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    All that was needed to conquer the stars was an open mind

    Science Fiction Role Playing Adventure Game

    By Jeff Moore

    Copyrigh

    t

    1999byJeffMoore

    PlayTestEdition

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    All that was needed to conquer the stars was an open mind

    Science Fiction Role Playing Adventure Game

    By Jeff Moore

    Copyright1999byJeffMoore

    PlayTestEdition

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    This work is dedicated to my wife Gayla.Thank you for your support, understanding and love.

    Special Thanks to David Crockett and Robert Briggsfor many hours of play testing and valuable feedback.

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    1

    The ship's computer relinquished its control.

    Her mind was the computer. It was time It was time to enter

    XEROSPACE...Gemini shivered as she gazed throughthe view port to the many ships thatsprinkled the distance before her. Itwasn't the spectacle of tiny white craftintermingling with the stars that hadcaused the chill. It was the temperatureof the cockpit. She reached above herand adjusted the atmospherics; thenshe looked out again.

    Gemini marveled at the small size of theships. She used to dream that one-dayshe would find a way to break the sizebarrier and push an enormous transportthrough Xerospace. She'd be rich. Nomore "wagon-train." No more pilotshortage - one Gator could do the workof ten. Then again, maybe she'd putherself out of a job. But, if she were rich,she wouldn't need a job.

    Gemini pulled her thoughts back to her;they had a tendency to wander. Shetried to relax. She leaned back and gen-tly rested her head against the cold hardsurface of the navigation cradle. Hairlinecracks were visible along the cradle'sedge, the result of too many tripsthrough Xerospace. Gemini closed hereyes to concentrate. She could feel theship's computer responding to her pres-ence. The engine whined at first, then

    hummed, as it reluctantly brought itselfto life.

    Gemini fought to stay calm, the firstrushes of adrenaline already threateningto overtake her. She knew well the dan-gers of entering Xerospace before her

    mind was made ready. Navigating Xero-space was like negotiating peace. It re-quired calm, a clear mind, ruthless de-termination, and a delicate approach.Last convoy, two pilots tried to jump intoXerospace to escape pirates. Of course,they weren't ready. The feedback killedthem.

    Feedback: It's why computers can't do

    this job. Only a living mind can survivefeedback. And this is only true for thosespecial few. Those like Gemini. To any-one else, a trip through Xerospaceseems instantaneous; to a pilot, this wasnot the case. Gemini had often foundherself wondering if her trip might neverend, and sometimes not wanting it to.

    It's an incredible experience: to interactdirectly with the stuff of Xerospace. But

    it's dangerous. There are the mutations.Gemini shuddered at the thought. Whendid she first discover, she could setthings on fire, just by looking at them?Pyrokinesis they called it. Many actuallyliked the mutations. She'd overheardmore than one Gator refer to them as,"powers." Gemini didn't welcome herpowers. They frightened her.

    Gemini's mind had wandered, again. Itwas time to focus. She reached out withher thoughts and contacted each of hership's systems. The ship's computer re-linquished its control. Gemini's mind wasthe computer. It was time It was timeto enter Xerospace

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    2

    CHARACTER CREATIONIn Xerospace players take the roles ofGators: Navigators who control theirships' movements through space withthe power of their minds. A Gator's jour-ney through Xerospace can produceunpredictable mutations: augmentationsto the mind of the navigator that mani-fest themselves as psionic powers.

    As players play Xerospace, both theskills necessary to survive in a universeof the future and the mutations thatmake each Gator unique will improve,increase and evolve.

    Traits and SkillsCharacters are defined through numbers that reflect levels of expertise and natural abil-ity. Traits reflect a character's natural ability. How big, fast or smart am I? Skills reflect a

    character's training and development. What can I do with my computer? Can I hit thattarget from here? How much can I lift?

    DEXTERITY

    Dexterity measures hand/eye coordina-tion. It will tell you how accurately youfire a gun or how gracefully you mightland a plane.

    MOVEMENT

    If your character needs to jump over apit, walk a tight rope, or swing from achandelier, Movement helps in measur-ing their success. It will also determinehow fast you can get where you're goingand your skill in hand to hand combat.

    SIZE

    This is literally how big you are. A largecharacter will be naturally stronger and

    more resistant to injury.

    PERCEPTION

    Use Perception to notice something thateveryone else has over looked or to re-member an important clue.

    TECH

    This measures how adept you are withtools or technology.

    PSIONIC

    This trait is a measure of mental stabilityand determines how well your character

    controls mutations.

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    3

    DETERMINING TRAITSHow do you know what values each traitwill have? Start by determining two traitsthat are superior to the others.

    Roll or Choose TWO of the following(ignor and re-roll duplicate results)

    1. My character's

    DEXTERITYis better than most.

    2. My character's

    MOVEMENT

    is better than most.

    3. My character's

    SIZEis better than most.

    4. My character's

    PERCEPTIONis better than most.

    5. My character'sTECHis better than most.

    6. My character's

    PSIONICis better than most.

    Now you have started to shape yourcharacter. You are defining limits thatwill help determine what your character

    can do. You have identified some areaswhere your character excels. Let's lookat the flip side. If you had to pick areasthat have always proven to be of diffi-culty for your character, what might theybe? Weaknesses help define a charac-ter as much as strengths.

    Roll or Choose TWO of the following(ignor and re-roll duplicate results aswell as any result that has already been

    determined as "better than most.")

    1. My character's

    DEXTERITYis not as good as most.

    2. My character's

    MOVEMENTis not as good as most.

    3. My character'sSIZEis not as good as most.

    4. My character's

    PERCEPTIONis not as good as most.

    5. My character's

    TECH

    is not as good as most.

    6. My character's

    PSIONICis not as good as most.

    For each trait that you chose:

    "My character's TRAITis better thanmost." Your Traitmodifier is+ 7

    For each trait that you chose:

    "My character's TRAITis not as goodas most." Your Traitmodifier is+ 5

    For each of the two remaining traits:

    Your Traitmodifier is+ 6

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    4

    DETERMINING SKILLSEvery character starts with specific skillsthat reflect areas of previous experi-ence. Players start with 5 skills de-

    termined randomly or chosen from thelists below.

    Each skill has a starting value of 1.

    No skill can be rolled or chosen morethan once.

    No single Trait can have more than 3starting skills chosen under it.

    A player who wishes to attempt to per-

    form an Action in an area where theyare not skilled may do so. They are con-sidered to have a skill value of zero.

    1. DEXTERITY SKILLS

    1. Drive2. Gunnery3. Piloting4. Pistol5. Rifle

    6. Slight of Hand

    2. MOVEMENT SKILLS

    1. Ambulate2. Armed HTH3. Climbing4. Kick5. Punch6. Stealth

    3. SIZE SKILLS1. Environs2. Muscle3. Recover

    4. PERCEPTION SKILLS1. Bluff2. Charm

    3. Communicate4. Detect5. Tracking6. Trivia

    5. TECH SKILLS

    1. Computer2. Engineering3. Medical4. Robotics

    5. Security6. Shields

    6. PSIONIC SKILLS

    1. Calm2. Navigate3. Recharge

    DETERMINING FINALTRAIT VALUES

    Add the total skill values under eachTrait (this will be a number as small aszero and no greater than three) to theTrait modifier determined earlier.

