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N A D I R

Exploration

Timothy Watkins - @nadir_rpg


Exploration Encounters: debt. -2M. ​
2-5: You manage with just small bounty. +2S. If you choose to
a small loss. -2S. ​6-9: You're able take them to the next port ​roll d10​
.
01. Maelstrom - You pass through a to do some bartering. +2S. ​ 10: You 1-3: You are stopped by law
seemingly calm portion of space quickly work out the ebb and flow of enforcement, the individual is
when the light from the stars the market. +3S. apprehended and you are fined. -2S.
starts to disappear. Out of nowhere 4-7: After a few close calls you get
a maelstrom opens up all around 05. Intriguing Planet 01- Your them to the next port and they pay
your ship. With no other option you scanners pick up a habitable you a small reward. +1S. ​ 8-10: Over
pick a direction and hope to make planet. With your ships limited the course of the week you form a
it to the other side alive… ​
-1M and scanning capabilities you can tell bond with this individual. They
-3CS. this planet is lush and full or mention they’d like to continue
life but with no advanced working with you. You may offer them
02 - Time Warp - You suddenly find technology. You may land. ​Roll d10​
. a place on your ship. If not they
the controls losing responsiveness… 1: You get attacked by an enormous will pay you for your help. +2S.
then your own limbs. Everything beast and you all suffer some
goes black for a split second then injuries. A crew member dies, -2M. 07. Asteroid Field - You pick up an
seemingly returns to normal. As you 2-5: The humid atmosphere is hard on asteroid field on scanners. It is
get your bearings you notice your your electrical system. -2N. ​ 6-9: primarily made up of silicate
chronological data is out of order You find some new and exciting herbs asteroids Unfortunately it's too
and you’re back where you that you can use to enhance your late to avoid the field entirely.
originally entered this part of rations. +1M, +1S. ​ 10: Your crew Roll d10​. ​1-3: ​In an attempt to
space. ​You are now in the sector befriends an injured animal. You may avoid the larger material you end up
where you started. -5ST. take the animal on your journey. If pelted by meteoroids and sustain
you do you gain a permanent +1 to M major damage. -2D, -1E. ​ 4-6: You
03. Empty Space 01 - You enter a while your new companion is on avoid most of the field but a large
portion of seemingly empty space. board. It does not count as crew. asteroid bounces off your hull
This calm gives you the chance to causing minor damage. -2D. ​ 7-10: No
rest, research and recalculate. 06. Fugitive - You receive a damage.
desperate hail from a small shuttle
04. Space Station 01 - Your craft. The individual claims to be 08. Small Wormhole 01 - You see a
scanners pick up a space station running from corrupt law familiar wormhole, without thinking
with a vast computer network. This enforcement agents and wants to you head into it. Despite it’s
seems to be a major trading hub for hitch a ride on your ship to the similar appearance it's not the
this sector. You may dock with the next port. You may ignore them, same wormhole. ​You end up d10u Up
station. ​Roll d10​
. ​
1: You made a turn them in to law enforcement or and d10u Left. If you haven’t
bad deal -3S. If you can’t pay you take them to the next port. ​ If you explored the sector you end up in
and your crew must work off the choose to turn them in you receive a mark it as explored, +1ST.
09. Space Race - You come across a to plunge right into it. As you fly This calm gives you the chance to
group of uniquely designed ships. deeper into the sector it becomes do some research on local cultures.
An incoming message from one of almost viscous in nature you fear
them lauds the form of your ship it may start to damage ship 14. Moon Base 01 - You have come
and invites you to join their race. systems. ​Roll d10​
. ​1: ​
As you feared across a military outpost on a
Do you wish to participate or sail mater from the nebula seeps in and large remote moon. You are not
on by? ​Roll d10​
. ​
1-3: You pushed the has damaged key systems. -2N, -1D. familiar enough with the conflicts
engines too hard and damaged them. 2-5: The matter starts to seep in in this part of space to determine
-2E. ​4-7: Good effort, you placed but quickly shifting power their alignment. They are observing
4th. ​
8-9: You slipped out of 1st on distribution saves your navigation radio silence but otherwise show no
the last turn and finished 2nd. You system. -2D. ​ 6-9: It slows your signs of aggression. You may land.
