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N A D I R

OVERVIEW

Timothy Watkins - @nadir_rpg


Nadir is a space-faring rpg designed for one Engines and Defensive Systems are collectively
player. referred to as Core Systems (CS). Morale functions
the same but is unique in many ways. Each system

Overview: can be repaired and improved up to +3 and damaged


to -3. All systems start at 0.
You are in command of a small advanced ship. You
have been stranded with one loyal crew member in a
part of space completely unknown to you. Your Your time each week is occupied with piloting the
presence here has not gone unnoticed. You are ship and leading the crew. Your crew may spend the
constantly hunted by those that see the value in week working to repair or improve any one of the
your ship or the threat you may pose. Somewhere in ship's systems. If you are alone you may attempt
this vast region is a wormhole that will lead you repairs on any one system but not improvements. To
home. do repairs or improvements roll a d10. 1-6: the
efforts are fruitless. 7-10: +1 to that system. For
every crew member past one you receive +1 to the
Playing the Game:
repair role.
Every turn represents one week. Every turn you must
move to the next sector in the direction of your
choosing. Mark each new sector you pass through as Throughout the game you will acquire Supplies (S).

explored on the map and keep track of your total Keep track of the total number as you receive and

sector tally (ST). When found, mark the location of spend them. They may take the form of credits,

the wormhole. You may also mark the location of luxury goods, information or anything else. Once

numbered planets, space stations and moon bases if acquired they become abstract. You may spend

you wish to return. As you enter a new sector roll Supplies to add +1 to any role except Exploration.

a d100 for an Exploration encounter. You start the game with 1 Supply.

The functionality of the ship is represented by Your ship can support up to 3 permanent crew

four broad systems: Navigation (N), Engines (E), members. Others may be transported for short

Defensive Systems (D) and Morale (M). Navigation, distances without joining your crew. If an
encounter results in the death or departure of a
crew member you choose the crew member. If you are Game Setup:
the only person on board you survive deadly To play the game you will need a pen, a pencil, a
encounters. You start the game with one crew good eraser, two d10 and grid paper. Mark off a
member. grid, at least 20x20. This will be used to map your
journey. You must also include indicators for your
This game has been designed for one player but can ship systems, a sector tally, a Supply tally and a
be played with a games master as well. crew roster. Mark each sector you pass through and
the location of the wormhole when found. You may
also want to list your name, crew names, ship name
Completing the Game:
and any other narrative information.
Your goal is to find the wormhole that will lead
you back home. To safely travel through the
wormhole you need all systems at +1 or greater. Defining Your Reality:
What is your name? What is the name of your ship?
What is driving you to return home?
This can be completed in three ways
What does your ship look like? What are the names
1. On the roll of 100 on Exploration you locate
of your crew? What does your crew look like? Are
the wormhole in that sector.
you part of an organisation or an independent
2. If you have not located it previously you
vessel? How did you get stranded here? What is day
will find the wormhole when your sector tally
to day life like on your ship?
reaches 100.
3. Your ship is capable of generating an
Systems:
artificial worm hole. This is very risky and
requires an immense amount of energy. To As you improve your systems you will receive

create an artificial wormhole and travel home bonuses that can help you explore and avoid danger.

you will need 2 or more crew members, 5 or If your systems take too much damage they will

more Supply and all Systems at +3. become less reliable and eventually cease to
function. The following are examples of what that
might look like but are not definitive.
Morale represents your crews’ overall health and Defensive Systems represents the systems that mitigate
M happiness. High morale is essential for maintaining incoming threats. Shields, hull plating, life support,
D
effective and orderly command of your ship. internal safety and cyber security are all included in
this.
There is a plethora of time for you and your crew to
rest, research, train and pursue personal interests. After countless simulations you have determined the
+3
Currently, serving on this ship isn’t labour, it’s optimal placement for your shield emitters. In addition
enrichment. +
​1 to all rolls except Exploration. +3 you have developed a rotating shield frequency for dire
encounters. Y
​ou may ignore damage to all Core Systems from
In an effort to bring everyone together and to get an encounter. -1D.
to know each other better you have planned a bit of
+2 a cultural exchange. On a rotating schedule everyone You have been assembling a collection of rare metal
on board will prepare their favourite meals from plates. Joining them to your hull has been a lengthy and
their childhood to share with the crew. challenging process. The results are frankly ugly but
+2
have enhanced hull strength well past the original
Everything is running smoothly. Your crew is well design. ​You may ignore damage to one Core System from an
+1
rested and well fed. encounter. -1D.