    This will result in values from 5 to 10.Traits are calculated on a scale of 1 to10 with 5 being average. No characterstarts with any Trait that is below aver-age and most will be above average.

    These Trait Values are now set. Duringgame play, players will have opportuni-ties to increase skill values and add newskills. None of this will affect Trait val-ues. Skill values only affect Trait valuesduring character generation and neveragain.

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    5

    MUTATIONSThe primary advantage that players have in the Xerospace universe is that of Psionicmutations or powers. A first level character starts out with TWO Mutations rolled at ran-dom or chosen from the lists below. Each Mutation has an initial value of 1.

    1. FOCUS MUTATIONS

    1. Boost2. Flight3. Invisibility4. Phase5. Teleport6. Transform

    2. POWER MUTATIONS

    1. Cryokinesis2. Psi-Blast3. Psi-Bolt4. Psi-Wall5. Pyrokinesis6. Telekinesis

    3. TELEPATHY MUTATIONS

    1. Animal Telepathy2. Cyber Telepathy3. Empathy4. Read Objects5. Read Thoughts6. Send Thoughts

    FOCUS, POWER ANDTELEPATHY are Sub-traitsbased upon the Psionic Trait. They allstart with a value equal to the PsionicTrait plus the initial values of the Muta-tions under them.

    Like Traits, the Sub-traits of FOCUS,POWER and TELEPATHY can not havevalues greater than 10. If this occurs re-duce the value to 10.

    LIFE AND ENERGYLife determines how much physical punishment a character can take. Energy is ameasure of the psionic fuel that is consumed as Mutations are used. Note:Life and En-ergy are not on a scale of 1 to 10. Each of these traits will reach values greater than 10.

    LIFELife is equal to the SIZE Trait and thesum of all Skill Values listed underSize, plus character LEVEL. Unlike Traitvalues determined during charactercreation, if a skill under Size is in-creased, Life also improves.

    ENERGYEnergy is equal to the PSIONIC Traitand the sum of all Skill Values listedunder the Psionic Trait, plus characterLEVEL. Unlike Trait values determinedduring character creation, if a skill underPsionic is increased, Energy also im-proves.

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    6

    SKILL CHECKSAny time your character wishes to do somethingwhere the outcome of the task is uncertain thereferee may require a Skill Check. A Skill Check

    requires that a player roll a particular number re-sult or less with dice in order to succeed.

    It works like this:

    Chance to Succeedat any Skill Check

    Roll of

    Related SKILL Value + Related TRAIT Value

    orLess

    on the Roll Results Table.

    ROLL RESULTS TABLE

    The Roll Results Table allows you to interpret theroll of 2 six sided dice in a unique way.

    Roll two six sided dice but do not find their sum,instead consider each die separately.

    Read first the lower of the two dice, then thehigher die. Find these dice on the table to the left.

    The Result of any Skill Check will produce anumber from 1 - 21.

    The Lowerof the two dice rolled is referred to asthe EFFECT die. The Higherof the two dice rolledis referred to as the CRITICAL die.

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    8

    COMBATIn adventure fiction combat is a popular means of resolving conflict and overcoming ob-stacles. In Xerospace players will have no better opportunity to make frequent dice rollsand thereby improve their characters then during combat.

    Each turn in combat is divided into threerounds. Each round is completed in or-der by both sides in the conflict before anew turn is begun.

    It isn't important who goes first. Playersmight roll their checks first, moving oneby one around the table and ending withthe referee, everyone might roll at thesame time.

    The three rounds are:Preparation, Maneuver, and Resolu-tion.

    PREPARATION ROUNDSeveral Skills allow PREPARATIONROUND USE in their descriptions. Askill that allows this kind of use is at-tempted at this time.

    Only 1 Skill Check may be attemptedper individual. The rules for RepeatedSkill Checks are ignored during combat.EFFECT values in the PreparationRound are always equal to Ideal Effect.

    Successful use of a skill during thePreparation Round provides bonuses toskill use in the MANEUVER ROUND.

    MANEUVER ROUNDCharacters decide which Combat Skill /Mutation Maneuvers to use.

    Characters can make up to THREE Ma-neuver Skill Checks at this time.

    No maneuver can be repeated in a sin-gle round, and no maneuver may beattempted that has an EFFECT valuegreater than the character's Ideal Effect.

    RESOLUTION ROUNDAfter both sides have completed theMANEUVER ROUND, the results of anysuccessful attacks are resolved.

    COMBAT DAMAGE:

    The EFFECT for the Maneuver used isthe base damage for the attack.

    To the base damage, add the value ofthe EFFECT Die from the Skill Checkthat was used to make the attack.

    Reduce the victim's current LIFE total bythis amount.

    THE CRITICAL:

    A special attack result in combat iscalled the Critical. The higher of the twodice rolled to make a skill test is calledthe Critical die.

    Criticals occur when the criticaldie of a successful hit is = 6.

    When a critical occurs, the attackergains a free bonus attack to be rolledimmediately. If this attack is also a criti-cal, another free attack is obtained...Keep in mind however, that no maneu-ver can be repeated. If a character runsout of allowable maneuvers, their turnis over.

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    9

    WEAPONS AND ARMORXerospace is not a game about equip-ment. All too often characters tend tobecome nothing more than the sum of

    their stuff. In a futuristic world wheretechnologies can make all manner ofweapons or armor possible, creatingguidelines for handling such equipmentand maintaining game balance becomesa nearly impossible task. In the interestof keeping things simple, the Xerospacerules have been designed to ignore theinfluences of weapons or armor.

    This choice is not without precedent inthe world of adventure fiction:

    The man in the Panama hat bravelyclutches his bull whip as he prepares tomeet the onslaught of the armoredtank.

    Who wins? Panama hat! Hes the hero!

    Keep this scenario in mind when youimagine the flavor and feel of a Xero-space game.

    Panama hat or tank armor?Bull whip or machine-gun?Its all just windowdressing!!

    That having been saidthere is an exceptionto the above

    ARTIFACTS

    In Xerospace the term artifact refers tosome unique alien or lost technologythat gives the character a special edge.Artifacts can only be obtained throughactive game play and can not be dupli-cated by any means known to science.Artifacts are special items that do makea difference to a character and thatwould not be replaceable if lost.

    FOR EXAMPLE:

    The Ray Gun of Varlax -- an alien pis-tol that raises the users Pistol Skill by +2when used.

    In this case, the item would make a dif-ference in combat. Artifacts should bekept rare. They are a special form ofcharacter advancement controlled ex-clusively by the referee.

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    10

    MANEUVERSThe Xerospace combat system replaces confining weapons and armor rules with a va-riety of combat maneuvers. Every attack based skill offers the player special maneuversfor use in combat. The character chooses three maneuvers each round. The maneuvers

    chosen must be different but can call upon any combination of combat skills.

