Effect Descriptors


Acidic Any Breakdown d6 Target suffers 2+Dmg over time Gadget
Atomizing Any Breakdown d6 Each success is +2 Dmg (not +1) Gadget
Autoload 1 shot Replace 1 shot with -- Gadget
Breakdown d10
Booby-Trapped Any Doesn’t work and User suffers 2+Dmg; weapon is Gadget
harms the user destroyed
Cycling has Ammo die Replace Ammo die Add Sweep effect Gadget
with Breakdown d10
Defensive has “Counter” Breakdown d6 +2 Dmg with counters Gadget
Delayed Any Breakdown d10 Effect happens later Gadget, Timed
Disguised Any Breakdown d8 Weapon requires stunt to equip Gadget, Concealable
Entangling has Ammo die Breakdown d6 Target becomes snared Gadget, Snare
or shots
Experimental Any Breakdown 2d8 -- Gadget
Heavy Any Breakdown d8 +1 Dmg; User becomes Dazed Gadget
Keyed Any Only works in -- Gadget
specific conditions
Miniature is 2-handed Breakdown d8 -1 Dmg; becomes off- Gadget
hand weapon
Reconfigurable has one Gadget As an action, enable -- Gadget
already or disable any
number of mods, then
roll Breakdown d6
Responsive Any Breakdown d6 Add “Counter @ weapon’s range” Gadget
Sighted Any Breakdown d6 If you Aim, +1 range and +1 Dmg Gadget
Spring-Loaded uses Fighting skill Breakdown d10 Increase Attack & Counter range 1 shot, Gadget
to Short
Superposed have 2 or more Increase Damage by # Add Sweep effect 1 shot, Gadget
shots of shots before this
mod, then subtract 2
Breakdown d6
Unsafe Any Breakdown d8 +1 Dmg; Gadget
Breakdown event destroys
weapon, causes Burst 2+Dmg
Volley Any Breakdown d6 Add Sweep effect Gadget
Wrist-Mount Good-hand or Breakdown d4 Weapon no longer needs a free Gadget
Off-hand hand and is always ready
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Joseph Farris (Order #37555696)


Make Your Own Astounding Science: Gadgetry and Wonders

Acidic weapons drip a caustic chemical. At The last thing you want is for your secret
the end of the target’s next turn, subtract 1 from weapons to fall into the wrong hands. A
the Damage that the weapon inflicted last round booby-trapped weapon looks normal; only a
and inflict that again. This damage continues Focused combatant who rolls Mind & Craft
until it either drops to zero or if something and scores two successes can spot a booby-
can remove the acid effect. A breakdown can trap. When someone uses a booby-trapped
be a nasty leak from the liquid reservoir. weapon, it is destroyed and then harms the
Atomizing weapons have unthinkable power. user for 2 points of damage plus all its other
In skilled hands, they can inflict devastating usual effects. (No roll is needed and there’s no
effect. Each success you score does 2 points chance of breakdown; if it’s booby-trapped, it’s
of damage (instead of 1 point of damage from dangerous.) If you want a weapon that is only
typical weapons). Targets that are overkilled by booby-trapped under certain conditions, you
atomizing weapons will become radioactive piles can apply a second mod: “Keyed” (see below).
of ash with some carbonized bones mixed in. A Cycling weapons have mechanism that
breakdown will leave a metallic taste in your cause them to repeat their effect: rapid sprays
mouth, will stop your wristwatch from working, of bullets, spinning blades, or other bizarre
and will over-expose all your photographic film. effects. After a successful hit, you may sweep
Autoload weapons have disintegrating belts, to a different target, playing out another roll
complex hoppers, or blowback-feed mechanisms of attack vs. defense. (Not only does this
that continuously replace the single shot… expose you to more counter-attacks, but each
until their inevitable breakdown, that is. time you roll breakdown dice, there’s the
chance that your weapon stops working.) You
can keep sweeping as long as you keep hitting
new targets; just remember that you can never
attack the same target twice on your turn.

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Defensive weapons cause an extra +2 A weapon with one or more mods can be
damage when used to counter-attack… but they made reconfigurable — as an action, you
still roll the breakdown die when used to can enable and disable as many mods as you

Make Your Own Astounding Science: Gadgetry and Wonders


attack, too. want, then you roll the breakdown die of d6.
Delayed weapons still hit the target… but If that die doesn’t roll a 1, then you can use
their effect doesn’t trigger until later. You the weapon on your next action; otherwise,
choose the delay when you install the mod. The the changes have caused a breakdown.
delay can be as early as “the end of the target’s A responsive weapon can now be used
next turn” to as long as “48 hours”. The for counter-attacks. (Or if it could already
delayed effect is on the spot where the target counter, now it counters at a longer range.)
was standing … so if the target moves even one You roll the extra breakdown die for both
pace, they won’t be affected. (They must move counters and attacks, though.
further away to avoid a burst, of course, and Sighted weapons have fancy optics, radar-
this mod is usually used on burst weapons, to ranging, or other enhancements. When you use
convince the targets to leave the area.) an action to aim, you can attack at one range
Disguised weapons look like something band longer and your attack will do +1 damage.
else. Minor characters won’t be able to see Spring-loaded fighting weapons can now
through the disguise. Major characters must win be used at range. Surprise! They will need
a contest of their Mind & Observation vs. your to be reloaded (by gathering up the blade
Mind & Deceit. Disguised weapons take a stunt that you just shot across the room, etc.)
to deploy. (It’s a whole action to equip or to Superposed shots fire one after another,
unequip them, deploying them ends your turn, such as in a Roman candle, spraying the area
and you are debuffed with Dazed until your next with deadly fire. (The sweep ability lets you
turn.) A breakdown ruins the disguise, too. attack again after you hit your first target. You
Entangling weapons use nets, ropes, glue, must roll to hit every time, and that includes
magnetism, or some other force to hold the re-rolling the breakdown dice every time, too.)
target in place. Entangled targets cannot Unsafe devices are dangerous to a criminal
move unless they can employ an “Escape” degree. When the weapon suffers a breakdown,
attack, and any attempt to break free provokes it is instantly destroyed, and the user suffers 2
a counter-attack. (This counter is part of the points of damage, plus the weapon’s damage
snare effect; it doesn’t use up any ammo, and it bonus, plus all the effects of the weapon (soak
Experimental devices shouldn’t really normally). Anyone Near the unsafe weapon
be out in the field. The only advantage this (within 3m) suffers the same effect, but they
mod gives you is more attack dice … but may include their Speed & Evasion dice as
they’re both Breakdown dice, so good luck. bonus Soak Dice. Only the user can tap
Heavy weapons are over-sized, abilities to prevent this explosion (Boffin Soak,
unbalanced, and powerful. Using them to Luck, etc.); if you were nearby when it blew up,
attack (or counter) instantly ends your turn you’ll need to tough it out. (The most criminal
and debuffs you with Dazed. of scientists equip their henchmen with
Keyed devices won’t function at all unless Unsafe, Experimental weapons. All that extra
some specific condition is met. They may have breakdown dice raises their effectiveness… and
a safety feature such as a combination lock or should something untoward happen, well, that’s
set of levers that must be in a specific position. just one fewer loose end to worry about, later!)
They may require some special item, such as Volley weapons repeatedly attack, with the
a radiogen ring worn around the trigger finger. sweep effect. (If you hit your first target, you may
Or maybe it’s just padlocked shut. Be creative! attack a new target, who defends normally. You
(The Keyed mod can be combined with the can keep attacking new targets as long as you
“Booby-Trapped” mod to make a weapon keep hitting and as long as you are able, haven’t
that only works safely if the keyed condition is been killed by a counter-attack, etc. A sweep
met and that blows up in your face if it’s not.) never lets you attack the same target twice with
Miniature weapons are smaller versions the same attack action; don’t even ask if you can.)
of their larger counterparts. Yes, you can Wrist-Mounted weapons have their grips
make a miniature heavy weapon, and yes, it removed; they are strapped to the forearm,
looks rather silly. which frees the hand for other uses. Wrist-
Mounted weapons are always ready to use
and they don’t need to be equipped.

325

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Atomic Weapons in the Palm of your Hand
Make Your Own Astounding Science: Gadgetry and Wonders

These weapons can be found on alien worlds or can be made with futuristic technology.
If your campaign takes place on a modern earth with strange invaders, atomic weapons can
only be found or crafted. In a more futuristic setting, atomic weapons aren’t usually sold in
markets, being too dangerous for common folk to have. If you and your fellow players think
it's appropriate, the Game Host can set prices, using similar weapons as a guideline.
And yes, atomic weapons can be modified with gadgets!

Attack Method @ Range Attack Dice Effect Notes


Energy Sword @Close Counter@Close Speed, Fighting, Dwindle d6 Dmg +3 Good hand, Atomic, Vatic, Blade
Raygun Pistol @Medium Counter@Short Speed, Mind, Shooting Dmg (no bonus) Good hand, Atomic, Raygun
Raygun Rifle @Very Long — Speed, Mind, Shooting Burst Close: 2 Hands, Atomic
Dmg +3
Radiogen Axe @ Near — Body, Mind, Fighting Dmg +3 2 Hands, Atomic, Blade
Radiogen Bow & Arrow @ Medium — Body, Speed, Shooting Dmg +2 2 hands, Atomic, Archery, 1 shot
Radiogen Knife @Close/Throw Counter@Close Body, Speed, Mind, Fighting Dmg +1 Off-Hand, Atomic, Blade
Radiogen Sword @Close Counter@Close Body, Speed, Mind, Fighting Dmg +2 2 Hands, Atomic, Blade
Volatile Radiogen Fragment @ Medium — Body, Speed, Athletics Burst Near: Dmg +3 Off hand, Atomic, Explosive,
Consumed, Loud
Volatile Radiogen Shard @ Short — Body, Speed, Athletics Burst Short: Good hand, Atomic,
Dmg +4 Explosive, Consumed, Loud
Volatile Radiogen Lump @ Near — Body, Speed, Athletics Burst Medium: 2 hands, Atomic, Explosive,
Dmg +5 Consumed, Loud

The energy sword is a handle with a squeeze- grooves; this is just an atomic weapon
grip. When squeezed, a coruscating fulguration that’s bigger and longer than the pistol.
of crackling power springs forth, a coherent But it looks like a rifle, so people call it that.
beam about a meter in length. (If dropped, the The volatile radiogens found here are
energy sword automatically turns off.) Energy improvised explosives, usually when
swords do not keep their power long; each use something has broken down and there’s a nasty
requires you to roll an extra attack die: a dwindle chain reaction about to go off. Or maybe you
die of d6, which shrinks each time you roll a 1. just pulled something out of the engine core to
When that die dwindles away to nothing, the throw at those nasty invaders as your last-ditch
energy sword must be recharged in a transuranic effort. (Consider modding the explosive to
dynamo for 24 hours before it can be used again. have a delay, or you might get caught in your
The smallest of atomic weapons, the raygun own blast.) Military-grade explosives made
pistol is a round cylinder of depleted radio- from atomic isotopes have an explosive yield
genite, the insides polished and treated with a that is beyond the scope of personal combat.
special electro-chemical process, then filled with The aliens of various planets may use
an inert gas. When you pull the trigger, two radiogen materials to make axes or arrows.
isotopes are pushed closer together as a shutter And many astro-workers will have fine
opens on the front of the barrel. The inside of the cutting tools made from depleted radiogen.
cylinder becomes charged with atomic energy,
which is then vented out the front as a super-
heated radiation. The raygun bolt itself is gone in
a few microseconds, but the after-image tends to
linger in people’s eyes as a cyan-blue streak. The
rays singe hair, burn flesh, boil water, and set
combustible items on fire. Rayguns do not need
to reload; the half-life of the isotope within them
should be good for about fifty years of operation.
It’s a misnomer to name the raygun rifle
326 after a long-bore firearm with rifled

Joseph Farris (Order #37555696)


Make Your Own Astounding Science: Gadgetry and Wonders
🔩 Utility Modifications of Astounding Science
With the proper rolls, utility mods can be applied to outfits, vehicles, kits, stations…
even the big armaments found on vehicles. Here’s some common mods, but feel free to
invent your own.

Aeronaut — You can fly quickly… and Camouflaged — This thing is hidden to look
dangerously … using turbines of your like some inanimate object. If it is not
own design. (If you install this on a kit or moving or doing anything else, other people
station, you can only go up and down, you must pass difficult tests to detect it. (They
can’t move laterally side to side.) After every must Focus and use Mind & Observation vs.
minute (ten combat rounds) of operation, or 3 and get at least 2 successes.) Once you start
if you take Damage, roll Breakdown d8; on a moving or doing things with it, its position
1, this mod breaks down and you begin falling and nature are revealed… and you most roll
immediately. Hope you packed a chute! Breakdown d12; on a 1, the camouflaged mod
Animatronic — This outfit or vehicle breaks and you no longer get this
moves around like there was a person in automatic concealment when not moving.
it. Whenever it tries to do something, roll Detectors for X — Declare a specific type of
a Breakdown die of d12; on a 1, the outfit activity that you are looking for, usually
stops working. It has no senses or direction something undetectable to normal senses:
and just repeats itself or bumps into walls radioactivity, telecommunication, odyllic
unless you also add the “Remote” mod. force, psychokinesis, ectoplasm, Venusians,
Booby-Trapped —Anyone who tries to etc. You can now scan for that, rolling
operate this device without following Breakdown 2d10. One success will find it,
the correct procedure is in for a nasty two successes will tell you more information.
surprise. First, the device destroys itself. (Though you may have to analyze the date
Then it causes 6 points of damage to the using skills such as Academics.) On a
would-be user, who soaks normally. Breakdown, the detector stops working.
If you also install the “Keyed” mod (see Dirigible — This outfit includes balloons! You
below), you can decide that anyone who can move at normal speed slowly through
uses the key procedure does not trigger the air. After every hour of operation, or
the booby-trap. (So the device is safe for if you take Damage, roll Breakdown d12;
those who know the trick, and it self- on a 1, your balloon springs a leak, and
destructs when used by those who don’t.) you sink slowly to earth as it deflates. 327

Joseph Farris (Order #37555696)


Impervious to X — Declare an astounding, Proof vs. X — Declare a common hazard or
fantastic hazard or effect that outfits or effect that outfits or vehicles don’t usually
Make Your Own Astounding Science: Gadgetry and Wonders

vehicles don’t usually protect against, such as protect against, such as acid, cold,
radioactivity, vitalism, mesmerism, orgone, electricity, fire, etc. When you are subjected
phlogiston, aetherics, etc. When you are to that hazard, roll a Breakdown d6. If you
subjected to that hazard, roll a Breakdown d12. roll 2 or better, that common hazard or
If you roll 2 or better, that common hazard or effect is ignored. (You still must Soak any
effect is ignored. (You still must Soak any Damage from normal sources, separately.)
Damage from normal sources, separately.) If If the Breakdown die rolls a 1, remove this
the Breakdown die rolls a 1, you suffer like mod and you suffer like everyone else. (If
everyone else and this mod stops working. you tap a gift like Boffin Soak to prevent
(If you tap a gift like Boffin Soak to prevent the breakdown, the mod keeps working.)
the breakdown, the mod keeps working.) Reinforced – This device adds Breakdown dice
Jerry-Rigged — You can apply this to any of 2d6 to all Soak rolls made by the operator.
soak that requires 1/repair and has already (These are more soak dice; each one that
been tapped. That soak is now untapped…. rolls 4 or better negates 1 point of damage,
But now whenever that vehicle attempts to just like your other soak dice.) If this mod is
dodge an attack or takes damage, roll the on a station, you gain the bonus dice when
Breakdown dice of 3d6. If any of those come you’re at that station; if it’s on a vehicle, it
up 1, the jerry-rigging fails, and the soak is re- applies to everyone in the vehicle. If the soak
tapped immediately (before soaking damage). roll triggers a breakdown, that Soak roll still
If tapping the soak triggers something, that counts, but remove the “Reinforced” mod.
gets triggered when the breakdown happens. Remote — This device includes a television
Keyed — Keyed devices won’t function at camera and a radio. If you are at your Remote
all unless some specific condition is met. workstation or wearing your own Remote
They may have a safety feature such as a outfit, you can assist another person wearing
combination lock or set of levers that must this, and they can show you what they see.
be in a specific position. They may require (If you pair this mod in an Animatronic, you
some special item, such as a radiogen ring can use actions to “assist” it to do things,
worn around the trigger finger. Or maybe it’s rolling your own skills first, and then the
just padlocked shut. Be creative! (The Keyed Animatronic tries the same thing by rolling
mod can be combined with the “Booby- its Animatronic Breakdown die and your
Trapped” mod to make a weapon that only assist die.) After using the remote to perform
works safely if the keyed condition is met a task or roll, roll a Breakdown die of d12; if
and that blows up in your face if it’s not.) it comes up 1, the remote stops working.
Medical — This device can help people who Submarine — This mod makes the gear
have succumbed to damage or other physical become watertight and oxygenated. A
hazards. When used to treat someone, roll submarine outfit allows you to breathe
the device’s Breakdown dice of 2d6, as if underwater; a submarine vehicle can
this were someone applying medical aid. (If submerge to four fathoms. (If you install
someone uses this device while applying this on a kit or station, you can only go dive
medical aid, they roll the device’s Breakdown and rise vertically; you can’t move laterally
dice as bonus dice.) When applied to an side to side.) After every five minutes of
outfit, this mod automatically activates when underwater operation, or after suffering
the wearer is incapacitated. When applied any Damage, roll Breakdown d12; on a 1,
to a vehicle, this mod activates when one or the submarine mod stops working, and you
more of the occupants are incapacitated. better surface immediately or abandon ship.
Polygraphic — This device can examine a
target’s heart rate, blood pressure, eye
dilation, and other things associated with
a mechanical “lie detector.” This device
gives a bonus Breakdown d6 to discover if
someone is lying or playing you false, or
to diagnose someone’s mental condition.

328

Joseph Farris (Order #37555696)


problems, to analyze data, or to
Beyond mere gadgets: navigate through an unthinkable plot
🌟 Wonders of Science  Paint a surface with glucinium to

Make Your Own Astounding Science: Gadgetry and Wonders


make it reflect energy … or absorb it
The march of progress can be slow and to become invisible to light or radar
sure… but now and again, amazing
breakthroughs happen.
 Create a radio or teleporter that rides the
energy from here to Rann’s Star and back
First, you must obtain a wondrous resource  Using the Carnot engine, build a
These resources are never common rocket to take us to the moon … or a
occurrences. You can only obtain a doomsday device to generate
wondrous resource as part of the plot. And earthquakes along fault lines.
they come in various forms, such as:  Or make something up!
 Niton difluoride, an inert noble gas
that can create a chamber of zero- By making the wondrous resource suited
energy permittivity to the wonder, your story will have a sense
of progress and theme.
 Tellurium-307, a powerful atomic fuel
capable of tremendous energy output
 An array of multi-polar junction The unpredictable risks of wonders:
conductors, such as those found in Bonus 6d6, but watch out for 6,6,6
computational engines, only these are Any roll that involves the use of a wonder
a thousand times faster rolls an extra 6d6. No, you can’t choose not to
roll these dice – you will roll an extra six dice
 Glucinium polycarbamate, a liquid any time you use it. So that’s a chance for more
solution that can be painted over metal
successes, that’s good, right? Technically…
and stone to shield it from energy and
After rolling, count the number of sixes
radiation
that have appeared. If there’s at least
 The intersection of the emissions of three 6s showing, something strange
the dark quasar with the zeta-beams happens. Here are some ideas:
from Rann’s Star.
 You get more than you bargained for:
 A protogenic Carnot engine that can the doomsday weapon blows up the
generate enough power to take us to target and more, or you also get
the moon caught in its area of effect
 Or make something up! A unique location,  Your vehicle moves too fast; you can’t
a rare physical item, or a complex machine maneuver, or the stresses tear the
that requires precise maintenance, etc. vehicle apart.
 You are bathed in strange energies;
Then, use Gadgetry to make it into a wonder you could be harmed or transformed
“Gadgetry d6” is a gift described on page 313. into something bizarre.
Some of the results allow you to build different
 An unforeseen side effect: the gas
items from a wondrous resource. You must have transforms local flora or fauna into
a Gadgetry die of at least d4 to make a wonder. something dangerous; toxic pollution
Once you have re-purposed the now endangers you or others; etc.
wondrous resource into a wonder, you
can’t make another wonder out of it until  The wondrous resource is lost (consumed,
burned up, broken, etc.) This is a common
you disassemble the first one.
result when we can’t think of anything.
Wonders can do amazing things, appropriate to  Or make something up!
the resource Wonders should be important elements
You can’t make just anything out of a of the story. They’re not mere gadgets,
resource. Your new wonder should have which usually just break down ֫ — they are
some function that’s appropriate. pushing the boundaries of what is possible,
 Using the niton difluoride gas to and that’s never without danger.
make the lasing chamber of an atomic It is possible to put gadgetry modifications
raygun of unprecedented power on a wonder, but such hubris may result in very
 Installing tellurium-307 as the power strange breakdowns with terrible side effects,
supply for a vehicle or machine which we leave as an exercise for the reader.
 Arranging conductors into a
computation machine to solve math 329

Joseph Farris (Order #37555696)


Rocket Combat

Rocket Combat
Before we go too far here: these rules are for pulp sci-fi rocket combat. You won’t find realistic
descriptions of weightlessness, g-forces, light-minutes, relativity, and the like here. In the
fiction, the interactions of rockets owed more to the rise of aviation in the early 20 th century in
general, with strong influences from World-War-I dogfighting and World-War-2 bombing runs.
Large-scale vehicle combat can be exciting for some players… and not as much fun for others.
So you may have to fly by the seat of your pants. The rules of good gaming always apply: be
fair & consistent about your decisions; build upon your players’ roles and ideas, and have fun.

