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O

O

I

I

ULTURES 

ULTURES 

ÜLS 

ÜLS 

OF 

OF 

THE 

THE 

 V 

 V 

OID 

OID 

POWERED 

POWERED  BY BY THE THE 

 R 

 R 

ÜLSLEIT ÜLSLEIT 

 S 

 S 

YSTEM YSTEM 

Ten years ago, the powers of Earth and their Ten years ago, the powers of Earth and their many solar colonies

many solar colonies erupted into viciouserupted into vicious, , sys- sys-tem-wide war

tem-wide war. . With terrible weapons at theirWith terrible weapons at their disposal, both sides reduced every planet and disposal, both sides reduced every planet and moon to irr

moon to irradiated dustballs. adiated dustballs. YYears of massears of mass starvation and deprivation later, survivors starvation and deprivation later, survivors strain out a living by scavenging what remains strain out a living by scavenging what remains on derelict ships, st

on derelict ships, stations, and bases. ations, and bases. We, theWe, the “heirs” of Earth, have become vultures of the “heirs” of Earth, have become vultures of the vast, lonely void.

vast, lonely void. We pick oWe pick over the carrion of aver the carrion of a golden age of plenty, when Humanity had the golden age of plenty, when Humanity had the luxury of building whatever we desired. luxury of building whatever we desired.

Our townships, the people we do this for Our townships, the people we do this for, , nevernever asks questions.

asks questions. They need our salvage to keepThey need our salvage to keep flying, eating, and

flying, eating, and breathing. breathing. Maybe someday,Maybe someday, if we get enough provisions, we can boost our if we get enough provisions, we can boost our way to the colonies in Alpha Centauri.

way to the colonies in Alpha Centauri. BetweenBetween you, me, and this bottle, though, that’s you, me, and this bottle, though, that’s pie-in-the-sky bullshit, a bedtime story to let the the-sky bullshit, a bedtime story to let the kid-dies sleep at

dies sleep at night. night. I’ll be pretty damn I’ll be pretty damn happy ifhappy if we knock over a planetoid and set ourselves we knock over a planetoid and set ourselves up for the rest of our miserable lives, not have up for the rest of our miserable lives, not have to keep diving in the black.

to keep diving in the black. Girl’s gotta dream.Girl’s gotta dream. I’m a scrapper—a salvage expert, if you want

I’m a scrapper—a salvage expert, if you want to be polite, but I answer to void vulture, to be polite, but I answer to void vulture, scav-vy, kender, station-stripper, magpie, even vy, kender, station-stripper, magpie, even shitpicker

shitpicker. . I draw the I draw the line at “junk monkey,line at “junk monkey,”” though, so watch it.

though, so watch it. My mates and I board half-My mates and I board half-destroyed orbital stations, weapons platforms, destroyed orbital stations, weapons platforms, anything that has some glimmer on it.

anything that has some glimmer on it. We bustWe bust open the doors, tackle remnant security open the doors, tackle remnant security mea-sures, and plunder whatever’s left on the hulk. sures, and plunder whatever’s left on the hulk. Sometimes, folks or...things take up residence Sometimes, folks or...things take up residence in these old bones, so we deal with them, too. in these old bones, so we deal with them, too.

created in the Sunset Syndicate Studios created in the Sunset Syndicate Studios designed by Josh Roby & edited by Ryan

designed by Josh Roby & edited by Ryan MacklinMacklin art by Ed Heil, Khairul Hisham, Jared von Hindman, and

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H

 A

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CKNOWLEDGEMENTS 

CKNOWLEDGEMENTS 

 R 

 R 

Ü

Ü

 thank you, everyone who supported us 

 thank you, everyone who supported us 

IRSTLY IRSTLY 

O O THE THE 

 M 

 M 

EMORY EMORY  OF OF 

 M 

 M 

ARY ARY 

 H 

 H 

EIL EIL 

This game exists and has its This game exists and has its fan- fan-tastic art thanks to the backing tastic art thanks to the backing of the following:

of the following:

RAND RAND 

 M 

 M 

AGPIES AGPIES 

Chris Deibler Chris Deibler David Pidgeon David Pidgeon John LeBoeuf-Little John LeBoeuf-Little Michael Krzyzek Michael Krzyzek Quintrino Quintrino

