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You and your friends know everything you need in order to

The S~e~tup defeat the K’lor and restore peace to the galaxy. The maps you have
of D’nai space? They’re real. Those technical manuals for the Star
Your characters are teenagers in school. There’s a popular croud Empire ships? 100% accurate. The real-time strategy game? It uses
at school, and they’re not in it. To be more specific, they’re a bunch actual statistics gathered from the D’nai resistance campaign over
of nerds. They’re geeks, dweebs, all-around spazzes, and they’re the the course of fifty years of fighting.
key to victory in an intergalactic war. Let me tell you why.
The pièce de résistance, however, is the Star Empire arcade game.
There’s this sci-fi book series called Star Empire. It got turned The one they keep in the back of the local comic book shop. The
into a movie, a few video games, a short-lived TV show, and so incredibly detailed one where you fly around in a starfighter and
forth. It’s one of the things that draws you and your friends togeth- blow up enemy ships, and it’s so old it still only costs one quarter.
er. You’re all fans. Some of you are what one might call “rabid” fans That one is the rebellion’s crowning achievement, and it’s how they
– you own the technical manuals for the ships, you’ve got models in found you.
your room, and so forth. As far as your parents are concerned, it’s
got you interested in science and reading, so they’ll shell out a few Enter your high score, pal. You’re a winner.
bucks to take you to a bad movie now and then.

And it’s real. It’s more than real, it’s a recruiting tool, and the
last hope of a peaceful people for freedom.

The K’lor Star Empire really has taken over the harmonious
worlds of the D’nai. Emperor Malkath really is the horrible person
the movies portray him as. The D’nai are totally enslaved save for
a small band of freedom fighters, who hatched a desparate plan for
Drama ove~r De~pth
success.
You’re playing a teenager in an interstellar war. Let’s face it:
this is not a highly believable scenario on any level. A key to
They’ve got a handful of starfighters, with immensely improved
enjoying space opera is to avoid considering what’s happening
technology. They’ve got a few dozen robotic soldiers. They have the
too closely. Start asking “why” and the GM will have to start
advantage of stealth, for now.
making up stuff about midiclorians, and no one wants that.
You’re a huge hero in a galaxy-wide revolution. Sit back and
And they’ve got you.
enjoy it.

Page 1
Charac~t~e~r Basic Game
C~reation Mechanics
The first thing you’re going to do is create a character. This will Let’s do the quick version here first. You’ll get the full version
be a more-or-less average geek from Earth in your century. with bells and whistles later.

Here’s what you need to know to make your character: When you’re using one of your skills, you roll a number of six-
sided dice (d6) equal to the skill and count up the total. If you have
★★ There are five kinds of character: the Starfighter, the General, a modifier, you roll more or fewer dice, or have a number added or
the Encyclopedia, the Strategist, and the Engineer. Your charac- subtracted afterwards. You want to roll as high as you can.
ter will be from one of these types, which are described starting
on page 7. Try not to duplicate types of character within your For instance, let’s say the Starfighter rolls to blow up enemy
group unless it’s absolutely necessary – diversity pays. If you ships in his first battle. He has 3d6 to roll. His Confidence is low,
absolutely must, get an extra Starfighter. which gives him a -1d penalty, so he rolls 2d6 instead. If he also had
★★ Character abilities are described by their Skills. Most of these a +3 modifier, he’d be rolling 2d6+3.
start off rated at 1. Each character type excels at one particular
activity. This is listed as their “Key Skill,” and starts at 3. Most of the action will be part of a Mission: all of the characters
★★ Each character also has an Involvement score and a Confidence using their skills in complicated set-ups to take down part of the
score. Both of these start at 1, and will change as the game goes K’lor fleet or empire. This is described starting on page 14, but it
on. These affect a lot of other rolls. uses these same mechanics over and over again.
★★ Each character must have one of the Plotline described on page
10. Each character should have a unique plotline – no dupli-
cates.
What about social skills?

Social interactions in this game are handled by the GM


and players talking in-character. There are no social stats, and
I want to play as mys~elf!
the only guidelines we offer are that similarities help to make
connections between people, and confidence is contagious.
Please do.

Page 2
Skills Snood
An addictive puzzle game.
Skills are what describe your character. In Star Empire, these The Snood skill lets you fit things
skills are named for old video games, specifically the ones your together until they work properly.
character is likely to have played. Electrical, mechanical, whatever.
You can create a working device,
Galaga or improve an existing one.You
One of the original space fighter might also use Snood to under-
games. The Galaga skill covers reflexes, stand tech manuals or pass science
snap judgement, and careful movement. class.
In short, it’s everything you need to pilot
a starfighter. It’s the key to space battles. Zork
You might also use Galaga to shoot an A text-based adventure.
alien ray-gun, dodge blaster bolts, or play When the details are everything,
ping-pong. count on someone who spots
and remembers them. You
might use Zork to remember
starship specifications, spot
Warc~raf~t changes in enemy formations, or
A game of tactics and strategy. just remember where your keys
The Warcraft skill covers directing are.
an army, gathering resources and Myst
intelligence, and succeeding on the A contemplative puzzle game.
field of battle. You might also use The Myst skill lets you predict the
the Warcraft attribute to plan an actions of others, though you still
invasion, find the weak point in a might not get along with them.
plan, or balance your budget. You might also use Myst to play
poker, make people wonder what
you’re doing, or buy good Christ-
mas presents.