    MANEUVERS BASED ON:

    SKILLS

    Ambulate Maneuvers:

    Walk / Hop / Roll, Jog / Jump / Tumble,Run / Leap / Swing, Sprint / Spring /Flip, Zoom / Vault / Spiral

    Armed HTH Maneuvers:

    Stab, Chop, Thrust, Slash, Whirling At-tack

    Gunnery Maneuvers:

    Bomb, Blast, Quick Blast, RunningBlast, Concentrated Blast

    Kick Maneuvers:

    Kick, Boot, Spinning Kick, Sweep, Fly-ing Kick

    Pistol Maneuvers:

    Shot, Snap Shot, Burst, Double Burst,Called Shot

    Punch Maneuvers:

    Punch, Jab, Upper Cut, Roundhouse,Tornado Punch

    Rifle Maneuvers:

    Fire, Bayonet, Rapid Fire, Twin Barrel,Sniper Fire

    Shields Maneuvers:

    Block, Shield, Barrier, Wall, Field

    MANEUVERS BASED ON:

    MUTATIONS

    Psi-Blast Maneuvers:

    Static, Zap, Flash, Shock, Pulse

    Psi-Bolt Maneuvers:

    Spark, Jolt, Bolt, Electrify, Discharge

    Psi-Wall Maneuvers:

    Psi-Block, Psi-Shield, Psi-Barrier, Psi-Wall, Psi-Field

    Pyrokinesis Maneuvers:

    Heat, Char, Burn, Blaze, Combust

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    11

    LIFE AND ENERGYLIFELife is lost as a result of Damage incombat.

    When Life reaches zero the character isunconscious.

    Life never goes below zero; negativeLife results are ignored.

    Outside of combat, full Life is retainedautomatically.

    During combat, lost Life is recovered

    through use of the Recover Skill.

    An unconscious character can not usethe Recover Skill (or any skill).

    An unconscious character must be re-vived by another character through useof the Medical Skill.

    DEATHDeath occurs when all members of aparty have been defeated and the refe-ree determines that the players' oppo-nents would be more likely to kill them(eat them whatever) than to allowthem to live.

    A character might also be killed in ascenario where the player and referee

    can see no circumstances under whichthe character might survive.

    Death is NOT the likely outcome ofcombat. This is an adventure game andplayers must feel free to participate andto take dangerous risks!

    ENERGYEnergy is lost through the use of Muta-

    tions.

    Any use of a Mutation reduces Energyby the Mutation's EFFECT.

    Outside of combat, full Energy is re-tained automatically.

    During combat, lost Energy can be re-covered through the use of the Re-charge Skill.

    A Xerospace Cab

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    12

    CHARACTER LEVELSDOUBLESEvery time a Player rolls Doubles while

    performing a test, the fact that Doubleswas rolled is recorded on the charactersheet. These are later used to improveSkill and Mutation Values.

    Any instance of rolling Doubles is re-corded as 1 Double on the charactersheet regardless of the values of thedice (double 6's are NOT worth morethan double 2's).

    Doubles are spent like money and onceused they are gone.

    To Improve a Skill or Mutation costs itscurrent value * the character's currentlevel.

    Example:

    Gemini is a 3rd level character andwants to improve her pistol skill, whichhas a value of 2.

    This will cost her ( 2 * 3 ) or 6 Doubles

    Each Improvement of a Skill or Mutationincreases its value by +1.

    A Skill or Mutation with a value of 10can not be improved.

    THE DOUBLES POOLWhen the Referee rolls doubles, it is re-corded in the Doubles Pool. The Dou-

    bles Pool is divided equally among theplayers at the end of an adventure. If thepool cannot be divided equally, surplusdoubles are saved and added to theDoubles Pool in the next adventure.

    LEVELThe Sum Total of Skill and Mutation

    Values determines a character's Level

    Total Skill andMutation Values .. Character Level

    7 ........................................... 1

    9 ........................................... 2

    14 ......................................... 3

    20 ......................................... 4

    27 ......................................... 5

    35 ......................................... 6

    44 ......................................... 7

    54 ......................................... 8

    65 ......................................... 9

    77 ....................................... 10

    +12 Total Skill and Mutation Values foreach level after 10.

    The benefits of Level -

    With each new Level, Characters get:

    A new Skill.(This is chosen by the player and is ob-tained at a Skill Value of 1)

    With each newODDnumberedLevel, ( 3, 5, 7 ) Characters get:

    A new Mutation.

    (This is determined atRANDOMand isobtained at a Value of 1)

    Remember to recalculate your SkillValue Totals after adding new skills.

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    13

    SKILL DESCRIPTIONSAmbulate

    This represents a character's ability tomove their body. It is a measure of bothspeed and grace.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    Character can declare up to three Am-bulate maneuvers at this time. No ma-neuver can be declared more than onceper Maneuver Round.

    EFFECT EXAMPLES:

    1. Walk / Hop / Roll. These specialmaneuvers, instead of causing dam-age, are used to move a figure a likenumber of spaces (about 5 ft.).

    2. Jog / Jump / Tumble. These special

    maneuvers, instead of causing dam-age, are used to move a figure a likenumber of spaces (about 5 ft.).

    3. Run / Leap / Swing. These specialmaneuvers, instead of causing dam-age, are used to move a figure a likenumber of spaces (about 5 ft.).

    4. Sprint / Spring / Flip. These specialmaneuvers, instead of causing dam-age, are used to move a figure a like

    number of spaces (about 5 ft.).

    5. Zoom / Vault / Spiral. These specialmaneuvers, instead of causing dam-age, are used to move a figure a likenumber of spaces (about 5 ft.).

    Armed HTH

    Armed Hand to Hand. The character istrained in techniques of close combatwith melee weapons.

    Note: although EFFECT EXAMPLESimply use of a blade, attack maneuverscan be applied to all variety of HTHweapon. Use your best judgment. Astaff can be used to stab or thrust, but abullwhip can not.

    PREPARATION ROUND USE:None.

    MANEUVER ROUND USE:

    Character can declare up to threeArmed HTH maneuvers at this time. Nomaneuver can be declared more thanonce per Maneuver Round.

    Armed HTH maneuvers do +1 damage

    EFFECT EXAMPLES:

    1. Stab. A quick thrusting attack.

    2. Chop. A downward hacking attack.

    3. Thrust. A more powerful stab.

    4. Slash. A wide arcing swing used to

    build attack momentum.

    5. Whirling Attack. Character spinslike a top striking their target multipletimes.

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    BluffThe character is able to lie, bluff or trickanother convincingly.

    PREPARATION ROUND USE:

    If engaged in close combat with an op-ponent, a character with the Bluff skillcan attempt a Feint maneuver.

    A successful Skill Check adds Bluff EF-FECT to the value of any close combatskill until the next Preparation Round.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Can portray a role of someone verymuch like yourself; can tell a lie thatstays as close to the truth as possi-ble and is easy to believe.

    2. Can portray the role of someonewhose experiences and skills youhave had only tertiary experiencewith; can convince someone of minor

    untruths that are somewhat hard tobelieve.

    3. Can convincingly portray the role ofanother person outside the realm ofyour own experiences; any but themost ridiculous of stories will be be-lieved.

    4. Can convince a little green man fromTruboxillinixyn that you are his long

    lost twin.5. Can convince a little green man from

    Truboxillinixyn that you are actuallyhim and that he is a figment of yourimagination.

    CalmThe character is able to relax and re-cover more easily under strenuous con-ditions. Calm is also an indication ofhow well a character resists fear.

    PREPARATION ROUND USE:

    With a successful skill check the char-acter can improve their RECOVERYskill or their RECHARGE skill by CalmEFFECT for the coming ManeuverRound.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character is a bundle of nerves.