receive a sum of credits. +1S. ​ 10: travel through this sector but there Roll d10. ​1-3: On final approach the
After a very tight race you pull are no ill effects. ​10: You are able facility opens fire. -2D. ​ 4-6: You
into the lead and place 1st! This is to collect some of the nebula are allowed to land but not allowed
a moment of pride and excitement for matter. +1S. entry to the facility. ​7-9: They are
you and your crew. +2S, +1M. interested in the schematics of your
12. Abandoned Ship - You come navigational array. You may sell
10. Cloaked Pirate - So far you've across an abandoned aviso. It is a them the information for +2S. ​ 10:
been able to evade the pirates in medium sized ship that would have The personnel offer to repair your
this part of space. Unfortunately a played a support role during hull. +2D.
particularly advanced pirate combat. It looks very old but in
de-cloaks just ahead of you. ​ Roll good condition. You may dock with 15. Intriguing Planet 02- Your
d10​
. ​1: The pirates catch you and the ship. ​ Roll d10​. ​1: The crew scanners pick up a habitable
board your ship. They steal your member exploring the ship rips their planet. With your ships limited
supplies, capture your crew and suit and dies. Lose one crew, -1M. scanning capabilities you can tell
leave you on your crippled ship. -2 2-5: You find some useful scrap, but this planet is devoid of life but
to all Systems, loose all S and it is a disappointing prize after an abundant in mineral deposits. There
crew. ​2-5: After taking heavy damage exhaustive search. +1S, -1M. ​ 6-9: might be a wealth of rare metals or
you manage to get away. -3D, -1N. You find a small cache of platinum. a vast fuel supply. You may land.
6-9: They caught you off guard but +2S. ​10: You find a repair robot. Roll d10​. ​
1-3: Rough landing. -1D,
your quick evasive maneuvers save You may bring it on board. The robot -2E. 4-6: you find nothing of

you from major damage. -1D, -1N. ​10: may attempt to repair but not interest. 7-9:
​ You find some
You easily get away. improve any System except M every gorgeous specimens that might be
week. It does not count as crew. valuable in trade. +3S. ​10: Stunning
11. Mysterious Nebula - This sector find! With this deposit you can give
is taken up almost entirely by a 13. Empty Space 02 - You enter a your engines a boost with something
nebula the likes of which you've portion of seemingly empty space. left over to trade, +2E, +2S.
never seen. You have no choice but
16. Cryo Pod - In the middle of may spend any amount of Supply for 22. Waring World - As you pass a
this sector you detect a cryo pod information. +2ST per 1S spent. small planet you get two urgent
floating aimlessly through space. hails from two warring nations each
As you approach you pick up unusual 19. Distress Signal - A message asking for help to defeat the
readings from the pod. You may take comes in on the emergency other. The planet has rudimentary
it on board and open the pod. ​ Roll frequency. A ship is stranded with satellites in orbit and there are
d10​
. ​
1-3: There is an alarming power damaged engines. You may assist nuclear signatures planetside. ​ You
discharge as the pod is opened. It them in fixing their ship. ​ Roll to may ignore them, help one side
damages some of the electrical fix their engines as you would on defeat the other and receive +3S or
pathways on the ship and injures a your own ship. If you or your crew you may act as arbiter and help find
crew member. -2N, -1M. ​ 4-6: The pod members help there will be no time peace. ​
Roll d10​. ​
1-5: You've made a
was never activated and contains to work on your ship this week. If bad situation worse. ​ 6-8: You help
nothing. ​7-9: The pod contains a the engines are repaired +3S. initiate talks and receive payment
small fortune in fresh fruits. +2S, for your efforts. +2S. ​ 9-10: You
+1M. ​10: There is a cryogenically 20. Stranded Astronaut - You detect make major inroads towards a
frozen individual. After their an astronaut adrift in space. As peaceful resolution and are rewarded
initial shock and period of you approach you pick up their handsomely. +5S.
adjustment they may join your crew desperate plea for help on short
or be dropped off at the next port. range frequencies. ​ You may ignore 23. Empty Space 03 - You enter a
them, drop them at the next port or portion of seemingly empty space.
17. Dust Cloud - The dust cloud you invite them to join your crew. This calm gives you the chance to
are passing through is made up of do some stretching and exercises.
polarized metal. This wreaks havoc 21. Space Fleet - The presence of a
with your navigation system and large military fleet made you 24. Space Station 02 - Your
results in a week of turbulence. hesitant to enter this sector. scanners pick up a space station.