HITPICKERS HITPICKERS 

 E 

 E 

MERITUS MERITUS 

Aaron Enriquez Aaron Enriquez

Chris Green Memorial Fund Chris Green Memorial Fund Court Dimon

Court Dimon

Duane O’Brien: A Terrible Idea Duane O’Brien: A Terrible Idea Jeremy Tidwell Jeremy Tidwell Mark Vallianatos Mark Vallianatos Matthew Klein Matthew Klein

TATION TATION 

 S 

 S 

TRIPPERS TRIPPERS  Adam D. Ashworth Adam D. Ashworth Adam Rajski Adam Rajski Alistair Carver Alistair Carver Brent Evans Brent Evans Gregory G. Geiger Gregory G. Geiger Jennifer Brozek Jennifer Brozek Judson Lester Judson Lester lograh lograh Morgan Ellis Morgan Ellis

UNK UNK 

 M 

 M 

ONKEYS ONKEYS  Valerie Lozada Valerie Lozada Ben Roby Ben Roby

Chad ‘Skrymir’ Hughes Chad ‘Skrymir’ Hughes Eric Lytle Eric Lytle Eric Zimmerman Eric Zimmerman Jody Giardina Jody Giardina Josh Rensch Josh Rensch Justin “MrBoy” Evans Justin “MrBoy” Evans Leslie J. Furlong Leslie J. Furlong Marc Majcher Marc Majcher Minerva Z. Minerva Z. MrZoon ~8Þ MrZoon ~8Þ Shervyn Shervyn Wayne West Wayne West Adam Bousum Adam Bousum

Adrian “The Wandering King” Adrian “The Wandering King” Mabee

Mabee Adrian J George III Adrian J George III Albert Andersen Albert Andersen Alex Tigwell Alex Tigwell

Alexander “SquidLord” Williams Alexander “SquidLord” Williams Anders Smith Anders Smith Andre Canivet Andre Canivet Andrew Linstrom Andrew Linstrom Antoine Fournier Antoine Fournier Ashley ”nerdtastic” Cook Ashley ”nerdtastic” Cook B C Doull B C Doull Bazz Bazz Brandon McDonald Brandon McDonald Brendan Buggeln Brendan Buggeln “Brian “”Arkayanon”” Holder” “Brian “”Arkayanon”” Holder” Brian Allred Brian Allred Brian Isikoff Brian Isikoff Caine Caine

Cap’n Joe Jack Spackle Cap’n Joe Jack Spackle Captain Awesome and his First Captain Awesome and his First Mate Kinda Cool

Mate Kinda Cool Carl Rigney Carl Rigney Cathy Griffin Cathy Griffin Céline .S. Sauvé Céline .S. Sauvé Chris Baldi Chris Baldi Christian A. Nord Christian A. Nord Christian Turkiewicz Christian Turkiewicz Christopher M Sauro Christopher M Sauro Clay Karwan Clay Karwan Clint and Cassie Krause Clint and Cassie Krause Colin Creitz Colin Creitz Curt Meyer Curt Meyer DangerMan DangerMan Daniel Thoreson Daniel Thoreson Dave Versace Dave Versace David Bowers David Bowers David E. Mumaw David E. Mumaw David Gallo David Gallo David Morrison David Morrison David Starner David Starner Devon Campbell Devon Campbell Donald Wheeler Donald Wheeler Dorkian Gray Dorkian Gray Drew (Andrew) South Drew (Andrew) South Drew Bakke Drew Bakke DrWhiteMage DrWhiteMage Ed Murphy Ed Murphy Edomaur Edomaur el Mīko el Mīko