    2. Character handles stress pretty welland can usually deal with confronta-tion without loosing control.

    3. Character is considered to be a clearthinker and can maintain control inmost situations.

    4. Character is brave and can under-take dangerous activities withouthesitation.

    5. Character is unshakable and fear-less. Character will never loose theirtemper and is always in control.

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    CharmThe character with this skill has devel-oped their ability to interact with othersand is perceptive to the way others reactto them.

    PREPARATION ROUND USE:

    One attempt can be made to charm anopponent every round. A charmed en-emy in combat will hesitate. The playercan increase their Combat Skills byCharm EFFECT for the coming MA-NEUVER ROUND.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. The character is likable and couldcatch the interest of another in a bar.Character could convince another todo something for them that wasn'ttoo much trouble.

    2. The character is extremely likableand could catch the interest of an-other on the street. Character couldconvince another to do something forthem that was a bit of a hassle.

    3. The character is treated like a celeb-rity and gets the best of treatmentwherever they go. Character couldconvince another to do something forthem that they really didn't want todo.

    4. The character has fans and follow-ers. Character could convince an-other to do something for them thatwould place them in great danger.

    5. Celebrities and Politicians fight to bethe character's friend. Character canget another to do almost anything.

    ClimbingThe character with this skill can climbvertical surfaces under the right condi-tions; these conditions are dependentupon the Effect level of the skill.

    PREPARATION ROUND:

    If a is engaged in combat activities dur-ing a climb, the character can roll a skilltest during the Preparation Round and ifsuccessful, add the value of theirClimbing EFFECT to all skills for the du-ration of the coming MANEUVERROUND.

    MANEUVER ROUND:

    None.

    EFFECT EXAMPLES:

    1. Character can climb vertical surfaceswith obvious handholds.

    2. Character can use rock climbing andrepelling equipment proficiently andcan climb vertical surfaces with onlyvague hand holds.

    3. Character can climb all but thesmoothest of vertical surfaces with-out the use of special equipment.

    4. Character can climb glass like sur-faces and can climb upside downacross ceilings with nothing morethan a set of ninja claws.

    5. Character seems to have a magical

    like adherence to surfaces and couldclimb upside down across a glassceiling in a hurricane.

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    CommunicateThe character has made extensivestudy of language evolution and struc-ture among a wide variety of culturesand is able to learn new languages very

    quickly.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character can get a message'smeaning across, as long as themessage is only a few simple words(the kind a 2-year-old would under-stand).

    2. Character can relay more complexmessages and sentences.

    3. Character can relay fairly complexideas, and has studied enough aboutlanguage that they will understand

    most verbal responses.

    4. Character picks up languages easilyand can learn a new one in a fewdays. Anything the character sayswill be understood.

    5. Character has probably learned asimilar language before and canlearn a new one in a few minutes.Communication no longer requires

    skill rolls.

    ComputerCharacter has knowledge of the use andmaintenance of computer systems.

    PREPARATION ROUND USE:

    If combating computer based intelli-gence character can, on a successfulskill roll, add Computer EFFECT to theirskills for the MANEUVER ROUND.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character knows how to access on-line help documentation and caneventually figure their way around inmost standardized applications.

    2. Character can work in many applica-tions comfortably and knows how toadd, remove, update and maintainsaid applications.

    3. Character can write applications andhack past simple security measures;

    can diagnose and repair most com-mercial computer hardware. Char-acter can set-up and maintain an in-ter-office computer network.

    4. Character can hack past complexsecurity and repair or build computercomponents. Character understandsthe programming of complex appli-cations and artificial intelligence pro-grams. Character can set-up and

    maintain a global computer network.

    5. Character is a pioneer of computertechnologies. Character has devel-oped original computer technologiesfrom scratch.

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    DetectThe character is trained in the arts ofdeductive reasoning and observation.Character can find patterns in things,connecting a series of seemingly unim-

    portant clues together to solve crimesand mysteries.

    PREPARATION ROUND USE:

    In combat an observant character canperceive weaknesses in their oppo-nents. If a successful Detect roll is madeduring the Preparation Round any at-tacks made during that MANEUVERROUND will have an improved chance

    to succeed by + Detect EFFECT.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character will discover clues thathave been hidden and/or overlookedfor days.

    2. Character will discover clues thathave been hidden and/or overlookedfor weeks.

    3. Character will discover clues thathave been hidden and/or overlookedfor months.

    4. Character will discover clues thathave been hidden and/or overlookedfor years.

    5. Character will discover clues thathave been hidden and/or overlookedfor centuries.

    DriveA character with this skill can pilotground vehicles.

    PREPARATION ROUND USE:

    Characters involved in combat whiledriving (demolition derby or shootingfrom windows, whatever) can add theirDrive EFFECT to their combat skills foras long as they are driving (and makingsuccessful drive rolls during each prepa-ration round).

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character can competently drive un-der normal conditions.

    2. Character is licensed to chauffeurothers and can drive competentlyunder adverse weather conditions(rain, snow, etc.).

    3. Character can drive competently at

    very high speeds and could be aprofessional racer.

    4. Character can perform stunts withtheir vehicle, jumps, rolls, spins,driving on two of four wheels. Thecharacter can do all the stunts donein the movies for real.

    5. Character can perform stunts at highspeeds while in combat and in a

    blizzard.

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    EngineeringAn engineer is skilled in the constructionand maintenance of interstellar vehicles,including the Xerospace engine.

    PREPARATION ROUND USE:

    In Ship to Ship combat an engineer canhelp target vulnerable areas of an oppo-nent's vessel. On a successful Engi-neering Skill roll add Engineering EF-FECT to Gunnery Skill for the round.

    MANEUVER ROUND USE:

    During Ship to Ship combat an engineermay attempt to repair damaged ship's

    systems. Use Engineering Skill, like theRecovery Skill, to regain lost Life.

    EFFECT EXAMPLES:

    1. The engineer can fix and maintainrocket/jet style propulsion enginesand related systems.

    2. The engineer understands extra-dimensional physics and can main-tain a XEROSPACE engine.

    3. The engineer knows XEROSPACEmechanics well enough to build aXEROSPACE engine from scratch,provided materials are available.

    4. The engineer can fix a variety of en-gineering problems without propertools or resources.

    5. The engineer could build a Xero-

    space engine from three rocks, a ballof twine, a piece of chewing gum andthe toe nail from the little toe off theirleft foot.

    EnvironsCharacters with this skill have lived in avariety of different climates and plane-tary environments.

    PREPARATION ROUND USE:

    When combating in extreme environ-ments where the environs skill might beneeded a successful skill test will im-prove all skills by Environs EFFECT.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character can survive in the comfortof their own home.

    2. Character can survive without shelterin a variety of climates on their nativeplanet.

    3. Character functions well wearing en-vironmental garb as required by avariety of hostile planetary environ-ments.

    4. Character can survive hostile envi-ronments using improvised sheltersor garb.

    5. Character has been exposed to somany different environmental condi-tions that the character can treat allbut the most hostile planetary envi-ronments as native.

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    MedicalUse of this skill is required to bring anunconscious character awake. If the at-tempt is failed the character will not re-cover with out the aid of a hospital envi-

    ronment. The longer a character hasbeen unconscious, the greater the EF-FECT required to succeed.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character knows basic first aid andcan successfully apply a bandage orset a splint. Character can revivesomeone who has been unconsciousless than a minute.