Page 3
will be highlighted by the GM when they occur – you can’t choose
Drives to simply decrease your score. Examples would be seeing corruption
in a rebellion leader, or finding out some other dirty secret. The
Characters in Star Empire have two Drives: Involvement GM will give you the option to decrease your involvement, increase
and Confidence. These make a difference in almost every area of it, or drop it to zero. It’s your choice how much the event shakes
gameplay. Characters start with a 1 in both Drives, and they change your character.
slowly as the game goes on to reflect how a character feels.
Involvement Table
Involvement Involvement Description Modifier
Don’t Care. Your character will have
Involvement measures how emotionally committed a character
0 to be dragged out of bed by another -2d
is to the rebellion. The higher this score is, the more your character
character in order to participate.
believes in the goals of those around him.
Testing the Waters. You can see that
Your Involvement modifier is added onto your dice roll for 1 things are happening, but you’re not -1d
every single rebellion event you’re involved in. Any attack on the committed yet.
K’lor, resource-gathering expedition, rescue mission, even some- Ready and willing. You can be counted
thing as simple as repairing vital equipment will receive this bonus. 2 on to put the rebellion near the top of +0
your priority list.
Involvement starts at 1 at the beginning of the game. Each time Gung-Ho. The rebellion is at the top
your character’s Plotline is activated, you add +1 to your score. Each 3 of your list. You’ll volunteer for any +1d
time Emperor Malkath appears, add another +1. You can give an- mission for which you’re qualified.
other character a pep talk to raise his Involvement by +1 for a single Deeply Committed. The rebellion
mission, but unless both he and the mission as a whole succeed, the comes before everything else. You’ll
Involvement will drop back down afterwards. 4 +2d
volunteer for every mission, even those
you’re not completely qualified for.
When you reach level 5 (Overinvolved) your next mission Overinvolved. Reaching this level
becomes a crisis event for you. See below for more on crisis events. 5 triggers a crisis event during your next *
Your score will drop afterwards. mission.

Involvement will decrease if your character becomes disillu-


sioned with the rebellion. The rare events when this might happen

Page 4
Confidence

Confidence measures how much your character believes in his Confidence Table
own capabilities. The higher this score is, the deeper your character’s Confidence Description Modifier
faith that he can overcome the odds.
Shattered. Your character will hide from
opportunities to prove himself, and will
Your Confidence modifier is added onto your dice roll for every 0 -2d
need major encouragement from the
action that has to do with your Key Skill, whether the roll is made
other characters.
during an official rebellion mission or not.
Overwhelmed. You feel like you aren’t
Confidence starts at 1 at the beginning of the game. Each time 1 really prepared for this, and your -1d
your character achieves a personal victory during a mission, you add performance is shaky because of it.
+1 to your score. Level-headed. You have a good idea of
2 +0
your strengths and weaknesses.
When you reach level 5 (Overconfident) your next mission Self-Assured. You’re willing to stretch
becomes a crisis event for you. See below for more on crisis events. 3 for things that normally seem out of +1d
Your score will drop afterwards. reach, and it pays off for you.
Cocky. You’re almost too confident.
Confidence will decrease if your character fails regularly. Every 4 Others will begin to find you annoying, +2d
consecutive failure after the first brings a -1 penalty to your score. especially since you always do so well.
For instance, if you fail twice in a row, your Confidence drops by Overconfident. Reaching this level
one point. If you fail four times in a row, your Confidence drops by 5 triggers a crisis event during your next *
three points. Failing just once is a pain, but failing a lot really hurts. mission.

These modifiers kill me Why humans?

Before the first few missions, the characters will probably The D’nai need humans partly because they can’t train
need a pep talk. Without one they’re going to have a great deal without arousing K’lor attention, and partly because they’re
of touble defeating the enemy. simply too short to operate the controls of a K’lor starfighter!