Eric “Imaginos” Edwards Eric “Imaginos” Edwards Eric Brooks Eric Brooks Eric J. Boyd Eric J. Boyd Eric Neustadter Eric Neustadter Evan Silberman Evan Silberman Fabrizio Codello Fabrizio Codello FlyingJoe FlyingJoe Garret Narjes Garret Narjes Gary Ahouse Gary Ahouse Halfdan the Bastard Halfdan the Bastard Hans Chung-Otterson Hans Chung-Otterson Iron Tom Bonney Iron Tom Bonney Irven ”Myrkwell” Keppen Irven ”Myrkwell” Keppen J. Andy Wise J. Andy Wise J. Kyle J. Kyle Jack Gulick Jack Gulick James Dillane James Dillane James Ritter James Ritter Jason Pitre Jason Pitre Jay V. Schindler Jay V. Schindler Jeffrey Hosmer Jeffrey Hosmer Jennska Jennska Jeremy Fridy Jeremy Fridy Jim DelRosso Jim DelRosso Jim Sweeney Jim Sweeney Joe Beason Joe Beason Joe Streeky Joe Streeky John Daniels John Daniels John Fiala John Fiala John Morrow John Morrow Johnny Confidence Johnny Confidence Jon W. Kroeger Jon W. Kroeger Jonathan ”Buddha” Davis Jonathan ”Buddha” Davis Jorge Jara D. Jorge Jara D. Joseph LeMay Joseph LeMay Josh Crowe Josh Crowe  just a guy  just a guy JWarner JWarner Ken Brown Ken Brown Kyle Buehler Kyle Buehler LB Stouder LB Stouder Leonard Richardson Leonard Richardson Leroy A. Lee Leroy A. Lee Little Headed Simon Little Headed Simon Luca Beltrami Luca Beltrami Lukas Myhan Lukas Myhan Luke ‘Kiwi’ Wiltshire Luke ‘Kiwi’ Wiltshire Luke Woods Luke Woods M. Shanmugasundaram M. Shanmugasundaram “Mad Jack” Sands “Mad Jack” Sands Mark Miller Mark Miller Mark Shocklee Mark Shocklee Matt Jett Matt Jett Matthew C H Winder Matthew C H Winder Matthew William DePalma Matthew William DePalma Michael Litzenberger Michael Litzenberger Michael Sahm Michael Sahm Myles Kamps Myles Kamps Noam Rosen Noam Rosen One-Eyed Adam D’Espoir One-Eyed Adam D’Espoir Oshingen Oshingen Paul Edson Paul Edson Penda Tomlinson Penda Tomlinson PH Graves PH Graves Phil Hurwitz Phil Hurwitz Philippe Debar Philippe Debar Phillip Bailey Phillip Bailey Rafael Rocha Rafael Rocha Rakin Razenclaf Rakin Razenclaf Ralph Mazza Ralph Mazza Reed Zesiger Reed Zesiger Reverance Pavane Reverance Pavane Rich DiTullio Rich DiTullio Robert Dushay Robert Dushay Robert Farrar Robert Farrar Robert Ruescher Robert Ruescher Roger E. Burgess, III Roger E. Burgess, III Role Playing Public Radio Role Playing Public Radio S. Mc’Ooke S. Mc’Ooke Scott Slater Scott Slater “Scurvy” Shane Mclean “Scurvy” Shane Mclean Shane Williamson Shane Williamson Shaun Loati Shaun Loati Silas Humphreys Silas Humphreys Simon ”Shipwreck” Silva Simon ”Shipwreck” Silva Stephan Szabo Stephan Szabo Stephanie A. Williamson Stephanie A. Williamson Stephen P Stephen P Steven Warble Steven Warble Stuart (the Dregs) Chaplin Stuart (the Dregs) Chaplin Threevenge Threevenge Tim Rodriguez Tim Rodriguez Todd Zircher Todd Zircher Tom Cadorette Tom Cadorette uam uam Vasco A. Brown Vasco A. Brown Vernon ”El Robotico” Ling-Li Vernon ”El Robotico” Ling-Li W. ”Shaman” Obenshain W. ”Shaman” Obenshain Warren Sistrom Warren Sistrom Wayne ”The Cap’n” Coburn Wayne ”The Cap’n” Coburn Wayne Humfleet Wayne Humfleet Weston Clowney Weston Clowney Westopholes Price Westopholes Price William Hahn William Hahn Winaimed Dragoon Winaimed Dragoon wraith808 wraith808 Xenomous Xenomous Yolgie Yolgie

IRTY IRTY 

 S 

 S 

CAVVIES CAVVIES  Aaron Hamric Aaron Hamric Aaron Jones Aaron Jones Brendan Adkins Brendan Adkins Brent M. Brent M. Carl Morgan Carl Morgan

Dave ”Geezer” Steiger Dave ”Geezer” Steiger Dave Chalker Dave Chalker Drew Ness Drew Ness H. M. ‘Dain’ Lybarger H. M. ‘Dain’ Lybarger Jonathan Jordan Jonathan Jordan Joseph Blomquist Joseph Blomquist Justin Smith Justin Smith Mark Gedak Mark Gedak Mathias Jack Mathias Jack Michael D Blanchard Michael D Blanchard Michael Ostrokol Michael Ostrokol Neal Dalton Neal Dalton Sean Long Sean Long Sean Nittner Sean Nittner Seth A. Roby Seth A. Roby Tony Delgado Tony Delgado