 If you have no Transport dice at all,


Rocket Sizes & Range your skill dice are limited to d4. (If
your Mind & Observation dice were
Rockets are at least 10m long, making them
d10, d8… they would now be 2d4.)
easier targets to hit at range. When shooting
at a rocket, use these ranges, instead. (Use the  If your highest Transport die was a
regular range dice when shooting at people.) d6, your skill dice are limited to d6.
Range dice are a bonus to dodge attacks. (If your Mind & Observation die were
If you are countering with a cupola gun, d10, d8, they would now be 2d6.)
your range dice do not apply.
 If you gain an assist bonus of d8 (from
a pilot steadying the ship, etc.), your
Rocket- People- limit is raised to a d8. (If your Mind
Range Distance Range Dice Range Dice & Observation die were d10, d8, they
Long up to 0.1km d8 2d12 would now be 2d6.)
Very Long up to 0.3km d12 3d12
The gift of Rocket Jockey removes any limits
Far up to 1km 2d12 4d12 to your combat dice sizes when you are inside a rocket.
Extreme up to 3km 3d12 5d12
Visual up to 10km 4d12 6d12 Quickly! All Crew to Your Stations!
Stratosphere up to 30km 5d12 7d12
When you get into the rocket ship,
Mesosphere up to 100km 6d12 8d12
choose which crew station you will take.
Thermosphere up to 300km 7d12 9d12 Every rocket-ship has at least one pilot
Exosphere up to 1,000km 8d12 10d12 station, which needs a character to, you
know, fly the rocket. Different models of
rockets will have different stations.
Limits on your Dice (because of You can’t assign more than one person
to the same station. You can leave a station
your lack of Transport dice or gifts) empty, at your own risk. (If you have no cupola-
When you’re in a moving vehicle, all gunners, you can’t use those guns; if you have
your skill dice become limited to your no engineers, you’ll have no repairs, etc.)
highest Transport die. Characters who are wandering around the
ship, not in their proper stations, risk getting
330 hurt when something untoward happens.

Joseph Farris (Order #37555696)


Switching stations is a stunt your Will & Tactics. If you can score
at least one success (4 or better) you
 As a stunt, you can switch from your are successful, given an order to a

Rocket Combat
current station to another one. Roll
crewmember: if that order is followed,
your Body, Speed, & Athletics.
that crewmember gains a d8 assist
bonus on rolls to carry out that order.
CHANGE STATION: Declare a “stunt” Your turn ends.
action, then roll Body, Speed, Athletics
Successes (each 4 or better is a success).
The gift of Leadership gives you a d12 bonus
None You are stuck at your station, Dazed. to rolls to deliver orders from the command station.
1 Move to another empty station, Dazed.
2 Move to an occupied, friendly station. You are  When the rocket-ship takes damage, the
character in the command station chooses
now stationed, your friend isn’t, and both of
what soaks (if any) will be tapped.
you are Dazed .
3 Move to an occupied, unfriendly station. The target  When a Casualty Soak is tapped, if
must roll higher than your roll, using either Body, there is a dispute over which crew
Speed, Athletics or an appropriate counter-attack. If member will suffer (a tie for the
you win, you are stationed, and both of you are Dazed. lowest roller, etc.), the character in
the command station chooses who
will suffer.
Command station
Larger craft will have a command station,
where the captain sits and gives out orders. Pilot station
 If there are multiple piloting stations, Any rocket-ship will have at least one pilot
and there is a dispute over who is the station, which is used for directing the ship.
pilot (and thus chooses the ship’s  As a stunt, pilot the ship. Roll your
piloting for that turn), the character in Speed, Will, and Transport, count each die
the command station declares who showing 4 or better as a success. You can
will be the pilot. choose any result that is equal or less than
your successes. (If you roll 2 successes,
 If the ship is attacked, and there is a choose a 2, 1, or none result, etc.)
dispute over which cupola-gunner will
counter-attack, the character in the
The gift of Rocket Jockey gives you a d12
command station declares who will
bonus to pilot any rocket.
counter-attack.
The gift of Team Player raises your assist bonus
 As an action, you can rally another
crew-member. (This is identical to the from d8 to d12. If you hold the ship steady, you’ll
“rally” action in the base rules.) give all your friends a bonus d12 to Transport…
and you’ll effectively remove all limits to their skills
 As a stunt, deliver an order another, they might suffer from being in a moving vehicle.
single crew at a single station. Roll

331

Joseph Farris (Order #37555696)


Rocket Combat

PILOT: Declare a “stunt” action, then roll Speed, Will, and Transport dice.
Successes Each 4 or better is one success; choose one option.
None Leave the rocket unsupervised. If you’re in a hazardous area, the rocket is now on a deadly course.
1 ⭞ Recover: Take the rocket out of a deadly course.
1 Standard Escape: If your propulsion isn’t broken, you can break away from any combat. If no one pursues you, you
escape. Recharge one of your rocket’s “1/escape” soaks.
1 ⭍ Standard Evasion: if your stabilizers aren’t broken, you can react to attacks by evading; until your next turn, your rocket
dodges by rolling 3d6 (with bonus Rocket-Range dice).
1 ⟴ Standard Fixed-Attack: You may attack a target with a fixed-mounted armament. Roll 3d6 vs. their defense.
1 ⤓ Standard Landing: If your mechanicals aren’t broken, you can land the rocket on an appropriate, prepared runway.
1 ⤷ Standard Maneuver: Pilot your rocket in a way that any qualified pilot could. If anyone attacks your rocket, your rocket
may dodge by rolling 1d6 (and Rocket-Range dice).
1 ↠ Standard Pursuit: If your propulsion isn’t broken, choose one other ship. That ship can’t get away unless they can score a great escape or better.
1 ⥱ Steady As She Goes: If your stabilizers aren’t broken, give all fellow passengers an assist bonus of d8 to their
Transport die. (This bonus may raise their limits on their other skill dice.)
3 Great Escape: If your propulsion isn’t broken, you can break away from any combat. Only a great pursuit or better can
successfully follow you. Recharge one of your rocket’s “1/escape” soaks.
3 ⭍ Great Evasion: if your stabilizers aren’t broken, you can react to attacks by evading; until your next turn, your rocket
dodges by rolling 3d8 and Rocket-Range dice
3 ⟴ Great Fixed-Attack: You may attack a target with a fixed-mount armament. Roll 3d8 vs. their defense.
3 ⤓ Great Landing: If your mechanicals aren’t broken, you can land the rocket on an inappropriate, improvised runway.
3 ⤷ Great Maneuver: Pilot your rocket in a way that only a great pilot could. If anyone attacks your rocket, your rocket may
dodge by rolling 1d8 (and Rocket-Range dice).
3 ↠ Great Pursuit: If your propulsion isn’t broken, choose one other ship. That ship can’t get away unless they can score an astounding escape.
3 ⥀ Jink: Use pitch and yaw to your advantage; on your very next turn, your rocket may perform as if it had working stabilizers (even if it doesn’t)
3 ⥀ Slingshot: Use momentum and gravity to boost your top speed; on your very next turn, your rocket may perform as if it had
working propulsion (even if it doesn’t)
3 ⤑ Stealthy Maneuvers: If and only if your ship has an untapped “Stealth Soak”, you can use this maneuver to avoid
detection. You are imperceptible to anything less than Astounding Radar when you stay at extreme range or greater.
5 Astounding Escape: If your propulsion isn’t broken, perform an amazing set of maneuvers that will shake off anything
less than astounding pursuit. Recharge one of your rocket’s “1/escape” soaks.
5 ⭍ Astounding Evasion: if your stabilizers aren’t broken, you can react to attacks by evading; until your next turn, your rocket
dodges by rolling 3d10 and Rocket-Range dice
5 ⟴ Astounding Fixed-Attack: You may attack a target with the fixed-mounted armaments. Roll 3d10 vs. their defense.
5 ⤓ Astounding Landing: If your mechanicals aren’t broken, you can land the rocket on an implausible runway.
5 ⤷ Astounding Maneuver: Pilot your rocket in a way that the best pilots could. If anyone attacks your rocket, your rocket
may dodge by rolling 1d10 (and Rocket-Range dice).
332 5 ↠ Astounding Pursuit: If your propulsion isn’t broken, choose one other ship. That ship can’t get away.

Joseph Farris (Order #37555696)


Co-Pilot station Cupola Gunner station
Optionally, a rocket-ship may have one A gunner station where you sit inside a

Rocket Combat
or more co-pilot stations, which can be transparent half-sphere, with the gun in
used to direct the ship. There’s always one the center, physically turned by you and by
pilot station whose controls over-ride all mechanical assistance.
the co-pilot stations.  As an action, declare that you will aim
On your turn, choose one of the at a specific target for a bonus d8 to
following: attack it, this turn only.
 As a stunt, help the pilot. Make a roll
of Speed & Transport vs. 3. If you are If you have the gift of Veteran , your aiming
successful, give the pilot an assist bonus is improved to d12 (from d8).
bonus of d8.
If you have the gift of Atomic Accuracy, and
 If the pilot didn’t operate the ship, and you are using an atomic weapon (such as almost any
no one else did, you can take over the armament), and if you can aim at your target (using
pilot position. See the “Pilot” rules, an Aim action), your damage is improved. Each
above. (If someone else piloted the success you score is +2 damage (instead of +1).
ship before you in this round, you can
only assist.)  As an action, declare that you will
guard, which gives you a bonus d8 to
The gift of Rocket Jockey gives you a d12 any counter-attacks that you make,
bonus to co-pilot any rocket. until the start of your next turn.
The gift of Team Player raises your assist
If you have the gift of Veteran , your
bonus from d8 to d12.
guarding bonus is improved to d12 (from d8).

Turret Gunner station  As an action, fire one of your station’s


A gunner station where you sit at a console, guns. Roll the appropriate skill dice.
operating one or more mechanical guns. Be careful! Your target may return fire.
 As an action, declare that you will aim
at a specific target for a bonus d8 to The gift of Sniper extends the attack range of
attack it, this turn only. any Shooting armament that you control by one
band. (If the range was Stratosphere, then the
max range is now Mesosphere, etc.). Only the
If you have the gift of Veteran , your aiming
attack range is extended; the counter range is not.
bonus is improved to d12 (from d8).
The gift of Bullet Conservation increases
If you have the gift of Atomic Accuracy, and
the ammo die of any armament that you fire by
you are using an atomic weapon (such as almost any
one size. (If someone without this gift fires the
armament), and if you can aim at your target (using
same armament that you just used, the ammo
an Aim action), your damage is improved. Each
die decreases by one automatically; this rule is
success you score is +2 damage (instead of +1).
to prevent infinite-ammo paradoxes, and we’re
assuming that such things bother you.)
 As an action, fire one of your station’s
guns. Roll the appropriate skill dice.
Be careful! Your target may return fire.  If someone attacks the ship that
you’re in, you may be able to counter.
The gift of Sniper extends the attack range of
any Shooting armament that you control by one Stowage and other special stations
band. (If the range was Stratosphere, then the The stowage is a catch-all for the cargo,
max range is now Mesophere, etc.). passengers, and other non-mechanical
The gift of Bullet Conservation increases components that can be found in the ship.
the ammo die of any armament that you fire by Characters stationed in stowage don’t have
one size. (If someone without this gift fires the any effect on what the rocket is up to. They
same armament that you just used, the ammo will need to move to a different station if
die decreases by one automatically; this rule is they want to participate in rocketry.
to prevent infinite-ammo paradoxes, and we’re
assuming that such things bother you.)
333

Joseph Farris (Order #37555696)


Maintenance station Feel free to make up other results for
the list, proportional to the successes.
Rocket Combat

You hang out with the emergency welder,


oxygen dispensers, and atomic calipers.
Your job is the unglamorous repairs. Radio station
Your fully-stocked ship starts with 100% Operating an ultra-wave radio is a big
repair stores. The quality of your rolls deal; frequencies must be tuned by hand,
determines how fast you’ll go through these. with a bit of intuition. You can also use the
 As a stunt, pilot the ship. Roll your radio detection and ranging (radar) device.
Speed, Will, and Transport, count each die  As a stunt, operate the radio. Roll
showing 4 or better as a success. You can your Speed, Mind, and Academics,
choose any result that is equal or less than count each die showing 4 or better as
your successes. (If you roll 2 successes, a success. You can choose any result
choose a 2, 1, or none result, etc.) that is equal or less than your
successes. (If you roll 2 successes,
ENGINEERING: Declare a “stunt” action, then choose a 2, 1, or none result, etc.)
roll Body, Speed, and Craft dice. Each 4 or
Successes better is one success; choose one result. RADIO: Declare a “stunt” action, then roll
None If your next stunt is “engineering”, you may claim a d8 bonus. Speed, Mind, and Academics dice. Each 4
Successes or better is one success; choose one result.
1 Assist: Either you or another character at an
engineering station may claim a d8 assist bonus to None If your next stunt is “radio”, you may claim a d8 bonus.
their next engineering roll. 1 Standard Jamming: All other radio operators lose
2 Hasty Repairs: Use up 20% of your maintenance, but 1 success on their rolls until the start of your next turn.
you may restore one of your Hull Dwindle Dice back to full size. 1 Standard Radar: Learn about obvious objects
2 Fire Control: You put out a ship’s fire (or another within exosphere range
similar hazard that needs controlling). 1 Standard Radiophony: Establish voice radio
2 Reloading: Use up 20% of your maintenance to contact within stratosphere range
reload 1 shot of an armament, or completely 2 Great Jamming: All other radio operators
recharge an armament’s ammo die. lose 2 successes on their rolls until the start of your next turn.
3 Appropriate Repairs: You use up 10% of your 2 Great Radar: Learn about obvious objects within exosphere
maintenance, but you may restore one of your Hull range and reveal hidden objects within horizon range
Dwindle Dice back to full size. 2 Great Radiophony: Establish voice radio contact
3 Chewing Gum & Bailing Wire: Restore one Hull within mesophere range and immediately rally the
Dwindle Dice back to full size, but all future Damage caused target, rolling 2d6.
to the ship increases by +1. You can stack this effect, 2 Radiograph: Send a short-coded signal, such as “SOS”
increasing the Damage debuff to +2 per hit, +3 per hit, etc. or “CQD”, over an interplanetary distance. This message is
3 She Can’t Take Much More, Captain: Declare a standard protocol; it’s not precise or specific information.
a damaged system such as propulsion, stabilizers, 3 Astounding Jamming: All other radio operators lose
etc.; that system can now be used, but each use causes 3 successes on their rolls until the start of your next turn.
5 points of damage to the ship (soaked normally).
3 Astounding Radar: Learn about obvious objects
5 Astounding Repairs: You use up 5% of your within exosphere range and reveal hidden objects
maintenance, but you may restore one of your Hull within mesosphere range.
Dwindle Dice back to full size.
3 Astounding Radiophony: Establish voice radio
The gift of Firefighting lets you claim a d12 contact within thermosphere range and immediately
bonus when fighting fires. (You can claim that die rally the target, rolling 4d6.
after you rolled on the table above; if it gives you 3 Radiogram: Send out a short message of 20
another success, claim it for fire control only.) words or so, over an interplanetary distance.
The gift of Team Player raises the assist 5 Wondrous Radar: You can find things with the
bonus that you give other people from d8 to d12. radar that normally wouldn’t be findable.

If you have the gift of Gadgetry , you can use


your gadgetry ability from the engineering Feel free to invent new results, such as
station to create “jerry-rigged utility”, to interpreting strange phenomena, communi-
recharge a tapped soak. See page 328. cating through dimensional rifts, etc.
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Rocketship Armaments

Rocket Combat
We’re going to use the word “armament”
for vehicle-mounted weapons, and we’ll
reserve the word “weapon” for personal gear.

Fixed-mount armaments require a


piloting maneuver to use
They may be built into the hull or the
stabilizer fins. A particularly large
armament may be built into the entire
fuselage as a spinal mount.
A fixed-mount armament can’t turn on its
own; the pilot must turn the entire vehicle
to face the target, as their maneuvering
stunt for their turn. (Co-pilots can assist
the pilot, as normal.) The attack dice will
be determined by the quality of the piloting.
Fixed-mount armaments can attack but
not counter (they’re too inflexible). To use
them, the pilot must perform a maneuver
that allows them to use one; the maneuver
also determines the dice rolled to attack.
Fixed-mounts also don’t benefit from aiming.

Turret armaments require a


gunner station to operate them
These armaments use controls
(joysticks, waldos, dials, throttles, etc.)
from the appropriate gunner station.
Certain turrets may be linked to only
certain gunner stations. One gunner station
may be able to operate multiple turrets.
Each turreted armament has its unique
attack dice (usually Speed & Shooting, but
check the write-up, anyway). These attack
dice can be boosted by using an aim action
at a single target.
Turreted armaments can attack but not
counter (there’s too much of a delay from
the controls, and your perspective is too far
removed). They are operated by someone at
a gunner station. Unless specified
otherwise, any gunner station can operate
one turret as an attack action.