Page 5
Crisis Events The GM should not tell the players what crisis event is going to
happen until the mission starts. It’s a surprise.
Overconfident or overinvolved characters are due for a reality
check. During their next mission they will become a liability to Starfighter:
the group somehow, and the GM will arrange for this (some sug- ★★ The enemy has unlimited reinforcements (+10 ships per wave)
gestions are below). Because of their feelings, the characters will be ★★ Facing self-repairing ships (destroy half of what the roll shows)
unable to back down or retreat in any way, and are guaranteed to fail. ★★ Facing illusionary ships that conceal deadly mine field
They’re at a stage where they can’t acknowledge the possibility of
failure, and it’s going to bite them in the ass. General:
★★ Enemy robots are immune to your weapons. (Score half points.)
After a crisis of involvement, most characters will withdraw to a ★★ Facing impossible terrain that breaks up his battle lines.
more comfortable emotional distance. Roll 1d6 and set the charac- ★★ Facing an opponent with twenty battle lines already drawn.
ter’s Involvement to half of that (1, 2, or 3).
Encyclopedia:
After a crisis of confidence, most characters will become ★★ Facing ships or robots he never read about. (Always roll zero.)
strongly disillusioned with their own prowess, ending up withdrawn ★★ Enemy has made modifications. (GM steals cards from game.)
and depressed. Set Confidence to 0. ★★ Failure of memory leads to making things up. (Reverse any
positive modifiers you might give to others.)
As a player it might seem pretty lame to have to play through
something where you already know the result. Think of it this way: Engineer:
how many times do you get to ham up your character going down ★★ Stuck with terrible parts. (Remove a key card from every hand.)
in flames and know that you get to keep playing afterwards? This ★★ Missing important pieces. (Only draw half as many cards.)
isn’t a punishment, it’s an opportunity to have some fun. ★★ Hidden saboteur. (Face cards “explode” when used, reversing
any positive effects when you use them.)
Sample Crisis Events
Strategist:
Here are some examples of good crisis events, along with some ★★ Enemy plan always turns out the opposite of your guess.
effects in game terms to reinforce them. When rolling during a ★★ The enemy plan never lines up. (Map is missing pieces.)
crisis characters use unmodified rolls. Remember that the character ★★ The enemy is directly controlled by Malthak, and who keeps
involved cannot escape, and is guaranteed to fail (but live through altering their strategy. (GM rearranges your map pieces often.)
it) no matter what.

Page 6
Charac~t~e~r S~tarfight~e~r
Types Key Skill: Galaga

In The Rebellion: You’re the one and only person qualified to


There are five types of character, each of which has been
pilot the improved fighters that the D’nai created.
recruited by the D’nai for a specific purpose and through a specific
method. The following pages talk about these in detail.
Back on Earth: You played a lot of arcade games. And computer
games. And any console games you could find that required a quick
During a mission, which is the “action” part of gameplay,
hand. Your favorites were the space shooters, but you liked anything
each character has a specific role. The Starfighter and the General
precise and fast. In school this helped you... basically nowhere.
engage in a two-pronged attack in spae and on the ground. They are
You’d be great at sports if your body could keep up with your hands
supported by the skills of the Engineer and the technical knowledge
and your mind.
of the Encyclopedia. Meanwhile, the Strategist looks for patterns in
the enemy’s movements that lead to long-term victory.

Whe~re’s the FPS Kid?

We considered adding someone who loves first-person


shooters (like Halo, Half-Life, Doom, etc.) to control a robot
warrior on the front lines. The idea was neat, but ultimately we
felt that it fell more into “science fiction” rather than “space op-
era.” If you really like it, you might create your own for a sixth
player. A magnetic dart set might make for a good minigame.

Page 7
G~ene~ral Encyclope~dia
Key Skill: Warcraft Key Skill: Zork

In The Rebellion: The robot soldiers of the D’nai are yours to In The Rebellion: You’ve got the enemy ships and formations
command. They can absorb resources to create more of themselves, memorized. You know their codes, their methods, their approaches
and can fire their weapons with great accuracy, but they’re not very to everything. You might not get the glory, but without you there,
smart. They need you to lead them. no one else will either.

Back on Earth: You played a lot of real-time strategy games, Back on Earth: You read all the Star Empire books, about ten
including (of course) the Star Empire strategy game. In school you times each. Every little detail stuck in your head. It was all so
were always the kid with a plan – you had a solid GPA, because the cohesive, as if someone had really been there. Your homework came
only time you turned in things late was when you played the game out the same way: every little detail right, even if the overall product
too much to remember your homework. wasn’t always the best.

Page 8
Engine~e~r S~trat~egis~t
Key Skill: Snood Key Skill: Myst

In The Rebellion: You can take anything apart and put it back In The Rebellion: Of all the people in the rebellion, you under-
together, better. You’re on the scene with the General’s robot sol- stand the K’lor and what they want. You can get inside their heads
diers and the Starfighter’s ship, tweaking them and repairing them. (figuratively, you’re not a Strategistic) and guess their plans before
they put them in action.
Back on Earth: You were the handyman (or woman) around
your house. Oh, sure, it didn’t always work right the first time, but Back on Earth: You were the geek-to-normal-kid translator. You
soon enough you figured out not to crosswire the toaster or over- alone, in your group of friends, had contacts outside the group. Not
clock the DVD player, and everything worked out fine in the end. many of them, and you couldn’t really call them friends, but still.
You always came into science fairs with some great project that you You also mediated a lot of the disputes that popped up within your
had to fix halfway through... or had to extinguish. group.