    2. Character is a licensed Paramedic.Character can revive someone whohas been unconscious less than 15minutes.

    3. Character is a Doctor. Charactercan revive someone who has beenunconscious less than 30 minutes.

    4. Character is a Surgeon. Charactercan revive someone who has beenunconscious for less than an hour.

    5. Character is a Miracle Worker. Aspecialist. The very best in his field.

    Character can revive someone whohas been unconscious for less thana day.

    MuscleThis skill shows the development of acharacter's physical strength throughexercise.

    PREPARATION ROUND USE:

    The character can add Muscle EFFECTto any close combat skill for the comingMANEUVER ROUND with a successfulSkill Check.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character is a weakling. Charactercan lift weight under 75 lbs.

    2. Character is of average strength.Character can lift weight under 150lbs.

    3. Character is strong. Character canlift weight under 300 lbs.

    4. Character is very strong. Character

    can lift weight under 600 lbs.

    5. Character possesses super humanstrength. Character can lift 1200 lbs.

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    NavigateNavigators push Xerospace vehicles tothe ends of the universe. The better thenavigator, the greater the size of the ve-hicle that can be driven through the re-

    sistant ether of Xerospace. "Gator" is aslang term for navigator.

    PREPARATION ROUND USE:

    Although a navigator can't truly enterXerospace during combat, a trick ma-neuver called a "hic-up" is favoredamong many Gators. A navigator will"blink" their ship around in combat sur-prising an enemy. If successful, add

    EFFECT to Gunnery Skill during theMANEUVER ROUND.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Xerospace Cab - a navigator barelymanages to push a small personalvehicle through Xerospace and can

    only serve as a messenger, able tocarry only the smallest of parcels.

    2. Xerospace Twin-Cab - a navigatorcan carry themselves and a singlepassenger (or cargo of equivalentmass).

    3. Xerospace Quad-Cab - a navigatorcan carry themselves and up to fourpassengers (or cargo of equivalentmass).

    4. Xerospace Scout - a navigator cancarry themselves and up to ten pas-sengers.

    5. Xerospace Cruiser - a navigator cancarry themselves and up to thirtypassengers.

    PilotingThe character can pilot flying vehiclesboth in a planetary atmosphere and out.

    PREPARATION ROUND USE:

    Characters involved in ship to ship com-bat can add their Piloting EFFECT totheir Gunnery Skill with a successful Pi-loting Skill Check.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character's only flight experience isflying or landing their Xerospace cabunder ideal conditions.

    2. Character is licensed to carry pas-sengers and can fly small jet pro-pelled craft other than their Xero-space cab.

    3. Character can fly large commercialaircraft and medium sized space-craft.

    4. Character is an aerial daredevil.Character can perform dangerousstunts at high speeds. Charactermight successfully navigate an as-teroid field.

    5. The character's flying exploits arelegend. Such stories might includethe time the character landed aspace cruiser in a four man raft that

    was speeding down the rapids, orthe time they flew upside down atmach 10 and reached out andgrabbed a penny up off the ground --it was heads up!

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    PistolCharacter is skilled at firing handguns.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    Character can declare up to three Pistolmaneuvers at this time. No maneuvercan be declared more than once perManeuver Round.

    EFFECT EXAMPLES:

    1. Shot. Basic point and shoot.

    2. Snap Shot. Character squeezes oftwo or three quick shots.

    3. Burst. Character fires several shotsat one target.

    4. Double Burst. Like a Burst but witha pistol in each hand.

    5. Called Shot. Very accurate shot at atargets vulnerable points.

    PunchThe character is skilled at striking a tar-get with their hands or fists.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    Character can declare up to threePunch maneuvers at this time. No ma-neuver can be declared more than onceper Maneuver Round.

    EFFECT EXAMPLES:

    1. Punch. Basically a right cross.

    2. Jab. A quick accurate punch.

    3. Upper Cut. A powerful blow to thehead.

    4. Roundhouse. A staggering punchthat spins the character 360 de-grees.

    5. Tornado Punch. Character spins

    like a top, striking an opponent sev-eral times with extended fists.

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    RechargeRecharge is a Psionic's way of recover-ing lost Energy.

    In non-stressful situations (outside of

    combat) this process is automatic and acharacter will never run out of Energy.

    In combat, because of the heighteneddemand for Energy reserves from everypart of the body -- recovery of lost En-ergy becomes a deliberate act on behalfof the character, who must try to relaxand refocus to call upon reserves of En-ergy otherwise unavailable.

    PREPARATION ROUND USE:

    If a character chooses to Recharge noother actions can be declared exceptthe Preparation Round use of the CalmSkill.

    MANEUVER ROUND USE:

    Three attempts to Recharge must bemade in the MANEUVER ROUND. Asuccessful attempt recovers Recharge

    EFFECT in Energy.

    RecoverRecover is how a character restores lostLife. In non-stressful situations (outsideof combat) this process is automatic anda character will always retain full Life. In

    combat, however, recovery of lost Lifebecomes a deliberate act on behalf ofthe character.

    PREPARATION ROUND USE:

    If a character chooses to Recover noother actions can be declared exceptthe Preparation Round use of the CalmSkill.

    MANEUVER ROUND USE:

    Three attempts to Recover must bemade in the MANEUVER ROUND. Asuccessful attempt restores RecoverEFFECT in Life.

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    RifleThe character is skilled in the use of ri-fles.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    Character can declare up to three Riflemaneuvers at this time. No maneuvercan be declared more than once perManeuver Round.

    Rifle maneuvers do +1 damage.

    EFFECT EXAMPLES:

    1. Fire. Character shoots at target.Target cannot be within hand tohand range.

    2. Bayonet. Character uses their riflelike a lance pushing an opponentback so they may fire on them.

    3. Rapid Fire. Several quick shots at asingle target.

    4. Twin Barrel. Like Rapid Fire butwith a rifle in each hand.

    5. Sniper Fire. Very accurate shot at atargets vulnerable points.

    RoboticsThe character is skilled in the mainte-nance and repair of robots.

    PREPARATION ROUND USE:

    If in combat against a robot, charactercan add Robotics EFFECT to any skillduring the Maneuver Round with a suc-cessful skill check.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character can maintain simple serv-ice robots.

    2. Character can repair and maintaincomplex multifunction robots.

    3. Character can build robots fromscratch and has experience workingwith androids.

    4. Character can maintain Androids.

    5. Character can build Android Lifeforms from scratch.

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    Slight Of HandCharacter is a magician.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character can do simple card tricks.

    2. Character can pick pockets. Or conpeople with the shell game.

    3. Character can make small objectsappear seemingly from thin air.

    4. Character can escape from bondsand pick locks.

    5. Character can produce large objectsin a puff of smoke. People believethe character to be truly magic.

    StealthCharacter is sneaky.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character can hide well if providedsufficient cover and so long as theydont move.

    2. Character moves quietly and couldsneak past a sleepy guard.

    3. Character moves quietly and couldsneak past an alert guard.

    4. Character moves quietly and couldsneak past an alert guard dog.

    5. Character moves quietly and cansneak past the most advanced elec-tronic surveillance systems.

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    TrackingCharacter is skilled at finding and fol-lowing a trail left behind by someonespassing.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character can follow recent tracksleft in soft earth.