Cupola armaments require a


gunner to be stationed inside them
Cupolas give a wonderful field of fire, and
they have excellent reaction time. There’s also a
thin sheet separating you and the uncaring void.
Also, a cupola only has one armament system.
Each cupola has its unique attack dice
(usually Speed & Shooting, but check the write-
up, anyway). These attack dice can be boosted
by using an aim action at a single target. A
cupola weapon requires a crew to be stationed
inside it, at some risk (see Rocket Soaks, below.)
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Rocket Combat

Attack Method @ Range Attack Dice Effect Notes


Autocannon Counter Speed, Mind, Shooting, Burst Near: Dmg +5, Cupola, Atomic, Radiogen, Loud
@ Extreme @ Extreme Ammo d8 Sweep
Auxiliary Battery Speed, Shooting, Ammo d4 Burst Near: Dmg +6 Turret, Atomic, Radiogen, Loud
@ Extreme
Forward-Mounted Ray (as pilot’s maneuver) Burst Near: Dmg +4 Fixed, Atomic, Raygun, Loud
@ Far
Guided Missile Speed, Mind, Shooting Burst Short: Dmg +6 Turret, Atomic, Missile, Loud,
@ Visual 4 shots
Main Battery Speed, Mind, Shooting Burst Short: Dmg +7 Turret, Atomic, Radiogen, Loud,
@ Stratosphere 1 shot
N-Ray Projector @ Far (as pilot’s maneuver) Burst Near: Dmg +5 Fixed, Atomic, Raygun
Point-Defense Battery Speed, Mind, Shooting, Burst Near: Dmg +4 Turret, Atomic, Radiogen, Loud
@ Extreme Ammo d6
Turbo Lasers Counter Speed, Mind, Shooting Burst Near: Dmg +5 Cupola, Atomic, Raygun, Loud
@ Extreme @ Extreme
Unguided Missile (as pilot’s maneuver) Burst Short: Dmg +8 Fixed, Atomic, Loud, 4 shots
@ Stratosphere
Wave-Motion Array (as pilot’s maneuver) Burst Short: Dmg +6, Fixed, Atomic, Raygun, Loud
@ Visual Sweep

Since most rockets are 30m or longer, the burst radius is only relevant when a rocket’s
armament attacks people or their installations.
Missiles can be either unguided (fire-and-forget) or guided (by disintegrating wire-filament). Missiles
are large and heavy, and the extra fuel that they require puts the vehicle at additional risk of fire.
Ballistic guns that fire radiogenic shells are quite popular, either as the rapid-fire autocannon or
the controlled fire of the batteries. These armaments resemble their 20th-century counterparts, with
big, heavy barrels and spent shell-casings. Modern rocket-ships will often prefer turbo lasers for
their counter-attacks. Some ships must make do with the simplicity of the forward-mounted ray.
There are large-scale atomic armaments which haven’t been completely proven in the field.
The wave-motion array is not one, but two atomic-ray chambers that discharge theoretical particles,
harmless to ordinary matter … except where the two rays overlap, where the diffusion wave is a deadly
interference pattern of atomic fire. The experimental n-ray projector operates more like a conventional
ray-gun, but without the inefficiencies of searing light and heat; while it’s far less likely to give
away your position, it’s also not nearly as powerful as other armaments of the same size and class.
Yes, you can use gadgetry to modify a ship’s armaments. Each armament must be
modified individually, as an “armament” (which is more difficult than a mere weapon).
336

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If there’s damage left, either tap
some soaks or your rocket is dead

Rocket Combat
Depending on the amount of damage that
your rocket couldn’t soak, you may be dead in
the sky, or breaking up in pieces, or completely
atomized. The more damage, the worse the
situation. Even if your ship is merely dead,
you may be on a decaying, collision course.
Each rocket has different, optional
soaks. Here are some common ones:
 Casualty Soak -6 = The ship is still in
one piece, but at what price?
All crew aboard the ship roll their Will
and Observation. (Danger Sense adds a
bonus d12.) The lowest roller suffers a
tragedy (a bulkhead falls on them; a
conduit explodes; shrapnel or radiation
Rocket Soaks penetrates the cabin, etc.) The exact
details are up to the host, but the default
Rocket-ships soak damage in the same ways that is a hit for Damage 6. (Ouch!)
characters do: first, apply the passive soaks, then If you tap your Astro Soak to avoid this
tap other soaks. If you can’t reduce the damage casualty, then you pass this effect on to
to zero, the rocket becomes non-functional. the second-lowest roller. If that character
taps an Astro Soak, pass it on to the third,
First, apply the Size Soak (usually -3) etc. If every possible casualty taps an
Most rocket-ships will have 3 points of Astro Soaks to avoid this, then everyone
soak, being a large thing made of strong metal avoids being a casualty, this time.
that ignores petty attacks. Tiny ships may have Casualty Soak recharges after a
only -2 or -1; larger ones may be -4 or more. successful repair (1/repair).
 Combustion Soak –2 = The good news
Then roll the Hull Dwindle Soak is, your rocket didn’t explode. The bad
(each 4 or better is -1 damage, news is, it’s now on fire. After everyone
but these dice can dwindle) on board your rocket has taken their
Your hull will have one, two, or more turn, if the fire is still raging, the rocket
dwindle dice as soak dice, such as “3d4” or takes another 5 points of damage.
“3d6”. These work like your own soak dice; While the fire can be put out,
when hit, roll these and each one that comes Combustion Soak can only be repaired
up 4 or better reduces damage by 1. … But in the shop (1/repair).
they’re also dwindle dice, so when they roll  Cosmetic Soak –2 = The paint gets scuffed,
a 1, they get smaller. (If you rolled 3d6 and the hull is dented, and the rocket-ship has
got 5, 4, 1, you’d soak 2 points of damage, obvious signs of damage, but otherwise
and your next soak roll would be 2d6, d4.) it’s functional. The Cosmetic Soak is
If the Hull Dice dwindle away to usually the first soak that gets tapped.
nothing… well, you’re fine, just don’t take Cosmetic Soak can only be repaired in
any more damage or it could get ugly. the shop (1/repair).
Hull dice can be rebuilt by engineers
during a rocket combat (see “Engineering”  Cupola Soak -2 = It’s a hit to this
armament, and it’s destroyed. (And if
station, above). They can be fully repaired in
you were stationed there, it’s time to
the shop (1/repair to restore all dice).
tap an Astro Soak or you suffer Dmg 6!)
Cupola Soak can only be repaired in
the shop (1/repair). If your ship is large
enough, you may have multiple Cupola
Soaks, each for a different space.

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 Escape Soak -3 = Smaller rocket-ships
Sample Ships
Rocket Combat

can spin, loop, and use other evasive


maneuvers to avoid damage… until either
Here are some sample rocket-ship
their luck runs out, or until the stresses of
designs to get you started.
all these maneuvers tears their ship apart.
Escape Soak is recharged by
executing a successful escape maneuver Patrol Ship
where no one pursues you (1/escape). Pride of the Astro-Patrol
Stations Command ×1
 Propulsion Soak –2 = It’s a hit to the
engines. It looks bad, but she’ll still fly; Pilot ×1
some pilot maneuvers will be almost Co-Pilot ×1
impossible. Propulsion Soak can only Cupola Gunner (Turbo Lasers) ×1
be repaired in the shop (1/repair). Radio ×1
Maintenance (100%) ×1
 Stabilizer Soak –2 = It’s a hit to the Special:
attitude rockets, fins, and other Brig ×3
steering mechanisms. The rocket will Passenger ×3
still fly, but some pilot maneuvers will Armament Turbo-Lasers @ Extreme (Counter @ Extreme)
be almost impossible. Speed, Mind, Shooting; Dmg +5
Stabilizer Soak can only be repaired
Soaks Size Soak -3
in the shop (1/repair).
Hull Soak: dwindle dice 3d6
 Stealth Soak -2 = Your ship has radar Cosmetic Soak -2 (1/repair)
bafflers, chaff dispensers, and an Stabilizer Soak -2 (1/repair)
antipathic-resonance distortion field that Propulsion Soak -2 (1/repair)
prevents detection. You have access to Cupola Soak -2 (1/repair)
special maneuvers to avoid detection… Casualty Soak -6 (2/repair)
or you can tap this soak, reduce damage
by 2, and lose the stealth ability. The standard rocket-ship of the astro-
Stealth Soak can only be repaired in patrol, this ship usually has minimum crew
the shop (1/repair). of 4 (command, pilot, co-pilot, and radio),
 Stowage Soak -2 = It’s a hit to your with personnel switching off to other
cargo, spare fuel tanks, or what have stations as needed. There’s also a secured
you. Whatever was in there is now room for perpetrators and an unsecured
almost certainly destroyed. (If you were room for passengers.
in there, it’s time to tap an Astro Soak
or suffer a calamity such as Dmg 6!) Dogfighter
Stowage Soak can only be repaired in Or Catfighter, Foxfighter, Bearfighter, etc.
the shop (1/repair). If your ship is large Stations Pilot ×1
enough, it may have multiple Stowage
Armament Forward-Mounted Ray @ Extreme
Soaks, each for a different space.
(dice as per pilot’s maneuver); Dmg +4
 There may be other kinds of specialty Soaks Size Soak -2
soaks: experimental ships with Hull Soak: dwindle dice 3d6
delicate equipment that can break… Cosmetic Soak -2 (1/repair)
zoological ships whose containment Escape Soak -3 (1/escape)
might be breached … etc.
This is a one-person rocket-ship with a
spinal raygun. The skilled dogfighter will
engage, tap the Escape Soak to avoid being
destroyed, and then perform an escape
maneuver, before coming back for another
pass. Dogfighters are often teamed up in
large squadrons, so one wave of ships can
attack while the other wave are escaping.

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Rocket Combat
Desperado Gunship Pirate Ship
Lowest of the Space Pirates Scourge of the Spaceways
Stations Pilot ×1 Stations Pilot ×1
Turret Gunner (Point-Defense Battery) ×1 Co-Pilot ×1
Radio ×1 Turret Gunner (Auxiliary Battery) ×1
Stowage ×3 Maintenance (100%) ×1
Armament Point-Defense Battery @ Extreme Radio ×1
Speed, Mind, Shooting (usually 3d6) and Stowage ×3
Ammo die d6; Dmg +4 Armament Auxiliary Battery @ Extreme
Soaks Size Soak -3 Speed, Mind, Shooting (usually 3d6) and
Hull Soak: dwindle dice 2d6 Ammo die d4; Dmg +6
Cosmetic Soak -2 (1/repair) Soaks Size Soak -3
Combustion Soak -2 (1/repair) Hull Soak: dwindle dice 2d6
Cosmetic Soak -2 (1/repair)
This is the smallest a gunship can be and Combustion Soak -2 (1/repair)
still be menacing. With a crew of 2, they will Stabilizer Soak -2 (1/repair)
attempt to contact a base or civilian ship and Propulsion Soak -2 (1/repair)
demand their surrender; if they don’t, the radio
operator will switch to the gunner station, and Well-heeled pirates will have a sleeker, larger
then the crew will engage their target in battle. ship, with a crew of at least three: pilot, gunner,
and radio/maintenance. With the ability to
make repairs in combat, a pirate ship of this size
can last long enough to wear down opponents.

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Battleship Thermionic Saucer
Rocket Combat

Largest Rocket Ever Built Mysterious Malefactor


Stations Command ×1 Stations Pilot ×1
Pilot ×1 Maintenance (100%) ×1
Co-Pilot ×2 Radio ×1
Turret Gunner (Point-Defense Battery) ×4 Stowage ×1
Turret Gunner (Auxiliary Battery) ×2 Armament Wave-Motion Array @ Visual
Turret Gunner (Main Battery) ×1 as pilot’s maneuver; Dmg +6, Sweep
Cupola Gunner (Autocannon) ×2 Soaks Size Soak -3
Maintenance (400%) ×4 Hull Soak: dwindle dice 3d6
Radio ×1 Stealth Soak -2 (1/repair)
Stowage ×8 Escape Soak -3 (1/escape)
Armament Point-Defense Battery @ Extreme Combustion Soak -2 (1/repair)
Speed, Mind, Shooting (usually 3d6) and
Ammo die d6; Dmg +4 This tiny ship uses a compressed-sphere to
Auxiliary Battery @ Extreme maximize internal space while minimizing
Speed, Mind, Shooting (usually 3d6) and surface area. The saucer typically only has a crew
Ammo die d4; Dmg +6 of one — a highly-dedicated agent. Their weapon
Main Battery @ Stratosphere is for cutting a swath of devastation over terrain,
Speed, Mind, Shooting (usually 3d6); but it can be used for ship-to-ship combat.
Dmg +7, 1 shot
Autocannon @ Extreme (Counter @ Extreme)
Speed, Mind, Shooting (usually 3d6) and
Ammo die d8; Dmg +5 Sweep Feel free to make up your own
rocket-ships!
Soaks Size Soak -4
Some general rules:
Hull Soak: dwindle dice 2d6
Cosmetic Soak -2 (1/repair)  The basic rocket is Size -3 and has
Combustion Soak -2 (1/repair) Hull Soak dwindle dice of 3d6.
Stabilizer Soak -2 (1/repair)  Small ships should have Size Soak -2
Propulsion Soak -2 (1/repair) but they could get Escape Soak -3
Cupola Soak -2 (2/repair) (being nimble enough to evade fire.)
Casualty Soak -6 (5/repair)
 Large ships should have Size Soak -4,
only 2d6 Hull Dice, but two or more
This enormous rocket has more firepower Maintenance Soaks (each with 100%
than they really need, so they rarely have a stores). These ships are easier to hit
full gunners’ complement. The usual crew and depend on their durability.
is 1 command, 1 pilot, 1 co-pilot, 4 gunners,
2 maintenance, and 1 radio, though there  Ships with Casualty Soak -6 will be able
may be more if they’re expecting trouble. to take a lot more damage, and they
will have opportunities for heroes to
save the day when others go down.
This soak only belongs on ships with
important characters; dogfighters and
other “cannon fodder” ships shouldn’t
have it.
 In these short write-ups, we haven’t
listed the burst radius of the
armaments because those don’t matter
all that much at the scale of ship-to-
ship combat when everyone’s at least
30m apart. The bursts will matter if
you train these guns on people.

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For the masters
Hazards of Space
 Our heroes must find an asteroid of

Rocket Combat
As with all encounters, plan your rocket- pure sapphire among the myriad rocks
ship adventures to be interesting, in the asteroid belt. First, they must
challenging, and fun. Here are some ideas, plot their course using astounding
rated by threat. radar (from their radio station), and
then fly there using an astounding
For the beginners maneuver (from the pilot station).
 Our heroes are to observe a rogue comet  The Tellurians are mounting an
that’s come into system. First, they offense against New Shersey City!
must plot their course using standard Our heroes must first intercept their
radar (from their radio station), and six ships (rolling vs. 3d8 skill) and
then fly there using a standard then engage them. Any ship that isn’t
maneuver (from the pilot station). successfully pursued or engaged for
 A single desperado gunship has been three rounds will sweep the city with a
preying upon the shipping traffic near kilometer-long arc of radioactive
Venus. Our heroes must come up with death.
some way to find the gunship. (Radio  Those criminals who stole the payroll
detection? A ruse to look like a cargo are hiding in the clouds of Neptune,
ship? Gathering intel among smugglers? in a desperation move that can’t be
Something else?) Then they must engage good for anyone. Each round, each
it in battle. The gunship’s pilots roll 3d6 ship’s command must roll Mind,
on all rolls, and they can execute two Observation, and Danger Sense – the
escapes that aren’t successfully nullified lowest roller has their ship hit by a
by the players’ pursuit, they get away. stray lightning bolt, which causes 6
points of damage and plays havoc with
For the experts the ship systems.
 Our heroes must investigate an uncharted
moon of Jupiter. First, they must plot
their course using great radar (from their
radio station), and then fly there using
a great maneuver (from the pilot
station).
 A pirate flotilla has made a base in the L4
orbit of Earth. Engaging them requires
defeating one pirate ship (with
enemies who have skill dice of 3d8)
and their five desperados (whose skill
dice are 3d6).
 Those mercenaries have stolen the
neo-polio vaccine, and they’re getting
away in their six dogfighters. But
which one of them is carrying it? To
make things worse, they fly through
the asteroid belt, where only great
maneuvers can prevent crashing into
the debris for 6-point hits on the ship.

341

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For the Host's Eyes Only:
For the Host's Eyes Only: Astounding Adventure

Astounding Adventure The Thermionic Brain delved deep into


Overview its memory banks to uncover historical
information about travel between planets
This adventure is set on Earth in the and located the blueprints for the basic
1930s. In it, the players are drawn into an space vessels used hundreds of years ago
interplanetary mystery and become aware of to explore Telluria’s small moons. That era
the existence of Telluria and war between of exploration ended when it became clear
the Thermionic Empire and Rebel Kingdoms. those satellites were lifeless and mineral
At the GM’s discretion, they may also poor. Furthermore, despite their high level of
discover a way to travel into outer space and technical expertise the Tellurians of old lacked
unlock future adventures among the stars. sufficient quantities of that energetic element,
After reading news about a robot that tellurium-307, required to propel their ships
seems programmed to assist a gang of to other planets in reasonable time. Sure, they
common criminals, they meet Professor could have built enormous and dangerous
Dunstable Cabal, an eccentric professor liquid-fuelled engines to send one or two
who wants the players to find the robot and explorers on a voyage of several months —
return a stolen object, a box containing a but why waste time exploring dead worlds?
rare element. As the adventure progresses, However, ongoing observations of the
the players will learn the criminals are in the planet Earth and close monitoring of their
employ of a Rebel Kingdom agent, who is news broadcasts revealed the Earthlings,
trying to prevent the launch of Professor though primitive, had discovered tellurium-
Cabal’s secret rocket. For Professor Cabal, 307 and had an inkling of the great potential
though not an evil man, has been misled by it contained. More, it learned that a few
glittering promises of glory and has fallen controversial human scientists were aware of
under the influence of the Thermionic Empire! the existence of the Counter Earth, though
they were considered outcasts from academia.
What Has Gone Before The Brain devised a plan. It would make
Hundreds of millions of miles from Earth, itself known to sympathetic voices on Earth
on Telluria, the long war between the via highly directed radio transmissions. It
Thermionic Empire and the Rebel Kingdoms would offer some of the fruits of Tellurian
has entered a long and quiet phase. The technology to an Earth scientist and direct
Thermions are thus far unable to dislodge their research to the creation of a tellurium-
the rebels, and the rebels do not have the 307 powered rocket-ship capable of bridging
power to strike back meaningfully against the gulf between planets in a matter of hours,
the empire. Secret raids and saboteurs strike The Rebel Kingdoms were able to monitor
from time to time, trading pin pricks with these communications from the Brain, but
the enemy that rarely do much damage. struggled to find a way to act upon them. They
Strategists on both sides have been working were unable to broadcast to the Earth (the
to find an edge. They may have found it. Thermions block transmissions) and likewise
The Tellurians, long aware of the existence unable to find a way to traverse the gulf
of Earth, recently have come to realize it is between planets. A daring plan was outlined
also home to intelligent life. This is thanks to in their councils of war. A volunteer would
the rapid spread of commercial radio connect themself to a Mindwave Amplifier
broadcasts on that planet. While only the most (see the Gazetteer entry for Rebel Kingdoms) and
sensitive radio installations on Telluria can direct their consciousness Earthward in the
receive these broadcasts, they have caused a hopes of contacting sympathetic souls.
sensation in scholarly circles. Thermionic and
Rebel scientists alike have puzzled over
mysteries such as “What is a baseball?” and
“Why is Fibber McGee’s closet so dangerous?”