Page 9
Plotlines An Unfors~e~en Reunion
The Gist: One of your relatives disappeared a while ago,
Each character must have one of the following Plotlines. These anywhere from six months to twelve years. Turns out he or she is
will get “activated” as the game goes on, bringing certain plot ele- working for the D’nai.
ments into play. They serve as a flag for the GM, telling him to get Supporting Characters: Long-Lost Relative, Rebellion Leader
your character involved in particular types of sideplots. Initial Activation: A chance encounter, or the relative seeks out
the character.
Remember, each time your Plotline gets activated, you gain Recurrences: The relative stops by again to give a pep talk. The
+1 to your Involvement score. The GM chooses when to activate a relative is in danger and needs help. The relative dies.
Plotline, but you reap the benefits (and you can always suggest that
a particular time might be appropriate). Capture~d!
The Gist: After overextending yourself on the battlefield you
Each description below gives the basic gist of the Plotline, some get captured by the K’lor. This Plotline doesn’t work well for the
supporting characters who will probably be involved, the way the Strategist or Encyclopedia, since neither of them is likely to be on
Plotline initially gets brough up, and how it will come back into the front lines.
play. All of these notes are only suggestions, not requirements. Supporting Characters: Emperor Malkath
Initial Activation: A Crisis Event that makes you lose your cool.
No Plotline should be taken by more than one character. If Recurrences: The rescue mission. Flashbacks to being tortured or
you use the Love Triangle Plotline in your game (which we recom- brainwashed, or acting on said brainwashing. Seeing how the D’nai
mend), you’ll need three characters to take the three pieces. The best treat their prisoners.
choices are the characters with the Unforseen Reunion, Personal
Loss, and Captured! Plotlines, to give them more screen time.
Earth Girls are Easy Targ~e~ts
The Gist: The K’lor send a spy to Earth to find your weak point.
More Plotlines They kidnap the girl you have a crush on.
Supporting Characters: Cute Girl
To create more plotlines, just come up with a major recur- Initial Activation: The Emperor or one of his goons taunts your
ring theme for a character, something that helps to define character by threatening Cute Girl.
their place in the game. You don’t need to worry about having Recurrences: Rescue missions. Flashbacks to earlier interactions.
something that comes up too often or too rarely, since quickly Further scenes with Cute Girl after the rescue (if you can’t take her
increasing your Involvement is self-balancing. back to Earth right away).

Page 10
Love Triangle (A) Pe~rsonal Loss
The Gist: You love or have a big crush on Character B. The Gist: Someone you care about deeply is threatened, and
Supporting Characters: The B and C characters. may die.
Initial Activation: As soon as you reveal or admit this longing, Supporting Characters: Alien Engineer or Cute Girl.
though not necessarily to Character B. Initial Activation: You grow emotionally attached to a support-
Recurrences: See notes under C. ing character.
Recurrences: You spend a lot of time with the character, either
Love Triangle (B) now or in a flashback sequence. The character’s life is threatened.
The Gist: Character A loves you, but you have the hots for The character dies.
Character C.
Supporting Characters: The A and C characters. Sibling Rivalry
Initial Activation: As soon as you admit your longing for C. You The Gist: Your older brother who went off to the Marines and
don’t have to know how A feels yet. you hadn’t heard from in forever? He got recruited by the K’lor.
Recurrences: See notes under C. Now he’s the Emperor’s right-hand man and the leader of his armed
forces.
Love Triangle (C) Supporting Characters: Older Brother Marine
The Gist: Character C loves you, but A loves C. Initial Activation: An encounter on the battlefield or the news
Supporting Characters: The A and B characters coming down from rebellion command.
Initial Activation: blah Recurrences: Further battlefield encounters. A chance to break
Recurrences: The Love Triangle Plotlines tend to all recur togeth- the brainwashing. The final showdown.
er. The traditional way these work is that A and B lust secretly for
a time, then reveal to other people, then reveal to those they love, T~emptation
and then things get really complicated. Any time you can come to The Gist: The Emperor tries to recruit you by sending his assas-
the rescue of someone you love counts as a recurrence, as does any sin/strumpet.
time you are rescued by someone you love. Handled properly a love Supporting Characters: Evil Sexy Alien
triangle can be a real source of tension and drama. Or you can run Initial Activation: The E.S.A. gets your attention, either on the
it like a farce; your call. battlefield or through covert communications.
Recurrences: Further contact where she tries to seduce you,
either sexually or through the promise of power. Other characters
face her on the battlefield. The final showdown.