Your crew is orderly. They are getting some sleep You've been able to spend time improving cyber security.
0
and you have daily rations. With the help of a crew member you have designed a
+1
firewall that should make your ship nearly impervious to
Everyone is on edge. Despite you best efforts with cyber threats.
planning and scheduling. there seems to be more work
-1
than time. Your crew is in line but there's palpable 0 Defensive systems are functioning normally.
unease.
Life support systems are functioning at 70% efficiency.
Your crew is hungry and sleep deprived. Medical -1
You feel constantly cold and lightheaded.
supplies are running concerningly low and you’re
-2
having trouble treating even the most basic injury. Shields are down and you are forced to rely entirely on
-1 to all rolls except Exploration. hull plating. Unfortunately the plating is on the brink
-2 of failure and you are one bad encounter away from a
You and your crew are going days without food or serious breach. A
​ny damage to Core Systems is increased
sleep. The tension finally erupts into full blown by one.
mutiny. ​
If one full turn passes with Morale at -3
-3 your crew will toss you into space. If you have no Shields are down and the hull has been breached. You’ve
crew this has no effect. You may end your game here managed to seal the bulkheads but you have no idea how
-3
or continue playing as one of your crew members. -1 long you’ll be able to hold the ship together. I
​f Core
to all rolls except Exploration. Systems are damaged the ship is destroyed.
Cutting edge engineering and design has provided your Navigation represents the effectiveness of your
E
ship with one of the fastest engines in the universe. N short and long range scanners, computer network and
the manoeuvrability of your ship.
You have been able to keep your engines running well
above expected operating parameters. This advanced You and your crew have developed a series of
efficiency has allowed you to experiment with the probes. Their scanning capabilities are limited but
+3
artificial wormhole generator you have on board. Y​ou they should be able to help you detect signs of the
may move two sectors per turn. You may move anywhere on +3 wormhole. You can send them to far off sectors
the map. -1E. while you continue your journey. E​very time you
roll Exploration +1ST. You may reroll Exploration
You’ve performed a major overhaul on your engines. The rolls but must accept the second roll. -1N.
entire system will degrade much faster and you will
probably need a complete replacement in a few years You have trained the ai to do threat prediction and
+2
but for now you’ve nearly doubled your speed. ​You may +2 early warning. ​
You may reroll Exploration rolls but
move two sectors per turn.​O
​nly roll once on the must accept the second roll. -1N.
Exploration table but add 2 to ST.
You’ve updated your computer systems and insulated
+1
You’ve amassed a surplus of fuel that should last you the electrical network.
+1
for a few months.
0 Navigational systems are functioning normally.
The Engines are working fine but far from maximum
0 Only your short range scanners are functioning but
efficiency.
-1
you should still be able to detect major threats.
You’ve been pushing the engines hard. Gone unchecked
-1 the extra wear and tear might soon lead to serious The thrusters that are still functioning are firing
problems. randomly and for unpredictable durations. ​ Every
turn you travel in a random direction. R
​oll d10.
-2
Part of the fuel line supplying your engines has been 1-2:​stay in place. ​
3-4:​up. 5
​-6:​down. 7​-8:​left.
damaged. You’re leaking fuel at an alarming rate. A​t 9-10:​right. If you choose to land or dock anywhere,
-2
the beginning of each turn ​
roll d10​
. 1
​-5:​Your are not -1D.
able to move this turn. ​
6-10:​You may move as normal.
In a moment of pure frustration you pound on the
After converting nearly every non-essential item on control panel. To your surprise the display springs
the ship into fuel you are completely and utterly back to life. Your sensors are now functioning
empty. It will take pure luck or a stroke of genius to -3 normally. ​
At the beginning of each turn r
​oll d10.
-3
get you up and running again. ​At the beginning of each 1-5:​You careen into an unseen obstacle and the ship
turn ​
roll d10​
. ​
1-5:​You are caught by your pursuers and is destroyed. 6
​-10: ​
You move as normal. You may not
destroyed. ​
6-10:​You are not able to move this turn. land or dock.

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