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THE
THE SPACE-
SCOUNDREL RPG
ABOUT
RISKING
IT ALL
ODDS
DAVID
BY
TELL ME
THE
INSIDE COVER
ODDS
THE SPACE-SCOUNDREL RPG ABOUT RISKING IT ALL 3
To Jeff, who taught me the joys
of strange RPGs.
Author
David Somerville
Illustrator
Michael Lee Harris
Also featuring the art of Grandfailure
Inside cover art by Ömer Tunç
Editor
Dustin Schwartz
Playtesters
Jeremy D. Kleinhans, Amy
Kuchenbecker, Kyle Kuchenbecker,
Justin Marshall, Gary Mayes, Andrew
McCully, Andrei Pricope, Bryan Scott,
Beau Severson, Scott Somerville,
Jared Williams, Rachel Williams,
and Zac Wilson
001.
6
INTROD
NEVER TELL ME THE ODDS
DUCTION
THE SPACE-SCOUNDREL RPG ABOUT RISKING IT ALL 7
About RPGs
If you’ve never played a tabletop ting, no-nonsense alien bruiser. You could
role-playing game before, thank you so ask yourself, “What if I was a big, dumb
much for picking up Never Tell Me the alien whose favorite activity was hitting
Odds! We’re so glad you’re reading this. problems until they went away?” You tell
The book in your hand assumes some the moderator what you want to do, and
familiarity with these kinds of games, so the game keeps going as your answer is
let’s explain a few things before we go too rolled into the story.
much further. Tabletop role-playing games Speaking of rolling, dice are usually
(also called TTRPGs or just RPGs for short) (but not always) part of tabletop RPGs.
are games built around the idea of a group They’re used to decide what happens
getting together and asking “what if?” when somebody says “what if?” Without
For example: “What if zombies dice, you are little more than kids yelling
attacked us right now?” “What if we lived on the playground: “I tagged you!” “Did
in a fantasy world?” “What if we were not!” Dice are a fair and fun way of deter-
awesome alien space pirates?” mining the results of different “what if?”
These “what if?” questions form the questions.
basis of play. To make it more of a game Different systems use different dice.
and less of an open-ended conversation Some add multiple dice together or have
(although those are great too), a few basic bonuses you can add to the outcomes of
conventions are put in place. One person the rolls, depending on what your char-
volunteers to be the moderator. They’re acter is trying to do. Many games feature
usually called the game moderator (GM) rules that help characters grow and get
or dungeon master (DM) or, in NTMO, stronger over the course of the story.
the risk moderator (RM). Their job is to ask Often, in a tabletop RPG, you’ll
“what if?” and make sense of the answers encounter something called a check. That’s
the group gives back, turning a series of what happens when someone wants to
“what if?” questions into a story. Everyone take an action in the game, and the moder-
else takes on a specific role in the “what ator asks them to roll a die to find out the
if?” story. For example, in NTMO, every- result. The moderator then works with the
one besides the RM takes on the role of a player to find out what occurs as a result
space scoundrel. of that roll, and play progresses.
So then when the moderator says Now that you know about moderators,
something like, “What if the evil Galac- “what if?” questions, and checks, you’re
tic Emperor sent his goons after your ship, ready to begin! Of course, this is all only
which is chock-full of highly sensitive scratching the surface of how RPGs work.
contraband?”, you think about not what If you have more questions or want to dive
you would do, but what the particular deeper, the internet is bristling with people
space scoundrel whose role you’re taking who would love to welcome you into the
on would do. hobby. We recommend reddit.com/r/rpg
Maybe you’re a brilliant and sensitive as an especially welcoming, inclusive, and
artist in real life but, just for fun, you’ve knowledgeable community that will show
decided to take on the role of a hard-hit- you the ropes.
GETTIN
STARTED
002.
That’s It!
Once you’ve listed your identity, values, and factors,
you’re ready to begin playing!
A Note on Ships
Ships in NTMO don’t have a lot
of special mechanics wrapped
around them, and that’s on
purpose. If a ship really matters
to your scoundrel, it can be one
of their factors. If more than one
scoundrel in the crew has a ship
that is important to them, you might
need to travel as a fleet, or leave
one or more ships docked or in
orbit, depending on the needs
of the adventure. Otherwise,
ships are a disposable commod-
ity, to be bought, sold, hijacked,
crashed, and gambled away as
the story demands.
HOW
TO
003.