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Big Damn Hero
Supporting Name: Todar Bronthak
Job: The rebellion’s “public face,” Jodar stars in all the Star
Charac~t~e~rs Empire books and movies. Actually kind of a tool.
Personality: Full of himself.
The Main Characters are important, but they aren’t everything. Think: Zap Brannigan
Without a support structure they’ll crash and burn, with no one Hit List: Not soon enough, sadly. If he’s stupid enough to stage
there to fix their toys. They also need interesting people to interact a mutiny, he’ll probably live until the end, or until he goes up
with. Here are a few that we suggest, some of which we’ll be refer- against the Older Brother Marine to try to join the bad guys.
ring back to from time to time. Each uses the following template:
Comic Book Store Guy
Name: What you call them. Feel free to change it. Name: Bob Smith (actually B’or Relan)
Job: What they do. Job: Recruiter for the rebellion. First contact for the main
Personality: Just a few notes, feel free to expand. characters, telling them about the D’nai and their plight.
Think: Another character from science fiction whose personality Personality: Friendly and a little bit weird, which all makes
can help you get a handle on this one. sense when you find out he’s a two-foot-tall alien in a human suit.
Hit List: Hey GMs: this is a war. Some characters are probably Known for giving people quarters to play the Star Empire video
going to die. Here’s where we suggest offing them. game in the store’s back room.
Think: Obi-wan Kenobi
Hit List: First one to go. Hey, he’s Obi-wan. As soon as people
Alien Engine~e~r start liking him, off the guy.
Name: Brilano Tagat
Job: Fixes and upgrades captured technology for the rebellion. Cut~e Girl
Responsible for the super-upgraded fighters that the Starfighter will Name: Jodi Robinson
be flying. Job: High-school student. Popular and attractive.
Personality: Cordial but not deep, but very friendly to the Personality: A little bitchy on the surface, but not a bad person
Engineer and anyone who shows a genuine interest in his work. underneath. By the time she shows up (kidnapped because one of
Think: Scotty the characters has a crush on her), she’s been exposed to a lot of
Hit List: Somewhere just past the halfway mark. This can be a weird alien stuff and needs help.
real kick to the head for the Engineer. Think: Claire from The Breakfast Club.
Hit List: Only near the end, if at all. Threatening her life is
a-ok, though.

Page 12
Evil Empe~ror Older Brothe~r Marine
Name: Malkath Name: Lt. James (insert one of the MCs’ last names)
Job: Emperor of the K’lor Star Empire Job: US Marine and the right hand of Emperor Malkath.
Personality: Evil mastermind through and through. Emphasise Military leader and crack pilot.
both parts. He’s evil as hell, not afraid to torture or lie whenever it Personality: Very serious, a little unbalanced, and very much
might be effective. He’s also a mastermind – he’s not stupid, and got unhappy with his younger brother or sister who happens to be one
his power because he knows people and how they think. of the PCs. The K’lor do some recruiting on Earth too, as it turns
Think: Oh, pick an evil emperor. Palpatine, Nero, Caligula... out. James went missing in Afghanistan when the K’lor offered him
Hit List: The end of the game, one would hope. the chance to bring order to a whole galaxy, and the chance to bring
it to Earth later. He’s at least 50% brainwashed.
Evil Sexy Alien Think: Master Chief turned evil
Name: Alira M’beada Hit List: When the players can get him, preferably in the last
Job: Left hand of Emperor Malkath. Professional temptress and quarter of the game. Redemption is a possibility.
assassin.
Personality: Evil seductress and looks it all over. She’s smart and Re~bellion Leade~r
savvy enough to act calmly and deliberately. Name: Urano Meltax
Think: Poison Ivy Job: Leader of the D’nai rebellion
Hit List: The Emperor himself will probably kill her if the MCs Personality: Confident but careful. A commander who’s used
don’t. As soon as it’s clear she’s failed him, she’s out the airlock. to being obeyed, but remembers how to gain the admiration and
respect of his fellows. One of the D’nai higher-ups who won’t
Long-Lost Relative discount the MCs just because they’re kids.
Name: Pam or Kevin (insert one of the MCs’ last names) Think: Commander Riker at his best
Job: Works for the rebellion, doing almost what one of the MCs Hit List: Might live to see the end of it.
does, but not as well.
Personality: A little frazzled, but parental and caring. She or he
Furthe~r Backstory
was taken from Earth a few years ago, when the D’nai thought they
had who they needed. It turns out that it took another generation
If you want to get into more backstory about your char-
for everything to be exactly right.
acter than the plotlines provide, feel free – but you can also
Think: Any sitcom parent when they’re having a good moment
just leave it there. Many characters in space operas are all but
Hit List: Should survive until near the end, possibly giving his
one-dimensional at the beginning of the story, and grow as it
life to further the cause. Might live.
goes on. Feel free to do that with your character too.