342

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The volunteer in question, Prince Oleg
Karedo, succeeded in this attempt. Alas, spies Part One:
within the Rebel Kingdoms had passed on The Mechanical Menace

For the Host's Eyes Only: Astounding Adventure


details of the attempt and a raid was launched
on the Mindwave Amplifier facility. It was It’s a humid summer in Shaysen City.
completely destroyed, but not before Prince It’s a Tuesday, and the weekend seems very
Karedo had made contact with an Earthling… far away indeed. For two weeks the city has
Prince Karedo’s body was recovered from baked under a motionless brown haze of
the ruins, but their mind persists within the smog. It’s too hot to move during the day
body and brain of an Earthling science- and too hot to sleep at night. The city is
fiction writer named Alice Tiptree. restless and on edge. Traditionally this is the
*The common language spoken on Telluria “silly season” for newspapers, with serious
is functionally identical to the most common news giving way to human interest pieces
language used in your campaign, though and weird tales. This summer has been no
idioms and slang do vary. It’s one of the great different, with various newspapers reporting
mysteries of space, a philological conundrum sightings of a mysterious “mechanical man”
to vex scholars for centuries to come. in odd corners of the city — usually late at
night. The first two sightings were in shabby
and industrial areas on the outskirts of the
Getting the Players Involved
city, but since then the robot has moved
The adventure as written assumes the
into the more settled parts neighborhoods..
player characters are on friendly terms with
Thus far most eyewitnesses have been
one another and share common goals. They’ve
people on the edges of society — barflies
been hired by the mysterious Professor Cabal
walking home after a late night bender,
to assist him in finding out who is trying to
homeless vagrants and the like. Their reports
sabotage his new interplanetary rocket plane.
were dismissed or put down to the influence
If this is insufficient motivation, a local
of bathtub hooch. However, last night the
newspaper baron is offering a $5,000 reward
mechanical man (or “robot” as some of the
to anyone who can capture the mechanical
more scientifically-minded newspapers are
man. While the adventure is set in Shaysen
calling it) left unquestionable evidence of its
City, it could easily be transposed to any city
existence. It robbed a jewelry store (Hawkeye
with rural areas nearby. Adjust the
Jewels and Coins) making off with about
adventure to suit the needs of your group.
$5,000 in coins and gems, as well as the
But why would a pickpocket, a torch
unspecified contents of a safety deposit box.
singer, a private eye or a newspaper
In doing so it tripped a silent alarm and
photographer be interested in working for
was actually seen making its getaway by two
Professor Cabal, an eccentric academic?
Shaysen City police officers who arrived on the
Cabal is actually quite well-known for his odd
scene minutes later. They tried to apprehend
projects and manias. In the past he has funded
the robot, only to be driven back by a hail of
expeditions to retrieve fallen meteorites and
bullets — the robot had flesh and blood
similar astronomical oddities. If the players
assistants who diverted the police long enough
operate on the shadier side of the law, make
to escape with their mechanical friend. But are
it clear he has also been known to hire
they the robot’s masters, or its henchmen?
private investigators, bodyguards and other
The news was splashed across the
individuals with sometimes anti-social skill
headlines of every local newspaper
sets. He also welcomes academics, tinkerers,
yesterday morning, and by evening it was
adventurers and anyone who he can rely on.
on the front pages across the nation. Police
have already received hundreds of tips,
none of which have turned into a solid lead.
Some skeptics are already scoffing at the
idea of a self-guided robot. The official line
gaining credence is that the robot is simply
a person wearing a bulky bulletproof suit.

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The players have all heard about the robot “Have you seen this? Harrumph! A marvelous
robbery, of course, and may have their own
For the Host's Eyes Only: Astounding Adventure

invention walks the city and the first thing the


opinions on the matter. They have more newspapers want to do is offer a reward for it,
important matters at hand. They’ve all been like it were some kind of escaped animal.”
asked to visit the home of Professor Oswald
Cabal, former head of the astronomy Let the players discuss the nature of the
department at Shaysen City University. He robot and the crimes for a while. Cabal calms
is seeking a band of adventurers to help him down, but will avoid talking about the reasons
find the mysterious robot robber and may for his summons. After a few minutes Ms.
have a specific tool that gives them an edge Tudor brings in tea and coffee whereupon
over the competition. Cabal finally comes to the point. He lights his
pipe and regards the characters levelly.
The Inventor’s Commission “Well, I won’t waste any more of our time. I
Professor Cabal lives on Pickering Island, wish you to find the robot. It cannot be operating
an affluent semi-rural borough in the on its own. It must be controlled somehow, by
southwest corner of Shaysen City. It’s far someone. And I think I know why. And,
enough away from the concrete jungle to avoid furthermore, I think I know how to find it. You see,
the haze of choking smog, but still sweltering. the robot has not simply been stealing cash and
The lawns of various corporate presidents and gems. It has stolen a very specific item from me!”
notable citizens are brown under a cloudless
blue sky. Professor Cabal’s home is located
on the last hundred acres of what was once Questions our heroes might ask
a large dairy farm. While the barn and of the Professor
several outbuildings exist, the only structures Let the players ask questions now. Use
in use are his house and an observatory built these prepared answers as a guide. At the
inside an old concrete grain silo. end of this scene the players should know
Upon arrival the players are greeted at (at a minimum) what has been stolen (the
the door by an elderly mouse woman, the tellurium-307 the Professor needs for an
professor’s long-suffering housekeeper, invention) and how he intends to find the
Martha Tudor. Martha has worked for the robot.
professor long enough to know he attracts
all sorts of unusual visitors, and she also Why do you want to find the robot?
knows enough not to answer questions. ”The robot — or rather the robot’s master — is
She politely but firmly escorts them to the trying to keep me from achieving my greatest
professor, answering all queries with a triumph, an invention so remarkable that... Aha,
simple “The professor will know, I’m sure.” no. I can say no more! I trust you, certainly, but
She shows them into Professor Cabal’s until we have determined who is controlling the
study/lab, an incredibly untidy room robot I prefer to keep this secret. I will tell you this
littered with papers, books and strange much. You know of yesterday’s break-in at a jewelry
sparking gizmos. The professor himself is store. In addition to various baubles such as
perched on a moth eaten armchair, jewelry and antique coins, a single safety deposit
surrounded by newspapers. Professor box was stolen. That box belonged to me and it
Oswald Cabal is an elderly rabbit man with a contained 120 grams of tellurium-307 in a lead-
faded brown and grey pelt. He keeps his ears lined box — the single greatest concentration of
down against the back of his head, except that element on this continent. No one knew of the
when excited and expanding on some topic... contents or where I was storing it, yet it alone was
which happens often. He dresses in a shabby taken while all the other strong boxes remained.
tweed sport coat and a pair of ridiculously
baggy knickerbockers. A monocle hangs on
a chain around his neck, but he rarely makes
use of it. When the players enter he flings
most of the newspapers to one side, though
he grabs one and waves it at his visitors. The
headline reads “$5G Bounty for Mechanical
Mobsters!” The headline seems to anger him.

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Joseph Farris (Order #37555696)


How do you intend to find the robot? After a few questions the Professor is
eager for the players to depart and begin
“In my past work with tellurium-307, I have been their investigations. Ms. Tudor leaves the

For the Host's Eyes Only: Astounding Adventure


able to develop a method for detecting its presence room and returns with a leather bag,
through its singular influence on radio waves. This resembling a doctor’s bag. Professor Cabal
method works even when the material is contained opens it and produces a strange looking
within the lead box that prevents the tellurium- gadget — a metal box with one dial (rather
307 from releasing its deadly radiation. I propose like a compass) and a needle gauge. He
that you venture to the jewelry store with my explains the device, which he simply calls a
tellurium-307 Wave Detector (which I call the “Telephonic Radium Dowswer.”
Telephonic Dowser) and act as bloodhounds to “This dial points in the direction of the
gain the scent and track it to its source! And, it tellurium-307. The gauge indicates the
strikes me that my rival must have a similar strength of the response. Once you get to
device. How else could they have known where it the jewelry store you should be able to get
was?” a signal. As it gets stronger you will know
you are closer. It should be child’s play!”
What is tellurium-307 used for? At this point the players are expected to
“It is a highly energetic isotope, very rare in head back into the city and start their
nature. A thousand tons of rock must be search. The Professor promises to sit by his
smashed to encounter a few grams. You may telephone until he hears from them.
think of it as Curium or Radium, but rarer and
commensurately more powerful. It is a potential At the Scene of the Crime
energy source of limitless power for creation… At this point the players should head
and destruction! My own plans for it were into the city as the Professor suggested to
entirely peaceful, I assure you. But we must pick up the trail of the mysterious robot. If
assume that someone trying to acquire it the party does not have a car, the Professor
through armed theft has no such moral compass.” is happy to provide the use of a beat up
passenger car or pickup truck. As the
Who is your rival? players drive back into town, the weather
seems unsettled, bringing hope of a break
“I have no idea! I have always been ready to share
in the high temperatures and humidity.
my research and support the research of others.
Hawkeye Gems and Coins is a semi-
Yes, there are some who consider my inventions
respectable establishment in a seedy
to be mere impractical baubles, those who laugh
business block full of struggling insurance
at my theories, but I fund these endeavors myself
brokers, wholesale sellers of cheap
and harm no one. I suspect some international
appliances, fly-by-night dentists and
spy ring, or an unsavory scientist.”
similar low-end professionals. It does not
seem like the sort of place to store valuable
What is your secret?
minerals, which is precisely why Professor
“Now, then. All in good time. When we have located Cabal chose it. The storefront is boarded up,
the robot and determined who its master may and some broken glass remains where it was
be… well, then perhaps.” (Further questioning on swept into the gutter. When the players arrive
the matter will be studiously ignored.) an irritable sparrow in a checkered suit is
shooing away some ragged mice children. This
What’s in this for us? is Samuel Hawkeye, proprietor. He will eye the
players suspiciously if they stare too openly
“Why the newspapers are positively falling over at his storefront, but he’s already dealt with
themselves to reward whoever finds the robot! That too many gawkers and reporters to care about
reward would be yours, and I am happy to match them. If they don’t approach him immediately,
those funds. That would be $10,000! A princely he will go inside his store to sulk.
sum! I may also require your ongoing services. I
pay well and the work, I am told, is seldom boring.”
(Ms. Tudor may roll her eyes at this last part.)

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Joseph Farris (Order #37555696)


Investigating the Scene What was taken?
For the Host's Eyes Only: Astounding Adventure

The street is largely empty in the heat, “I’ve already told the cops, the newspapers, and
though a few sleepy looking folks are trying the insurance company. So okay, I’ll tell you too.
to cool off on apartment balconies. A trio of A bunch of coins and jewelry, plus a deposit box.
ragged (and tough) looking mouse kids (two I got a little vault in the back. People keep stuff
boys, one girl) hangs out on the curbside, in it — wills, fur coats, whatever. I’m cheaper
watching the players. Activating the than a bank. Darn thing tore off the iron door
Telephonic Dowser reveals a faint signal — it and then only took the one box. I figure maybe
seems to be equally strong in the direction the cops had shown up and scared it off.”
of Hawkeye Gems and a nearby alleyway.

Going Inside What was in the box?


If the players enter Hawkeye Gems and “Beats me, but I figger it must be some kinda
Coins, they find it is still in a state of invention or patent, right? I don’t think the
disarray. The display cases have been Professor is one for furs or diamonds. He left it
smashed apart and the owner is sweeping here about two months ago.”
up glass. The boarded up exterior window
was once barred — but the steel bars have Why are you named Hawkeye when
been bent apart! you’re a sparrow?
The proprietor puffs up his feathers and
regards them irritably. “What kinda wiseguy question is that? I’m part
Redtail on my grandmother's side, all right?
“Are you here to buy, sell, or just rubberneck? Sheesh, I don’t ask you why you’re carrying
Cause I got a $2 cover charge for rubberneckers around that weird radio gadget!”
and folks that just wanna flap their beaks at me.”
Use of the Telephonic Dowser reveals a
If the players seem sympathetic, pay his strong signal coming from a smashed shelf
“cover charge”, or offer to buy something, which once contained the Professor’s
Hawkeye (he prefers people call him by his strongbox, but otherwise it will lead the
surname) will be talkative enough. He secretly players back outside. Not much else can be
loves telling the story. He’ll also be helpful determined. Hawkeye will eventually ask
if the players explain that they are working the players to leave when he gets sick of
for Professor Cabal. He doesn’t know what answering questions.
the Professor had in the strongbox, but he is
definitely curious about it and will casually
try to get the players to tell him. If the players Checking out the Alleyway
get tough with him he’ll provide the same If the players walk in the direction of the
information, but he’ll call the cops on them alleyway, they are immediately accosted by
afterwards. Use the following interactions as the three ragged mice — two boys and one
examples of the information he can provide. girl. They are all about 12 years old. All three
are smoking broken cigarettes and present
“What happened?” themselves as tough customers. If anyone is
making obvious use of the Telephonic
You read the papers, right? A robot busted up
Dowser, the girl will address them specifically.
the place and ran off with about 10-Gs of stuff.
“Hey buddy! You’re looking for that
Most of my stock! Now I gotta find out if my
robot, right? Well, we got the goods on it.”
insurance covers robots.”

Did you see the robot?


“No, I live across town. But the silent alarm went
off and them cops seen it when they got here.”

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Joseph Farris (Order #37555696)


The mice all live in a nearby low-rent Note that any player with knowledge of
apartment block. The boys are brothers — firearms will see immediately the
they go by Skid and Dipper. The girl lives cartridges are blanks. They’ve clearly been

For the Host's Eyes Only: Astounding Adventure


across the hall and is known to all her fired, but as blanks they make smoke and
friends as Beanie. To the neighborhood they noise without actually firing a bullet. The
are collectively known as the “Flophouse Flophouse Kids swear found the cartridges
Kids.” They are very insistent the players talk in the alleyway after the cops retreated.
to them and if they see the players walking
toward the alley they’ll try to stop them. This Where did the robot go?
is because the Flophouse Kids have been paid “When the cops were hiding behind their car,
off by the robot gang. They’ve been offered $5 the crooks loaded the machine man in the
to report on any strange people investigating truck and drove through the alley and turned
the scene and give them a bum steer, but left. We saw them park it over by the old textile
they otherwise know absolutely nothing warehouse on Carter Street. We could see it all
about the situation. They can offer the from the fire escape. The truck is still there,
players some physical evidence of the attack. last we saw. It’s blue with a bent rear fender.”
If the players talk to them, they can find
out the following information. Beanie Why are these blank cartridges?
serves as the spokesperson for all three,
with Skid and Dipper occasionally chiming “Geeze, we don’t know everything. That’s what
in to support her narrative. we found. Maybe the bad guys didn’t want a
murder rap for plugging a cop for real?”
What do you know about the robot?
The Flophouse Kids will not linger. They
“Oh, we saw it from the fire escape! We was all
soon run off to a nearby drugstore to buy
sleeping out there because of the heat. We woke
candy and call in a description of the players
up when the cops got there and started
to the Robot Gang. Despite their mercenary
shooting. A bunch of mugs in a truck showed up
character they might serve as useful spies
and chased the cops off. They took the robot
(like Sherlock Holmes’ Baker Street Irregulars)
away. But... we know something else about it.
for the players in future adventures. If the
Something we didn’t tell the cops.”
players check out the alleyway they are easily
able to find evidence of the action that took
What else do you know? place the night before. The alley would have
“Well, maybe we saw where it went after the been barely large enough to accomodate a
cops took off. But it’s kinda hard to remember… truck, and a partially crushed metal trash can
hey, you wanna see some real shell casings? We and some broken packing crates are proof of
got ‘em from the ground this morning. Probably its passage through. The Telephonic Dowswer
a really good clue! Worth some money I bet. will also attest to the passage through the
Betcha you’d pay five dollars for these. And then alley, if the players use it. It will also indicate
maybe we can talk about where the robot went.” the truck turned RIGHT and not left in the
direction of the warehouse. However, it will
(At this, Dipper digs out a few spent cartridges still pick up a faint signal from the right.
and holds them up. Characters who are familiar
with guns will not get a good look at them, but
they seem to be pistol shells)

If the players offer at least a dollar for the


cartridges, Beanie will hand them over, along
with the following information. She’ll also
provide it if the investigators threaten her with
the law for withholding information. If the
players try to get rough, the mice will yell for
help — nearby shop owners and pedestrians
will intervene and call the police if needed.

347

Joseph Farris (Order #37555696)


Checking out the Warehouse Let the players react however they
want — set up enfilades, organize
For the Host's Eyes Only: Astounding Adventure

If the players did not make use of the


Dowser, or simply wish to check all angles, suppressing fire, run, hide, or what have
they’ll likely head to Murphy’s Textile you. Some might remember the blank
Imports on Carter Street. Streetwise cartridges found in the alley and decline to
characters will know this warehouse was take cover. Happily, the gunner is indeed
once part of the bootleg trade, but it was shut firing blanks, though he doesn’t know it.
down by the Feds fairly early on. Since then Feel free to roll dice and pretend the player
it has struggled to exist as a legitimate characters are in actual danger.
business. When the players arrive they see Give the players the opportunity to
no sign of activity at the squat two story exchange fire with the driver (a shabby-
building. The doors are locked. The windows looking rat) and gunner (a flashily-dressed
are all barred and dark, and anyway are too dog), but the two will only stick around for
filthy to see much through. If someone rings a few rounds and then drive off as soon as
the bell, it can be heard ringing faintly inside they realize the machine gun is ineffective.
but no one comes to answer the door. A sign How long that takes is up to you, but when
on the front door advises callers to call a local it happens the gunner shouts …
telephone number if they have any inquiries. “The Lady set us up! We’ve been had!”
If the players DO call this number, they are
connected to an answering service. A bored If the driver is hit badly the gunner will
young lady promises to pass along whatever try to run on foot. If the gunner is hit, the
message they care to leave. She knows driver will accelerate away. If they’re both
absolutely nothing about robots or gangsters. hit they surrender at once, but they will try
The only sign of life is at the loading dock. A to escape if they get the chance.
light burns above the rear delivery door where
the players find a blue delivery truck with a When they Catch the Crooks
dented rear fender parked exactly where the Assuming the bad guys surrender or are
Flophouse Kids said it would be. Unfortunately, otherwise incapacitated, the players have the
a cursory investigation of the truck quickly opportunity to question them. These guys
reveals that it cannot have been used in the are hired muscle and they feel like they’ve
heist last night. It’s in a clear state of neglect. been tricked by their boss, who they refer to
There’s the start of a spider web on the steering as “The Lady.” They don’t know her real
wheel and the windows are covered in dust. name. They will avoid implicating themselves
The tires are worn and slightly flat, though still and will not volunteer their names unless
serviceable. If the players break into the cargo the players manage to thoroughly intimidate
box they’ll find some moth-eaten rolls of or charm them. Note that the Telephonic
cheap linen and a lot of dust. The Telephonic Dowser will indicate both of them have been
Dowswer gives only ambiguous signals. in contact with tellurium-307.
Just as the players realize they’ve been The gunman is Roland Zevon, a 20-
misled, the sound of screeching tires something terrier with a scrappy attitude
distracts them. If someone is using the and a flashy wardrobe. He will cooperate
Telephonic Dowser, the needle suddenly with the players if they promise to let him
jumps. A battered black sedan comes go. He knows that as the gunman he’s the
screaming around the corner and slows as guy who’d be in the most trouble, even if
it passes the loading bay area. The that gun was loaded with blanks. He’s
menacing black muzzle of a Tommy Gun eager to make a deal. The driver is Buzz
protrudes from a rear seat window and Fledderjohn, a shaggy wolf somewhere in
almost immediately begins to chatter. his late 50s. He’s been associated with
(If you want to run this adventure in the organized crime for most of his life, usually
style of an old film serial, this is a good as a lookout, courier or driver. He seems
place to pause the adventure for snacks or unfazed, no matter how things turn out.
a stretch, perhaps accompanied by a
dramatic musical sting.)