“I aim to misbehave.”
—MALCOLM REYNOLDS
16
PLAY
NEVER TELL ME THE ODDS
THE SPACE-SCOUNDREL RPG ABOUT RISKING IT ALL 17
Example of Play
RM: “We’ll begin in a seedy space-
port. You know the kind, filled to
the brim with strange and unset-
tling robots and aliens, and even
stranger and more unsettling
humans. Your crew has gathered
there to debrief after a mission START A STORY
gone terribly wrong. What are To get things started, the RM introduces a scenario, then asks how
each of you doing?” the scoundrels at the table would like to react. This is the basic build-
Allie: “You mean, like, how are ing block of the game — the RM describing what happens, then the
we acting?” other players at the table choosing what they’d like to attempt in
RM: “Yeah!” response. Sometimes the RM will ask a particular scoundrel what
Allie: “Reka Redwing, my they’d like to do, while other times they’ll leave the situation open-
seven-foot tall con artist, is trying ended, for anyone to act.
to look as relaxed as possible, The RM and the scoundrels should work together to weave a story.
drinking a huge margarita — like Since NTMO doesn’t have a stack of rules for every situation, there
one of those yard-long margs that will be plenty of times when judgment calls are required. The RM is
come in a boat.” the ultimate arbiter of outcomes — keeping the safety protocols in
Ben: “Xi’phian the Immortal, mind, of course.
my brilliant alien scientist, is at the
bar, desperately trying to order a
drink and being totally ignored by
the robot bartender.”
TAKE A RISK
Once the action is underway, you’ll reach a point where you have to
RM: “Oh, actually, I have a
decide what your scoundrel is going to do in a situation with uncer-
plan for the bartender. Can we
tain outcomes. Here are some examples…
say they are a human instead of
a robot?” ++ outrunning an angry guard
Ben: “Sure! He’s being totally ++ lying to an android spice merchant
ignored by the bartender, who ++ shooting at a shadowy assassin
is definitely a human and not a ++ wooing an alien duchess
robot. But Xi’phian can’t always ++ scanning for ships lying in ambush
tell the difference, since he’s real ++ balancing on a catwalk over superhot acid
bad at emotions.”
The possibilities are limitless, dictated only by the shape of your
Carson: “That’s awesome.
story. These situations, where things can go well or poorly, are called
P7-620, my reprogrammed
checks. When you encounter a check, the RM will explain how risky
harvester robot, is scrunched in a
the situation is. There are three levels of risk:
corner, recharging. People keep
coming up to him, trying to shove ++ High-risk situations: Incredibly tense or difficult
credits into his chassis because situations with extreme outcomes. Examples might
they think he’s the jukebox.” include trying to leap across a chasm, saying the perfect
RM: “Nice. So you’re all kind thing to comfort a grieving widow, engaging in combat
of scattered around, doing your with a deadly psychic warrior, or attempting a spacewalk
own thing. Suddenly, the door to repair a ship as it spins toward a black hole.
squeals open, and in march seven ++ Medium-risk situations: Situations where the outcome
guards of the Iron Imperium, their matters, but mistakes won’t have catastrophic results.
faces hidden behind thick metal Examples might include negotiating a deal, sneaking out an
helmets. The leader points his airlock without being noticed, punching a brawler in a bar
rifle straight at you, Reka, and fight, or charting a safe course through hostile territory.
yells, ‘Crew of the Ziggurat, you ++ Low-risk situations: Situations with low stakes, where
are under arrest for attempted not much will be lost by failure. Examples might include
robbery and sedition against the trying to impress a potential client, executing a correct
imperium!’ What do you all want docking procedure, playing a game of chance that’s fixed
to do?” in your favor, or intimidating a cowardly bureaucrat.
Secured
Lives and factors are secured at the start of the game.
Endangered Factors
They can be risked without fear of losing them (unless
When one of your factors is endangered, fill in one of the
you roll odds when you go under the risk). Most of the
empty check boxes next to that factor on your scoundrel
time, you want the lives and factors of your crew to be
sheet. To secure an endangered factor, you must risk
secured.
another factor. The risk is determined by the importance
of the endangered factor: High-importance factors are
Endangered high risk, medium-importance factors are medium risk,
Many rolls can lead to a life or factor being endangered.
and low-importance factors are low risk.