-2N, -1M. Before you have a chance to change While not particularly large, the
course they contact you and relay architecture gives it a grandiose
18. Research Station - You come their peaceful intent. This fleet presence. This is an academy for
across a space station with a operates as sell swords and are not aspiring explorers and scientists.
massive antennae and satellite aligned with any specific faction. The staff at the academy are
array. The station is clearly They offer to sell you a chit, a interested in your vessel and see
designed for utility over comfort. symbol of their protection. ​ The it as an opportunity for one of
You contact them to see if they chit costs 2S. You may spend this their students. You may dock with
have any information on the chit anytime you roll on an the station. You may pay 1S as an
wormhole. They do not but they are Exploration event that results in administrative fee. If you do a
willing to trade some of your damage from a hostile ship or student from the station will join
mapped data for theirs. +3ST. You weapon. Spending the chit negates your crew.
any damage to CS.
25. Intriguing Planet 03 - Your 27. Large Asteroid - You encounter bounces off your hull. With horror
scanners pick up a habitable a massive asteroid that looks to be you realize you've flown into a
planet. The planet appears to be composed of valuable materials. You cloaked minefield. ​ Roll d10​. ​
1: In
dominated by landmasses with a few may send someone down to try and a panic you punch it and trigger
small oceans. With your ships extract some metals. ​Roll d10​
. ​
1: A numerous mines. -3D, -2E, -1N. ​ 2-5:
scanning capabilities you can tell crew member is severely injured in Despite your best efforts you
this planet is a highly populated an accident. -3M ​2-5: You make off trigger a few mines. -2D, -1E, -1N.
planet with relatively advanced with some valuable metals but your 6-8: You carefully evade but trigger
technology. You may land. ​ Roll d10​
. ship is damaged in the process. +1S, a couple mines. -2D. ​ 9-10: You
1: The local flora causes allergic -1D. ​
6-9: You make off with a good trigger a mine but most of the blast
reactions amongst your crew. -2M. haul. +2S. ​10: You find some rare misses your ship. -1D.
2-5: You visit local government and metals you can use to boost the
make some new friends but gain engine. +1E, +1S. 31. Organic Lifeform - You notice
nothing tangible. ​ 6-9: You're able something very unusual on sensors.
to acquire some important medical 28. Junkyard - You come across a As you approach you realise it's an
supplies. +2S. ​10: A representative small cobbled together barge organic life form native to space.
from the planet would like to serve surrounded by numerous partially This could be an important
as ambassador on your ship. You may disassembled ships. The barge hails scientific discovery. You may
allow them to join your crew. you and offers their mechanic follow it to attempt to learn more.
services. You may spend Supplies to Roll d10​. ​1-3: You burn a lot of
26. Battlefield - In a flash an repair core systems. ​ 2S per level fuel but still lose track of it.
imposing frigate drops into the to a maximum of +1. -1E. ​
4-6: you're able to follow it
sector from high speed. Seconds for a few hours but learn nothing.
later another frigate drops in. 29. Lone Cargo Ship - As you pass a 7-9: You are able to follow it for a
They begin firing on each other as long-haul cargo ship you receive a few days and gain some valuable
fighters scramble. You find hail. They've heard reports of information. +1S. ​10: You are able
yourself in the middle of a pirates in the area and would like to follow it across the entire
battlefield. ​ Roll d10​. ​
1: You are to hire you as an escort. ​They need sector and learn a lot. This kind of
mistaken for a combatant and take to get 3 sectors down and one sector research can be quite valuable. +3S.
heavy fire. -3D, -1E, -2N. ​ 2-5: Your left of your current position. If
reaction time is a split second too you accept and lead them to their 32. Solar Flare - While propelling
slow and you’re chased off the destination without taking any yourself around a small star you
battlefield by a fighter. -2D, -1E. damage to core systems they will pay are hit by an unexpected flare. It
6-9: You manage to evade the you 5S. scrambles your navigation system
fighters and skirt the heavy and causes radiation sickness
cannons. ​ 10: You nimbly evade the 30. Minefield - After a few days of amongst the crew. -
​3N, -2M.
conflict and loop back after a day empty space in this sector you see
to salvage. +1E, +1S. a blip on your radar as a mine
33. Empty Space 04 - You enter a gather any useful information. ​
8-10: by illness. -2M. ​6-9: You are all
portion of seemingly empty space. While keeping a good distance you quite ill. -1M. ​
10: You quickly find
This calm gives you the chance to are able to observe the nuances of the cure.