Travis ”tensider” Bryant Travis ”tensider” Bryant W. Austin Bookheimer W. Austin Bookheimer Wookiee Daddiee Wookiee Daddiee zombiejojo zombiejojo

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H

H

 A

 A

CKNOWLEDGEMENTS 

CKNOWLEDGEMENTS 

 R 

 R 

Ü

Ü

 thank you, everyone who supported us 

 thank you, everyone who supported us 

IRSTLY IRSTLY 

O O THE THE 

 M 

 M 

EMORY EMORY  OF OF 

 M 

 M 

ARY ARY 

 H 

 H 

EIL EIL 

This game exists and has its This game exists and has its fan- fan-tastic art thanks to the backing tastic art thanks to the backing of the following:

of the following:

RAND RAND 

 M 

 M 

AGPIES AGPIES 

Chris Deibler Chris Deibler David Pidgeon David Pidgeon John LeBoeuf-Little John LeBoeuf-Little Michael Krzyzek Michael Krzyzek Quintrino Quintrino

HITPICKERS HITPICKERS 

 E 

 E 

MERITUS MERITUS 

Aaron Enriquez Aaron Enriquez

Chris Green Memorial Fund Chris Green Memorial Fund Court Dimon

Court Dimon

Duane O’Brien: A Terrible Idea Duane O’Brien: A Terrible Idea Jeremy Tidwell Jeremy Tidwell Mark Vallianatos Mark Vallianatos Matthew Klein Matthew Klein

TATION TATION 

 S 

 S 

TRIPPERS TRIPPERS  Adam D. Ashworth Adam D. Ashworth Adam Rajski Adam Rajski Alistair Carver Alistair Carver Brent Evans Brent Evans Gregory G. Geiger Gregory G. Geiger Jennifer Brozek Jennifer Brozek Judson Lester Judson Lester lograh lograh Morgan Ellis Morgan Ellis

UNK UNK 

 M 

 M 

ONKEYS ONKEYS  Valerie Lozada Valerie Lozada Ben Roby Ben Roby

Chad ‘Skrymir’ Hughes Chad ‘Skrymir’ Hughes Eric Lytle Eric Lytle Eric Zimmerman Eric Zimmerman Jody Giardina Jody Giardina Josh Rensch Josh Rensch Justin “MrBoy” Evans Justin “MrBoy” Evans Leslie J. Furlong Leslie J. Furlong Marc Majcher Marc Majcher Minerva Z. Minerva Z. MrZoon ~8Þ MrZoon ~8Þ Shervyn Shervyn Wayne West Wayne West Adam Bousum Adam Bousum

Adrian “The Wandering King” Adrian “The Wandering King” Mabee

Mabee Adrian J George III Adrian J George III Albert Andersen Albert Andersen Alex Tigwell Alex Tigwell

Alexander “SquidLord” Williams Alexander “SquidLord” Williams Anders Smith Anders Smith Andre Canivet Andre Canivet Andrew Linstrom Andrew Linstrom Antoine Fournier Antoine Fournier Ashley ”nerdtastic” Cook Ashley ”nerdtastic” Cook B C Doull B C Doull Bazz Bazz Brandon McDonald Brandon McDonald Brendan Buggeln Brendan Buggeln “Brian “”Arkayanon”” Holder” “Brian “”Arkayanon”” Holder” Brian Allred Brian Allred Brian Isikoff Brian Isikoff Caine Caine

Cap’n Joe Jack Spackle Cap’n Joe Jack Spackle Captain Awesome and his First Captain Awesome and his First Mate Kinda Cool

Mate Kinda Cool Carl Rigney Carl Rigney Cathy Griffin Cathy Griffin Céline .S. Sauvé Céline .S. Sauvé Chris Baldi Chris Baldi Christian A. Nord Christian A. Nord Christian Turkiewicz Christian Turkiewicz Christopher M Sauro Christopher M Sauro Clay Karwan Clay Karwan Clint and Cassie Krause Clint and Cassie Krause Colin Creitz Colin Creitz Curt Meyer Curt Meyer DangerMan DangerMan Daniel Thoreson Daniel Thoreson Dave Versace Dave Versace David Bowers David Bowers David E. Mumaw David E. Mumaw David Gallo David Gallo David Morrison David Morrison David Starner David Starner Devon Campbell Devon Campbell Donald Wheeler Donald Wheeler Dorkian Gray Dorkian Gray Drew (Andrew) South Drew (Andrew) South Drew Bakke Drew Bakke DrWhiteMage DrWhiteMage Ed Murphy Ed Murphy Edomaur Edomaur el Mīko el Mīko