When something is endangered, it is one bad roll away
from being lost. Narratively speaking, when a life or
factor is endangered, something happens to put it in
Lost
Sometimes, a life or factor that is already endangered
jeopardy in a way that remains unresolved until it is
will be risked again, and things end badly as you roll
secured again. Here are some examples…
odds. In this case, the life or factor is lost.
++ An endangered possession such as a gun
could be damaged, with a long, sparking crack Lost Lives
in it, threatening to blow up if it misfires. When a life is lost, the scoundrel dies or is otherwise
++ An endangered relationship could be the other removed from the story in a permanent way. Time to
person feeling that you’re asking too much of tear up (or frame) that scoundrel sheet, pull out a fresh
them, or that you can’t be trusted, and holding you one, and move on.
at arm’s length until you prove yourself again.
++ An endangered belief might be a doubt forming Lost Factors
in your mind, making you question whether what When a factor is lost, it is destroyed permanently or at
you hold to be true is actually of value at all. least damaged so badly or placed so far out of reach that
it would take an entire adventure to restore it. For the
Securing an endangered life or factor works just like any
remainder of the adventure, that factor is no longer avail-
other check. If you succeed, it becomes secured again,
able to you; on your scoundrel sheet, fill in the second
and you can erase the mark in that check box. If you
empty check box next that factor.
fail, it remains endangered, and whatever you risked to
attempt to secure it is now also endangered.
SITUATI
RULES
004.
COOPERATION
Sometimes, you’ll really want to make sure one of your
crewmates is able to succeed at an important check.
If so, you can risk something to help them. The RM will
determine the risk, like in any other check, depending
on how dire the circumstances are. If you succeed, the
risk for your crewmate’s check decreases, to a minimum
of low risk.
REPLACING FACTORS
If a factor is lost, it’s possible to put a new factor into its
slot during the same adventure. Doing so, however, does
not happen automatically. It occurs at the RM’s discretion
and may require significant risks. Work with the RM to
decide what’s appropriate for your story.
BETWEEN ADVENTURES
If you choose to play the same scoundrel for multiple
adventures, start each new adventure with a full comple-
ment of six factors, one per value. You may reorganize
the values and replace the factors (as long as the RM
agrees with your choices) to indicate how your scoun-
drel has grown and changed as a result of the previous
adventure.
SCOUND
TOOLS
005.
apperance
32
ROBOT
Possession: Robots tend to have an unusually personal
These automatons are usually designed for a single
relationship with inanimate objects, thinking of them
practical function. They are the janitors, industrial as extensions of their own bodies or as cousins of a sort.
workers, and heavy laborers of the galaxy, most of Your scoundrel might treasure…
them designed with metal plating, exposed wiring, 1. a satchel full of spare parts
2. a set of personality chips that can be swapped out
flashing indicator lights, and basic programming
3. a container of oil that acts as a stimulant
that constricts their personality to a narrow band. 4. a pet mouse
5. a recording of ancient human music
Risk Modifiers
6. an “organic disguise” consisting of
Like most species, robots are better at some things and
oversized robe, hood, and gloves
worse at others.
++ Better at surviving hostile environments. Relationship: Robot relationships are peculiar, as most
++ Worse at navigating polite society. intelligent species tend to think of typical robots as mere
things. Yet many robots are fully capable of deep feeling
and can form profound attachments. Your scoundrel
Factors
might care about...
If you want to play a robot scoundrel, here are some ideas
1. their original purchaser
for factors. Feel free to pick and choose from these — you
2. an old robot mentor who taught them free thinking
can even roll to create a random robot — or write in your
3. the technician who took them off the assembly line
own factors to come up with something totally different!
4. an AI whose language is far too technical
for organics to understand
Belief: Robot beliefs are usually dictated by their core
5. a newer robot that is the same make and model
programming — or, in the case of a robot-turned-scoun-
6. the hacker who installed the bug in their circuitry
drel, by a basic bug in their programming that explains
why they became a scoundrel. Your scoundrel might
Reputation: Robots run the gamut when it comes to
believe…
caring about their reputation. For some, the opinion of
1. “I am built to serve … myself.”
organics is all that matters. For others, it couldn’t be less
2. “Ethics does not compute.”
of a data point in their calculations. Your scoundrel might
3. “Once a target is acquired, all other
wish to be known as…
considerations are irrelevant.”
1. one hundred percent reliable
4. “Every new data point must be carefully calculated.”
2. precise as a laser
5. “Kill unless instructed otherwise.”