finish reading the novel you’ve day to day life over the course of a
been working through. week. You are able to put together 39. Cyber Attack - You've been
valuable sociological data with your traveling through a busy trading
34. Moon Base 02 - You come across observations. +3S. sector. Without notice your ship
an unmanned hazardous material starts spiralling off course. None
storage facility on a mid-sized 36. Checkpoint - You approach a of your thrusters show signs of
moon. After scanning the facility checkpoint, a common occurrence for damage so you start pouring through
you realise the material being you in this part of space. Law the computer records. You locate
stored could fuel your ship for a enforcement can be needlessly the problem and realise you've been
long time. You may land at the aggressive and belligerent as you hacked! You quickly activate your
facility. ​Roll d10​. ​1: The crew explain your unique predicament. cyber security measures. ​ Roll d10​
.
member sent in to retrieve the Dealing with them will leave you 1-5: The hack succeeds. They steal
material succumbs to the radiation. and your crew tense for the rest of credits from your account and damage
Lose a crew member, -1M. ​ 2-5: Your the week. ​
-2M. your computer systems. -2S, -3N.
ship is hit by a plume of exhaust as 6-10: The hack fails to penetrate
you attempt to land. -2N. ​ 6-9: You 37. Honoured Shrine - On a small your security measures.
manage to retrieve some material moon covered in ice you discover a
with only minor exposure. +1E, +1S, large monastery. You are invited to 40. Computer Malfunction - An
-1M. ​
10: You retrieve a large amount enter. The warmth, soft light and important file is corrupted while
of nuclear material. +2E, +2S. incense are a welcome reprieve from performing an update. -
​1N.
the dark desolate moon. At the
35. Intriguing Planet 04 - Your heart of the monastery there is a 41. Stowaway - Over the last week
scanners pick up a habitable well tended shrine. As you scan the some rations have disappeared
planet. With your ships limited shrine you realise it contains a mysteriously and there has been
scanning capabilities you can tell detailed celestial map. ​
+3ST. additional strain of life support
this planet has pockets of early systems. A stowaway has been
agricultural communities. A lot can 38. Foreign Pathogen - Somewhere in discovered on your ship. You must
be learned from pre-space travel your travels an unknown disease has decide their fate. ​ -1S. ​You may
cultures. You may land. ​ Roll d10​
. made its way on board. It has toss them into space, drop them at
1-3​
: You're rough landing draws quickly made its way through the the next port or have them join your
attention from a nearby village. In crew with a variety of unusual crew. Having someone who was
an effort to minimize contact you symptoms. You have yet to find a stealing from them suddenly become
reverse your descent which stresses treatment. ​Roll d10​. 1: A crew their coworker may be difficult for
the engines. -2E. ​4-7: You are able succumbs to the disease. Loose one your crew. If you invite them to
to land unnoticed but unable to crew, -2M. 2-5: You are all ravaged join your crew, -1M.
42. Human Traffickers - If you have can tell this planet is teeming d10​
. ​
1: They catch your ship, seize
no organic crew members you will with invertebrate life. There are any available credits and cripple
not be contacted. Otherwise… You signs of expansive colonial your engines. Lose all S, -1D, -3E.
spot a small sleek ship. You structures but no sentient life as 2-5: They damage your ship as you
receive a text based message from you know it. You may land. ​ Roll escape. -2D, -2E. ​ 6-9: You evade
the ship. It reads: “Your crew d10​
. ​1: You and the crew are stung, most of their fire. -1D. ​ 10: You
member near the rear of the ship is bitten and racked by parasites -3M. break away easily.
a unique species and would fetch a 2-5: The warm exhaust ports are
high price.” ​You may trick one of infested with small insects. -2E. 48. Gravitational Slingshot - As
your crew members into boarding the 6-9: You are able to harvest the you are mapping your route through
sleek ship thereby selling them to smaller insects for protein. +2S. this sector you realise you can use
the traffickers. If you do: +10S. 10: You find the remains of a the gravitational pull of certain
gargantuan insect and make use of moons and planets to propel
43. Empty Space 05 - You enter a its chiton. +2D. yourself to great speeds. ​ If you
portion of seemingly empty space. choose to use this slingshot move
This calm gives you the chance to 46. Black Market Transport - You three sectors in the direction of
write a letter to a loved one. have been contacted anonymously to your choice. +3ST, do not roll
transport some illicit goods. You Exploration.
