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wildspace playtest 23-01-03-p
wildspace playtest 23-01-03-p
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1. reader!
Hello,
Here’s a quick rundown of what this book is and why it is the way it is. The place-
holder art is non-attribution required and royalty-free, but with that it does not
INTRO 3rd Level Blueprints ...........38
represent what this book is in a great way. Please keep this in mind. The final book will 4th Level Blueprints............39
What is this? ......................... 8
not look like this, I hope.
With that out of the way, this book represents what should become a role-playing What to expect?.................... 8 1st Level Recipes .................40
game set in an apocalyptic far future with a dash of the wild and weird west, science
fiction and fantasy (technically sans magic). It is built with an old-school renaissance Terminology ......................... 9 2nd Level Recipes................40
framework in mind.
THE GAME 3rd Level Recipes ................40
Also, recently it has come to my attention that the D&D setting of Spelljammer has a
region called wildspace (or it’s a broad term, I’m not sure). This book’s name has noth- Statistics...............................10 1st Level Powers..................41
ing to do with that and does not denote the same or similar thing, apart from both
relating to space, obviously. As far as I could find, the word itself is not copyrighted. 2nd Level Powers ................41
CHARACTER CREATION
Some pages are currently blank, most likely waiting for content to be formatted prop-
erly, copied over or due to layout issues. The ‘Chapter Title’ that’s supposed to be on the CLASSES EQUIPMENT
bottom of every page is currently not working because Affinity Publisher crashes
Inventory .............................42
whenever I try to add more than a few sections :(. Additionally there are no book- Ace................................... 14
marks yet until I get a new version of Publisher which supports automatically adding
Weapons ..............................42
them. Until then, use the Table of Contents as it hyperlinks to every chapter. At least it Tech’ead.......................... 16
should, there were bugs with it numerating the wrong pages for some reason.
IMPLANTS
Solitaire........................... 18
Chaplain.......................... 20
POISONS
Contact me on:
Aural ............................... 22 ANIMALS &VEHICLES
Twitter: @Spookonaut
Animals................................53
Instagram: @Spookonaut Hustler ............................ 24
Itch: thechaya.itch.io Vehicles ................................54
Troubleshooter............... 26
Discord: Chaya#4708
Crafts....................................54
ADVANCEMENT
Animal Equipment ..............54
All images are royalty free and non-attribution required. TECH, TONICS & POWERS
Artists: @Pexels: Alex Andrews, Miriam Espacio, Adrien Olichon, Edvin Richardson; Dogs .....................................55
@Pixabay: Unknown Artist; @Rawpixel: Public Domain Drawings; @Flickr: British Tech Blueprints List ............34
Library’s Collections Beasts of Burden .................55
Tonic Recipes List................35
Typefaces: Goudy Old Style by Frederic W. Goudy, Droid Serif and Droid Sans by Steve
Matteson
ADVENTURE
Aural Powers List ................36
Health & Grunge..................56
1st Level Blueprints ............37
Combat.................................56
2nd Level Blueprints ...........37
4 5
Derelicts...............................59 BEAST BUILDER
Landing Zones .....................61 Traits ....................................97
6 7
INTRO TERMINOLOGY ◆ Messy A: Roll 3 dice, record all
three.
◆ 2d6 Table: Roll 2 dice separately.
The Dice
One marks a row, the other a
This game uses six-sided dice in a vari-
WHAT IS THIS? robust ship creation tool.
ety of ways. You will generally need at
column of a table.
◆ d66: Roll two different color dice.
Wildspace is a role-playing game in Lead Your Crew least three such dice to play the game, One is the first number, the other
which players explore the galaxy, but having more won’t hurt. We call the second. Used in tables.
Hire crewmembers and mercenaries to
investigate ancient secrets, outwit this die the d6.
pull off impossible missions and strike The Game
enemies and get rich doing so.
back against blackhearts. Roll Nomenclature
This book holds all the rules to make Game Master
◆ 3d6: Roll 3 dice and try to meet or
that happen, as well as tools to facilitate Face Dangers exceed or go lower than some The Game Master or GM is one of the
creating an expansive, living and grow- The galaxy is a dangerous place and number. players in charge of running the game
ing world filled with interesting people, only the best and brightest (and lucki- ◆ Xd6: Roll X number of dice. You behind the scenes, playing all non-
cunning factions, deadly monsters, est) can survive its many challenges. might be required to add them up player characters, designing challenges
roaring spaceships and amazing tech. or take note of how many times and refereeing rules.