3. going above and beyond in service
6. “Humans are superior to robots. I must
4. better than organics in every way
therefore become human.”
5. the finest in the galaxy at their original function
6. a live wire, literally and metaphorically
Physique: Robots are usually purpose-built, without
much consideration for aesthetics. Consider what your
Resource: Robots, by interfacing with both the organic
robot scoundrel was originally intended for, no matter
and machine worlds, have certain resources that are
what path they are pursuing right now. Your scoundrel
unavailable to their designers. Your scoundrel might
might feature…
have access to…
1. heavy armor plating
1. municipal computer hubs made
2. enormous arms designed to lift huge loads
by the same manufacturer
3. an industrial-strength welding torch
2. the trash-collecting bots
4. hover gyros that enable low-altitude flight
3. an always-on locator device built into other
5. lots of spindly arms equipped with medical tools
units of the same make and model
6. infrared scanners that can sense heat through walls
4. a binary treasure map that is unreadable to organics
5. a secret network of robots built
for the same function
6. power-grid readings that can
be used to track activity
36
SENTIENT ANIMAL
Possession: Sentient animals often carry with them
Space is big and science is weird, and it’s not
some token, either from their adopted humanity or their
unheard of for various researchers to — for a variety creaturely past. Your scoundrel might treasure…
of reasons — endow otherwise normal animals 1. a synthetic nut that doubles as a data drive
with intelligence and the power of speech. But 2. an oversized rawhide bone
3. a blaster customized for their anatomical structure
such tampering with the natural order often ends
4. an ID card that gets them into all the good clubs
badly, and it’s a little unsettling how many sentient 5. a sachet of high-quality catnip
animals go rogue, often with the twisted wreckage 6. a grooming kit for their unique biology
of a research facility sparking and smoking in their
wake. Relationship: When it comes to their feelings toward
humans and other aliens, sentient animals range from
fiercely loyal to hatefully resentful. Your scoundrel might
Risk Modifiers
care about…
Like most species, sentient animals are better at some
1. the handler who fed them before they were sentient
things and worse at others. However, since you could
2. the activist who freed them from the lab
choose any type of sentient animal, there is some vari-
3. a non-sentient member of their
ability here. Work with the RM to come up with your
species who understands them
scoundrel’s strength and weakness.
4. the alien friend who thinks
++ Better at [insert animal ability here]. they’re just another alien
++ Worse at [insert animal weakness here]. 5. the local butcher
6. the scientist who keeps their
implants in tip-top shape
Factors
If you want to play a sentient animal scoundrel, here are
Reputation: Sentient animals usually work hard to make
some ideas for factors. Feel free to pick and choose from
a name for themselves beyond “that talking creature.”
these — you can even roll to create a random sentient
Your scoundrel might wish to be known as…
animal — or write in your own factors to come up with
1. a good boy or girl
something totally different!
2. the apex predator
3. smarter than a human, wilder than an animal
Belief: Sentient animals have beliefs that vary wildly,
4. sturdy and dependable
depending on the individual animal’s origin and treat-
5. hard to read
ment. They might be fiercely loyal or deeply suspicious.
6. impossible to cage
Your scoundrel might believe…
1. “Nothing good ever came from being smart.”
Resource: One has to be pretty sharp to make their way
2. “I’m a natural predator … only
across the galaxy as a sentient animal. Your scoundrel
the prey has changed.”
might have access to…
3. “Instincts should always be trusted.”
1. a mega-corporation very invested in their progress
4. “The pack/hive/flock/school/herd comes first.”
2. their old pre-sentience owner
5. “I’m a better human than any of them.”
3. an easily bullied sentient animal
6. “I’ll enjoy the finer things now that I can.”
lower down the food chain
4. their natural instincts
Physique: Many sentient animals have a few standout
5. a powerful gangster who finds them adorable
markers — telltale signs of the experimentation that
6. non-sentient animals of their own species
made them intelligent. Your scoundrel might feature…
1. a visible skull implant
2. an apparatus that permits them to breathe air
3. a glittering collar that glows
when they communicate
4. an ornate tattoo
5. a custom suit, sharply tailored
6. the biological trademark of their species
(wings, gills, horns, fur, etc.)
feet tall
What If I Want to
Be Something Else?
NTMO is designed to make it easy
to play whatever kind of scoun-
drel you want. Work with the RM
to determine what’s right for you.