44. Space Station 03 - Your may accept the job. ​ You will be
scanners pick up a space station. paid 1S for each sector you pass 49. Spice Merchant - You receive a
As you enter visual range you see through. At the start of each turn message from a small beautifully
bold colours and a large rotating in which you move ​
roll d10​. ​
1-5: You hand painted ship. They are spice
ring that make this space station are stopped by authorities and merchants worried their fuel supply
look like an immense roulette receive a slap on the wrist. -2S. won’t last their journey. You may
wheel. You may dock with the 6-10: You receive payment and may offer them some of your fuel in
station and gamble any amount of continue transporting the cargo to exchange for a bounty of spices. ​
If
Supply. ​ Roll d10​ . ​1: You lose the next sector. You may relinquish you do: -1E, +1S, +1M.
everything you bet. ​ 2-3: Lose 50% the cargo at any point.
rounding up. ​4-7: No lose no gain. 50. Gaseous Nebula - This nebula
8-9: Gain 50% rounding down. ​ 10: 47. Corrupt Law Enforcement - You has a high concentration of gases
Double bet. are hailed by local law enforcement that will be easy to convert into
asking for assistance. They fuel. Unfortunately your ship will
45. Intriguing Planet 05 - Your approach quickly before you have likely be damaged if you enter the
scanners pick up a habitable the chance to respond. They open nebula. ​
If you enter: +1E, +1S, -1D.
planet. With your ships limited communications and demand a bribe
scanning capabilities you have to or they will impound your ship for 51. Power Surge - While performing
make a close pass to get a good "investigation". ​You may pay the tests on your engines a surge goes
read on the planet. With that you bribe, -3S, or attempt to flee. ​
Roll out damaging the power grid.​-2E.
52. Abandoned Research Station - high temperatures are punishing for -1M. ​4-6: Whatever was in the pod
You come across an abandoned your ship and crew. -2N, -2M. ​ 4-7: perished long ago. ​ 7-9: The pod
research station. It may have You are able to collect some salts contains medical supplies and
information on the location of the that will be valuable in trade. +2S. samples. +1S, +1M. ​10: There is a
worm hole. You may board. ​ Roll d10​
. 8-10: You find large flawless severely injured individual. After
1: The crew member exploring the crystals that can be used to you nurse them back to health they
station stumbles into a trap. Lose a transmit infrared light. +2N, +1S. may join your crew or be dropped off
crew member, -1M. ​ 2-5: You find at the next port.
nothing of interest. ​ 6-9: You're 56. Hostage Situation - While
able to access a series of maps left enjoying some r&r on a small space 59. Burn Out - You and your crew
open by the crew. +2ST. ​ 10: You're station your crew member is taken have been working very hard in
able to access the computer core. hostage. They demand a large amount close quarters. Even while taking
+5ST, +1S. of hardware or credits for their time for r&r you’re all still
return. ​You may pay -2N or -3S. If feeling burnt out. ​
-2M​
.
53. Empty Space 06 - You enter a you do not the crew member will
portion of seemingly empty space. remain hostage indefinitely. Lose a 60. Archaic Vessel - You receive a
This calm gives you the chance to crew member. message from a small ship. Even
watch your favourite childhood though you are not familiar with
cartoon. 57. Large Comet - As you enter this the peoples and technologies here
sector you detect an enormous comet you can tell this is a very old
54. Moon Base 03 - You come across and decide to follow it through the ship. They are interested in
a large dome on a small moon. The sector. It is a sight to behold and exchanging some of their extensive
dome is painted in a sunset could be mined for ice. You may navigational records for some of
gradient. It is a luxury resort. mine the ice. ​
Roll d10​
. ​
1: You crash your shield projectors. ​ If you
You and your crew may pay to enjoy into the ice causing injury. -2M. trade: -1D, +1N, +2ST.
the facilities. +1M per 2S spent. 2-5: After a bumpy landing you are
able to mine some ice. -1D, +1S ​
6-9: 61. Taxing the Engines - With the
55. Intriguing Planet 06 - Your You are able to mine some ice. +2S. unrelenting threats present in this
scanners pick up a habitable 10: You are able to mine a huge part of space you have had to
planet. With your ships limited amount. +3S. consistently push the engines past
scanning capabilities you can tell the redline to keep your ship and
this planet has vast mineral 58. Escape Pod - At the far end of crew safe. -
​2E.
deposits. As you approach you can this sector you detect an escape
tell that this planet was once pod showing faint signs of life. 62. Fire! - An electrical fire has
covered with oceans but has since You may take it on board and open broken out in crew quarters. Damage
dried up and is now predominantly the pod. ​Roll d10​
. ​
1-3: It contains was limited but some personal
flats and deserts. You may land. some sort of organic explosive which effects were destroyed. -
​1M.