Explore Planets certain numbers appear.
Players
WHAT TO EXPECT? Countless varied planets dot the stellar
◆ Xd6+Y: Roll X dice, add Y to the
total. Everyone at the table, but primarily
You will play characters who must landscape. Each is home to unique those who create and play characters
animals and diverse features. Come up ◆ X-in-6: Roll 1 die, roll on or under
forever seek what is out there. Who are are referred as this. The GM, despite
X.
not willing to sit complacent and let life with your own or quickly create both being a player too, is considered separ-
star systems and the planets within ◆ Low: Roll 3 dice, record lowest. ately in the rules.
happen. They embark on glorious
adventure across the vastness of space. them using this book. ◆ Medium or Mid: Roll 3 dice,
record middle. Adventures
The dark void holds many secrets and
riches, guarded by a mysterious and
Delve Into Derelicts ◆ High: Roll 3 dice, record highest. What the players engage with during
Whether floating in space, within sessions of play. Everything from
unrelenting blight called The Wild. Still, ◆ Messy L: Roll 3 dice, record lowest
hollow moons or strewn across planet- exploring deep jungles to bartering on
you will march on towards the black, two.
ary surfaces, derelicts are remnants of a the market and spying on enemy meet-
the mere prospect of death in space will ◆ Messy H: Roll 3 dice, record
humanity aeons gone. Their bowels ings.
not hold you back. highest two.
hold treasures long forgotten, defenses
Create Characters indiscriminate and hazards in wait.
Choose among a number of classes with
unique skills and abilities. Pick out
Meet Friends & Foes
equipment, weapons and armor. Apart from humans and their factions,
the galaxy is home to alien life forms of
Acquire powerful implants, research
many kinds.
diverse powers, concoct mighty tonics
and construct amazing tech gadgets. Or, Manage a Settlement
create your own class using a helpful
tutorial. Construct or take over settlements on
planets, moons and in space stations.
Build a Ship Make your home away from home.
Build up a ship with your crewmates,
upgrade it over time, and make it truly
your own with special traits and a
8 9
THE GAME in safety, etc.
Both are marked as having a maximum
Skill Check
There are four special skills which are
number of points and the current influenced by your ability modifiers
amount, which changes as characters and rolled using X-in-6. These skills are
STATISTICS Health (HLT), determines how healthy
get hurt or heal, but cannot exceed the very broad but also applicable only to a
and sturdy you are. High Health charac-
maximum. niche of situations, which would put
Ability Scores ters can endure much, resist disease
Your maximum HP will not rise from its any character to the test and also
At their most elementary level, player and take more punishment. Low Health
initial score, but GP will with each level. present them with a clear risk. All skills
characters are defined by five ability characters quickly go down, are sickly
There is no penalty for having 0 current begin at a 1-in-6 and are increased
scores which determine their strengths and have trouble keeping up.
GP. Non-player characters, creatures through class bonuses and ability modi-
and weaknesses. These range from 3 to fiers.
Class & Level and the rest only have HP.
18 and each number has a correspond-
Classes are archetypes which define ◆ Traverse Dangerous Surfaces
ing modifier and confers additional
abilities and provide characters with (BRV): Sheer cliffs, spiky walls,
bonuses. exposed wiring, taut cables, etc.
unique features. Characters increase in
Bravado (BRV), how they act under ◆ Use/Disable Tech (KNO): Under-
might by acquiring experience and
pressure, their courage. High Bravado stand, activate, deactivate, jury rig
leveling up their class. Most characters
characters are cool, courageous and and disable tech, etc.
start at level one and can get as high as
find comfort in living life to the fullest. ◆ Hear/Find (SPR): Locate hidden,
level nine.
Low Bravado characters are meek and hear faint sounds, etc.
prefer to keep safe. Experience Points (XP) ◆ Force Move (SHO): Unjam doors,
Know (KNO), measures your dislodge debris, move heavy
In order to level up, charac- objects, etc.