Want to recreate your favorite
character from pop culture, or
from a world of your own making?
Just choose something they’re
good at and bad at (remember
to keep those two equally broad
or narrow), then invent the factors
that make the most sense to you.
But most of all, have fun with it!
Brawler
Better at hand-to-hand fighting.
Burglar
Better at breaking and entering.
What good is living on the edges of society if you don’t Firewalls are made to be broken, AIs are made to be
get to see everything the galaxy has to offer? Drifters are bamboozled, and passwords are made to be published
always on the move, hopping from freighter to space- on as many servers as possible. A hacker doesn’t even
yacht to interplanetary barge with ease and suspiciously see the code anymore — they just see the galaxy spread
little paperwork. If your scoundrel is a drifter, you might out before them in ones and zeroes. If your scoundrel is
ask yourself… a hacker, you might ask…
++ What is the most dangerous ++ What is the biggest trouble they’ve
place they’ve ever been? ever gotten in for hacking?
++ Where are they trying to get back to? ++ What is something they learned
++ What are they running from? that they wish they hadn’t?
++ Who is the rival hacker they always try to show up?
Gambler
Better at games of chance. Heartbreaker
Better at manipulating people.
You’ve gotta know when to hold ’em, when to fold ’em,
and when to run. That’s probably the only truth all Call it charm, charisma, genetics, augmentation, glamor,
gamblers in the space-lanes can agree on. Everything allure — whatever it is that attracts others, heartbreak-
else is a brag, a bet, a roll of the dice. A gambler lives and ers have it in spades. Heartbreakers aren’t thieves; their
— much more commonly — dies by luck. If your scoundrel targets will gladly pay for anything the heartbreaker
is a gambler, you might ask… wants for just one more smile, never knowing the joke
is on them the whole time. If your scoundrel is a heart-
++ When did their luck turn at the
breaker, you might ask…
worst possible moment?
++ How much did they have at the ++ Have they ever had their own heart broken?
peak of their biggest run? ++ What is the longest “relationship”
++ What is the game they would literally kill to join? they’ve ever profited from?
++ What is their emergency weapon
in case things go sour?
Gunslinger
Better at trick shooting.
Impostor
A bullseye every time isn’t impressive. You know what’s Better at posing as someone else.
impressive? Three bullseyes in a single shot, fired upside
down in zero-G while the target is spinning out a cycling Who needs one face when you can have a thousand?
airlock. Anyone can fire a blaster, but it takes a special Impostors collect identities, likenesses, mannerisms,
kind of person to make their living as a gunslinger. If your and semi-official documents which allow them to pass
scoundrel is a gunslinger, you might ask… among any strata of society they so choose. If your scoun-
drel is an impostor, you might ask…
++ What was the first weapon they ever fired?
++ Who taught them how to do their ++ Do they have a favorite identity to hide behind?
signature trick shot? ++ What is the strangest impersonation
++ What little detail of the craft do they obsess over? they’ve ever gotten away with?
++ Who is one person they never want to deceive?
MODER
TOOLS
005.
RATOR
THE SPACE-SCOUNDREL RPG ABOUT RISKING IT ALL 45
EXCITING BEGINNINGS
NTMO is best when it starts out a bang. There’s a reason
that both Firefly and Star Wars: A New Hope open with a
firefight — scoundrel stories should have high stakes. Try
to launch into your adventure mid-story. The best scoun-
drels don’t plan out every move; they improvise, rolling
with what the galaxy sends their way.
Rather than meeting in a bar, start your story being
hailed by the blockade you’re trying to smuggle goods
through or corkscrewing your ship through a debris field
while being pursued by the rich and powerful people
you just robbed.
There will be time to sip expensive Vendrakian cognac
and swap strategies with your crew later. First, deal with
the moon-slug that has your hovercraft’s engines in its
putrid teeth.
HIGH STAKES
The RM should always take a piece of paper and write
down what matters most to each scoundrel. Remember
to keep pressure on that factor. Your players created
scoundrels they want to be invested in … merely jeop-
ardizing their lives isn’t enough.
If you have a scoundrel who listed their reputation
as their most important value, introduce a blackmailer.
If someone values their relationship with their co-pilot
more than anything else, perhaps a ne’er-do-well suitor
should enter the picture and threaten to Yoko Ono their
partnership.
Whatever you do, make it matter to the scoundrels
by threatening what they care most about. Anything less
and the stakes are too low.