Roll d10​. ​
1-3: The harsh winds and detonates as the pod opens. -2D,
63. Empty Space 07 - You enter a value. The radiation takes its toll. jolts to life. They may join your
portion of seemingly empty space. -2N, -1M. 6-9:
​ You find some crew.
This calm gives you the chance to valuable material that can fuel your
review the details of the ongoing ship. +2E, -1M. ​ 10: You find a 69. Weapons Cache - While scanning
conflict in this part of space. relatively unscathed area where you asteroids for usable materials you
can collect some uranium. +2E. detect a deposit of metals that
64. Space Station 04 - Your doesn't match the rest of the
scanners pick up a space station. 66. Fuel Mix - You’ve been sailing surface. After closer inspection
This station is home to a along at a good clip when your you have discovered a large weapons
cartographers guild. They are a speed begins to drop. You finally cache. You may take it on board and
group of specialists dedicated to stutter to a stop and realize break the locks. ​ You may sell the
mapping every aspect of the there’s an issue with the fuel cache to the black market, +3S, or
surrounding sectors and developing injection ratios. It’s a small melt it down for parts, +1D.
the technology to help them do so. issue but it will take a day or two
You may dock and spend time pouring to fix. -
​1E. 70. Pest Problem - Wires have been
over their research. ​ If you do, chewed, food missing and you’ve
+5ST and ​ roll d10​ . ​1-3: A crew 67. Forgotten Shrine - On a massive found the tell tale droppings. Some
member decides to leave your ship asteroid trapped in the orbit of an pests have made it on board. The
and join the guild. ​ 4-10: Nothing ancient black dwarf you detect a pests will remain on your ship
happens. You may trade additional seemingly abandoned shrine. The until you are able to eliminate
information with them as well. +2ST shrine has clearly been empty for a them. ​At the start of each turn ​
roll
per S spent. long time but it is in near perfect d10​
. ​
1-2: Their nuisance continues.
condition. As you scan the shrine -1S. ​3-7: You aren’t able to find
65. Intriguing Planet 07 - Your you realise it contains a detailed their nest. ​ 8-10: You are able to
scanners pick up a habitable celestial map.​+3ST. eliminate the pests.
planet. Even with your ships
limited scanning capabilities you 68. Abandoned Mining Facility - A 71. Wrecked Fighter - You come
can tell from a distance that this massive asteroid in this sector across a short range assault craft
planet has high quantities of hides a derelict mining facility among a field of ship debris. The
nuclear materials. As you approach that still might have valuable cockpit is destroyed but the rest
this planet you realise your materials. You may land. If you do of the vessel is intact. You may
readings aren’t indicating abundant you do you find a damaged robot. attempt to salvage it for supplies.
mineral deposits but a planet You may take it on board and attempt Roll d10​
. ​1-3: You find nothing of
ravaged by nuclear war. You may to repair it. You or your crew needs value and the ravages of war dampen
land. ​Roll d10​ . ​1: You attempt to to spend their week working on it your spirits. -1M. ​ 4-7: You find
land but are bombarded with instead of the ship to complete the nothing of value. ​
8-10: You are able
irradiated dust. -2N, -2M. ​ 2-5: You repair. ​
Roll d10​
. ​1-5: The robot is to salvage some shield emitters and
find a landing spot but nothing of irreparable. 6-10: ​A sentient robot thruster enhancements. +1D, +1N.
