Contents

Introduction ...... 4 Overview...... 4 Space Travel Principles:...... 5 Basic Setting Principles: ...... 6 The Flow of the game...... 7 Scanning Phase (Steps A to D)...... 13 Step A - New Hex Zone...... 14 Zone Type...... 14 Natural Zone Specific Type...... 14 Step B - Zone Adjacent Hex ...... 15 Step C - Stellar Object Occurrence...... 16 Step D - System Template...... 17 Survey Phase (Step E)...... 26 Step E - Planetary Template...... 27 Optional: Non-Garden Zone Planets ...... 27 Contact Phase (Steps F to J) ...... 38 Step F - Dominant Indigenous Lifeform ...... 40 Indigenous Intelligence...... 40 Indigenous Sentient Lifeform Technology Rating.41 Step G - Lost Human Colony...... 42 Human Colony Technology Rating:...... 42 Step H - Visitor PresenceSample. . . .file ...... 44 Step I - Government System (Optional)...... 47 Step J - Cosmic Strangeness (Optional) ...... 48

Copyright ©2016 by Jed McClure www .albatrosspress .com Illustrations by Ezra Claytan Daniels www .ezracdaniels .com Interstellar Overthruster Introduction

Interstellar Overthruster is a set of rules to generate a hexcrawl sandbox game in a setting . It was inspired by the rule systems in old school or revival Sci-Fi RPGs, like Travel- ler, Stars Without Number, Copper Sea, and others . Also TV shows like , , Star Trek Voyager, Stargate Universe, Space:1999 all of which revolved around exploring unknown sectors of space . But many games require the referee to create the setting or buy a massive sector map, and then hoping the PCs manage to find their way to all the ‘cool bits’. A commercial setting may already be known to the players, and can be over- whelming to learn, while creating a scifi sandbox or “starbox” setting is so much up-front work, that it can sap the referee’s creative juices before the campaign gets started . So the core idea behind Interstellar Overthruster is that the referee only generates the content for an area of space as the party explores it . Everything is rolled up at the table, and the rules allow a randomized sector to emerge as the PCs explore it . It uses the Traveller convention of a hex map for an old school flair, and convenience. These rules can be used in conjunction with an existing game or with a campaign seed like A Star for Queen Zoë, but is rule system agnostic- its reallySample a mini game file for space exploration that can be used with any space opera game . I call it a campaign seed, because there is no ‘plot’, just a situ- ation that motivates the party to begin exploring . The story will emerge, and the Referee should be prepared to incorporate any interesting random results into the narrative of the campaign . Overview Required for creating the map as the players play at the table: »» Sheet of hex paper- either a sub-sector map (8 hexes x 10 hexes) or a large sheet of commercial hex paper . »» Pencil, pens (red & black), notebook & dice »» A set of RPG rules you and your gaming group are comfort- able with . »» Watercolor art markers - These can be found at most Art 4 Interstellar Overthruster

Supply stores . They are great for coloring in the hexes, with- out obscuring the details- they only tint the paper . Make sure that they are very light tone though . (The Prismacolor art markers are a good choice: 30% warm grey, and 3 or 4 other light colors, like tan/khaki,Sample pale blue, file and pale green .) Space Travel Principles: The core of this system is exploration of uncharted space as represented by filling in a blank hexmap. Whether you use the included campaign seed, or create your own, there are a couple of assumptions at play here: »» A hex is a 2-dimensional representation of a cubic parsec of space . Astrophysicists with PhDs in Hyperspace topology developed this mapping system- so don’t think about it too much . Just know that each hex represents about 3 26. LY of distance . »» The PCs have access to a Tech Rating 11 (TR 11) ship that is fairly slow- and can’t skip hexes. A good rate is to have it travel at about 1 hex per week . After this hyperspace jump it has to spend at least a couple of days in a gravity well discharging