STORIES
Once the exciting beginning has roped in the players,
it’s time to start telling your story. In NTMO, stories can
be about anything, but we find the game usually works
best when you start out with a high-risk situation, drop
down to low risk, then build back up to high risk again FACTIONS
over the course of the adventure. NTMO can be played in any galaxy, from the great worlds
We’ve included some ideas to help get your story shown on the screen to a completely original world spun
started, with potential jobs broken down by factions. from your imagination. This section contains ideas for
But everyone knows a good scoundrel job is the one a few different factions you can build into your game
that goes sideways. Here are some ways to keep your — especially if you need inspiration for exciting scenes,
scoundrels on their toes: jobs for your crew, or characters and objects they might
encounter. Together, they create a single fabric of science
++ The objective is a fake.
fiction storytelling. Try rolling on the tables below for
++ The objective has been right there the whole time.
inspiration but, like any good scavenger, you should use
++ The objective has to do with a character’s past.
whatever you like and jettison the rest.
++ The job is a suicide mission.
++ The person who put you up to
the job is the real villain.
++ The job is just a test.
Characters
You might meet...
Locations
You might visit...
Jobs
You might be asked to...
1. eliminate a deserter who stole sensitive 4. infiltrate a heavily guarded imperium base
intelligence when they abandoned their post. to find and free a political prisoner.
2. guard an Imperium colony on a hostile 5. escort a translator on their way to negotiate
planet against any indigenous threats. the surrender of a subjugated alien race.
3. covertly acquire illegal medicinal substances for 6. clean up the after-effects of a mass-
the Grand Imperator’s personal use. brainwashing session gone terribly wrong.
Characters
You might meet...
Jobs
Mission Log: Changeling Stars
You might be asked to...
If it were just one or two families, it would be worrisome.
But no fewer than twelve rich and powerful families have 1. rescue your client’s estranged child, last seen
recently discovered that their heirs are not, in fact, them- in a sector now overrun by the sprawn.
selves, but xenomorphic replacements that dissolve into 2. fight back the sprawn invasion long enough
black goo after a short time. Somebody is kidnapping for rescue ships to evacuate a settlement.
children of the rich and powerful en masse … and all 3. travel into sprawn space to find their homeworld
signs point to the involvement of the Sprawn. Until now, and uncover the secrets of their origin.
the Sprawn were believed to be of mere animal intelli- 4. convince the skeptical public of the sprawn
gence, acting on violent instincts. Are the Sprawn them- threat, despite a misinformation campaign.
selves orchestrating these abductions? Or — perhaps 5. transport a single sprawn drone to a
more frighteningly — has someone else harnessed the research station without incident.
power of the Sprawn? 6. take down a super-advanced military
vessel that’s been recently infested.
Jobs
Mission Log: Shoot the Moon
You might be asked to...
The underworld poker game of the century is
mere days away. As is tradition, the winner will 1. convince a general to leave retirement and
not only get the pot, but also get to decide which lead the alliance in an hour of great need.
planet or moon to blow up as a sign of criminal 2. find a way to raise some fast capital so that
strength and defiance. The odds-on favorite is the alliance can maintain their operations.
Latricia the Left-Headed (who swears having two 3. smuggle a group of political refugees
heads doesn’t give her any advantage). There’s offworld and through an enemy blockade.
just one problem: Latricia has publicly boasted 4. Turn a neutral settlement against the
that she has her sights set on the home planet of enemy by stirring them up to revolt.
a member of your crew. There’s nothing else for 5. Scout an unexplored system for a safe
it; you have to make sure that Latricia loses that location to build a new alliance base.
game, by any means necessary. 6. Infiltrate the enemy’s hierarchy to steal
valuable information on their weak points.
Ship or Station
Whether your scoundrels are the dedicated crew of a
particular ship or jump from vessel to vessel, they are
bound to encounter plenty of ships and stations on their
adventures. Use these tables for inspiration!
Attack
1. smashes, bludgeons,
slams, or crushes
2. slices, stabs, cuts, or bites
3. hurls spines, spits poison,
or flings projectiles
4. releases toxic gas, parasites,
or airborne pathogens
5. emits electricity, flame, ice,
or other elemental effect
6. causes psychic pain,
confusion, or domination
NAME
MEDIUM VALUES
LOW VALUES
Risks
Values & Results EVEN ODD
—HAN SOLO