72. Ferrous Nebula - This Nebula nearly planet wide canopy. You are quickly surrounded. These pirates
has a high concentration of ferrous however able to determine that demand a large some of credits to
dust that could be used to enhance this planet has copious fungal pass their checkpoint. ​You may pay
your hull. Unfortunately the dust life. The minerals contained within the bribe, -3S, or run the blockade.
will damage your navigational array could go a long way in maintaining Roll d10​. ​
1: They catch you, take
if you enter the nebula. ​ If you the health of your crew and may be everything of value and cripple your
enter +1D, +1S, -1N. valuable in trade. You may land. ship. You lose all Supply and -2 to
Roll d10​
. ​
1-3: You attempt to breach all Systems. ​2-5: You get away but
73. Empty Space 08 - You enter a the fungal canopy but the flora here take heavy fire. -2D, -2E. ​6-9: You
portion of seemingly empty space. is heartier than you anticipated. get away and your shields absorb
This calm gives you the chance to -2D, -1E. ​4-7: You find many edible most of the damage. -2D. ​
10: You get
read up on constellations in this mushrooms… and some noxious ones. away unscathed.
part of space. +2S, -1M. ​
8-10: You are able to fill
your cargo bay. +3S, +1M. 80. Time Traveler - A ship, highly
74. Moon Base 04 - Something seems advanced in appearance, suddenly
off about this small moon. With 76. Workplace Accident - While materializes in front of you. As
some careful analysis you realise conducting routine maintenance a you prepare for evasive maneuvers
it’s a large construct, not a crew member is injured. They later you receive a message from them
naturally occurring satellite. succumb to their injuries. ​
Lose one explaining that they are a time
After a day of scanning you receive crew member, -2M. traveller and that they wish to
a hail. They seem alarmed by your learn more of this time period by
curiosity and are eager for you to 77. Improper Food Storage - While serving on your ship. ​ You may
leave to the extent that they’re performing a regular inventory it invite them on board as a crew
willing to incentivize you. They is discovered that a store of member.
are unwilling to answer any perishable supplies has been left
questions. ​If you stay in proximity in a dysfunctional refrigeration 81. Forgotten Snare - As you are
roll d10​. ​1-3: They start firing unit. -
​1M. passing through this sector you are
warning shots. One makes impact. suddenly jolted to a stop. As you
-2D. ​
4-7: They offer you credits to 78. Heated Argument - A minor push the engines it just stresses
forget what you’ve seen here. +2S. squabble devolved into a major the hull more and more. You have
8-10: They offer you some older argument amongst the crew. ​ -2M. If been caught in a kinetic snare from
computer components. +2N. you are alone this has no effect. a past battle. -1D. ​
Roll d10 on your
next turn. ​
1-4: You remain stuck in
75. Intriguing Planet 08 - Your 79. Illegal Checkpoint - You the snare and your ship is damaged
scanners pick up a habitable approach a checkpoint, something as you attempt to escape. You cannot
planet. With your ships limited that has become a common occurrence move -1D. ​ 5-10: You break free.
scanning capabilities you are for you in this part of space. You Continue this process until you are
having trouble penetrating the realize something is off as you are free.
82. Ramming Speed - You detect to essentially no hard surface but 89. Errant Missile - A stray smart
ships in close proximity. Once in bountiful aquatic life. You may missile from a far off battle has
visual range you can see that a land. ​Roll d10​
. ​
1-3: You come down locked on to your ship. It strikes
small transport vessel is about to hard through an electrical storm. causing grievous damage. ​
-2D, -2E.
be boarded by raiders. Your ship -1E, -2N. 4-7: You collect some
has no conventional offensive delectable fish but the salt damages 90. Debris - A small piece of
features but if you ram the raiders your ship. +1S, +1M, -1E. ​8-10: You debris finds its way into your
ship in the right spot you might be collect a large haul of mariculture. engines and causes some damage.
able to buy the transport time to +2S, +1M. -1E.
escape. ​You may ram the raiders,
-1D, or leave the transport to its 86. Magnetic Storm - You pass too 91. Jettisoned Cargo - From a
fate. close to a magnetic storm and are distance this appeared to be
hit by an EMP pulse. This shuts nothing but a field of metallic
83. Empty Space 09 - You enter a down vital functions temporarily. debris. On closer inspection there
portion of seemingly empty space. -2N, -1D, -1E. are numerous sealed containers
This calm gives you the chance to amongst the detritus. You
​ may
catch up on sleep. 87. Medical Transport - You have attempt to collect up to 5
been contacted by medical activists containers. Roll d10 for each. 1-2:
84. Space Station 05 - Your to transport some delicate Your ship is damaged in the attempt
scanners pick up a space station. medicine. You may accept the job. and you find nothing of value. -1D.