Eric “Imaginos” Edwards Eric “Imaginos” Edwards Eric Brooks Eric Brooks Eric J. Boyd Eric J. Boyd Eric Neustadter Eric Neustadter Evan Silberman Evan Silberman Fabrizio Codello Fabrizio Codello FlyingJoe FlyingJoe Garret Narjes Garret Narjes Gary Ahouse Gary Ahouse Halfdan the Bastard Halfdan the Bastard Hans Chung-Otterson Hans Chung-Otterson Iron Tom Bonney Iron Tom Bonney Irven ”Myrkwell” Keppen Irven ”Myrkwell” Keppen J. Andy Wise J. Andy Wise J. Kyle J. Kyle Jack Gulick Jack Gulick James Dillane James Dillane James Ritter James Ritter Jason Pitre Jason Pitre Jay V. Schindler Jay V. Schindler Jeffrey Hosmer Jeffrey Hosmer Jennska Jennska Jeremy Fridy Jeremy Fridy Jim DelRosso Jim DelRosso Jim Sweeney Jim Sweeney Joe Beason Joe Beason Joe Streeky Joe Streeky John Daniels John Daniels John Fiala John Fiala John Morrow John Morrow Johnny Confidence Johnny Confidence Jon W. Kroeger Jon W. Kroeger Jonathan ”Buddha” Davis Jonathan ”Buddha” Davis Jorge Jara D. Jorge Jara D. Joseph LeMay Joseph LeMay Josh Crowe Josh Crowe  just a guy  just a guy JWarner JWarner Ken Brown Ken Brown Kyle Buehler Kyle Buehler LB Stouder LB Stouder Leonard Richardson Leonard Richardson Leroy A. Lee Leroy A. Lee Little Headed Simon Little Headed Simon Luca Beltrami Luca Beltrami Lukas Myhan Lukas Myhan Luke ‘Kiwi’ Wiltshire Luke ‘Kiwi’ Wiltshire Luke Woods Luke Woods M. Shanmugasundaram M. Shanmugasundaram “Mad Jack” Sands “Mad Jack” Sands Mark Miller Mark Miller Mark Shocklee Mark Shocklee Matt Jett Matt Jett Matthew C H Winder Matthew C H Winder Matthew William DePalma Matthew William DePalma Michael Litzenberger Michael Litzenberger Michael Sahm Michael Sahm Myles Kamps Myles Kamps Noam Rosen Noam Rosen One-Eyed Adam D’Espoir One-Eyed Adam D’Espoir Oshingen Oshingen Paul Edson Paul Edson Penda Tomlinson Penda Tomlinson PH Graves PH Graves Phil Hurwitz Phil Hurwitz Philippe Debar Philippe Debar Phillip Bailey Phillip Bailey Rafael Rocha Rafael Rocha Rakin Razenclaf Rakin Razenclaf Ralph Mazza Ralph Mazza Reed Zesiger Reed Zesiger Reverance Pavane Reverance Pavane Rich DiTullio Rich DiTullio Robert Dushay Robert Dushay Robert Farrar Robert Farrar Robert Ruescher Robert Ruescher Roger E. Burgess, III Roger E. Burgess, III Role Playing Public Radio Role Playing Public Radio S. Mc’Ooke S. Mc’Ooke Scott Slater Scott Slater “Scurvy” Shane Mclean “Scurvy” Shane Mclean Shane Williamson Shane Williamson Shaun Loati Shaun Loati Silas Humphreys Silas Humphreys Simon ”Shipwreck” Silva Simon ”Shipwreck” Silva Stephan Szabo Stephan Szabo Stephanie A. Williamson Stephanie A. Williamson Stephen P Stephen P Steven Warble Steven Warble Stuart (the Dregs) Chaplin Stuart (the Dregs) Chaplin Threevenge Threevenge Tim Rodriguez Tim Rodriguez Todd Zircher Todd Zircher Tom Cadorette Tom Cadorette uam uam Vasco A. Brown Vasco A. Brown Vernon ”El Robotico” Ling-Li Vernon ”El Robotico” Ling-Li W. ”Shaman” Obenshain W. ”Shaman” Obenshain Warren Sistrom Warren Sistrom Wayne ”The Cap’n” Coburn Wayne ”The Cap’n” Coburn Wayne Humfleet Wayne Humfleet Weston Clowney Weston Clowney Westopholes Price Westopholes Price William Hahn William Hahn Winaimed Dragoon Winaimed Dragoon wraith808 wraith808 Xenomous Xenomous Yolgie Yolgie