Page 13
Starfighter: A Dime A Dozen
Mission
What you need:
Mechanics A lot of coins (thus the name of the game).
Pencil and paper for the player.
A game of Star Empire alternates between interpersonal scenes The reference sheet on page 20 is highly recommended.
and missions. Interpersonal scenes involve interaction between the
characters, and possibly a handful of supporting characters. Mis- How to play:
sions involve the characters going up against the K’lor for a specific The Starfighter has the first move. He picks three tactics that
task, such as crashing a hyperdrive gate, rescuing an important he’ll use against the formations the enemy ships will appear in. You
character, destroying a weapons depot, or the eventual assault on can find formations and tactics in the Appendix. Write the guesses
the Emperor’s throneworld. down on three small pieces of paper and turn them over so no one
can see.
Interpersonal scenes rely entire on roleplaying. However, when The GM goes next. He sets up a number of enemy fighters
characters go on a mission against the K’lor, there’s an extended (coins) in a formation. The number of coins should be three to five
system used. Each attribute uses its own unique resolution system times the Starfighter’s Galaga skill. For instance, a Starfighter with
that depends on both player skill and character skill. a skill of 5d6 will be up against anywhere from 15 to 25 ships. The
higher numbers should be used if the Engineer and Encyclopedia
During a huge battle, everyone will be using their skills simul- are providing good support all the time.
taneously (or nearly so). The Starfighter will be blowing enemy The Starfighter reveals his first tactic and rolls his Galaga skill.
ships away, the General will be marshalling troops on the ground, Note that the tactic and the actual formation will combine to tell
the Encyclopedia and Engineer will be working to back those two you a set of modifiers – sometimes the Starfighter’s skill will be
up, and the Strategist will be trying to figure out the enemy’s big changed, sometimes there will be maximum or minimum rolls, and
plan. It’s a little chaotic, but it all works together at once. Every so forth.
individual victory contributes to the overall triumph. Compare the Starfighter’s roll to the number of coins in the
formation. If it’s higher, he removes a coin from the formation for
Note that it’s possible for someone who isn’t an expert in the each point of victory. If it’s lower, he loses 1% of his shields for each
field to play a different game. If you’re playing the Strategist and coin still in the formation, but no more than 10%.
your General has been kidnapped, you might end up playing his The GM then rearranges the formation and the Starfighter
game. You won’t have the skill to finish well, but sometimes you’ll flips over his next tactic, rolling Galaga again, taking damage and
be able to pull off a victory anyway. removing coins. After this happens a third time, that’s the end of
one “wave.”

Page 14
The GM leaves between waves to play with the General, who G~ene~ral: Robot Wars
also needs his attention. The Starfighter writes down three new
tactics while waiting for the GM to come back. What you need:
A pencil and some paper.
Special Notes:
All Starfighters begin knowing two tactics: Stick & Weave, and How to play:
Strafe. Every time their Galaga skill goes up a point, they learn one The General and GM both start off with 100 points of sleek,
new tactic of their choice. metallic robotic troops. These troops are rated as to their Range,
their Programming, and their Shielding (R, P, S).
How to win: The General rolls his Warcraft skill each round. He can deploy a
When all the coins are destroyed, the space battle ends in vic- total troop value that round equal to his roll. It’s his choice how this
tory for the Starfighter. If the Starfighter’s shields are ever reduced value gets spread out between F, D, and P. For instance, a General
to 0%, his ship is in horrible danger. He must immediately concede with four dice might get 14 and deploy troops worth R7, P3, S4.
the battle, activate his cloaking device, and flee. The GM deploys a number of troops equal to four times the
General’s number of skill dice. (If the group is missing an Engineer
or Encyclopedia, reduce this number to 3 points per die.) The same
Boss Ships General from the example above would a GM with 16 points of
troops. He might deploy R5, P5, S6.
If you want a boss ship at the end of your mission, leave All values are written down secretly and then compared. The
out a few of the coins at the beginning so that you can make General should roll and choose values three times while the GM is
them into the Boss later on. Bosses fight similarly to individual off dealing with the Starfighter to help the game move quickly.
wings of ships, but its “formations” are the blasts that it sends Each troop rating “targets” a value that the opposing side has.
out. The formation still changes after each roll the Starfighter Range targets Shielding, Shielding targets Programming, and Pro-
makes, but Boss attacks always follows a specific pattern. The gramming targets Range. Compare the highest value from each side
Starfighter can’t hurt the boss until he can predict its three- to its target in order to check for troop loss. If the targeted value is
wave pattern every time. Successful rolls on his part only keep lower, the opposing side loses troop value equal to the difference. If
him from losing shield power. the targeted number is higher, nothing happens.
In our example, the general’s high score is R7, which beats the
GM’s S6. The GM loses one point this way. The GM’s high score
is P6, which compares to the General’s D3. The General loses three
points this way. These points come out of the general stock of
troops, not out of the current round’s totals.

Page 15
The GM plays three rounds of Robot Wars with the General, When all cards are right-side up, the Encyclopedia wins and can
and then moves on to deal with the Starfighter, who also needs his give pick one of the following effects:
attention. He’ll be back soon.
★★ You’ve guessed what battle formation the K’lor will be using.
Special Notes: Tell the GM what formation he has to choose at the beginning
Stacking most of your troops into one particular type causes of the next wave. You can tell the Starfighter as well.
grave weaknesses in your defenses. If your highest number is more ★★ You’ve remembered a weak point in K’lor starships. The Star-
than double your lowest number, take double damage when your fighter doubles his damage for his next roll.
low number is targeted. ★★ You’ve remembered a hidden secret about the battlefield that
R-P-S also stands for Rock-Paper-Scissors. the General can use. He can shift two points worth of troops
from his Firepower, Programming, or Defense values into one
How to win: of the other values.
Reduce the other side’s total troop points to zero , thus running ★★ You’ve remebered a weak point in K’lor battle robots. The
them entirely out of troops. General can deal double damage this round.
★★ You’ve identified the weak point in your own robots. The
General can stack all his troops into a particular type without
Encyclope~dia: Memory suffering double damage this round.
★★ You’ve remembered what GNDN means on the D’nai engineer-
What you need: ing specifications. Better tell the Engineer. He can play twos as
A game of Memory. We’ve provided one in the Appendix. wild cards next time he puts down a hand.
★★ You’ve remembered that some of the starfighter’s superweapons
How to play: can be re-routed through each other’s circuits. The Engineer can
Lay out all the cards face-down, randomly. switch one superweapon result for another, deploying homing
The Encyclopedia rolls his Zork skill when the mission starts bursts instead of the triple shot (for example).
and notes the number of points he got. Failing the roll has no ★★ You’ve remembered a fact about K’lor psychology. The Strategist
particular ill effects. can leave one extra piece out of her puzzle.
The Encyclopedia flips over one card. Each time he does, for ★★ You’ve remembered the secret plans that were in the Lost
every three points on his dice roll, he can flip over another different Episode of the TV show. You can help the Strategist with her
card. If any of his cards match the first card, he can leave that one map puzzle until you’ve placed 2 pieces.
and the first card right-side up and turn the others upside down
again. If nothing matches, all of the cards from this run get turned
face-down again.