5 Interstellar Overthruster radiation, and refueling before it can jump again . Note, this means that while they can jump into an hex empty of stellar objects, they will not be able to jump again- so it is important that the PCs look before they leap . »» The ship’s sensors can only scan adjacent hexes with enough accuracy to tell if there is a system there, and it takes a day to complete the scan . »» The ship has some kind of near magical language translation technology that allows the PCs to communicate with most of the races they encounter . »» The ship also has enough hold space for cargo and about 3 months of supplies . Basic Setting Principles: »» The PCs come from a pre-contact world, or a world that has lost contact with other systems due to some catastrophic event . »» Humans at some point in the past colonized many of the worlds in this area of space, and have since been cut off from earth and each other . »» Aliens exist, can be normal or strange, and may be primitive or have advanced technology . »» Terrestrial life (carbon based, oxygen breathing,) is the most common type found, and are generally referred to as “Stan- dard Life”. Sample file »» Every system has something strange about it, which the PCs may discover . The referee can choose to change any or all of those assump- tions as they see fit. When running the game, the referee should resist the tempta- tion to roll up the entire sub-sector ahead of time . The intention in the rules is that the Referee rolls up each hex at the table, with the rolls in front of the players, (or even better, let the players roll the dice, and call out the results .) This is to maintain the suspense of exploring the unknown for both players and the referee and let the setting develop organically . It will be the referee’s role to take what the players discover and forge it into the larger campaign story arc . Patterns will emerge from the random rolls, and a sharp ref will be able to weave these into

6 Interstellar Overthruster plot twists and hooks that keep everyone guessing . The Flow of the game There are 3 main phases to the rules: Scanning Phase - this is performed from an adjacent hex using long range scanners before making a hyperspace jump . This roll determines if a system or systems are pres- ent in the adjacent hex, the type of star(s) and also if that zone of space has unusual qualities . (This phase is covered by Steps A to D) Survey Phase - This phase can only be performed within the system . The Initial survey scan will tell how many planets there are, and how many (if any) planets fall in the habitable zone . (i .e . One that is neither too hot nor cold for terrestrial-type life .) A detailed scan can be performed on each planet if the ship has line-of-sight to it . The ref can make the call as to when the PCs can survey a planet, and how long it will take to complete . Generally it only takes a couple of hours if they are in orbit around the planet, and day or two if they are more then an AU away . The survey phase will tell the PCs a great deal about the planet and the lifeforms on the planet- if there are any . They may be able to tell if the native inhabitants are civi- lized and roughly their technology rating . (This phase is covered by Step E) Sample file Contact Phase - This phase is only for planets where intel- ligent species are encountered, and can only be performed in person when members of the party can study and inter- act with a planet’s inhabitants. Information as to what their attitude toward outsiders, their technology rating is exactly, their belief systems, government, items for trade, etc . (This phase is covered by Steps F to I) Getting Started

When starting a new campaign, the home world system will probably be known to the PCs, so the ref should create it to their liking, or use the rules to create it randomly . The ref can also have them start off with each of the 6 adjacent hexes already scanned .

7 Interstellar Overthruster The referee can decide whichever rule system he wants to use in conjunction with Interstellar Overthruster. It doesn’t matter what rules are used, so whatever rules are comfortable and match the tone of the campaign will be the right choice . The assumed starting point is a system that is the PC’s home world and little is known about their neighboring star systems . In A Star for Queen Zoë, the planet Essex is coming out of a long dark age, and through a fluke one of the rulers has come into possession of a working star ship . There are many other possible campaign seeds . For instance: »» An alien empire has suddenly died or vanished, and an here- tofore unexplored frontier of space has now been opened up . »» The party could be from an advanced star-faring civilization (like the Imperum in Traveller) and due to a wormhole or Jump drive accident, have landed in an unknown quadrant of space . »» The PCs could be from modern day earth and have invented the first hyperspace capable ship. »» The PCs may have been captured by alien slavers from differ- ent planets, and now have taken control of the ship and are trying to find their way back to their various homeworlds. Basically there needs to be reason why they are in an unknown zone of space, and a driving motivation for them to explore . Sample file