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Joseph Farris (Order #37555696)


What do the crooks know? If the players do let them go, Roland and
In the commotion, the two crooks will Buzz will tell the truth. Frankie, the Lady
and the Robot are hiding out in a repair shop

For the Host's Eyes Only: Astounding Adventure


argue briefly with each other. If conscious,
the gunman, Roland, continues to near the Stucki Island amusement park, near
complain about The Lady who set him where West 16th Street meets the Bachmann
with a gun loaded with blanks. Boardwalk. However, unless the players
prevent Roland and Buzz from leaving they’ll
“The Lady set us up. Sending me with a Tommy full warn the gang the players are on the way. This
of blanks to take care of some tough customers!” will give the other gangsters time to set a trap.
If the players delay them (knock them out, tie
The driver, Buzz, will gruffly tell him to them up, kill them, etc.) they’ll be able to take
be quiet. He insists this was all a the other gangsters by surprise. In either case,
misunderstanding. proceed to the next section of the adventure!
“See? The gun is loaded with blanks. We just
wanted to scare some friends. It’s a gag! You just If the Crooks Get Away
happened to be here instead. But you got us good. Players can be unpredictable, and so can
I say we just walk away, right? Otherwise the rolls of the dice. It’s possible the gunmen
cops might wanna know about the real guns you will manage to get away after a few rounds.
were shooting off. No blanks there, right? Hey, In this case the Telephonic Dowser can be
it’s okay. It’s a dangerous city. I don’t blame you. used to track them. The car has had
Why don’t we all just go home, no harm done?” prolonged contact with tellurium-307,
enough for the players to trace its progress
Roland will try to support this line of back to their hideout. Proceed to the next
reasoning as best he can, but he’s also section and note the gangsters at the
angry at their boss and willing to spill his hideout will be ready for the players.
guts in exchange for a getaway. The players
should quickly identify him as the weakest
link. If the players threaten to bring the two What if the players decide not to
to the police they’ll both fold immediately. investigate the warehouse at all?
They can tell the players the following: Players are an unpredictable lot and may
wish to go somewhere else entirely. Let
 They’re both in Frankie Nails’ gang. them explore a bit and feel free to create
Characters with appropriate background
your own encounters. If they get seriously
or skill checks will know Frankie Nails
off track, or if you run out of ideas, have
used to be the enforcer for a gang of
the two gunmen in the car attack them in a
bootleggers. It appears he’s branched
driveby shooting wherever they happen to
out now that Prohibition is over.
be. This should pull them back into the plot!
 Frankie’s boys were hired by a patron who
only calls herself the Lady. She showed What if the players break into
up one day and, after demonstrating the warehouse?
her bullet-proof robot, made a deal with If the players do manage to access the
the gang. They take her robot where it warehouse through finesse or brute force,
needs to go and she’ll make them rich. reward their effort. While it’s mostly full of
 The Lady is a raccoon who always old files and dusty rolls of dated textiles, it’s
wears a mask and a black cape. clear a small group had been using this place
as a base of operations overnight. There are
 She seems to hate Professor Cabal, but
they don’t know why. She wants to “stop cigarettes, hand-eaten sandwiches and half-
him,” but they don’t know the specifics. drunk cups of coffee. They even find
evidence a truck was stored here and recently
 The robot is real. It can’t talk, but it fuelled up. They find nothing else. This can
understands instructions. The Lady happen before or after the driveby shooting.
also has some kind of remote control
box. They know where the robot is
kept — in Frankie’s hideout.
If the players let them go, they’ll tell
them how to get to hideout.
The tellurium-307 was delivered to the
Lady last night. She must have it still.
349

Joseph Farris (Order #37555696)


The shop has a basic floor plan. While
Part Two: there is a large garage door, it is locked
For the Host's Eyes Only: Astounding Adventure

In the Lair of the Lady and secured. Normal entry is via a front door
that leads into a small reception room with a
At some point the players will have single desk, some uncomfortable wooden
established the location of the mysterious chairs and a filing cabinet full of work orders.
new crime boss known as The Lady. They will From here, another door leads into the much
have either learned it directly from Roland and larger work bay. This large room is lined
Buzz (the would-be gunmen in the previous with about two dozen fair attractions in
scene), or used the Telephonic Dowswer to various states of repair, three of which are
trace the tellurium-307 stolen by the Robot. covered by dust cloths. The robot is currently
The hideout is located on Stucki Island, best here, covered by one of these dust clothes.
known as a popular tourist destination and The other two covered items are a mechanical
beachfront, but also home to some residential laughing clown (terrifying but harmless) and a
and commercial neighborhoods. mechanical fox dressed as a ringmaster. When
Despite being an island, Stucki is well- activated, this mechanical fox is supposed to
connected to the mainland by bridges and run through a recorded patter describing the
subways. The gang’s hideout is a delights of the Midway, but currently it only
mechanical repair shop located on an empty produces a horrible grinding noise.
stretch of service road that veers southward Two other rooms can be accessed at the
from the main route into the park and runs rear of the repair area. One is a combination
toward the beach, terminating at a fenced off break room and storeroom for parts, the other
boardwalk. To the east, bright lights and is a very basic washroom. The contents of the
roller coasters can be seen over the fences break room/storeroom will vary according to
that surrounded Stucki Park. The west side whether or not the players are expected.
of the street is lined with storage and repair
buildings for the amusement grounds. Given
But where is the tellurium-307?
the summer’s heat and school break, Stucki
The tellurium-307 is inside the Robot! It
Island is packed with day trippers and
has a built-in armored storage compart-
folks from the inner city hoping to cool off
ment. The Lady put the tellurium inside
in the ocean surf. The crowds will just
the Robot as soon as she received it.
grow larger and louder as the Sun sets.

The Gang
The Hideout
Frankie Nails’ gang consists of himself,
The shop is used to repair broken fair
Roland, Buzz and one additional thug for each
attractions such as Kinetoscopes, love testers
player character. If Roland and Buzz have
and shooting gallery arcade games. It is also
been knocked out of action, replace them with
used to store more elaborate mechanical
two additional thugs. The mysterious figure
attractions, such as mechanical fortune
known as The Lady will also be present, but
tellers and the like. This room offers plenty of
for reasons outlined below will not take action
places to hide and also provide an ideal place
against the players and may even assist them.
to conceal a robot. There are a few windows,
The Robot starts the scene deactivated, but
but all of them are small and covered in
may come under the control of anyone who
heavy metal screens. Players who take a
manages to secure its remote control. Frankie
closer look will see the metal screen over the
knows the basics. He can order the robot to
smallest window (which leads to a washroom
grab someone, break open a door, or move in a
of the building) can be removed from the
certain direction. If players happen to acquire
outside with a screwdriver and offers a
the remote control they will be able to figure
possible route for entry without being seen.
out those basic functions with a successful
Academics roll. The Lady can program the
Robot to undertake more sophisticated tasks
without the need of her direct control. These
functions are beyond the capability of the
players without considerable study.

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Joseph Farris (Order #37555696)


If the Crooks are Expecting Them Prior to the player's arrival, Frankie and
If the gang is aware the players are coming his gang had a reckoning with The Lady.
She had ordered them not to harm anyone in

For the Host's Eyes Only: Astounding Adventure


they will be ready for them. They plan to let
the players enter the warehouse and then the pursuit of their crimes. When it became
ambush them in the main repair bay. All clear they were not taking this instruction to
lights will be off when the players approach. heart, she replaced their live ammo with
The front door is unlocked, a fact which clever blank rounds. The gang turned on her and
players realize is a sign they are expected. seized the Robot’s remote control. They
Inside, most of the thugs are arranged then tied her up in the back room and
on either side of the unlit repair bay. They prepared for the arrival of the investigators.
should be well-armed enough to challenge
the players without easily overcoming If the Crooks are Not
them. Note that any of them using firearms Expecting Them
have live ammo. Frankie is at the opposite If the players manage to track the
end of the room, hiding behind the sheet- crooks to their hideout without tipping
draped bulk of the robot. Let the players them off, they will arrive just as Frankie
make their plans for surreptitious entry, and his gang are confronting The Lady.
diplomacy or entry with guns blazing. The front door will be open as before and
Frankie has a sense of the dramatic and has they’ll be able to hear loud voices within. If
a couple of surprises prepared. He is happy they listen in (or peer in without being
to talk, but as long as he has control of the seen) they overhear the following argument
robot he will not surrender or stop fighting. between the gangster Frankie Nails and the
If given half a chance he’ll gloat about person known only as The Lady.
being the new king of the underworld,
“How dare you! You don’t understand the
thanks to his bulletproof safecracker.
forces at play here. I forbade you to harm
If combat does not immediately ensue,
anyone. If you wish to enrich yourselves, you
Frankie will activate the robot, his men
must follow this directive or commit your petty
will spring from cover and he will demand
crimes without the aid of the Robot.”
the players surrender. He’ll gloat a little, and
then tell his men to disarm the players and tie “If you ain’t noticed, Lady, we got you
them up. They’ll then load the robot into a outnumbered… and we don’t care about your beef
truck and leave, pausing to set the building on with some crusty old professor and his magic
fire so that no one can tell the police who rocks. You ain’t calling the shots anymore. I am…
controls the Robot. This will give the players a and the guns we got here are loaded with real lead.”
chance to escape their bonds and also discover
“Useless against my Robot, you criminal fool!
The Lady, currently in chains in the backroom.
We’ll see how… how….”
If combat starts at once, Frankie
continues to hide behind the Robot at first. At this, the man can be heard laughing.
One of his thugs will activate the mechanical
clown and then the ringmaster in order to “Looking for this, Lady? I ain’t so dumb as you
confuse the situation. Only then will Frankie think I am! Now who controls the Robot?”
send the Robot into action. Note that the
Robot will never try to kill a living creature, At this point the Robot springs to life
but the players won’t know that. It will shield and seizes the Lady with mechanical claws,
Frankie and try to seize players who threaten as she struggles and screams.
Frankie, in accordance with its programming NOTE: If you are adhering to the serial
to protect its owner. A well-placed shot or cliff-hanger format, this is a good place to
thrown object can knock the remote control pause the action before the next “episode.”
to the ground, and if Frankie is incapacitated At this point, the crooks are all paying full
then he will drop it. As soon it is released the attention to the interaction between the Lady
robot simply stands idle, awaiting input. None and Frankie Nails. The Robot rumbles to life
of the gang aside from Frankie can control it, and seizes her tightly. If the players do not
but a player might be able to figure it out. intervene, Frankie and his men will lock her in
If the players are defeated, Frankie will the storeroom, load the Robot in a truck and
order them to surrender and tie them up set the building on fire as they leave. If at any
as above. If the battle goes against Frankie, point the players intervene, resolve the combat
or he clearly loses control of the Robot, he as outlined above. If the Lady is freed she will
and his gang will try to flee. They surrender assist the players as best she can, or advise
only if they have no other option. them to seize or destroy the Remote Control. 351

Joseph Farris (Order #37555696)


The ideal outcome is that the players Who are you?
chase off the crooks and free The Lady while
For the Host's Eyes Only: Astounding Adventure

keeping the Robot at hand. They’ll learn that “Ha! As though you didn’t know, you miserable
Professor Cabal is perhaps the unwitting servants of conformity! I am, at least for the
agent of an alien power and presumably moment, Prince Oleg Karedo of Ruhritania, First
seek him out to discover the truth. Captain in the Liberation Army. Have you come
to gloat over your victory? Ha! Know then that
the game is far from over! So long as freedom
What if they fail badly? and poetry burn brightly in the heart of sentient
In the worst case scenario the players beings, your suffocating regime will never prevail!”
are tied up and the building set on fire. If
they are unable to escape because they are We don’t know what any of that means
unconscious or otherwise incapable, the
Stucki Park fire brigade will show up to rescue “Oh… well. Know then that you are unwitting
them. They will then have a chance to talk to servants of the greatest evil to threaten the
the Lady. The gang leaves with the Robot. serenity of either of our planets. Join me! Together
The players can try to recover it — the Robot we can sabotage Professor Cabal’s mad quest to
is easy to track as the tellurium-307 is inside bring tellurium-307 to the Thermionic Brain!”
it. If the players don’t manage to recover the
Robot or forget about it somehow, it will What is the Thermionic Brain?
show up again in the final scene.
“Yes! The final contrivance of Yorvaine and his
Yesterday Men, the unliving yoke they placed
Talking to The Lady upon the neck of a planet! Would YOU fall under
NOTE: The Lady, as noted elsewhere, is its ponderous sway?!”
an amalgam of the body and mind of Alice
Tiptree and the mind of Prince Oleg Did… did you say “prince”?
Karedo. For the sake of simplicity, we refer
to this collective individual with “they, “[sighing] Yes, yes. Prince. Please do not burden
them, their” pronouns and refer to them as me with your unsophisticated concepts of
“The Lady” when being specific. The Lady gender dimorphism. My body was different in
answers to either of their names, as well as Telluria, yes, but it doesn’t matter there
simply “Lady,” and doesn’t care what anyway. Well, at least not in the rightful
pronouns the players use because all apply. kingdoms. Narrower views are thrust upon the
The Lady is initially wary, especially if the unhappy slaves of the Thermionic realms. I am
players do not release them immediately. also Alice Tiptree, ace reporter and author, but
The Lady assumes (correctly) the players are Alice has kindly lent me use of her brain for a
working for Professor Cabal, who the rebels while.”
believe to either be an agent of the Thermionic
Empire or a deluded dupe. However, the Lady You are a criminal!
also assumes the players are fully aware of “No! I am a soldier fighting a world-spanning
the existence of the Thermionic Empire and evil you cannot imagine. And I refused to let
are willing servants. The Lady can be easily Frankie’s thugs harm anyone. I am here only to
convinced otherwise. At this point suspicion stop Professor Cabal and prevent disaster from
should switch quickly to a sort of consuming your world as it has mine. Come
aggrandizing confidence, though the part of with me! Together we can stop Cabal from
them that is still Alice Tiptree knows caution steering two planets into catastrophe!”
is still called for. This scene should end with
the players taking The Lady to Professor You’re out of your mind!
Cabal, either as allies, captors or simply to
find out more. However, the presence of the “Have you ever seen a robot like that on your
Lady is not required for the final scene. Earth? Can your scientists build such a device?
No! What other explanation do you have?
Regardless, you must bring me to Professor Cabal!”

Where is the tellurium-307?


“I gave it to the Robot to keep safe from the
Thermionic Menace.”
352

Joseph Farris (Order #37555696)


The Lady will refuse to provide more The Secret in the Barn
information about the Rebel Kingdoms or The barn door is open slightly as the
the Thermionic Empire, saying there is no

For the Host's Eyes Only: Astounding Adventure


players approach. An electric light burns
time to do so. The Lady even offers to go to within, and occasional blue flashes are seen.
Professor Cabal as a prisoner if need be. Light can also be seen from a large apparent
This scene should end with the players skylight in the roof of the barn. The smell of
taking The Lady to Professor Cabal, either ozone hangs in the air and the players hear
as allies, captors or simply to find out more. the Professor talking to himself, wondering
If they choose to talk to the Professor alone, aloud if he has enough underwear. Inside, the
the final scene will still work as written. barn is a maze of electrical science
experiments. Sparking Tesla coils, scintillating
Jacob’s Ladders, racks of vacuum tubes and
Finale:
other mad science props are everywhere.
The Voice from the Void Towering over all this, on a gantry aimed
skyward, is a rocket-ship. It is about fifty feet
The stage is now set for the final chapter
tall. A wooden gangway leads up to the open
of the adventure. The players return to Cabal
door at just above the engines, and the base
with the Robot and/or The Lady and/or the
of the gangway is littered with innocuous
tellurium-307 and try to determine the truth
bits of luggage as though the Professor were
of what’s going on. Circumstances will
leaving on a poorly planned vacation.
make it clear that Professor Cabal is
If the players enter openly, with or
working for The Bad Guys, and the players
without weapons drawn and with or
will hopefully react accordingly. The scene
without the Robot, he greets them warmly.
can take place at any time of day, but as
“You made it! And you have the
written the scene assumes just after
tellurium-307 Perfect! The time is at hand
sundown on an oppressively hot evening.
for the greatest adventure in history! Oh
my yes! The rocket can launch without the
Alas Ms. Tudor! tellurium, but without it we can’t break
If the players start at the house they’ll orbit and meet Earth’s new allies.”
find it unlit and locked up, as though the If The Lady is present, they immediately
Professor has left for a vacation. Don’t let challenge the Professor.
them linger here for long. They’ll soon hear
faint cries coming from the back garden. The Lady: “You can’t! You bring doom to both
Here, they will find the elderly housekeeper, our worlds! The Thermions destroy all that is
Ms. Tudor. She lays hurt next to a garden good in life!”
bench. She has clearly been attacked, but Cabal: “But… but… The Thermions bring life!
has not been dangerously injured. She They want only peace for our troubled world. They
urges the players to the apparently warned me about you and your gang of terrorists!”
abandoned barn at the back of the property.
“The Professor has gone out of his Let the players join the conversation or
mind! He… he attacked me! Something has take action. The Professor is elderly and
him under a spell, some… some voice! He will surrender immediately if threatened
says he is leaving Earth! He says the with bodily harm. If players ask what he
tellurium-307 is coming tonight! Stop him, means about “having the tellurium-307”,
he’s lost his senses!” he points to a blinking device in the
Ms. Tudor will recover quickly and will corner.
not readily join the players in confronting
“I have another Telephonic Dowswer and it
the Professor. She wants to call the police.
indicates the tellurium-307 is very close at
However, she’ll follow whatever sensible
hand. You must have it.”
direction the players give her and will go to
the barn if needed. If the players ask about Ms. Tudor, he
looks sorrowful and his ears droop.
“She tried to physically stop me. I… I am not a
man of violence! I fear I shoved her too hard. I
regret this. Is … is she all right?”

353

Joseph Farris (Order #37555696)


The Voice From Beyond! Robot Rampage!
For the Host's Eyes Only: Astounding Adventure

Don’t let this scene continue for long. No The Robot can also be trapped or stopped
matter what happens, a new voice suddenly by a variety of means. Large amounts of
enters the conversation. It emanates from the water will short it out. Ropes, chains, or
radio in the corner, a calm yet urgent voice, heavy bits of furniture will impede it. Give
with a strange electric quaver in its tone. more scientifically minded characters a
chance to notice a crude electromagnet
“Cabal! Don’t listen to them, Cabal! It is not we
amongst the Professor’s instruments. This
who war against the order of things, but them!
can be used to hold the Robot in place
The one you call The Lady has the mind of a
while other means are used to disable it.
notorious traitor to progress! She is Prince Oleg
Players can also try to run into the rocket-
Karedo, a terrorist and killer! Either life goes
ship before the Robot does, and then close and
forward or it goes back. All the universe--or
lock the door. The Robot can batter through
nothingness.... Which shall it be, Professor?
the door in a few rounds, but during that time
Which shall it be?”
inventive players can wreak havoc on the
Professor Cabal seems uncertain, control room or engines. Professor Cabal will
looking back and forth. The Lady looks be terribly upset, but he understands the need
stunned and gasps. “The Brain!” Let the for this sacrifice. If this happens, the Brain
players take an action, but the Brain does will command the Robot to kill everyone.
not give them much time to react. It Finally, players might recognize the Robot
recognizes Cabal as an unreliable tool. is being controlled by radio waves. Smashing
the radio will stop the Robot briefly… but
“In your delay, you have chosen to set yourself then the Brain will broadcast through another
against us, Professor. Fear not. We have other radio set…. and then another! The barn is
tools. Robots were our first tool on Telluria, littered with radios, as many as you deem
and thanks to Prince Karedo a robot shall be dramatically appropriate! Each time the active
our first true servant on Earth!” radio is destroyed, the Robot pauses. The
Brain will taunt the players as they destroy
At this point, the Robot raises its claws! the radios… until they locate the final one,
An arc of eclectic fire dances between its an elderly crystal radio set connected to
terrible claws, as it marches headlong earphones. Any character with Keen Ears
toward the open portal of the rocket! (If the will be able to faintly hear the scratchy voice
Robot had been lost to Frankie’s gang or of the Brain emanating from the earphones.
left elsewhere, it suddenly smashes through If not, the Professor will remember the
the side of the barn! Assume the Brain radio’s existence and point it out. When the
summoned it earlier as a fail-safe after finally final radio is destroyed, the Robot stands
managing to infect its circuits via radio.) in place and can be disabled at leisure.
If no one has figured it out before now,
the Professor realizes the tellurium-307 is
IN the robot. Once aboard, it can take off
and fly to Telluria without any help. At this
point the players should realize they need to
stop the Robot… or stop the rocket. Combat
with the Robot should be difficult. It is
essentially bulletproof and under the Brain’s
influence it will attack freely. It will batter
the players with its claws, or fire eclectic
bolts in their direction. Sufficient firepower
will be able to destroy the Robot, but it is an
extremely dangerous foe in the meantime.