Ability Scores
smarts and knowledge. High ters need to acquire experi-
Know characters have a great Value Modifier ence points through adven- Resistances
capacity for absorbing new ture. These are gained in a
3 -3 Ability Check When something awful would happen
information and utilizing old. variety of ways, but mostly by
4-5 -2 to you, we roll a resistance check using
Low Know characters lack taking risks and exploring the For everything not covered by specific
6-8 -1 3d6 to prevent or diminish it. Your
taught knowledge, and prefer unknown. Classes list the rules and is a roll-worthy risky action
resistance scores are determined by
other ways of getting to a solu- 9-12 0 amount needed to reach each performed by your character, you make
your class and level. The roll result
tion. level. Once a character gains an ability check by rolling 3d6 and
13-15 +1 must meet or be lower than your resist-
enough, they gain all benefits comparing it to a relevant Ability score.
Spirit (SPR), is all about your 16-17 +2 ance, much like an ability check.
of their new level. If you get on or under your score, it is a
inner psychology and how 18 +3 success. ◆ Death (Dth): When avoiding
you see others. High Spirit instant-kill events.
Grunge & Hit Points
characters can manipulate others and Attack & Defense
Characters have two pools of points ◆ Turret (Trt): When targeted by
handle their personal demons. Low turrets or similar machines.
which protect them from death. Hit Your class and level determine your
Spirit characters are prone to outbursts,
points (HP) are equal to your Health chances of hitting in combat with an ◆ Mobility (Mob): When attacks try
have difficulty in understanding them-
score and measure direct bodily harm. Attack Bonus score. You may also gain a to restrict movement, immobilize,
selves and fail to notice the emotions of freeze, etc.
HP is restored with first aid, care, rest bonus from your ability scores or a
others.
and medical attention. Grunge points particular combat situation. ◆ Plasma (Pla): When in danger of
Show (SHO), tells us about your physic- (GP) are more akin to weariness and plasma jets, high-pressure flames,
A character’s Defense score is determ- toxic sprays, etc.
ality and how you present yourself. dirtiness, and give you a buffer between ined by the armor they wear. Anyone
High Show characters are extravagant, getting in trouble and getting hurt. GP is ◆ Otherly (Oth): When facing invis-
attempting to attack them must over-
noticeable, and they command atten- restored through certain activities, such ible forces, mind-altering attacks,
come their Defense. the unfathomable, etc.
tion. Low Show characters are shy and as having fun, enjoying luxury, resting
prefer to stay out of the spotlight.
10 11
CHARACTER CREATION ↓1st die / 2nd die → 1-2
Languages
3-4 5-6
1-2 Lizardine Cavi Fringe
3-4 Wee Roach Computer
Here are the steps for creating a Wild- 7. Record Languages 5-6 Crystalline Ashen Secrets Tongue
space character. Use a character sheet
All classes speak a common language,
to record everything.
but some know a few more. Write down
which or roll on the list. Specializations
1. Roll Ability Scores
Title Description
Roll 2d6+4 for each of your abilities. It is 8. Purchase Equipment Captain Can grunge up Medium to give everyone +1 for a day, while on ship
up to you and the GM if they will be Navigator Travel time for space encounter rolls is reduced
You start with 3d6 x 10 Juice worth of
rolled in order or distributed per desire. Pilot +1 when piloting a ship or fighter
equipment. You may keep any remain-
Mechanic +1d6 repaired when doing emergency repairs
2. Choose a Class ing Juice if you have a container for it.
Doctor Heal High with first and +1 per day to one person
Select one of the classes from the follow- Some classes have weapon or armor Gunner +2 damage when using the ship’s guns
ing section. They determine your restrictions. Mate Once per trip heal 3d6 grunge, distributed as you wish among the crew
special abilities, attack bonuses, Enforcer +1 to attacks when fighting on the ship
languages, and resistance scores.
9. Record Defense and Move Chef Player characters need a quarter of food on ships with kitchens
Your armor, or lack thereof, determines Motivator XP gains on training are +10%
3. Record your Ability your defense score and character move. Listener *Better chance of determining space encounter distance*
Modifiers & Attack Bonus Check the armor table or write down Historian Can add anything to a sector, once per sector
Each ability score has a modifier used Defense 10 and Move 6 if you are not Armorer +1 damage against boarders, for all player characters
in certain dice rolls. Determine yours wearing any armor. Botanist Even a small greenery saves atmos
from the modifiers table in Basics and Maintainer You heal 3 grunge instead of 1 to the ship during scrubbing
note any special notes for your score
10. Specialization (Optional)
(page right). Pick a Specialization from the list
applicable to your character, if any. Bravado Modifiers Know Modifiers
Everyone’s starting attack bonus is +0, BRV Ranged hit Initiative KNO Languages Tech Items
These represent some sort of past
modified by Show, for melee attacks, 3 -3 -3 3 Common None
experience or talent. Each grants a
and Bravado, for ranged attacks. 4-5 -2 -2 4-5 Common None
bonus to an action or a special ability.