IRTY IRTY 

 S 

 S 

CAVVIES CAVVIES  Aaron Hamric Aaron Hamric Aaron Jones Aaron Jones Brendan Adkins Brendan Adkins Brent M. Brent M. Carl Morgan Carl Morgan

Dave ”Geezer” Steiger Dave ”Geezer” Steiger Dave Chalker Dave Chalker Drew Ness Drew Ness H. M. ‘Dain’ Lybarger H. M. ‘Dain’ Lybarger Jonathan Jordan Jonathan Jordan Joseph Blomquist Joseph Blomquist Justin Smith Justin Smith Mark Gedak Mark Gedak Mathias Jack Mathias Jack Michael D Blanchard Michael D Blanchard Michael Ostrokol Michael Ostrokol Neal Dalton Neal Dalton Sean Long Sean Long Sean Nittner Sean Nittner Seth A. Roby Seth A. Roby Tony Delgado Tony Delgado

Travis ”tensider” Bryant Travis ”tensider” Bryant W. Austin Bookheimer W. Austin Bookheimer Wookiee Daddiee Wookiee Daddiee zombiejojo zombiejojo

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A

A

LL 

LL 

TH

TH

 R 

 R 

Ü

Ü

LS 

LS 

Here’s a listing of all the Rüls of Void Vultures.

Here’s a listing of all the Rüls of Void Vultures. If you printIf you print out this document two-sided, you can throw the sheets out this document two-sided, you can throw the sheets back and forth across your

back and forth across your table. Each front & back table. Each front & back areare related rüls.

related rüls.

You can use this list as a quick way to make sure you You can use this list as a quick way to make sure you didn’t forget any when you pack up, or an easy way to didn’t forget any when you pack up, or an easy way to outline which rüls you

outline which rüls you are and aren’t playing with tonight.are and aren’t playing with tonight.

ÜLS ÜLS OF OF THE THE 

 V 

 V 

OID OID 

C

CHARACTERHARACTER R RÜLÜL:: how to make your very own void how to make your very own void

vulture. On the back is

vulture. On the back is a sample charactera sample character..

D

DICEICE R RÜLÜL:: how to roll dice and what the maneu- how to roll dice and what the

maneu-vers do.

vers do. On the back is…On the back is…

L

LITTLEITTLE R RÜLSÜLS:: a quick overview of some of the a quick overview of some of the

more fiddly interactions between more fiddly interactions between maneu-vers.

vers.

A

ADVANTAGEDVANTAGE & T & TOKENOKEN R RÜLÜL:: when the dice don’t when the dice don’t

like you, here’s how you spend

like you, here’s how you spend AdvantageAdvantage points and T

points and Tokens. okens. On the back is…On the back is…

C

CRITICALRITICAL R RÜLÜL:: when the dice do like you,  when the dice do like you, here’shere’s

how you see exactly how awesome you are. how you see exactly how awesome you are.

D

DAMAGEAMAGE R RÜLÜL:: when somebody gets hit, here’s when somebody gets hit, here’s

what you do.

what you do. Includes Soak and AutosoaIncludes Soak and Autosoak.k. On the back is…

On the back is…

P

PROGRESSROGRESS R RÜLÜL:: when you rock out on a difficult when you rock out on a difficult

task, here’s what you do. task, here’s what you do.

D

DERELICTERELICT R RÜLÜL:: this is how the  this is how the GM orchestratesGM orchestrates

your doom.

your doom. On the back ofOn the back of……

L

LOOTOOT R RÜLÜL:: clear a room, rifle through the bodies. clear a room, rifle through the bodies.

Here’s what you find. Here’s what you find.