    2. Character can locate and followtracks that are days old.

    3. Character can locate and followtracks that are weeks old.

    4. Character can locate and followtracks that are months old.

    5. Character can locate and followtracks that are years old.

    TriviaCharacter has collected a variety of ob-scure facts that they cant seem to for-get.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character knows useless informationthat other people might have known

    if they had cared enough to remem-ber.

    2. Character knows information thatmost people consider commonknowledge.

    3. Character can remember dates,places and events pertinent to thecurrent campaign.

    4. Character knows things that others

    would need months of research touncover. Much of their collectedknowledge is useful.

    5. Character knows government se-crets and passwords. People seekout the character for knowledge thatonly they possess.

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    MUTATIONSAnimal Telepathy

    The character can communicate withanimal level intelligence telepathically.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Can send short simple requests thatwill be obeyed if in the animal's bestinterest.

    2. Can send more complex informationthat will be understood and morecomplex requests can be made.Empathic information is receivedfrom the animal.

    3. Can send and receive complexthought, communication is similar toconversation.

    4. Commands given will be followedeven if they don't seem to be in theanimal's best interest, however,commands that are obviouslyagainst the animal's nature will beresisted.

    5. All commands will be obeyed unerr-

    ingly

    Boost

    The character can use mental control toincrease Character Traits. These are:DEXTERITY, MOVEMENT, SIZE, PER-CEPTION, TECH and PSIONIC.

    Only 1 Trait can be "boosted" at a time.The Trait is increased by the skill's EF-FECT, and all related Skills and theirEFFECTS are altered accordingly.

    Also, If the PSIONIC Trait is boosted, all

    related Sub-Traits are similarly boosted.PREPARATION ROUND USE:

    An attempt to Boost a Trait can be madeonce each round and will alter all relatedskills and actions until the end of thecoming MANEUVER ROUND.

    NON-COMBAT:

    An attempt to Boost a Trait can be made

    prior to any Skill Check. Only one at-tempt can be made and if that is failedthe character must perform the SkillCheck without the benefit of the BoostedTrait value.

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    CryokinesisThe character has the ability to mentallyslow the movement of molecules in tar-get objects, causing them to becomecold.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character never has to drink a warm

    Jookie.

    2. Character can freeze water at a rateof one gallon every minute or freezewater in the air to make it snow!

    3. Character can freeze, make brittleand shatter a 1 inch thick hard wooddoor in about an hour. Character canquick freeze water in the air produc-ing small objects of ice from seem-ingly nowhere.

    4. Character can freeze, make brittleand shatter a 1 inch think steel doorin about an hour. Character canfreeze water in the air producinglarge ice barriers and structures fromout of nowhere.

    5. Character can slow high-speed par-ticle movement effecting light andenergy to create visible illusions.

    Character can freeze and shatter aforce field barrier.

    Cyber TelepathyCharacter manipulates active electroniccomputer memory on a telepathic level.The character can't communicate with acomputer that is not active (turned on)

    as such a computer has no "brain" ac-tivity.

    Characters who send their minds intocomputer memory find themselves in amystical cyberspace and computer con-trol is like manipulating elements of adream.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Can send mental pulses directly intocomputer memory to cause a systemto crash.

    2. Can send basic data (a message of

    few hundred thousand words or animage) into active memory.

    3. Can manipulate computer memoryand perform most standard typecomputer operation with their mind,character can bypass most computersecurity.

    4. Can mentally control sentient com-puter programs.

    5. Can transfer all thought into a com-puter's electronic memory. If thecharacter does this, their body is leftcomatose until their mind returnsfrom cyberspace.

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    EmpathyThis Mutation makes the characteraware of anothers emotional state. Un-like other Telepathic Mutations, Empa-thy doesn't give specific thoughts but

    instinctual emotional responses - Em-pathic power is both a sending and re-ceiving power and will work on any levelof intelligence that supports emotions.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character will receive base surfaceemotion from their target.

    2. Character can also send basic emo-tions - these are perceived by thetarget as coming from the characterand will persist for 1d6 hours. Thetarget can make a Calm Skill Checkto resist.

    3. Character can send emotions thatwill be perceived by the target astheir own. The target may not under-stand why they are experiencing agiven emotion but they will accept itas theirs. The duration of the emo-tion is 1d6 days. The target canmake a Calm Skill Check to resist.

    4. As 3 with a duration of 1d6 months.

    The target can make a Calm SkillCheck to resist.

    5. As 3 with a duration of 1d6 years.The target can make a Calm SkillCheck to resist.

    FlightCharacter can fly unaided with thepower of their mind.

    PREPARATION ROUND USE:

    With a successful skill roll, Flight EF-FECT can be added to the character'scombat skills for the duration of theMANEUVER ROUND.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character can fly at speeds of up to10 mph. Character can only supporttheir own weight.

    2. Character can fly at speeds of up to50 mph. Character can supportabout half the weight they might beable to carry while walking.

    3. Character can fly at speeds of up to100 mph. Character can support ad-ditional weight equal to about what

    they would normally be able to carry.

    4. Character can fly at speeds of up to200 mph. Character can supporttwice the weight they would normallybe able to carry (this is a form oftelekinesis, but the character mustbe touching the supported object).

    5. Character can fly at speeds of up to500 mph. Character can support 10

    times the weight they would normallybe able to carry (this a form of teleki-nesis, but the character must betouching the supported object).

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    InvisibilityCharacter can become undetectable bydifferent types of senses. Clothing andnormal possessions also become invisi-ble. Regardless of the Mutation's EF-

    FECT quick movement will always pro-duce a visible fringe that could betraythe character's presence.

    PREPARATION ROUND USE:

    With a successful skill roll the characteris invisible until the beginning of the nextPreparation Round. An attacker trying tohit an invisible opponent must reducetheir chance to hit by EFFECT in HTH

    Combat and EFFECT *2 in RangedCombat.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character can blend with their envi-ronment becoming undetectable byvisual senses if not moving.

    2. Character can blend with their envi-ronment becoming undetectable byvisual senses even when movingslowly (a normal walk)

    3. Character can blend with their envi-ronment becoming undetectable byeven olfactory and auditory senses.

    4. If pressed against a surface and notmoving character is undetectable by

    touch.

    5. Character is not detectable by Tele-pathic mutation powers. The invisiblecharacter can not be damaged byenergy based weapons as light andall other forms of energy just passthrough.

    PhaseCharacter can shift out of phase. Char-acters can only phase their entire bodiesnot portions. Clothing and personal gearphase with them. A phased item can not

    leave the character's possession.

    When phased a character's body ap-pears ghost like. A phased charactermoves by floating. Movement is neverfaster than a slow walk but can be anydirection horizontal or vertical. A phasedcharacter can not interact physically intheir environment but can use mutationpowers.

    PREPARATION ROUND USE:With a successful skill roll the characteris phased until the beginning of the nextpreparation round.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Takes half damage from physicalattacks; takes full damage from mu-tation based powers and energyweapons.

