
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 space opera 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 Farscape, Lexx, 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.
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