NPC R

NPC RÜLÜL:: this is where the GM creates the this is where the GM creates the

threats that he tries to kill yo

threats that he tries to kill you with. u with. On theOn the back of…

back of…

H

HAZARDAZARD R RÜLÜL:: as if dudes who want you dead as if dudes who want you dead

isn’t enough, here’s how the GM builds isn’t enough, here’s how the GM builds techtech and other challenges that he also uses to and other challenges that he also uses to try and kill you.

try and kill you.

T

TOWNSHIPOWNSHIP R RÜLÜL:: if you survive a salvage opera- if you survive a salvage

opera-tion, you get to go home… to the crappy tion, you get to go home… to the crappy hovel-spaceship that you call home. This rül hovel-spaceship that you call home. This rül takes up the front and back.

takes up the front and back.

GM R

GM RÜLÜL:: how to run the game so that every- how to run the game so that

every-body has fun.

body has fun. On the back ofOn the back of……

P

PVVP RP RÜLÜL:: when you get into fights with your when you get into fights with your

friends, this is how you see who wins. friends, this is how you see who wins.

ORRORS ORRORS  OF OF THE THE 

 V 

 V 

OID OID 

P

PSISI R RÜLÜL:: do the PCs want Psi powers do the PCs want Psi powers? ? Are theyAre they

okay being mutants? okay being mutants?

C

CYBERYBER R RÜLÜL:: lost a leg?  lost a leg? Well, hereWell, here’s your replace-’s your

replace-ment.

ment. It works great most of the tiIt works great most of the time!me!

M

MEDICEDIC R RÜLÜL:: what’s the  what’s the mattermatter, crybaby, nearly, crybaby, nearly

dead? Here’s a band-aid. dead? Here’s a band-aid.

A

ADVANCEDDVANCED A ADVANCEMENTDVANCEMENT R RÜLÜL:: when “you win, level when “you win, level

up” isn’t good enough up” isn’t good enough

A

ALIENLIEN T TECHECH R RÜLÜL:: what’s this button do? what’s this button do?

HAT HAT 

 D 

 D 

ICE ICE 

 D 

 D 

O O 

 I N 

 I N 

EED EED 

All of them. Well, except d20s. So I

All of them. Well, except d20s. So I guess just allguess just all the ones that are totally awesome.

the ones that are totally awesome.

READNOUGHTS READNOUGHTS OF OF THE THE 

 V 

 V 

OID OID 

C

CREWREW R RÜLÜL:: work together to blow shit up in your work together to blow shit up in your

awesome* dreadnought awesome* dreadnought

D

DREADNOUGHTREADNOUGHT R RÜLÜL:: collect components and build collect components and build

your own ride your own ride

B

BATTLEATTLE R RÜLÜL:: when dreadnoughts mix it up, this when dreadnoughts mix it up, this

is how it goes down is how it goes down

Ü

ÜBERDAMAGEBERDAMAGE R RÜLÜL:: dreadnoughts don’t do normal dreadnoughts don’t do normal

damage… they do überdamage damage… they do überdamage

G

GAMBITSAMBITS:: a quick overview of the  a quick overview of the more fiddlymore fiddly

interactions that occur in a Battle interactions that occur in a Battle

D

DIRECTIRECT H HITIT R RÜLÜL:: criticals for dreadnoughts! criticals for dreadnoughts!

B

BOGEYSOGEYS R RÜLÜL:: dreadnoughts for NPCs dreadnoughts for NPCs

W

WRECKSRECKS R RÜLÜL:: scavenging from wrecked dread- scavenging from wrecked

dread-noughts to build your own?

noughts to build your own? Here you go.Here you go.

S

SYSTEMSYSTEMS R RÜLÜL:: the township is “self-sufficient” the township is “self-sufficient”

like like

C

CURRENTURRENT E EVENTSVENTS R RÜLÜL:: what happens on the town- what happens on the

town-ship this month (spoiler: not good things) ship this month (spoiler: not good things)

C

CAMPAIGNAMPAIGN R RÜLÜL:: tips on how to string together all tips on how to string together all

the rüls into a long-term campaign the rüls into a long-term campaign * “awesome”

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OMENCLATÜRE  OF  THE 

 V 

OID 

ASS: towards the rear of a ship; possibly a

cor-ruption of the nautical term “aft”

BRIDGE DICTATOR: the person in charge of a

town-ship whose rule depends on his control of the ship’s bridge and all its systems

COIN: Commodity in Nullspace, a chunk of

resources compressed into a convenient pocket size.