This station is home to an advanced You will be paid 1S for each sector 3-7: You find nothing of value.
R&D facility working on propulsion you pass through. At the start of 8-10: You find some valuable
systems. They are fascinated by each turn in which you move ​ roll materials. +1S.
your ship. You may let them look it d10​
. ​
1-5: The medicine spoils. This
over. ​If you allow them to do so +1E is quite disheartening for you and 92. Malicious Intruder - Something
and ​roll d10​. ​1-3: A crew member your crew. -1M. ​ 6-10: You receive has made it on board. They have
decides to leave your ship and join payment and may continue evaded you and it is clear they are
the R&D team. ​4-10: Nothing happens. transporting the cargo to the next intent on destruction. ​ Roll d10
You may also buy further sector. You may relinquish the cargo seven times. ​1: A crew member is
improvements from them. +1E per 2S at any point. killed. ​
2-3: Engines are damaged. -1
spent. E. ​
4-5: The computer is damaged. -1
88. A Brief Reprieve. Simply put, N. 6-7: A concerningly quiet day.
85. Intriguing Planet 09 - Your you’ve entered a beautiful sector. 8-10: You are able to eliminate the
scanners pick up a habitable There are few other vessels, the intruder. No further rolls required.
planet. With your ships limited planets are lush and colourful, and If you have not eliminated the
scanning capabilities you can tell the stars glimmer in a unique way. intruder by the seventh day they
this planet is predominantly water. +1M. make their way off the ship in an
As you approach you detect escape pod.
93. Empty Space 10 - You enter a 1-3: ​The community you land in practical and scans reveal
portion of seemingly empty space. openly shares their technology but technology you’ve never seen
This calm gives you the chance to the peace here also compels a crew before, even in this part of space.
relax and enjoy the scenery. member to stay. +1N, +1M, lose one You receive a signal from the
crew. ​
4-7: You spend your time here satellite. Do you answer the call?
94. Moon Base 05 - On a mid-sized learning from a college of astral Roll d10​. 1:
​ The signal is
moon in a quiet corner of this scientists. +3ST. 8-10:
​ The overwhelming for your crew and ship.
sector you detect a moon base. From community you land in openly shares -3M, -2N. ​ 2-5: You receive some
the design of the station and some their technology. +1E, +1M. important data but your fine
of the ships docked there you instruments are damaged. +3ST, -2N.
intuit that this is a pirate 96. A Nice Bottle of Wine - The 6-9: You gain vital positional data.
outpost. As long as you don’t chaos can be unrelenting. You +5ST. 10: Your data banks are

bother the wrong person this could decide to cast that aside for a few instantly loaded with a vast network
be a great place to turn a profit. hours to prepare a nice meal for map. +10ST.
You may land. ​
Roll d10​. ​
1-2: A crew you and your crew. ​
+1M.
member is offered a deal they can’t 100. ​The ​
Wormhole! - Through sheer
refuse by another ship’s captain. 97. Decrepit Shrine - On a world luck you've found it! This is your
Lose one crew member ​ 3-6: You make dominated by oceans with only a way home. It will be a perilous
some good deals but end up with a handful of archipelagos you find an journey and you may need time to
small loss. -1S. ​
7-9: You're able to ancient shrine. The shrine has been prepare. ​Mark it on your sector map.
do some bartering. +1S. ​ 10: You weathered by countless storms and All systems must be at +1 or greater
quickly work out the ebb and flow of waves but key features remain. As to travel the wormhole successfully.
the market. +3S. You may hire any you scan the shrine you realise it
number of crew members for 3S per contains a detailed celestial map.
person. +3ST.

95. Intriguing Planet 10 - Your 98. Small Wormhole 02 - You see a


scanners pick up a habitable familiar wormhole, without thinking
planet. With your ships limited you head into it. Despite it’s
scanning capabilities you can tell similar appearance it's not the
this planet is highly populated same wormhole. ​You end up d10u Down
with signs of advanced and d10u Right. If you haven’t
technologies. As you approach the explored the sector you end up in
planet you receive numerous mark it as explored, +1ST.
communications. You surmise that
the people here live in a post 99. Beacon - In an isolated sector
scarcity, post capitalist world. you encounter a large satellite.
You are welcomed to land. ​
Roll d10​
. The design is more ornate than

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