354

Joseph Farris (Order #37555696)


The Future: The Robot Stole the Rocket!
If the Robot takes off in the rocket, all
The Fate of Things to Come

For the Host's Eyes Only: Astounding Adventure


is not lost. Professor Cabal created a fail-safe.
A coded radio signal sent to the rocket will
Assuming the players have stymied the
cause it to switch off the engine and simply
Brain’s plan, they have saved Earth and the
fall to the Earth. If he is conscious and has
Rebel Kingdoms… for now. The Brain has
been convinced of the justice of The Lady’s
contacted other gullible or misguided
cause, Professor Cabal will suggest this course
individuals on Earth and will try again to
of action with a rueful laugh. If not, players
acquire a supply of tellurium-307 and
will spot a clearly labelled “Mission Abort
manage the course of world affairs. If the
Signal” button in amongst the rocket-ship
rocket survived, The Lady would like the
controls. Alternately, if you have plans for an
players to accompany them to Telluria.
invasion-style campaign, the Robot delivers
There, Prince Karedo can be restored to his
itself and the rocket to the Thermionic Brain.
body. Alice Tiptree is eager to explore the
The players can then plan for the coming
new world.
Thermionic invasion, or try to find more
“You’ve done a great service to the Rebel tellurium-307 and build another rocket.
Kingdoms, and you should be rewarded. Medals, I
think, and perhaps honorary titles? Ambassadors The Rocket Was Destroyed
from Earth! Oh, the courtiers and poets will be The Lady will be sad and the Professor very
simply MAD about you! Such novelty has not upset at the loss of months of intense work.
been seen on Telluria in a long time! Or, simply But blueprints exist for the construction of
drop me off and leave me with a portion of the another rocket. And now Earth knows about
tellurium-307 so that we can remain in contact, the threat facing them, and the danger of
then wander the Solar System at your leisure!” trusting honeyed words from outer space.
Professor Cabal is also eager, but frightened
and sorrowful over his near fatal mistake. He My Players Stole the Rocket!
decides he should remain on Earth, with his Hey, that’s great! If they didn’t get the
first priority being to make amends to Ms. tellurium-307, they could still fly pretty
Tudor. He will sheepishly admit he didn’t much anywhere in the world, break the
design the rocket alone, but he’ll offer a Sound Barrier and achieve sub-orbital flight.
blueprint for the essential technologies If they got the tellurium-307 as well, the
required to build one of the players Solar System is their oyster. Hopefully they
interested in acquiring one of their own. remembered to pack some food before
This opens the campaign up to a Planetary setting course for Jupiter. The Thermionic
Fantasy campaign of adventures on Telluria, Brain will do its best to lure them to Telluria
or even the other planets of the solar system. in order to capture the rocket. If that fails,
If the players prefer to stay on Earth, the the players will eventually encounter
Lady will leave with enough tellurium-307 sinister flying saucers in their explorations,
to get home and enough to power the as the Thermions find new dupes on Earth.
Mindwave Amplifiers for a few more years.
This leaves plenty for the players. The Lady
promises to stay in touch and warn of any
new threat from the Thermionic Empire.

355

Joseph Farris (Order #37555696)


Uh… My Players Decided to Join The Lady Age 30
For the Host's Eyes Only: Astounding Adventure

the Thermionic Empire... Alice Tiptree / Prince Oleg (Major Elite)


Some players prefer to be the bad guys. Traits Body d6, Speed d6, Mind d10, Will d10
Some players would rather rule in Hell Raccoon d8, Writer d8, Visionary d8
than be solid citizens. Other players just Skills Academics 2d8 Evasion d8 Questioning
like licking boots, I guess? That’s fine. The Athletics d8 Fighting -- 2d8
Thermionic Brain gladly accepts their Craft d8 Negotiation -- Shooting --
support, provided this support is always Deceit -- Observation 2d8 Tactics --
unquestioning and immediate. It will never Endurance -- Presence -- Transport --
regard them as equal partners, but it will
Gifts Climbing (bonus d12 to all climbing stuff)
flatter them as needed at first. The players
Dexterity (can use either hand & dual-wield)
will be received as heroes and invited to an
Gadgetry d6 (can make gadgets! See page 313)
interview at the Palace of Peace, Order and
Gossip (bonus d12 to gather information)
Good Government. They’ll be asked to give
Guts (bonus d12 to cause/resist
up more and more freedom as this campaign
Fright)
continues, and it will become clear the
*Noncombatant (bonus d12 to defenses and
Thermionic Brain’s plans for Earth are pretty
other pacifist rolls, but tap out if you attack)
much limited to conquest, slavery and strip-
Research (bonus d12 to use information stores)
mines. It considers Earthlings a collection of
Team Player (assist bonus is d12, not d8)
lesser races. If the players continue down that
Initiative d12, d8, d6 Rally 2d8
path, eventually they will be invited to assist
Attack Atomizing Counter Atomizing
the advance of Thermionic science. They’ll be
Pocket Pistol @ Pocket Pistol
dissected to identify physiological differences
Medium, d10, @ Short, d10,
between the peoples of the two planets.
d6, Breakdown d6, Breakdown
d6 & Ammo d4, d6 & Ammo d4,
The Fantastic Characters of Dmg +0 (each Dmg +0 (each
success is +2, success is +2,
Our Hypothetical Tale not +1) not +1)
Below, we’ve included the write-ups of the Dodge d12*, Soaks d8*, d6
host’s characters for this adventure. You can d8 Panic Soak -2 (1/rally)
improvise new characters as needed — Distress Soak -4 (all friends
usually Typicals with d6s in all their traits. get 1 rally, 1/episode)
You know your players better than we do. Alien Soak -4 (everyone but you
Each group is unique. Some will have more becomes Panicked, 1/episode)
combat ability, others will be more social. Gear $160, Atomizing Pocket Pistol, Fancy Outfit,
Some players are good with tactics and Portable Typewriter
coordination; others need a bit more help.
You can raise or lower the difficulty of As a former newspaper reporter now trying
these characters as needed. Consider to gain a living as a professional science fiction
removing some of their soaks, or consider (or “scientificition'') writer, Alice Tiptree is
replacing d12s with d10 or d8 (so players aren’t used to being a woman in man’s world. She
getting overwhelmed so much). You can has sold a few stories under her own name
make the enemies more formidable by adding but most of her income comes from stories
tapped gifts such as Personality or Luck. written under a variety of male pseudonyms.
She has often relied on her active dream life for
inspiration for her stories. A couple of weeks
ago she had an intensely vivid and real dream
in which she was transported to another planet
as a formless observer. There, a richly attired
raccoon with blue fur introduced himself as
Prince Oleg Karedo of Ruhritania, captain in the
Rebel Resistance against the Thermionic Brain.

356

Joseph Farris (Order #37555696)


He explained to her the danger the Thermi- Frankie Nails Age 41♂
onic Empire posed to both their worlds. He
could help but she would need to agree to an
Double-Crossing Consigliere (Major Elite)

For the Host's Eyes Only: Astounding Adventure


Traits Body d6, Speed d6, Mind d8, Will d10
exchange of bodies. She would occupy his
Wolf d6, Mobster d12
body and learn fantastic secrets about the
universe and then return home with that Skills Academics -- Evasion -- Questioning --
knowledge when his work on Earth was done. Athletics d6 Fighting -- Shooting d12
He would disguise himself and ensure his Craft -- Negotiation d12 Tactics d6
time occupying her form would not complicate Deceit -- Observation d6 Transport --
her life when she returned. Tiptree, believing Endurance -- Presence d12
herself to be dreaming, readily agreed. Gifts Brawling (can Grapple, Pummel, Overbear)
At that point, something went wrong. Bullet Conservation (Ammo die increase)
Thermionic spies destroyed the Portal of Danger Sense (bonus d12 to sense
Dreams, and Tiptree’s consciousness remained danger)
on Earth… sharing a body with Prince Karedo! Guts (bonus d12 to cause/resist Fright)
Each has full access to the memories of the Local Knowledge (bonus d12 to some rolls
other, and the personality now presented is an on his home turf)
amalgam of both most of the time. Either can be *Pistol Counter (+2 Dmg with pistol counters)
brought to the fore as social situations demand. Streetwise (bonus d12 with criminality)
Making the best of this situation, Karedo and Tracking (bonus d12 for dealing with trails)
Tiptree came up with a plan to discover the Initiative d12, d8, d6 Rally 2d8
Thermionic agent on Earth and prevent him Attack Service Pistol @ Counter Service Pistol @
from delivering tellurium-307 to Telluria. Her Medium, d12, Medium, d12,
work as a crime reporter gave them the d8 & Ammo d8 & Ammo d6,
contacts they needed to recruit Frankie’s gang. d6, Dmg +2 Dmg +4*
Prior to Karedo’s arrival in her body, Dodge d8 Soaks d8*, d6
Tiptree was a sensibly dressed career gal. Panic Soak -2 (1/rally)
She had a lot of confidence and drive, and a Distress Soak -4 (all friends
silver tongue. Karedo has added a dash of get 1 rally, 1/episode)
melodrama to her persona and without her Gear $60, Tommy Gun, *Rough Outfit
moderating influence she would be dressed in
what Earthlings would regard as wild operatic Francisco “Frankie Nails” Napolitano is not
costumes. She is simply dramatic and poetic a nice man, but he’s not a monster. He avoids
instead, wearing dark cloaks and masks deadly combat, preferring to use the threat of
framed dramatically by her long red head fur. violence to get what he wants. He’s smart
enough to have built a small gang of followers
who mostly run minor grifts and a protection
racket on Stucki Island. He stays out of the
way of larger operations and avoids attracting
police attention. The Lady and her Robot have
caused him to get greedy and dream big. At
first, he took the Lady’s orders about avoiding
conflict to heart. But as it became clear she
was mostly interested in stealing supplies
from some old professor, he decided the Robot
should also be lining his pockets. The Lady
agreed to supplement the gang’s income with
a few robberies, provided no one was hurt. But
as the Robot’s notoriety grew, Frankie decided
it was time to take over the operation and use
the Robot to carve out his own personal crime
empire. Step one of this plan? Ditch the Lady.

357

Joseph Farris (Order #37555696)


Roland Zevon Age 23♂ Beriah “Buzz” Fledderjohn Age 50♂
For the Host's Eyes Only: Astounding Adventure

Thompson Gun for Hire (Major Typical) Roland’s Driver (Major Elite)
Traits Body d6, Speed d6, Mind d6, Will d6 Traits Body d6, Speed d8, Mind d8, Will d8
Wolf d6, Mobster d6 Dog d6, Motorist d12
Skills Academics -- Evasion -- Questioning -- Skills Academics -- Evasion d12 Questioning --
Athletics d6 Fighting -- Shooting d6 Athletics d6 Fighting -- Shooting --
Craft -- Negotiation d6 Tactics d6 Craft -- Negotiation -- Tactics d6
Deceit -- Observation 2d6 Transport -- Deceit -- Observation d12 Transport d12
Endurance -- Presence -- Endurance -- Presence d6
Gifts Bullet Conservation (Ammo die increase) Gifts Brawling (can Grapple, Pummel, Overbear)
Guts (bonus d12 to cause/resist Fright) Driving (bonus d12 for operating 4-wheel vehicles)
Hail of Bullets (burn ammo die for +2 Local Knowledge (bonus d12 to some rolls
Dmg) on his home turf)
Streetwise (bonus d12 with criminality) Streetwise (bonus d12 with criminality)
Brawling (can Grapple, Pummel, Overbear) Team Player (you give assists of d12, not d8)
Tracking (bonus d12 for dealing with trails) Tracking (bonus d12 for dealing with trails)
Initiative 2d6 Rally 2d6 Initiative d12, d8, d6 Rally d8, d4
Attack Tommy Gun @ Counter Tommy Gun @ Attack Pummel @ Close, Counter Pocket Pistol
Medium, 3d6 & Medium, 3d6 d8, d6, Ammo d4, @ Short,
Ammo d8, Dmg & Ammo d8, Damage +1 2d8, Ammo d4,
+2, Sweep Dmg +2 Damage +1
Tommy Gun Hail of Dodge d12, d8 Soaks d6
Bullets @ Medium, Panic Soak -2 (1/rally)
3d6, Dmg +4, Sweep, Injured Soak -4 (1/rest)
Decrease Ammo die Gear $120, *Rough Outfit, Pocket Pistol
Dodge d8 Soaks d8*, d6
Panic Soak -2 (1/rally) Buzz is officially too old for this guff.
Gear $60, Tommy Gun, *Rough Outfit He’s smarter than the rest of Frankie’s gang,
and cautious. He knows when to fight, when
Flashy and kind of stupid. Roland isn’t a to run and (most importantly) when to
very competent opponent. He was mostly keep his mouth shut. He only participates
hired because he brought his own Tommy Gun in gunplay to save his own life. He won’t
and because of his undeniable appreciation fold under pressure most of the time.
for hearing it rattle. He’ll crack under minor
pressure, which is why Frankie always sends
Buzz along to keep an eye on him.

358

Joseph Farris (Order #37555696)


Frankie’s Gang of Crooks Professor Dunstan Cabal Age 70♂
Antoinette, Babyface, Laura, Little Al, Lou, Mad Scientist (Major Elite)

For the Host's Eyes Only: Astounding Adventure


Manny, Pablo, Rosie, Ziggy (Minor Typicals) Traits Body d4, Speed d8, Mind d12, Will d8
Traits Body d6, Speed d6, Mind d6, Will d6 Rabbit d4, Crackpot d12
Criminal d6, Hoodlum d6 Skills Academics Evasion d4 Questioning --
Skills Academics -- Evasion d6 Questioning -- d12 Fighting -- Shooting --
Athletics -- Fighting d6 Shooting -- Athletics d4 Negotiation -- Tactics --
Craft -- Negotiation -- Tactics d6 Craft d12 Observation d4 Transport d4
Deceit -- Observation -- Transport -- Deceit -- Presence d12
Endurance d6 Presence 2d6 Endurance --
Gifts Guts (bonus d12 to cause/resist Fright) Gifts †Coward (when Panicked, bonus d12 to dodge,
Local Knowledge (bonus d12 to some rolls scramble)
on their home turf) Gadgetry d6 (can make gadgets! See page 313)
Streetwise (bonus d12 with criminality) Initiative 2d8 Rally d8, d4
Initiative d6 Rally 2d6 Attack Pocket Pistol Counter Pocket Pistol
Attack Switchblade @ Counter Switchblade @ Medium, @ Short,
Close, 3d6, Dmg +1 @ Close, d8, d4, Ammo d d8, d4, Ammo d
Brutalize @ Close, 3d6, Dmg +1 4, Damage +1 4, Damage +1
2d6, Dmg +1, Escape Pocket Pistol Dodge d8 Soaks d6
Pocket Pistol @ Short, Panic Soak -2 (1/rally)
@ Medium, 2d6, Ammo d Boffin Soak -1 (1/scene; can also
2d6, Ammo d4, 4, Dmg +1 tap to prevent breakdown)
Dmg +1 Distress Soak -4 (all friends
Dodge d8 Soaks d8*, 2d6 get 1 rally, 1/episode)
Panic Soak -2 (1/rally) Gear $1,200, Mechanical Parts
Gear $60, Switchblade, *Rough Outfit
Professor Dunstan Cabal is an elderly rabbit
Frankie’s toughs are fairly loyal to their who seems constantly distracted. The archetype
boss, but that’s about all you can say in of the “absent-minded professor,” he was once
their favor. A lot of them are fumbling a well-respected theoretical astronomer. In the
career hoods that other gangs won’t touch. last few years his controversial “Counter-Earth
They don’t know much about the weird Theory” led to a significant loss of prestige. A
science and otherworldly stuff going on, but year ago he was forced into retirement by his
they’re not paid to know. If things get too university. He was also replaced as head of
weird, they will show extreme lack of the Shaysen City Planetary Society after
curiosity. If things get too dangerous, they refusing to silence his Counter-Earth claims.
will save their own skins first; they’re not Despite this pressure, Professor Cabal has
paid enough for that kind of risk. secretly been working to complete construction
of his experimental rocket-ship, which he hopes
will permit him to provide proof of his claims.
The rocket is a secret, but an even bigger secret is
the fact that Professor Cabal didn’t build it alone!
For the last year he’s been having conversations
with a voice from a distant world! He believes the
Thermions simply wish to test Earth’s readiness
to join the interplanetary community, and has
no idea the Thermions simply want him to bring
the tellurium-307 they so desperately need.

359

Joseph Farris (Order #37555696)


The Mechanical Menace The Lady constructed this robot from
relatively primitive Earth parts sourced in a
For the Host's Eyes Only: Astounding Adventure

Robot of Repurposed Metal (Major Elite) junkyard. It resembles a riveted steel barrel atop
Traits Body d8, Speed d8, Mind d8, Will d8
two clumsy legs, fitting with two flailing hook
Mechanical d8, Robot d8
arms and a pair of deeply recessed eyes that glow
Skills Academics -- Evasion d8 Questioning -- a dim red. It cannot speak. It can take simple
Athletics d8 Fighting d8 Shooting -- verbal commands from The Lady or anyone else
Craft d8 Negotiation -- Tactics -- The Lady identifies as an authorized operator. If
Deceit -- Observation -- Transport -- an Earth scientist manages to disable it and take
Endurance 2d8 Presence --- it apart they’ll be able to figure out its mechanical
Gifts Boxing (can use Boxing methods; see page 87) functions, but the densely packed maze of wires
*Counter Tactics (bonus d12 when blind-sided) and vacuum tubes that serves as the Robot’s
Giant (hand-to-hand attacks have extra range) brain will require years of study to understand.
Guts (bonus d12 to cause/resist Fright) Normally, the robot is powered by a bank
Veteran (aim/guard bonus is d12, not d8) of voltaic piles made from lead batteries,
Initiative d8 Rally 2d8 which need to be recharged every few hours.
Under the Lady’s control, it only has these attacks: The robot seeks out electricity if it senses the
Attack Uppercut @ Near, Counter Jab @ Near, 3d8*, batteries are nearly drained, using any
3d8*, Dmg +2 Damage +1 conventional power source (outlets, power
Under the Thermionic Brain’s control, include: cables, etc.), but it will lose the ability to
Attack Arc Lightning Counter Arc Lightning from recharge itself if its Mechano Soak is tapped
from Eyes @ Eyes @ Medium, out. If it has acquired the tellurium-307, it
Long, 2d8, 2d8* & Break- will use that power source, which for the
Dmg +2, Sweep down d8, Dmg +4 purposes of this adventure will never run out.
Stunt Frighten: d12, 2d8 vs. target’s Body, Will, Presence The robot will not attack any living
1 success = target is Panicked creature while operating under The Lady’s
2 successes = target is Panicked, sweep original programming. It will capture or
Flaw Low Energy: must recharge every few hours
carry off enemies with unexpected care.
unless powered by tellurium-307. Cannot
Once the Thermionic Brain has control, the
recharge if Mechano Soak is tapped out.
robot will use force readily. Its “eyes” will
glow blue and emit sparks, and the robot will
Dodge d8 Soaks 2d8
be able to expel a deadly bolt of electricity in
Winded Soak -1 (1/action)
a great arc. When attacking, the bolt can
Hurt Soak -3 (1/scene)
sweep to multiple targets; when countering,
Cosmetic Soak -2 (1/repair)
the bolt is focused to cause more damage.
*Monstrous Soak -2 (1/rest,
+d12 vs. the Panicked
while untapped)
Mechano Soak -2 (1/repair, lose
all robot immunities)
Gear Mechanical Parts 50%×d8,
chance of tellurium-307

360

Joseph Farris (Order #37555696)


Terrors from Beyond

Terrors from Beyond


Extra-Terrestrial Animal Extra-Terrestrial Predator
Otherworldly Threat (Minor Typical) Otherworldly Monster (Minor Elite)
Traits Body d6, Speed d6, Mind d6, Will d6 Traits Body d8, Speed d8, Mind d8, Will d8
Animal d6, Critter d6 Animal d8, Critter d8
Skills Academics -- Evasion d6 Questioning -- Skills Academics -- Evasion d8 Questioning --
Athletics d6 Fighting d6 Shooting -- Athletics d8 Fighting d8 Shooting --
Craft -- Negotiation -- Tactics -- Craft -- Negotiation -- Tactics --
Deceit -- Observation d6 Transport -- Deceit -- Observation d8 Transport --
Endurance d6 Presence --- Endurance d8 Presence ---
Gifts *Coward (Panicked? Bonus d12 to dodge, run) Gifts *Coward (Panicked? Bonus d12 to dodge, run)
Local Knowledge (bonus d12 to some rolls Local Knowledge (bonus d12 to some rolls
on its home turf) on its home turf)
Running (bonus d12 to run) Running (bonus d12 to run)
Initiative d6 Rally d6 Initiative d8 Rally d8
Attack Rush @ Charge, Counter Wrest Away Attack Rush @ Charge, Counter Wrest Away
3d6, Damage, @ Held, 3d6, 3d8, Damage, @ Held, 3d8,
Shove Damage, Disarm Shove Damage, Disarm
Savage @ Close, Savage @ Close,
3d6, Damage, 3d8, Damage,
Hold, Drag Hold, Drag
Dodge 2d6* Soaks 2d6 Dodge 2d8* Soaks 2d6
Frenzy Soak -2 (1/hit) Frenzy Soak -2 (1/hit)
Panic Soak -2 (become Hurt Soak -3 (1/rest)
Panicked, 1/rally) Panic Soak -2 (become
Loot Animal Meat Panicked, 1/rally)
Loot Animal Meat
This is a template for a generic type of alien Hunting Trophy
monster to use — the sort of thing you find
in strange jungles, under-city labyrinths, and This is a much deadlier critter, which can
private zoos. This critter is barely a threat to a be dangerous if it gets a lucky hit or two. It’s
player who has any combat skills or high-tech a lot tougher, with bigger dice and an extra
weaponry. Like most animals, this critter has soak. However, it is an animal, and it will run
strong fight-or-flight instincts, and it will flee away if it takes too much damage. This is the
if it encounters strong opposition. You can sort of critter bred to guard the palace grounds
make this creature much more deadly in large or that stalks the forbidden vistas. Consider
numbers if you add “Tactics d12” and increase adding tweaks such as “Veteran” (for aiming
the numbers, for blind-siding swarms. and guarding bonuses of d12), “Bodyguard”
And this is just the baseline. You can add (as a loyal pet) or “Principal” (as the pack
new methods of locomotion such as burrowing, leader of various, typical Alien Animals).
swimming or flight. Add more attacks like
tentacles, stingers, or acid spit. Add all kinds of
weird limbs, colors, eyeballs, and what have you.