Record it on your sheet. 6-8 -1 -1 6-8 Common 1
4. Record Resistance Scores 9-12 None None 9-12 Common 2
Your class provides you with resistance 11. Details 13-15 +1 +1 13-15 +1 3
scores for each level. Write them down. 16-17 +2 +2 16-17 +2 4
Name your character, give them some
18 +3 +3 18 +3 5
5. Special Abilities motivation, and a bit of story.
Some classes need to record what and Now, they are ready for everything.
how much they have. The Tech’ead has Spirit Modifiers Show Modifiers
their blueprints, Chaplains know tonic SPR NPC Reaction Loyalty SHO Melee hit/dmg H Items
recipes, and Aural’s have a research 3 -3 4 3 -3 None
point limit. 4-5 -2 5 4-5 -2 None
6-8 -1 6 6-8 -1 1
6. Record HP, Roll GP 9-12 None 7 9-12 None 1
Your health points are equal to your 13-15 +1 8 13-15 +1 1
Health. Record your starting grunge 16-17 +2 9 16-17 +2 2
points by rolling 2d6. 18 +3 10 18 +3 3
th
Starting at 4 level, Aces can fly fighters. 8 28000 +2 13 11 13 12 10
9 36000 +3 13 11 13 12 10
Catfall
eh t
Critical Hits
Aces roll an additional d6 when they
r
Grunge: High
Armor: Light, Medium
Tool: Simple, Advanced
An Ace laughs in the face of danger and
takes the proverbial plunge. They don’t
seem to show fear or are very good at
hiding it. Life is cheap and grim these
days and they’re not keen on waiting to
see if tomorrow will be any better.
Roll with it
Gain extra Move equal to 1 + Attack
bonus. Only applicable during combat.
Vehicular sacrifice
Can take damage instead of a vehicle
they are in.
3 2000 +0 Level 2 9 11 8 10 7
for crafting and recharging.
4 4000 +1 New 10 12 9 11 8
ac A
Grunge: Medium
Armor: Any
Tool: Any
A Tech’ead has spent their days picking
apart machine guts and trying to figure
out how they work. They get truly
intimate with lost technology and love
to experiment with it, with varying
results.
Tech use
Tech’eads can use Tech and create Tech
from Tech Scrap. They start with 3
known blueprints and must acquire
more on their own, though they are
limited by their level of understanding.
Constructing single-use Tech requires
Tech Scrap equal to its level. It can be
used by anyone and will break down
afterwards.
Multi-use Tech requires triple the
5 8000 +1 11 9 12 10 11
6 14000 +1 11 9 12 10 11
Know Selfish/Communal
eh rt
7 20000 +2 3-in-6 12 10 13 11 12
Starting at 3rd level, a Solitaire can find
8 28000 +2 12 10 13 11 12
out if someone is selfish or communal
ol
Beast Master
Solitaires can tame and ride beasts
r
Tracker
Solitaires can track in any terrain. The
chance to do so increases as they level
and they apply a Knowledge modifier.
Languages
A Solitaire starts with two additional
languages.
9 36000 +3 11 11 10 12 14
The number of ingredients required for
a single dose is equal to the level of the
r
Vow
Chaplains take a vow not to use a
certain type of weapon. Pick one of the
following categories: Guns, melee,
lethal.
Hospitality
Chaplains are always welcome in
churches and similar locations. They
and their immediate companions might
2 1000 +0 5 11 8 9 9 10
construct a sanctuary for similar folk.
3 2000 +0 8 11 8 9 9 10
ac A
Powers 4 4000 +1 10 12 9 10 10 11
Aurals gain access to special powers by
eh rt
5 8000 +1 13 12 9 10 10 11
researching the Wild. Research Points 6 14000 +1 15 12 9 10 10 11
(RP) are gained when they gather
ol
7 20000 +2 18 13 10 11 11 12
samples, and dead or living specimens.
8 28000 +2 20 13 10 11 11 12
de
Wildfeel
Starting at 2nd level, an Aural is acutely
aware of the Wild in their vicinity.
Echolocation
An Aural’s Hear/Find starts at 3-in-6.