Page 16
Engineer: Build-A-Hand Strategist: Puzzle

What you need: What you need:


A standard 54-card poker deck (Jokers left in) The Map Puzzle (see appendix)

How to play: How to play:


The Engineer draws five cards from the deck. Unlike the other characters, the Strategist isn’t really playing a
Each time the Starfighter starts a new wave, he rolls his Snood game. She’s putting together a puzzle. The puzzle can be found in
skill and draws an extra card for every three points he rolls. Failing the appendix. It’s the same puzzle every time. It takes a long time to
the roll has no particular ill effects. put together the first time, but afterwards she should be able to do
He’s trying to create the best poker hand possible by picking it faster and faster.
1-5 cards out of however many he ends up with. Aces are either
high or low, but you can’t use them as both at the same time. Jokers The Strategist’s skill allows her to ignore pieces, putting together
are wild. When the Engineer finds a hand he likes, he puts down most of the puzzle and calling it “good enough.” She rolls her Myst
just the useful cards – there’s no need to fill out to a full five cards. skill at the beginning, and can leave out one piece for every five
Re-roll Snood every time there’s a new starfighter wave. points she rolls. Failing the roll has no particular ill effect.
The high card in the hand determines who the hand can help:
red cards help the Starfighter, black cards help the General. If there When the Strategist completes her puzzle, she gives a substantial
are two tied cards of different colors, it’s up to the Engineer which benefit to everyone involved in a mission: +1d6 on every roll for
one to use. The table of helpful results is on page 21. the rest of the mission. She doesn’t have to use that on the current
mission, however. She can save these bonuses until the team really
How to win: needs them. Not completing the puzzle is a personal failure.
You can’t exactly “win,” because every turn you’ll have some-
thing useful to help the other player. However, if you don’t create
Is this a map of the empire?
at least a Full House by the end of the mission, it’s considered a
personal failure.
Why yes, yes it is.
We encourage the GM to drop place-names into the game
from the map, and to describe the characters’ travels through
the hyperspace lanes that are the red lines on the map.
It’s not all of the Empire, though, so you can also include
places that don’t show up here. That’s just a local map.

Page 17
Final Mission De~tails
Expe~rienc~e
All missions have a specific goal in mind. In order to achieve
this goal, you need the following achievements: Points
★★ At least three personal victories The characters in Star Empire grow and change a lot. After all,
★★ One of those must be either the Starfighter or the General they’re teenagers – growing up is what they do.
If both of these conditions are met, the mission is triumphant, Keep track of your character’s Experience Point total. You can
and the rebellion gains an advantage. If not, the mission ends in spend these to increase your skills, or to change your Involvement
failure and setback. It’s ok when this happens – it’s part of the story, and Confidence (though there are easier ways to do that).
so don’t get too upset.
Dedication and hardship are life’s great teachers. Thanks a lot,
One way to keep track of the Rebellion’s progress is to use an life. You gain one Experience Point for each of the following things:
uncut copy of the Puzzle Map. Each victory is a star system that ★★ Showing up each game session
the rebellion has a foothold in; each failure denies a system to them ★★ Each time you fail in a mission (personal failure, not group
until they can win elsewhere. It’s the GM’s job to keep the story failure)
moving along, so forcing a win or loss somewhere will occasion- ★★ Each time you go through a crisis event
ally be necessary – there’s no point in having things be completely ★★ Each time a Plotline does something annoying to your charac-
stagnant. If you prefer to do this kind of thing “behind the scenes” ter.
ratherthan by rigging the odds, you could say that another branch
of the rebellion had a great victory or fell before the Empire’s forces. On average you should be getting about 2 XP per game. This
That way the players can keep a certain amount of integrity to their table shows how much new points of skill cost:
own victories and losses.

Skill Cos~ts
Dice 1 2 3 4 5 6 7 8
Cost in XP -- 4 5 4 3 2 2 2

Increasing or decreasing your Involvement or Confidence scores
costs 2 XP per point of change. If your score has reached 5, you
can’t change it with XP – you must go through a crisis event.