361

Joseph Farris (Order #37555696)


Extra-Terrestrial Apex Mutant Scavenger
Terrors from Beyond

Otherworldly Terror (Major Superior) Wasteland Desperado (Minor Typical)


Traits Body d10, Speed d10, Mind d10, Will d10 Traits Body d6, Speed d6, Mind d6, Will d6
Animal d10, Critter d10 Mutant d6, Primitive d6
Skills Academics -- Evasion d10 Questioning -- Skills Academics -- Evasion d6 Questioning --
Athletics d10 Fighting d10 Shooting -- Athletics d6 Fighting 2d6 Shooting --
Craft -- Negotiation -- Tactics -- Craft -- Negotiation -- Tactics --
Deceit -- Observation d10 Transport -- Deceit -- Observation -- Transport --
Endurance d10 Presence --- Endurance 2d6 Presence d6
Gifts *Coward (Panicked? Bonus d12 to dodge, run) Gifts Guts (bonus d12 to cause/resist Fright)
Giant (hand-to-hand attacks have extra range) Survival (bonus d12 vs. the wilderness)
Guts (bonus d12 to cause/resist Fright) Initiative d6 Rally d6
Local Knowledge (bonus d12 to some rolls Attack Tomahawk Counter Tomahawk @ Close,
on its home turf) @ Close/Throw, 3d6*, Dmg +1
Running (bonus d12 to run) 3d6*, Dmg +1
Initiative d10 Rally d10 Stunt Frighten: d12, 3d6 vs. target’s Body, Will, Presence
Attack Pummel @ Near, Counter Overbear @ Held, 1 success = target is Panicked
3d10†, Damage 3d10, Damage, 2 successes = target is Panicked, sweep
, Hold, Drag Escape, Shove Dodge 2d6 Soaks 3d6
Trample @ Charge, Pummel @ Held, Panic Soak -2 (become
3d10†, Damage, 3d10, Damage, Panicked, 1/rally)
Down, Spring Hold, Drag *Monstrous Soak -2 (1/rest,
Stunt Frighten: d12, 2d8 vs. target’s Body, Will, Presence +d12 vs. the Panicked
1 success = target is Panicked while untapped)
2 successes = target is Panicked, sweep Loot Tomahawk
Dodge 2d10* Soaks 2d10
Winded Soak -1 (1/action) Survivors of some past calamity, this
†Monstrous Soak -2 (1/rest, scavenger is more desperate than an actual
+d12 vs. the Panicked threat. Atomic fallout has scarred their
while untapped) appearance, turning them into a scary monster.
Frenzy Soak -2 (1/hit) They will often try to frighten their opponents
Hurt Soak -3 (1/scene) to maximize the advantage of their monstrous
Injury Soak -4 (1/rest) appearance, but they will run away if they
Panic Soak -2 (become encounter serious opposition. Players may do
Panicked, 1/rally) a lot better by attempting to parley with them.
Loot Animal Meat
Hunting Trophy

This is the monster that kills off an entire


ship crew one by one, or that the crowd
cheers when it’s released into the gladiatorial
arena for sport. This thing is more than a
match for a single Player-Character; it will
take a concentrated effort to take it down.
Note that the Alien Apex has “Monstrous
Soak -2”, which gives it an extra d12 to attack
Panicked and Terrified. The first round, the
apex could attempt a Frighten stunt (with a
deafening roar, display of claws, etc.), then next
round it will go after the panicked. Our heroes
can try to save the panicked from the deadly d12
bonus by damaging the Alien Apex so that taps
“Monstrous Soak” and loses that d12 bonus.
And just like other alien critters, this
writeup is just the baseline. You can
362 embellish the appearance, abilities, and
other aspects as much as you like.

Joseph Farris (Order #37555696)


Mutant Warrior Mutant Leader
Wasteland Brute (Minor Typical) Wasteland Warlord (Minor Typical)

Terrors from Beyond


Traits Body d6, Speed d6, Mind d6, Will d6 Traits Body d8, Speed d8, Mind d8, Will d8
Mutant d6, Warrior d6 Mutant d8, Warrior d8
Skills Academics -- Evasion d6 Questioning -- Skills Academics -- Evasion d6 Questioning --
Athletics d6 Fighting 2d6 Shooting -- Athletics d8 Fighting 2d8 Shooting --
Craft -- Negotiation -- Tactics -- Craft -- Negotiation -- Tactics --
Deceit -- Observation -- Transport -- Deceit -- Observation -- Transport --
Endurance 2d6 Presence d6 Endurance 2d8 Presence d8
Gifts Boxing (can Jab and Uppercut) Gifts Boxing (can Jab and Uppercut)
Guts (bonus d12 to cause/resist Fright) Guts (bonus d12 to cause/resist Fright)
Survival (bonus d12 vs. the wilderness) Leadership (bonus d12 to rally friends)
Initiative d6 Rally d6 Survival (bonus d12 vs. the wilderness)
Attack Uppercut @ Close, Counter Jab @ Close, 4d6, Veteran (aim/guard bonus is d12, not d8)
4d6*, Dmg +2 Dmg +1 Initiative d8 Rally d12, d8
Tomahawk Attack Uppercut @ Close, Counter Jab @ Close, 4d6,
@ Close/Throw, 4d8*, Dmg +2 Dmg +1
3d6*, Dmg +1 Tomahawk
Stunt Frighten: d12, 3d6 vs. target’s Body, Will, Presence @ Close/Throw,
1 success = target is Panicked 3d8*, Dmg +1
2 successes = target is Panicked, sweep Action Rally: d12, 3d8 vs. 3
Dodge 2d6 Soaks 3d6 1 success = Remove a friend’s debuff (Panic, etc.)
*Monstrous Soak -2 (1/rest, 1 success = Add focus to a friend
+d12 vs. the Panicked 2 successes = Remove a friend’s debuff and add
while untapped) Focus
Frenzy Soak -2 (1/hit) Stunt Frighten: d12, 3d8 vs. target’s Body, Will, Presence
Loot 3× Tomahawk 1 success = target is Panicked
2 successes = target is Panicked, sweep
This warrior is a much bigger threat. Dodge 2d8 Soaks 4d8
They are actively looking to cause trouble, Frenzy Soak -2 (1/hit)
and they know how to fight with their bare *Monstrous Soak -2 (1/rest,
hands. Instead of the “Panic Soak” of the +d12 vs. the Panicked
hungry and desperate scavenger, the warrior while untapped)
has a “Frenzy Soak” that recharges when Distress Soak -4 (1/episode,
they hit people. And they want to hit people. all friends gain Focus)
In your game, use the mutant warrior Loot Rough Outfit
when you want a credible threat but not an 3× Tomahawk
overwhelming one.
This is the boss mutant that you were all
warned about. They have great dice in every-
thing, and they command extreme loyalty
from their underlings. If the players attempt
violence, they will get as good as they give.

363

Joseph Farris (Order #37555696)


Robot Worker Spouting recorded messages from their
vocaloid-speakers, with messages such as
Terrors from Beyond

Mechanical Labor (Minor Elite) “Resistance is useless!” and “All Hail the
Traits Body d8, Speed d8, Mind d8, Will d8
Thermionic Empire!”, these remorseless
Mechanical d8, Worker d8
killing machines know no fear. They shoot
Skills Academics -- Evasion -- Questioning -- their death rays with clinical accuracy,
Athletics -- Fighting -- Shooting -- destroying all who oppose them.
Craft 2d8 Negotiation -- Tactics -- Note their “Monstrous Soak -2”. The
Deceit -- Observation -- Transport 2d8 Robot Soldiers will often issue death threats
Endurance 2d8 Presence --- (with a Frighten stunt), then seek out the
Gifts Guts (bonus d12 to cause/resist Fright) Panicked targets as their top priority. If our
Team Player (assist bonus is d12, not d8) heroes can’t kill this menace in a single hit,
Initiative d8 Rally d8 they should at least force them to tap their
Attack Struggle @ Near, Counter Wrest Away Monstrous Soak and remove that d12 bonus.
2d8, Damage, @ Held, 2d8,
Hold, Drag Damage, Disarm Robot Monster
Dodge d8 Soaks 2d8
Mechanical Destroyer (Major, Superior)
Cosmetic Soak -2 (1/repair)
Traits Body d10, Speed d10, Mind d10, Will d10
Frenzy Soak -2 (1/hit)
Mechanical d10, Monster d10
Mechano Soak -2 (1/repair, lose
all robot immunities) Skills Academics -- Evasion d10 Questioning --
Athletics d10 Fighting d10 Shooting --
Loot Mechanical Parts 10%×d8
Craft d10 Negotiation -- Tactics --
Found all throughout the Tellurian Deceit -- Observation -- Transport --
Empire and the factories of the future, the Endurance 2d10 Presence ---
Robot Worker looks like a water heater with Gifts Running (can use Boxing methods; see page 87)
stiff limbs. They are usually harmless unless Guts (bonus d12 to cause/resist Fright)
they go berserk due to some logic error or are Giant (hand-to-hand attacks have extra range)
threatened with physical harm. They may be Running (bonus d12 to run)
clumsy, but they can take a lot of punishment. Initiative d10 Rally 2d10
Attack Uppercut @ Near, Counter Jab @ Near, 3d10,
Robot Soldier 3d10*, Dmg +2 Damage +1
Mechanical Warrior (Minor Elite) Rush @ Charge,
Traits Body d8, Speed d8, Mind d8, Will d8 3d10*,
Mechanical d8, Soldier d8 Damage, Shove
Skills Academics -- Evasion -- Questioning -- Stunt Frighten: d12, 2d10 vs. target’s Body, Will, Presence
Athletics -- Fighting d8 Shooting d8 1 success = target is Panicked
Craft d8 Negotiation -- Tactics d8 2 successes = target is Panicked, sweep
Deceit -- Observation -- Transport d8 Dodge d10 Soaks 2d10
Endurance d8 Presence --- Winded Soak -1 (1/action)
Gifts Guts (bonus d12 to cause/resist Fright) Cosmetic Soak -2 (1/repair)
Team Player (assist bonus is d12, not d8) *Monstrous Soak -2 (1/rest,
Initiative d8 Rally 2d8 +d12 vs. the Panicked
Attack Raygun Pistol Counter Raygun Pistol while untapped)
@ Medium, @ Short, 3d8, Frenzy Soak -2 (1/hit)
3d8*, Damage Damage Mechano Soak -2 (1/repair, lose
Stunt Frighten: d12, 2d8 vs. target’s Body, Will, Presence all robot immunities)
1 success = target is Panicked Loot Mechanical Parts 30%×d10
2 successes = target is Panicked, sweep
Dodge d8 Soaks 2d8 You wanted an unstoppable machine of
Winded Soak -1 (1/action) death and destruction, and here it is. This
*Monstrous Soak -2 (1/rest, aberrant automaton smashes everything to
+d12 vs. the Panicked smithereens with its giant fists, all the
while untapped) while proclaiming the greatness of its
Frenzy Soak -2 (1/hit) masters and the inevitability of your demise.
Mechano Soak -2 (1/repair, lose Use these robots as a model for your own
364 all robot immunities)
Loot Raygun Pistol, Mechanical Parts 10%×d8
mechanical threats. Add, subtract, or change
abilities to suit your story’s needs.

Joseph Farris (Order #37555696)


Space Buccaneer Space Shellback
Astro-Malefactor (Minor Typical) Scourge of the Asteroids (Major Typical)

Terrors from Beyond


Traits Body d6, Speed d6, Mind d6, Will d6 Traits Body d6, Speed d6, Mind d6, Will d6
Privateer d6, Space Pirate d6 Privateer d6, Space Pirate d6
Skills Academics -- Evasion -- Questioning -- Skills Academics -- Evasion d6 Questioning --
Athletics -- Fighting d6 Shooting d6 Athletics -- Fighting d6 Shooting d6
Craft d6 Negotiation -- Tactics d6 Craft d6 Negotiation -- Tactics d12
Deceit -- Observation -- Transport d6 Deceit -- Observation -- Transport d6
Endurance -- Presence d6 Endurance d6 Presence d6
Gifts Local Knowledge (bonus d12 to some rolls Gifts Local Knowledge (bonus d12 to some rolls
on its home turf) on its home turf)
Streetwise (bonus d12 with criminality) Streetwise (bonus d12 with criminality)
Initiative 2d6 Rally d6 Initiative 2d6 Rally d6
Attack Raygun @ Medium, Counter Raygun @ Short, Attack Raygun @ Medium, Counter Raygun @ Short,
3d6, Dmg +1 3d6, Dmg +1 3d6, Dmg +1 3d6, Dmg +1
Bowie Knife @ Bowie Knife @ Radiogen Knife Radiogen Knife
Close/Throw, Close, 3d6, @ Close/Throw, @ Close, 4d6,
3d6, Dmg +1 Dmg +1 4d6, Dmg +1 Dmg +1
Brutalize Brutalize
@ Close, 3d6, @ Close, 3d6,
Dmg +1, Escape Dmg +1, Escape
Dodge d6 Soaks d6 Action Rally: d12, d6 vs. 3
Astro Outfit: Breakdown d8 1 success = Remove a friend’s debuff (Panic, etc.)
Panic Soak -2 (become 1 success = Add focus to a friend
Panicked, 1/rally) 2 successes = Remove a friend’s debuff and add Focus
Astro Soak -1 (1/scene, also Dodge 2d6 Soaks 2d6
deals with space hazards) Astro Outfit: Breakdown d8
Loot Astro-Outfit, Bowie Knife, Raygun Frenzy Soak -2 (1/hit)
Panic Soak -2 (become
This character is the bare minimum to Panicked, 1/rally)
be a space pirate on the astro-frontier. The Astro Soak -1 (1/scene, also
space buccaneers are the low-life thugs, the deals with space hazards)
jobbers, the below-decks stevedores, and Loot Astro-Outfit, Bowie Knife, Raygun
the cannon fodder of the terrible thieves
from beyond Mars. A single buccaneer isn’t At first glance, the space shellback looks a lot
much of a threat to a player-character who like any other space pirate. But there’s some key
is good at combat, but they can still be a differences here that make them more deadly:
threat if they have advantage of numbers.  The shellback has a tactics die of d12,
As with all characters, personal which gives them an enormous blind-
motivation is key. The buccaneer is out for siding bonus. If they attack when an
money, not blood, so they will flee any ally is near the target (within 3m), they
combat if there’s no profit to be had. get this bonus to attack. Shellbacks will
You can customize the buccaneer by want to over-run their targets as quickly
adding species gifts or more abilities, to make as possible, and in large numbers.
each encounter feel unique and fully-realized.
 They have more soak dice, and they
have “Frenzy Soak -2”, which
recharges each time they score a hit.
They will put on the pressure and
seek to overwhelm their foes quickly.
The shellbacks are what most people
think all space pirates are like, and they
have good reason to be afraid.

365

Joseph Farris (Order #37555696)


Space Pirate Captain Every pirate crew needs a captain, and here’s
an example of one tough nut. The captain here
Terrors from Beyond

Feared all throughout the Lagrange (Major Elite) has elite levels of skill; they have the superior
Traits Body d8, Speed d8, Mind d8, Will d8
flanking and blind-siding of the shellback; they
Privateer d8, Space Pirate d8
have an amazing ability to rally their underlings,
Skills Academics -- Evasion -- Questioning -- up to and including a Distress Soak to give
Athletics -- Fighting d8 Shooting d8 them Focus when things are going south.
Craft d8 Negotiation -- Tactics d12 The space captain wants to make lots of
Deceit -- Observation -- Transport d8 money and then retire. Sure, they’re not above
Endurance d8 Presence d8 killing to make some money, but such blood-
Gifts Guts (bonus d12 to cause/resist Fright) iness needs a reason. Are they stealing money?
Leadership (bonus d12 to rally friends) Covering up a crime or an escape? Kidnapping
Local Knowledge (bonus d12 to some rolls someone for ransom? The captain’s goal is to
on its home turf) survive to old age, so they will run or
Streetwise (bonus d12 with criminality) surrender rather than fight to the death.
Veteran (aim/guard bonus is d12, not d8) (Whether they’re cold enough to sacrifice their
Initiative 2d8 Rally d6 own underlings to do it, is another question.)
Attack Raygun @ Medium, Counter Raygun @ Short, As with all non-player characters, you
3d8, Dmg +1 3d6, Dmg +1 can customize the space captain as much as
Radiogen Knife Radiogen Knife you want. Add species, types, or other
@ Close/Throw, @ Close/Throw, abilities. The captain here is an elite-tier
4d8, Dmg +1 4d8, Dmg +1 with extra dice; if you raise them to superior-
Brutalize tier (all d10s) or ultimate-tier (all d12s), they
@ Close, 3d8, will become much more formidable, but the
Dmg +1, Escape players may feel steamrollered by the sheer
Action Rally: 2d12, d8 vs. 3 size of such numbers. Our advice is always to
1 success = Remove a friend’s debuff (Panic, etc.) “play to lose” – it’s more fun to chase down
1 success = Add focus to a friend a fleeing criminal than it is to have your
2 successes = Remove a friend’s debuff and add Focus entire party overwhelmed by unfair numbers.
Dodge 3d8 Soaks 2d8
Astro Outfit: Breakdown d8
Winded Soak -1 (1/action)
Injured Soak -4 (1/rest)
Distress Soak -4 (1/episode,
all allies gain Focus)
Astro Soak -1 (1/scene, also
deals with space hazards)
Loot Astro-Outfit, Bowie Knife, Raygun

366

Joseph Farris (Order #37555696)


. Thermionic Agent Thermionic Provocateur
Traitor to the Earth (Minor Typical) The Fifth Column from Counter-Earth (Minor Elite)