Lie Detector
Starting at 4th level, an Aural may Hear/
Find to determine if someone is lying.
Den
Starting at 6th level, Hustlers may create
a den which attracts the seedy element.
Pl
Exploits
ac A
During combat, a Hustler can turn 6s
from their damage roll, which do not
cause damage, into exploits.
eh rt
Grunge: Low
Armor: Light
Tool: Simple, Fine
They know exactly what makes others
tick and they use this knowledge to get
what they want. It doesn’t matter if it is
intriguing looks or sweet words, it
works. Money, fame, pleasure, luxury,
take your pick.
Counterfeit Personality
With the right tools Hustlers can
quickly muster up a passable disguise
that will trick anyone not paying close
attention.
In Every Port
You have a 3-in-6 chance of knowing at
least one person in any decent settle-
ment. Though, on a roll of 1 you are on
bad terms.
6 14000 +2 11 12 10 9 9
knives.
Two Extra
ol
8 28000 +2 12 13 11 10 10
9 36000 +3 12 13 11 10 10
r
Grunge: High
Armor: Any
Tool: Simple
When the galaxy is tough, you try to be
tougher. In this unforgiving galaxy
someone must bring balance and order.
You only trust two things in life: your-
self and the gun.
Woah, lucky...
Troubleshooters may sacrifice one item
per combat (as per shield rules) in addi-
tion to a shield.
Reflexes
Troubleshooters may forego their next
attack to do more this turn.
Duel Wager
Troubleshooters may increase their
chances of dying in a duel for an equal
3rd Level
See-Througher
Hundred Foot Pole (Bl)
Gravitic Negater
Friction Skates
Force Field Wall
Flightpack (H)
Drone
Disguiser
Flash (T)
Duration: Instant or turns/level
2ND LEVEL BLUEPRINTS
Range: 5 meter radius, thrown Firefoam
Blinds creatures in its radius for a Duration: 5 turns
number of turns equal to its level, if the Range: 5 meter radius
creatures fail a save against mobility.
Releases a sticky foam over an area
Hab (H) which prevents movement and extin-
guishes fires.
Duration: Permanent
Range: Nearby Mind Scrambler
Radalive
Duration: 2d6 rounds
Toxicity: High
Brings back the recently deceased.
Rejection Score
Your maximum rejection score is equal
to your maximum health and repres-
ents how many rejection points you can
take before going crazy.
Every enhancement implant gives you
a random or static number of rejection
points. These points cannot be lost.
Replacement Implants
Implants are usually not for sale. They
These are the most basic and do not are difficult to find and require extens-
accrue rejection points. They merely ive expertise to install without issues.
fulfill ordinary functions a body would Implants could also be constructed if
normally posess. They are your stand- one knows how.
ard limb, eye, finger, hand, and organ
replacements.
Smuggling Has one secret cargo Luxurious Problematic When necessary, move Unreliable In-system travel takes a
12 42 Has a fancy stateroom 12 42
Compartments slot Guestrooms Gravity onboard is -1 Engines day extra
Drone Has a short-distance Auxiliary Engines work even Stiff Evasive maneuvers Bad Warp travel spends
13 43 13 43
Launcher automated scout Power with no hull Controls provide -1 defense Mileage fuel as one extra day
Magnetic Can reel in heavy Repair Poor Miniature One fewer starting
14 44 Can repair vehicles 14 Hear/Find is at -1 44
Harpoons objects in space Bay Sensors Hold cargo space
Sealed Bar & Heals 1 grunge for up Revenge Someone’s out to get Uncomfortable Communal has 1(S) or
15 Has 2d6 cryopods* 45 15 45
Cryoberths Lounge to 10 people Hunted you Design 3(L) less capacity
Aerodynamic Speed is +2 in atmo- Nutrient Can feed 5 people per Oppressive People don’t wish to Labyrinthine Cannot move straight
21 51 21 51
Frame spheres Dispenser day Mood spend time aboard Corridors between sections
Hallway Between two sections Escape Smelly There’s always a stench Prison
22 52 Has 2d6 escape pods 22 52
Turrets are turrets* Pods Scrubbers in the air Ship