    2. Takes full damage from mutationbased powers and energy weapons;no damage from physical attacks.

    3. Takes half damage from energyweapons, but takes full damage frommutation based powers.

    4. Takes no damage from energyweapons, but takes full damage frommutation based powers.

    5. Takes half damage from mutationbased powers. Only mutation powerscan harm the phased character.

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    Psi-BlastThis devastating attack involves thesummoning of balls of psi-energy in anarea around the character.

    This attack has the special ability todamage multiple targets. Calculatedamage normally than subtract 1 pointof damage for each target.

    Example:

    One target results in damage -1 Threetargets result in damage -3.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    Character can declare up to three Psi-Blast maneuvers at this time. No ma-neuver can be declared more than onceper Maneuver Round.

    EFFECT EXAMPLES:

    1. Static. Psi-Energy annoys multiple

    targets.

    2. Zap. Powerful Psi-Energy is re-leased harming multiple targets.

    3. Flash. A more powerful zap.

    4. Shock. A more powerful flash

    5. Pulse. A more powerful shock.

    Psi-BoltThis devastating attack involves the re-leasing of psi-energy from the fingers ofthe character to the target.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    Character can declare up to three Psi-Bolt maneuvers at this time. No maneu-ver can be declared more than once perManeuver Round.

    Psi-Bolt maneuvers do +1 damage.

    EFFECT EXAMPLES:

    1. Spark. Psi-Energy annoys a singletarget.

    2. Jolt. Powerful Psi-Energy is re-leased harming a single target.

    3. Bolt. A more powerful Jolt.

    4. Electrify. A more powerful Bolt.

    5. Discharge. A more powerful Elec-trify.

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    Psi-WallThe character can create solid barriersof psi-energy.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    Character can declare up to three Psi-Wall maneuvers at this time. No maneu-ver can be declared more than once perManeuver Round.

    EFFECT EXAMPLES:

    1. Psi-Block. a special maneuver. In-stead of causing attack damage, itreduces a like amount of damagedone to you in the maneuver round.

    2. Psi-Shield. a special maneuver. In-stead of causing attack damage, itreduces a like amount of damagedone to you in the maneuver round.

    3. Psi-Barrier. a special maneuver. In-stead of causing attack damage, it

    reduces a like amount of damagedone to you in the maneuver round.

    4. Psi-Wall. a special maneuver. In-stead of causing attack damage, itreduces a like amount of damagedone to you in the maneuver round.

    5. Psi-Field. a special maneuver. In-stead of causing attack damage, itreduces a like amount of damage

    done to you in the maneuver round.

    PyrokinesisA character with Pyrokinesis can speedthe vibration of molecules within an ob-

    ject. This has the effect of making anobject very hot. Making an object hot

    enough will cause it to burst into flames.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    Usage of Pyrokinesis is different fromany other attack maneuver. The playermust declare all three maneuvers in theround as Pyrokinesis maneuvers. Fur-

    ther, these maneuvers will all be identi-cal.

    The player must declare the "Heat" ma-neuver for all three maneuvers in thefirst round that they declare use of Pyro-kinesis. In the second round the playermust declare, "Char." In the third,"Burn." This pattern continues until thecharacter reaches their Ideal Effect.

    Once obtained, Ideal Effect can bemaintained for all subsequent rounds.

    EFFECT EXAMPLES:

    1. Heat. The targets skin and clothingbecome uncomfortably warm.

    2. Char. The target will begin to smoke.

    3. Burn. Even hotter.

    4. Blaze. Hotter.

    5. Combust. Target is engulfed byflame.

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    Read ObjectsThe Gator with this power can gleanpsychic impressions left behind on ob-

    jects. Physical contact with the object isrequired.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character can see moving images

    related to the object. The visions donot include sound. Events are withinthe last day.

    2. Character has a mental picture ofevents surrounding the object overthe last week. Some of the imagesmight include sounds, especially ifloud or violent.

    3. Character can relive the life of theobject over the last month. Images

    are clear and with sound like amovie.

    4. Character can live the life of an ob-ject over the past year. Character willreceive telepathic information aboutanyone who has come in contactwith the image, knowing their surfacethoughts at the time of contact.

    5. Character can experience the life of

    an object over the past century.Character will receive telepathic in-formation about anyone who hascome in contact with the image,knowing their complete identity (likeRead Thoughts EFFECT 3).

    Read ThoughtsThis power allows a player to read thethoughts of another. The object of aRead Thoughts Skill usage must be tar-geted by Line of Sight.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Immediate Surface Thoughts: "Hey,

    why's that guy staring at me?" or "Assoon as he turns his back, I'll blasthim!" Target can make a Calm Skillcheck to resist.

    2. Recent memory: a general feel forthe day's events. Target can make aCalm Skill check to resist.

    3. Complete Identity: A good idea of thephilosophies and ideas that makethis person who they are and an

    overall picture of their life history.Target can make a Calm Skill checkto resist.

    4. Specific Memories: The Telepathcan poke around and retrieve a spe-cific piece of information. Target canmake a Calm Skill check to resist.

    5. Hidden Thoughts: Blocked memo-ries, experiences so traumatic that it

    is dangerous for the target to re-member them. Target can make aCalm Skill check to resist.

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    Send ThoughtsThis power allows a player to sendthoughts and ideas to another mentally.To do this the player must have Line ofSight to their target.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Surface Thoughts: a message of any

    length - like conversation that re-quires no time.

    2. Distant Memory: the person will havea vague recollection that this actuallyoccurred. Target can make a CalmSkill check to resist.

    3. Recent Memory: the person will havespecific recollection of the event andwill be sure it actually happened.Target can make a Calm Skill check

    to resist.

    4. Hallucinations: the Telepath can in-duce hallucinations in the mind of thetarget. The target will believe and re-act accordingly. Target can make aCalm Skill check to resist.

    5. The character can exercise completemental dominance over a target.Target can roll a Calm skill check to

    resist.

    TelekinesisThe character is able to manipulate ob-

    jects physically without touching them.

    PREPARATION ROUND USE:

    None.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Can move a small object weighingno more than a few pounds, jerkingthe object towards them or flinging it

    away. Contact with the object lastsno more than an instant.

    2. Can move about as much weight asthey might normally be able to carry.Can support objects suspended inmid air, maintaining them for as longas a minute.

    3. Can move up to 10 times as muchweight as they might normally beable to carry. Can perform fine ma-

    nipulation with the skill, like pushinga button or pulling a lever -- one fin-ger typing, maintaining the activityfor as long as the character cares toconcentrate on it.

    4. Can move up to 100 times theweight that they might normally beable to carry. Can do anything withTK they could do normally -- tie theirshoes, draw a picture, perform sur-

    gery.

    5. Can move up to 1000 times theweight that they might normally beable to carry. Can produce a TK hur-ricane leveling everything within amile's radius.

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    TeleportCharacter can instantly appear some-where else. If "carrying" something,character must teleport along with it.

    PREPARATION ROUND USE:

    Character can "hop" before an attack,gaining a surprise bonus on all combatactions during the current MANEUVERROUND. Increase all Combat Skills byTeleport EFFECT.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Character can "hop" a short distanceto anyplace in their line of sightwithin 100 feet. Character can onlyteleport their own weight.

    2. Character can "jump" to anyplace intheir line of sight within a half a mile.Character can teleport with abouthalf the weight they might be able tocarry while walking.

    3. Character can "blind" teleport toanyplace they have been beforewithin 1 mile. Character can teleportadditional weight equal to about whatthey would normally be able to carry.