Terrors from Beyond


Traits Body d6, Speed d6, Mind d6, Will d6 Traits Body d8, Speed d8, Mind d8, Will d8
Quisling d6, Spy d6 Infiltrator d8, Provocateur d8
Skills Academics -- Evasion 2d6 Questioning -- Skills Academics -- Evasion 2d8 Questioning --
Athletics -- Fighting -- Shooting -- Athletics -- Fighting -- Shooting --
Craft -- Negotiation -- Tactics -- Craft d8 Negotiation -- Tactics --
Deceit d6 Observation d6 Transport d6 Deceit -- Observation d8 Transport d8
Endurance -- Presence d6 Endurance -- Presence d8
Gifts Disguise (bonus d12 to impersonate) Gifts †Coward (when Panicked, bonus d12 to dodge,
Gossip (bonus d12 to gather information) scramble)
Initiative 2d6 Rally d6 Disguise (bonus d12 to impersonate)
Attack Brutalize Counter Thermionic Raygun Gadgetry d6 (make gadgets! See page 313)
@ Close, 2d6, @ Short, 3d6 & Gossip (bonus d12 to gather information)
Dmg +1, Escape Breakdown 3d8*, Guts (bonus d12 to cause/resist Fright)
Thermionic Raygun Dmg +1 Leadership (bonus d12 to rally friends)
@ Medium, 3d6 Initiative 2d8 Rally d6
& Attack Brutalize Counter Thermionic Raygun
Breakdown 3d8 @ Close, 2d8, @ Short, 3d8 &
*, Dmg +1 Dmg +1, Escape Breakdown 3d8*,
Special *If any of these three Breakdown dice show a 1, Thermionic Raygun Dmg +1
the gun explodes, causing Dmg 4 to all within 3m @ Medium, 3d8
Dodge 3d6 Soaks d6 &
Panic Soak -2 (become Panicked, Breakdown 3d8
1/rally) *, Dmg +1
Loot Thermionic Raygun (Raygun Pistol with Special *If any of these three Breakdown dice show a
“Experimental” and “Unsafe” gadgets) 1, either tap “Boffin Soak -1” or the gun
explodes, causing Dmg 4 to all within 3m
The Thermionic agent comes from all Action Rally: d12, d8 vs. 3
walks of life: an angry loner, a desperate 1 success = Remove a friend’s debuff (Panic, etc.)
criminal, a vindictive has-been. Some are 1 success = Add focus to a friend
fanatics who believe that the Earth is doomed 2 successes = Remove a friend’s debuff and add
to fall to the empire. A few have a grudge Focus
they want to settle, and they don’t care who Dodge 3d8† Soaks d8
gets hurt as long as they get theirs. And Astro Soak -1 (1/scene; can also
there’s a considerable amount who just want tap to prevent astro-hazards)
the rewards of money, power, or technology. Frenzy Soak -2 (1/hit)
An agent can be extremely dangerous because Boffin Soak -1 (1/scene; can also
of their deadly pistol; these guns are powered by tap to prevent breakdown)
tellurium-307, an element as powerful as it is Distress Soak -4 (1/episode,
dangerous. The gun spreads deadly rays in a all friends gain Focus)
wide beam, but there’s almost a 1-in-3 chance Loot Thermionic Raygun (Raygun Pistol with
that the gun itself explodes, possibly killing “Experimental” and “Unsafe” gadgets)
the user. The Thermionic Empire considers all
their agents to be expendable, a sacrifice for the
greater good, and getting killed in battle means
less chance of capture and interrogation. …
Not that the recruiters always tell their agents
about the real risks of using this gun, now.
This agent is the baseline. Feel free to
personalize them by changing their career,
adding species, etc.

367

Joseph Farris (Order #37555696)


At the heart of every operation on earth Thermionic Syllogist
is the master provocateur. These select few
Terrors from Beyond

are chosen by the Thermionic Empire, for their


Master of Unearthly Combat (Minor Superior)
Traits Body d10, Speed d10, Mind d10, Will d10
loyalty, their capability, and (most importantly)
Provocateur d10, Vaticinate d10
their unremarkability. For although they look
like a terrestrial Earthling, the provocateur is Skills Academics -- Evasion d10 Questioning --
from the mysterious planet Telluria, here to Athletics d10 Fighting d10 Shooting --
use their knowledge of advanced technology Craft d10 Negotiation -- Tactics --
to weaken our planet for the coming invasion. Deceit -- Observation d10 Transport --
Engaging a provocateur directly is Endurance -- Presence d10
extremely dangerous. They have a variety of Gifts Danger Sense (bonus d12 to spot danger)
weapons, and unlike their disposable Dexterity (all good hands; can dual-wield)
agents, they are much better at using them. Disguise (bonus d12 to impersonate)
Provocateurs are often in the company of Gadgetry d6 (make gadgets! See page 313)
one or more loyal agents, all working as one. Leadership (bonus d12 to rally friends)
As with all monsters, you can customize Gossip (bonus d12 to gather information)
the provocateur to make for more interesting Guts (bonus d12 to cause/resist Fright)
characters. You could add species gifts and †Vatic Riposte (tap to counter-attack
traits, or maybe even a type. Perhaps they have shooting attacks; see page 315, 1/hit)
infiltrated so deep that they have a place in Veteran (aim/guard bonus is d12, not d8)
modern society. You could promote them to Initiative d12, 2d10 Rally d10
the status of a major character, to use them as a Attack Energy Sword Counter Energy Sword
long-running adversary. Always look for ways to @ Close, 2d10 & @ Close, 2d10
make your game personal, interesting, and fun. Dwindle d6, & Dwindle d6,
Dmg +3 Dmg +3†
Thermionic Raygun Thermionic Raygun
@ Medium, 3d10 & @ Short, 3d10 &
Breakdown 3d8* Breakdown 3d8*,
, Dmg +1 Dmg +1
Special *If any of these three Breakdown dice show a
1, either tap “Boffin Soak -1” or the gun
explodes, causing Dmg 4 to all within 3m
Action Rally: d12, d10 vs. 3
1 success = Remove a friend’s debuff (Panic, etc.)
1 success = Add focus to a friend
2 successes = Remove a friend’s debuff and add
Focus
Dodge 2d10 Soaks d10, d8
Winded Soak -1 (1/action)
Dazed Soak -2 (become Dazed
until next turn; 1/action)
Astro Soak -1 (1/scene; can also
tap to prevent astro-hazards)
Frenzy Soak -2 (1/hit)
Boffin Soak -1 (1/scene; can also
tap to prevent breakdown)
Alien Soak -4 (1/episode, every
else becomes panicked)
Vatic Soak -1 (1/scene; can also
tap to prevent energy sword’s
dwindle die from dwindling)
Loot Hardy Outfit
Thermionic Raygun (Raygun Pistol with
“Experimental” and “Unsafe” gadgets)
Energy Sword
On Telluria, all are pressed into the
368 ranks of the military. Millions die just in
the training alone, inevitable victims in the

Joseph Farris (Order #37555696)


Terrors from Beyond
calculations for perfection. A select few are
chosen to learn the ultimate secret of martial Xenolith
arts: vaticology, the psychological warfare of
predicting all outcomes of combat.
Monstrous Energy Being (Major Elite)
Traits Body d8, Speed d8, Mind d8, Will d8
The syllogists are the delta-force of the
Fiend d8, Alien d8
coming invasion from the Thermionic Empire.
They can disguise themselves as almost anyone Skills Academics -- Evasion d8 Questioning --
and blend in with any crowd. They can command Athletics d8 Fighting d8 Shooting --
their troops to great effect. They can craft Craft -- Negotiation -- Tactics --
weapons and other advanced technology, and Deceit -- Observation -- Transport --
then use these weapons far past any reasonable Endurance 2d8 Presence d8
expectation. The syllogist believes that they can Gifts Contortionist (can Squirm and Wriggle)
see the future, and this future is the inevitable Flight (Run stunt allows them to fly)
rule of the Thermionic Brain over everything. Guts (bonus d12 to cause/resist Fright)
The syllogist’s most powerful weapon is Initiative d8 Rally d8
also their strangest: the energy sword, a Attack Struggle @ Near, Counter Wrest Away
transuranic field of atomic power. Their 3d8*, Damage, @ Held, 3d8,
vaticological training allows them to predict Hold, Drag Damage, Disarm
all angles of attack; they can block bullets and Magnetic Polarity Magnetic Polarity
even reflect atomic rays back at their attackers. @ Short vs. @ Short vs.
The syllogist has a wide variety of soaks, metallic weapons, metallic weapons,
including one where they unleash the full effect 2d8*, Disarm 2d8, Disarm
of their psychology on their enemies in a display Stunt Frighten: d12, 3d8 vs. target’s Body, Will, Presence
that is otherworldly but impactful. (In game 1 success = target is Panicked
terms, the “Alien Soak -4” manifests as some 2 successes = target is Panicked, sweep
sort of bizarre manipulation of body language, Dodge d8 Soaks 2d8
biomorphic feedback, and self-actualization.) *Monstrous Soak -2 (1/rest,
You can use the syllogist as a “final +d12 vs. the Panicked
boss” encounter. As always, you may want to while untapped)
personalize this writeup with new species, Frenzy Soak -2 (1/hit)
types, etc. Be careful! The syllogist already rolls Polarity Soak -1 (1/hide vs.
enormous dice, can soak an enormous amount of metallic, 1/scene otherwise)
damage, and has abilities in all physical, mental, Amorphous Soak -1 (1/stunt)
and social arenas. Your players are the stars; you
want to challenge them, not overwhelm them.
Loot Nothing
369

Joseph Farris (Order #37555696)


“OPPOSITION IS POINTLESS, Xenolith Mass
FLESH-THING!”
Terrors from Beyond

Xenoliths are native to the largest


Monstrous Energy Being (Major Ultimate)
Traits Body d12, Speed d12, Mind d12, Will d12
asteroids and, incredibly, to the empty
Fiend d12, Alien d12
space between them. They are a unique and
regimented species, with individuals appearing Skills Academics -- Evasion d12 Questioning --
to be aggregates of small floating rocks held Athletics d12 Fighting d12 Shooting --
together by poorly understood energy fields. Craft -- Negotiation -- Tactics --
Xenoliths range widely in size, depending on the Deceit -- Observation -- Transport --
role they play within their society. The smallest Endurance 2d12 Presence d12
are about 10 kilos in mass and are a half-meter in Gifts Contortionist (can Squirm and Wriggle)
length, while the largest ever seen are as much Flight (Run stunt allows them to fly)
as 200 kilos in mass and three meters in length. Giant (can fight up to Near)
It is possible larger and smaller examples exist. Guts (bonus d12 to cause/resist Fright)
Regardless of size their form is the same. They Initiative d12 Rally d12
are a mass of closely assembled crystal-flecked Attack Struggle @ Near, Counter Wrest Away
pebbles and small rocks displacing a cylindrical 3d12*, Damage, @ Held, 3d12,
space. Each individual pebble is separated from Hold, Drag Damage, Disarm
the other by a few centimeters. They glitter like Magnetic Polarity Magnetic Polarity
quartz in the light. Xenoliths can form limbs and @ Short vs. @ Short vs.
manipulatory appendages as needed, and have metallic weapons, metallic weapons,
also been observed shaping themselves into 2d12*, Disarm 2d12, Disarm
tools and structures, or even linking with Stunt Frighten: 4d12 vs. target’s Body, Will, Presence
other Xenoliths to create larger and larger forms. 1 success = target is Panicked
Xenoliths feed on energy, mostly naturally 2 successes = target is Panicked, sweep
occuring cosmic radiation. They communicate Dodge d12 Soaks 2d12
by radio, but seem unable to perceive *Monstrous Soak -2 (1/rest,
ultrawave radio transmissions. This, and the +d12 vs. the Panicked
vast distances between the asteroid belt and while untapped)
the larger planets, may be what keeps them Frenzy Soak -2 (1/hit)
from expanding beyond the Asteroid Belt. Polarity Soak -1 (1/hide vs.
For more information, refer to the Asteroid metallic, 1/scene otherwise)
Belt section of the Guide to the Solar System. Amorphous Soak -1 (1/stunt)
Loot If it was Overkilled (9 points of un-soaked
damage in a single blow), nothing. Otherwise, roll
5d6; for each 4 or better, spawn one Xenolith.

Based on critieria known only to the


Xenoliths, they sometimes bond together
into giant masses, breaking apart when
they suffer enough harm.

370

Joseph Farris (Order #37555696)


Index

Index
Crackpot, 307 Extra-Terrestrial Apex, 362
A J
Field Technician, 307 Extra-Terrestrial Predator,
Abductee type, 309 Inventor, 307 338, 339, 340, 361 Jerry Rigged (utility
Acidic (weapon mod), 323 Pirate, 308 gadget), 328
Practical Scientist, 307 F Jet Pack
Aeronaut (utility gadget),
Rocket Scientist, 307
327 Field Technician, 307 Aeronaut gadget, 327
Space Pirate, 308
Alien Soak -4 gift, 311 Test Pilot, 308 Fixed-Mount
Armaments, 335 Jovian species, 302
Amorphous Soak -1 gift, Vaticinate, 308
311 Visionary, 308 Jupiter, 298
G
Animatronic (utility K
gadget), 327 Command station, 331 Gadget
Kit, 317 Keyed (utility gadget), 328
Armaments Communications (as
Radio station), 334 Station, 319 Keyed (weapon mod), 323
Fixed-Mount, 335
Weapon Mod, 323 Kit (gadget), 317
Computers, 316
Armored (as Reinforced Co-Pilot station, 333 L
Gadgetry d6 gift, 313
gadget), 328 Counter-Earth, 284 Galvanic Wave Lie detector (as
Asteroid Belt, 297 Crackpot career, 307 Chamber, 319 Polygraphic), 328
Astro Soak -1 gift, 312 Cupola Gifts
Astro-Explorer career, 306 M
Gunner station, 333 Alien Soak -4, 311
Astro-Outfit, 316 Rules, 335 Amorphous Soak -1, 311 Mad Science, 282, 287
Astro-Patrol career, 306 Astro Soak -1, 312 Maintenance station, 334
Cupola Gunner station, 333 Atomic Accuracy, 312
Astro-Prospector career, Mars, 296
306 Cycling (weapon mod), Boffin Soak -1, 312
Martian species, 302
323 Gadgetry d6, 313
Astro-Trader career, 306 Mechanical type, 310
Hexaped Soak -1, 313
Atomic Accuracy gift, 312 D Iridescent Soak -1, 313 Mechano Soak -3 gift, 313
Atomizing (weapon mod), Death Ray, 317 Mechano Soak -3, 313 Medical (utility gadget),
323 Monstrous Soak -2, 314 328
Defensive (weapon mod),
Autoload (weapon mod), Motorcycling, 315
323 Mercurian species, 303
323 Polarity Soak -1, 314
Deimos, 296 Respiration Soak -2, 315 Mercury, 294
Axiom (city), 291
Delayed (weapon mod), Tester Soak -2, 315 Mindwave Amplifiers,
Axphain, 293 323 Vatic Riposte, 315 293
Vatic Soak, 315
B Detectors (utility gadget), Miniature (weapon mod),
327 323
Balloon (as Dirigible), 327 Graustark, 293
Dirigible (utility gadget), Mods (gadgetry), 323
Boffin Soak -1 gift, 312 327 H Monstrous Soak -2 gift, 314
Booby-Trapped Disguised (weapon mod), Heavy (weapon mod), 323 Moon, 295
utility gadget, 327 323
Hexaped Soak -1 gift, 313 Motorcycling gift, 315
weapon mod, 323
E Hybrid type, 309 Mutant Leader, 363
Brain, Thermionic, 285 Energy Sword, 317, 326 Mutant Scavenger, 362
I
C Engineering Mutant type, 310
Impervious (utility
Rocket Maintenance, 334 Mutant Warrior, 363
Camouflaged (utility gadget), 328
gadget), 327 Invasion N
Entangling (weapon mod),
Career 323 Earth, 287 Neptune, 300
Astro-Explorer, 306 Experimental (weapon Neptunian species, 303
Astro-Patrol, 306 Inventor career, 307
mod), 323
Astro-Prospector, 306 Iridescent Soak -1 gift, 313 O
Astro-Trader, 306
Extra-Terrestrial Animal,
361 Otherworldly type, 310
371

Joseph Farris (Order #37555696)


Out-of-Time type, 310 Robot Monster, 364 Submarine (utility Turret Gunner station, 333
gadget), 328
Index

Robot Soldier, 364 Type


P
Robot Worker, 364 Superposed (weapon Abductee, 309
Palace of Peace, 292 mod), 323 Hybrid, 309
Rocket Scientist career,
Pentagrid Converter Array, Mechanical, 310
307 T
319 Mutant, 310
Rocket-ship, 319
Phobos, 296 Telluria, 284, 291 Otherworldly, 310
Ruhritania, 293 Out-of-Time, 310
Pilot station, 331 Test Pilot career, 308
Possessed, 310
Pirate (Space)career, 308 S Tester Soak -2 gift, 315
Robot (as Mechanical), 310
Planetary Fantasy, 290 Saturn, 299 Thermionic Agent, 367 Starchild, 310
Pluto, 301 Saturnian species, 304 Thermionic Brain, 285

Plutonian species, 304 Sensors (as Radio station), Thermionic Empire, 285, U
334 291
Polarity Soak -1 gift, 314 Ultra-wave, 319
Sighted (weapon mod), Thermionic Provocateur,
Polygraphic (utility Unsafe (weapon mod), 323
323 367
gadget), 328
Thermionic Syllogist, 368 Uranian species, 305
Possessed type, 310 Space Buccaneer, 365
Trait Uranus, 300
Practical Scientist career, Space Patrol, 288
307 Space Pirate Captain, 366 Abductee type, 309 V
Astro-Explorer career, 306
Proof (utility gadget), 328 Space Pirate career, 308 Vatic Riposte gift, 315
Astro-Patrol career, 306
Space Shellback, 365
R Astro-Prospector career, Vatic Soak -1 gift, 315
Spaceship, 319 306 Vaticinate career, 308
Radio station, 334 Astro-Trader career, 306
Special station, 333 Vaticology
Radiogen, 317 Crackpot career, 307
Species Vatic Riposte, 315
Radiogen Axe, 326 Field Technician, 307
Jovian, 302 Hybrid type, 309 Vatic Soak -1, 315
Radiogen Bow & Arrow, Martian, 302 Inventor career, 307
326 Mercurian, 303 Venereal. see Venusian
Jovian species, 302
Radiogen Knife, 326 Neptunian, 303 Martian species, 302 Venus, 294
Radiogen Sword, 326 Plutonian, 304 Mechanical type, 310 Venusian species, 305
Saturnian, 304 Mercurian species, 303
Radium Ignition Visionary career, 308
Uranian, 305 Mutant type, 310
Emitters, 319
Venusian, 305 Neptunian species, 303 Volatile Radiogen, 326
Raygun, 317
Otherworldly type, 310 Volley (weapon mod), 323
Raygun Pistol, 326 Spring-Loaded (weapon Out-of-Time type, 310
Raygun Rifle, 326 mod), 323 Pirate (Space) career, 308
W
Rebel Kingdoms, 293 Starchild type, 310 Plutonian species, 304 Weapon Modifications, 323
Station Possessed type, 310
Rebellion, Tellurian, 286 X
Practical Scientist career,
Reconfigurable (weapon Command, 331
307 Xenolith, 369
mod), 323 Co-Pilot, 333
Rocket Scientist career, 307
Cupola Gunner, 333 Xenolith Mass, 370
Reinforced (utility Saturnian species, 304
Maintenance, 334
gadget), 328
Pilot, 331
Space Pirate career, 308 Y
Remote (utility gadget), Starchild type, 310
Radio, 334 Yesterdaymen, 285
328 Test Pilot career, 308
Special (as Stowage), 333
Uranian species, 305 Yorvain, 285
Respiration Soak -2 gift, Stowage, 333
Vaticinate career, 308
315 Turret Gunner, 333
Venusian species, 305
Responsive, 323 Visionary career, 308
Station (gadget), 319
Robot, 318, 319
Stowage station, 333 Turret
as Animatronic gadget, 327
Character (as Mechanical Sub-ether Ultra-wave, Gunner station, 333
type), 310 319 Rules, 335

372

Joseph Farris (Order #37555696)

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