Secure Can easily detain up to Surveillance Has a system of Stubborn On a 1-in-6 doors don’t Custom Plating costs are 20%
24 54 24 54
Brig three people System cameras Doors open Plating higher
Digital Diverse Can detect far more Disturbingly Encounter chance is +1 Faulty Emergency repair
25 The ship can talk 55 25 55
Mind Sensors than usual Noisy for zones Wiring inside repairs 1 less
Mining Default lasers are great Telescopic Can pick up items on Too If size matters, ship is Pea Laser weapons deal 1
26 56 26 56
Laser at cutting Arm the outside Big too big Shooters damage less
Expansive Two additional initial Automated Installed medbay Easily Damage from hitting Ungraceful Speed is -1 in-atmo-
31 61 31 61
Hold cargo slots Medbay doesn’t need doctor Breakable stuff is doubled Geometry sphere
Ancient Has a library filled with Ram Requires 25% less fuel Exotically Starports charge 10% Shining
32 62 32 62 Very easy to track down
Library old knowledge Scoop in-system Built extra for servicing Beacon
Assorted Has 3d6 x 100 worth of Enigmatic Shield- Takes 1 less dmg if Danger Bad stuff is more likely Unreasonable Ship might refuse to do
33 63 33 63
Closet equipment ing warp is not broken Magnet to happen to it Computer dangerous stuff
Opulent Sacred Stuffy Life-support has 2(S) or Really Ship has an enduring
34 Has a small greenery 64 34 64
Greenhouse Chapel Atmospherics 4(L) less capacity Infamous reputation
Stealth Ship can easily hide in Drug Can craft bulk drugs Aggressive Constantly
35 65 35 Reactions are at -1 65 You lose 10% more fuel
Coating space Lab into specific ones Appearance Leaking
All-Terrain Hidden Turrets not visible Cramped Staterooms have 1(S) or Pirate Outlaw rumors say it
36 Has a coach buggy 66 36 66
Vehicle Weaponry when out of combat Quarters 2(L) less capacity Prey holds great treasure
Derelict Room
contents and dangers. Decide on one or 1d6 What Treasure
Principles of Play ◆ Delving Derelicts: An ancient 1-2 Empty 1-in-6
space station, an overgrown build- Derelict Type
3-4 Friend/Foe 3-in-6
A game master is as much a player as ing, or forever drifting space ship 1d6 Space Planet
5 Special None
anyone else, meaning that you are here are the best examples of derelicts, 1 Space Station Outpost
remnants of old humanity filled 6 Hazard 2-in-6
to have fun as well. While narrative 2 Research Lab Crashed Ship
circumstances might turn cruel and with riches and danger. These 3 Pleasure Yacht Underground
places might be filled with auto- devices to open up areas, provide short-
hazardous to the lives of player charac- 4 Military Vessel Civilian Refuge
mated defenses, deadly hazards, cuts, openings from the outside, etc.
ters the game is not about antagonizing other scavengers, etc. 5 Cargo Ship Research Base
the players. It is about testing their 6 Mining Barge Industrial Facility Derelicts in space almost always have
◆ Handling Outlaws: Some settle- no breathable atmosphere, but their
mettle in meaningful ways and the
ments might require help fending create your own.
glory of seeing who pulls through to off or getting rid of criminals, and life-support systems may still work if
win the day. offer recompense for the effort. Threats turned on. An atmo might already be
present, though players might have to
That said, there is a very thin line ◆ Faction Work: Groups with inter- While it may make sense to only popu-
secting interests oftentimes hire bring their own. Naturally, any sections
between what players perceive as fair late derelicts with robots and such,
outsiders to perform spywork, exposed to space will prove problem-
and unfair challenges. Keep the follow- consider that many forms of life have
wetwork or other dirty deeds. atic. The same could be done with light-
ing in mind when designing adventures evolved to inhabit these numerous
◆ Tech Retrieval: Amazing ing and doors, using Juice to activate
and playing the game. places, wherever they may be. With this
machinery requires amazingly power plants.