8 Interstellar Overthruster Supplies and Time Keeping Part of the drama of this kind of hex crawl comes from keep- ing track of resources, and thinking strategically about where to travel . Venturing into the unknown should be a risky proposition, and as they explore, the PCs should find themselves pushing their luck . Plus if they are low on fuel, or feeling hungry, they are less likely to pass up the referee’s story hooks. In playtesting, without a resource tracking element, the party had a tendency to keep jumping from hex to hex- and not both- ering to stop and explore any worlds that didn’t have an obvious reward . Unlike a wilderness hexcrawl or a dungeon crawl, space is mostly empty and there are no barriers preventing the party from going where ever they want, other than the limits of their star drive . Thus resources need to be tracked and rigorously enforced by the referee, for they create the drama that comes from necessary tactical decision making by the players . There are 4 times of resources necessary to maintain the ship: 1. Food and water - First and foremost, the crew needs to eat . The ship can hold enough supplies for 3 months of travel for about 6 humanoids . (Which sounds like a lot, except that if each jump takes at least a week, so that is at most 12 hexes of travel- and possibly less .) Additional supplies can be purchased or traded for on most civilized worlds . PCs are free to try to hunt & forage on alien worlds, but they will find it more difficult andSample risky than they file expect. In either case, there is always the possibility of alien parasites or diseases to getting on board via alien victuals . 2. Fuel - The ship requires fuel . In A Star for Queen Zoë, it needs pure hydrogen to power its systems and jump drive . It can scoop up what it needs for free from the atmosphere of certain gas giants (about 10% are suitable) but refined hydrogen is better for engines (see #3), but can be expen- sive . A ship generally can hold enough fuel for 6 hexes of travel . 3. Replacement Parts - FTL travel is hard on ships- hyperspace is a swirling meta-dimension of violent forces, and a normal jump can be pretty rough . It is a good idea to have the ship get an overhaul at a spaceport . Additionally, ship mechan- ics should keep a supply of parts on the ship to be able to make repairs . 9 Interstellar Overthruster When using refined fuel, there is percent chance per jump of a part breaking equal to the number of months since the last overhaul +1. When using unrefined fuel, that chance is doubled. Every time a part breaks and isn’t replaced, the travel time of the ship is doubled- and this is cumulative . Additional parts can be found in Star Port bazaars, salvaged from derelicts or in the ruins of abandoned human colonies . A talented mechanic can even make alien parts work in the ship . The referee can also have other key components of the ship (such as the computer, weapon, or defences) fail and need repairing as the hook for an adventure . 4. Air: The ship has CO² scrubbers that keep the ship’s air breathable for extensive periods of time . The scrubbers need to be refilled with the correct compound about once a year. So ship’s air does not need to be tracked except in unusually circumstances, such as the scrubbers failed, or if the ship has suffered a significant hull breach and the lost atmosphere needs to be replaced .

Sample file

10 Interstellar Overthruster The Map As stated before, filling in the star chart is the purpose of these rules . The opposite page shows an example of a blank sub- sector map where each hex is about a 1 parsec (3 .26 ly) across . It is 10 hexes across by 8 hexes across for a total of 80 hexes to explore. Multiple subsector maps can be fit together- and the bordering subsector name filled into the edge fields. To begin, roll a d10 and a d8 for the PC’s starting hex. The color of the hexes in the map have the following meaning: »» A white or blank hex is unexplored, and can’t be safely jumped into until it is scanned . »» A scanned hex that is normal space (with or without a system) should be light gray to show that it has been scanned . »» A hex that has been scanned and is part of a zone should be colored the an appropriate color . (see Step B) If a system is found in that hex, then its star(s)’s class(s) should be marked in the hex- but all the system data keep in a separate notebook keyed to the subsector name and hex number . As the map is created, it will become a very cool artifact of the campaign, and will be a useful resource as the PCs become more involved in interplanetary politics . At some point they may care less about exploring new areas of the map, and more concerned with the fates of the worlds they have come into contact with, and/or becomeSample the rulers file of worlds . Note: no matter what the speed of a ship, the sensors used for exploration are the same- the scanning phase for a new hex would still only be possible from an adjacent hex . This means that even a 4 hex jump capable ship is reduced to jumping into adjacent hexes when exploring uncharted space, (unless the captain is suicidally reckless and willing to make a blind jump into a potentially empty hex .)

The ref can also have the PCs come across old star charts in their travels. He can basically fill in a distant blank area of their map with a the results of scanning phase for those hexes all at once, as well as add cryptic notations about the presence of treasure or dangers . It would be up to the players to decide how much to trust the map’s information...

11 Interstellar Overthruster

Subsector Name:

Subsector Name:

0101 0301 0501 0701

0201 0401 0601 0801

0102 0302 0502 0702

0202 0402 0602 0802

0103 0303 0503 0703

0203 0403 0603 0803 Subsector Name:

0104 0304 0504 0704

0204 0404 0604 0804

0105 0305 0505 0705

0205 0405 0605 0805

0106 0306 0506 0706

0206 0406 0606 0806

0107 0307 0507 0707

0207 Sample0407 file 0607 0807

0108 0308 0508 0708

Subsector Name: 0208 0408 0608 0808

0109 0309 0509 0709

0209 0409 0609 0809

0110 0310 0510 0710

0210 0410 0610 0810

Subsector Name:

Blank Subsector Hex Map 12