    4. Character can "blind" teleport toanyplace they have been beforewithin 100 miles. Character canteleport with twice the weight they

    would normally be able to carry.

    5. Character can "blind" teleport any-where they have been before within10,000 miles. Character can teleportwith 10 times the weight they wouldnormally be able to carry.

    TransformCharacter can change shape.

    PREPARATION ROUND USE:

    By becoming something larger a char-acter can shift points from Movement toSize up to their transform EFFECT. Bybecoming something smaller a charac-ter can shift points from Size to Move-ment up to transform EFFECT. Oncechanged the shape is maintained untilthe beginning of the next preparationround.

    MANEUVER ROUND USE:

    None.

    EFFECT EXAMPLES:

    1. Can make slight alterations in ap-pearance. Does not have enoughcontrol to look exactly like anotherperson.

    2. Can make drastic changes in ap-pearance. Can not appear as an-other species, but can change gen-der or look exactly like another per-son.

    3. Can change to a creature as smallas a cocker spaniel or as large as ablack bear. If character changes to abird, they can fly. May imitate cloth-ing over a form if made of natural fi-bers.

    4. Can become creatures as large as a

    blue whale or as small as a flea. Canbecome plant life.

    5. Can become inanimate objects ormachines. Could change into a Xe-rospace Cab and fly between starsystems without the need of an ac-tual vehicle.

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    37

    The Xerospace UniverseThe universe of Xerospace is one defined by its technology -- the Xero-space Engine. A lot of details have been left intentionally vague. This is

    hoped to provide the greatest freedom for referees and players to shapetheir own games.

    Some guidelines are required however to help everyone understand their roles withinthe games structure.

    1. A Gator is a Xerospace Navigator.

    2. Xerospace is an extra-dimensionalrealm that ignores the normal rulesof three dimensional space and dis-tance.

    3. The Gators mind is linked directly toa Xerospace Engine to provide navi-gational instructions.

    4. A human on Earth invented the Xe-rospace Engine.

    5. Only a human brain with psychicability can link to a Xerospace En-gine.

    6. All Gators are human.

    7. All Players are Gators.

    8. Navigating through Xerospace mu-tates a Gators mind.

    9. Mutations give Gators psychic pow-ers.

    10.After exploring space, humankindencountered intelligent alien races.

    11.Alien races introduced Faster ThanLight Travel to humanity.

    12.Time and distance limit FTL travel.

    13.Transport size and availability ofGators limit Xerospace travel.

    14.Able to balance the strengths andweaknesses of both forms of spacetravel, humankind is now a majorpower in the Xerospace Universe.

    15.Because of the limited number ofGators, work for the players is plen-tiful and pay is good.

    The Dangers of XerospaceEvery trip through Xerospace carries

    with it some inherent dangers for theplayers. A Navigator making a tripthrough Xerospace must make a suc-cessful Navigate Skill Check. The playermay use more than one roll to achievethis (see: Repeated Checks on page 7).

    If the Navigate Skill Check is ultimately

    successful, the players character ar-rives at their desired location without in-cident. If not, the character may haveincurred some danger.

    The two dangers of Xerospace are:Feedback and Psi-Wolves.

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    Psi-WolvesPsi-Wolves are a violent and dangerousform of alien life that somehow live inXerospace itself. They seem to be at-tracted by psychic activity. The crea-

    tures will attach themselves to a Xero-space Vehicle then attack when the pilotemerges from the cockpit.

    The creatures resemble black wolves.They have no tails and stand erect, andthey have six long double-jointed armsthat end in sharp talons.

    The creatures attack using their sharpclaws or with a bite and have the fol-lowing special maneuvers:

    Claw Maneuvers

    1. Scratch

    2. Claw

    3. Spur

    4. Gouge

    5. Talon

    Bite Maneuvers

    1. Nip

    2. Gnaw

    3. Chew

    4. Bite

    5. Chomp

    Psi-Wolves vary in size and ability asfollows:

    Small Psi-Wolf

    Life: 10

    Energy: 10

    Preparation Round

    Phase (Die Roll 16)

    Maneuver Round

    Scratch (Die Roll 22)

    Claw (Die Roll 22)

    Nip (Die Roll 16)

    Medium Psi-Wolf

    Life: 15

    Energy: 15

    Preparation Round

    Phase (Die Roll 22)

    Maneuver Round

    Claw (Die Roll 33)

    Spur (Die Roll 33)

    Gnaw (Die Roll 22)

    Large Psi-Wolf

    Life: 30

    Energy: 30

    Preparation Round

    Phase (Die Roll 33)

    Maneuver Round

    Spur (Die Roll 44)

    Gouge (Die Roll 44)

    Chew (Die Roll 33)

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    Feedback!Feedback is the most dangerous of theresults possible from a XerospaceJump.

    If Feedback is determined to be the out-come of a Xerospace jump, the affectedcharacter must make a successful Calmskill check (at EFFECT difficulty 2 - see:Repeated Checks on page 7). If the testis failed the character dies.

    If a character fails their Navigate Skillcheck the possibility of danger exists.Roll below to determine the outcome atrandom:

    2 - 5 Psi-Wolf Attack!

    6 - 11 No Danger

    12 Feedback!

    The referee, based on the power andskill of the players, determines the vari-ety of Psi-Wolf encountered, small orlarge. Small Psi-Wolves are tough, butnot too tough for beginners, while thelarge variety can be quite formidableand should only be encountered by ex-

    perienced characters.

    Ship to Ship CombatCombat between spacecraft should berun just like combat between individuals.

    Piloting, Engineering or Navigate SkillChecks can be made in the PREPARA-TION ROUND.

    Gunnery or Shields Skill Checks can bemade in the MANEUVER ROUND.

    Use the Players Characters Life whendetermining damage and survival in shipto ship combat. Use the Engineering

    Skill in place of Recovery.

    True, larger ships should be able tosuffer greater injury than smaller ones,but inevitably its the hero who wins theday. Remember Panama Hat?

    Xerospace is available on the Internet at

    www.mindspring.com/~jeffngayla/

    PLEASE, visit and leave your comments or questions.

    http://www.mindspring.com/~jeffngayla/http://www.mindspring.com/~jeffngayla/
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    Level: Total SkillValues:

    Doubles:

    Character Name:

    Height: Hair: Age:

    Weight: Eyes: Sex:

    Combat Maneuvers

    DexDieRoll

    Drive

    MovDieRoll

    Ambulate

    SizeDieRoll

    Environs

    Gunnery Arm HTH Muscle

    Piloting Climbing Recover

    Pistol Kick

    Rifle Punch

    Sli./Hand Stealth

    Life

    Per Die

    Roll

    Bluff

    Tech Die

    Roll

    Computer

    Psi Die

    Roll

    Calm

    Charm Engineer Navigate

    Comm. Medical Recharge

    Detect Robotics

    Tracking Security

    Trivia Shields

    Energy

    Foc DieRoll

    Boost

    Pow DieRoll

    Cryokines

    Tele DieRoll

    Animal Te

    Flight Psi-Blast Cyber Te

    Invisibility Psi-Bolt Empathy

    Phase Psi-Wall Read Obj

    ScienceFictionR

    olePlayingAdven

    tureGame