Page 18
The Endgame Cre~dits
Eventually the main characters will lead the rebellion to the Thank you very much to my wife, Emma, who helped me come
Empire’s homeworld, and beyond that to confront the Emperor at up with the basic idea and develop it, and also helped test and
his final hiding place. They’ll root out and destroy the machinery rebuild some of the minigames.
that kept the Empire running, and return control over this sector of
space to the D’nai and their allies. This game was designed for the Genre Redesign Madness
contest in 2008. Writing, layout, and art were all done in ten days.
And after that... what then?
The main font is Adobe Garamond Pro, with Space Age for the
Here are some questions to help you think through the ending headers. Everything was laid out with Adobe InDesign CS3.
of your game. They’re a little beyond the scope of the game itself
(that is, you can’t really play through them as a mission), but it’s Star map courtesy of Revo’s Flare Brushes.
nice to think about a place to end things.
Background: Eta Carinae from the Hubble, public domain
★★ Do the characters return home?
★★ How much time has passed? Cover:
★★ Has it been only a few months, or have the rigors of superrela- Angel Nebula picture taken by Steve Mandel
tivistic space travel turned weeks into years? Ship by TauCeti Deitchmann
★★ What have their parents done?
★★ Can your characters ever go back to high school, knowing that Line drawings by Emma White
they’ve saved the universe and now they’re sitting through a
Geometry class?
★★ Will they return with the D’nai in tow?
★★ What will Earth think of the existence of aliens?
★★ Will the world’s governments be surprised, or did some of them
know all along?
★★ If you don’t go home, where will you go next?

May the stars guide your path.

Page 19
S~tarfight~e~r Tactics vs. K’lor Formations

“The K’lor are very regimented fighters. Make their discipline into their downfall.”

Starfighter tactics are across the top, K’lor formations on the left.
Read this chart as follows:
±1d, ±2d: add or subtract one or two dice from the Starfighter’s skill before the roll.
Min=X: Each die rolls at least an X. Increase anything lower to an X.
Max=X: The maximum roll on each die is X. Reduce anything higher down to X.
n/a: no effect

Tactics and Formations Table


Stick & Weave Zigzag Strafe Figure 8 Side Defense Firefighter
Attack V -1d Max=5 +2d +1d Max=5 n/a
Endless March +1d +2d Max=5 -1d -2d -1d
Wing Formation Max=5 -1d +1d +1d Max=5 +2d
Phalanx -2d +2d +1d +1d Max=5 +1d
Evasion Loop +2d +1d -1d -1d Min=2 -2d
Double Cross +2d +1d -2d +1d Min=2 -1d
Replacement Ring -1d -2d -2d -2d +2d +2d
Ram’s Horns Max=5 Min=2 +1d -1d Min=2 -1d

Explanations

Stick & Weave: Stay in one place as much as possible, dodging when necessary.
Zigzag: Move back and forth in a confined area.
Strafe: Very large side-to-side movements while firing.
Figure 8: A Zigzag plus forays forward and retreats backward.
Side Defense: Concentrate on a single side of the battlefield.
Firefighter: Wherever trouble shows up, go there and shoot it.

Page 20
The Engineer’s Toolkit Starfighter Superweapons

Here’s all the information related to the Engineer’s job. “The ship you will be flying has been upgraded significantly from
its original specifications. Dr. Tagat is a genius in miniaturization – he
Engineer’s Table has this thing packed full of gadgets from nosecone to thrusters. Unfor-
tunately, we can only power one of the superweapons at a time, and
Hand Red Black
even then, not for long. You’ll be relying on agility and sharp eyesight
Ace High Speed Boost: +3 dmg +3 troops more often than not.”
Pair Shield Repair: +5% Deploy +1 troop
Two pair Turbo Shot: +5 dmg Deploy +2 troops Superweapons deal +5 damage against most formations.
Three of a kind Triple Shot +3 Defense However, each superweapon has two formations against which it
Straight Beam Laser +3 Firepower is particularly effective. Attacks against these formations with the
appropriate superweapon yield an extra +5 damage, for a total of
Flush Homing Bursts +3 Programming
+10. The weapon’s charge only lasts for one attack roll.
Four of a kind Bomb +10 troops
Straight Flush ATK Pods: x2 dmg Sabotage: 2x dmg
Superweapon Table
Five of a kind Sheild Refill Infiltration
Formation Right Superweapon
Attack V Triple Shot
Explanations:
Squad Formation Homing Bursts
Any damage bonuses (+3, +5, x2) last for a single turn only. Phalanx Beam Laser
Troop bonuses give the General extra troops in reserve, not in Evasion Loop Bomb
the current round. Replacement Ring Bomb
Shield repair can raise a Starfighter’s shields over 100%. Ram’s Horns Homing Bursts
Triple Shot, Beam Laser, Homing Bursts, and Bomb enable a
Double Split Triple Shot
starfighter’s superweapon for a single turn. See below.
Infiltration allows the General to see the GM’s point totals Endless March Beam Laser
before assigning his own this round.

Page 21
K’lor S~tarfight~e~r Formations

Attack V Endless March Wing Formation Phalanx

Evasion Loop Double Cross Replacement Ring Ram’s Horns


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