Forewarn and Present: The worst kinds in mind, try not to have the location
rare parts when it eventually
only have antagonists, but rather poten- If drawing a detailed-enough map,
of challenges and hazards are the ones breaks down. Individuals or
groups will call upon entrerpris- tially neutral or even possibly friendly remember the grid is 1x1 meter
the players never see or only trigger the
ing parties to acquire them. elements. squares. Each square is the width of a
bad effects of. It’s much more fun to
◆ Searching for Survivors: With common door and about enough for a
interact with a trap or feature than to
little to no way of communicating Map it Out single person, or two if you want to get
feel smug because they forgot to
across the stars it is often too late For planetary locales, a level-based more intimate.
mention searching a particular wall or
someone is noticed missing. Non- system will work best, with deeper
failed some roll. etheless, they will want to be Sources of Treasure
sections housing higher HD threats
Provide enough information and design found by those who care.
than the initial floors. Usually the level Most derelicts share features adventur-
adventures so that challenges stem ◆ Discoveries: While people can be equals HD, but not necessarily. ers will want to find. Most are usually
from interacting with the environment. found everywhere, for every located deep inside derelicts, prompting
A spiked pit should impale the greedy planet with them there is at least In ships it may prove troublesome to
one without and waiting to be hazardous searches.
and unwary, it should also protect a design in the same way. There are
found. several ways to achieve a similar effect. Power Plant / Engines: Bound to have
place of treasure and worth, not a
meaningless hallway. Figuring out how ◆ Colonial Misfortune: Colonists Ship-based threats may grow in some Juice as well as Tech Scrap. Fuel
might run into trouble before tenacity from the front of the ship to the tanks and fuel lines could be nearby.
to traverse past and especially how to
establishing themselves. Such back, or from the outside in. Simply
get the heaps of treasure across is half Armory / Turrets: Could contain
people usually need others to
the fun. secure their new home location. randomly and haphazardly arranging salvageable weapons and ammo
threats, regardless of their HD, might be reserves.
◆ Stellar Phenomena: Exploring
Types of Adventure these dangerous spatial
doable as well, as long as you provide Life-Support: Should have Atmo-
It might not be immediately apparent occurences might be profitable if plenty of opportunity to circumvent spheres and potentially be also turned
what sort of adventure one can have in paid to do so, or if they hold sections. A ship needn’t look the way it on to ease delving deeper.
the world of Wildspace, so here’s a short sources of profit. was imagined. Collapse passageways, Robots / Turrets: Might have
list of potential scenarios. create holes in walls, ceilings and floors. harvestable Tech Scrap.
2 ◇
4 △
5 ◇
6 X exit
exit
What does it mean for a place to have your own. often have something to say or an opin-
high know and low spirit? Is it a den of ion to share.
mastermind criminals or scientists Step 5: Landmarks
Think of a few people who fit these
working for a major faction on some- Every place has something memorable, roles. Maybe have representatives of
thing dangerous? be it a unique natural formation, a different aspects be in some sort of
Why does a high standing settlement fascinating view, a quirky building or conflict, big or small.
have low bravado? How do they defend comprehensive architectural style. A
distinct location will be more easily Use the Attitude and Clothing tables to
themselves then? Why is nobody taking
remembered and referenced later on. If quickly generate random non-player
advantage of this? Are they being protec-
anything, take one of the high stats characters.
ted by somene else?
determined before as inspiration.
With questions like these every settle-
ment will quickly grow with possibilit- High bravado settlements might have
ies and narrative openings, as well as ship-sized weaponry scattered around
seem more alive. town. High spirit towns might be built
around a large and impressive church
Step 4: Issues made from exotic materials, featuring
unique murals.
Roll on the Settlement Issues table to see
what particular problem the settlement Step 6: Representatives
has been having. Attempt to incorpor-
ate the result with what you already In step 1 we mentioned representatives,
know about the settlement. Even if the important people for varying types of
results are at odds, it might create places. These people are usually well-
unique situations. In the end, you may known and easily recognizable. They
reroll, not have such issues or create stand out from the common folk and
Mission
d66 Description d66 Description
11 Kill Someone 41 Stop Someone
12 Steal Something 42 Help Someone
13 Find Someone 43 Discredit Someone
14 Transport Someone 44 Investigate Someone
15 Sabotage Someone 45 Save Someone
16 Destroy Something 46 Stop Something
21 Find Cargo 51 Find Information
22 Find a Ship 52 Salvage a Ship
23 Steal a Ship 53 Destroy a Ship
24 Explore Derelict 54 Investigate a Crime
25 Transport Cargo 55 Transport Information
26 Smuggle Cargo 56 Transport Cargo Quickly
31 Capture a Creature 61 Kill a Creature
32 Explore the Wild 62 Guard an Event
33 Protect a Ship 63 Help Pioneer Effort
34 Establish Junction 64 Locate Pirates
35 Explore Dangerous Space 65 Find Something
36 Roll Twice! 66 It’s a Trap!