CRITTER: any creature of sub-human intellect,

sometimes much larger and more danger-ous than the name might suggest

DECON: short for “decontamination,” the

pro-cess of reboarding your township and shed-ding your hardsuit, weapons, and any loot you might have picked up for inspection by township officials

DERELICT: a space station or asteroid base, once

inhabited by respectable folk, now aban-doned to mutants, outlaws, and alien hor-rors. Filled with discarded supplies.

GARDEN: still-functioning eco domes on

aban-doned derelicts. Semi-mythical at best.

FALL DOWN A WELL: to descend into a planet’s

gravity well far enough that you can’t get out again. Whoops.

FROSTY: comets whose orbits have been

altered and are now guided by automated systems, waiting for a signal to send their payloads (usually groups of three comets) crashing into a target. Said target “gets a Frosty” and is usually destroyed.

INTERDICTION PATROL: mysterious ships that

ap-pear, declare townships or derelicts “under interdiction,” destroy them, then disappear. Possibly automated systems from the Solar Wars, gone rogue.

MUTANT: any number of creatures with DNA

loosely based on humanity, modified by intentional experimentation or cosmic radia-tion. Sometimes ugly, usually insane.

NEW SOLAR ORDER: your local fascist threat with

a hate-on for anything that isn’t “pure” hu-man… like you, most likely.

NINJA: individuals who find and hide loot before

their fellow void vultures see it

ROCK: an asteroid; some of the best living in the

solar system is on asteroid bases

SHIT BEETLE: a small, unarmored transport—

little more than a cabin strapped to some boosters—used to transport void vultures to derelicts and back

SNOWBALL: a comet, sometimes harvested for

water or carbon dioxide

SOLAR WARS: the series of wars that destroyed

human civilization in the solar system, technically still being fought by the ragged remains of Earth’s nations

SPARKLEBOY: a giant, mirror-plated robot crewed

by two or more pilots, ostensibly laser-proof, this choice of ship is generally consid-ered to be compensating for an anatomical lack

TANK: void vultures too dumb to get behind

cover, but nonetheless useful for drawing enemy fire

TIN-POT MURDERER: not everything trying to kill

you is alive. A lot of them are old security systems, still in working order, defending against invaders like you.

TOWNSHIP: a spaceship packed with refugees

desperate for supplies before starvation and riots claim half the lives aboard. Home.

VESTA GATE: the last functioning linear

accelera-tor in the solar system, capable of launching a township to humanity’s interstellar colo-nies. Controlled by a predatory cartel.

VOID SYNDICATE: a loosely-organized criminal

en-terprise that preys upon the weak (like you)

VOID VULTURE: an unfortunate refugee

pos-sessed of useful talents in violence while simultaneously expendable in the eyes of their township, sent on dangerous salvage missions to collect necessary resources.

(6)

HE 

 C 

HARACTER 

 R 

ÜL 

 roll for maneuvers, choose equipment load-out, pick alignment.

To make a Void Vulture, start with a character sheet. you’ll roll some dice and use them to de-termine your maneuvers. Then you’ll pick your equipment, alignment, and a name. You start at level 1. Doesn’t matter how old you are, every-one starts out as a grunt shitpicker.

ANEUVERS 

Roll 12d6 to determine your master maneu-vers. How many dice came up 1? That’s your Shoot score. Number of dice that came up 2? Your Heave score. 3s are Dash, 4s Rally, 5s Connect, and 6s go to Fix.

Add one to Shoot, Heave, and Dash. Write that number down in the big boxes along the left-hand side of the character sheet and add “d6” after the number.

Each master maneuver has two specialized maneuvers listed beneath them. Pick two of these twelve to be precise: write “d4” into their smaller boxes. Pick two more specialized maneuvers to be powerful: write “d10” in their smaller boxes.

Make these decisions based on what sounds cool. If you really have to know how things work right now, take a look at theDICE RÜL.

QUIPMENT 

Pick a load out based on what sort of badass salvager you are. Write each piece down in the main equipment slots, and modules (the part after “with”) in the smaller slots.

MARINE: Klaussman 5-90 “Zip” Gun 2d8 with

Plasma Grenade Launcher 2d8 (area, 6 ammo), Prokhas Milspec Hardsuit 2d8,

REAVER: Armscor Heavy Combat Hardsuit 2d8

with Vibroblades 2d10, Niké Enhancement IV Drip 1d6 with 1d10 InstaRage Drug pack (6 ammo)

COMMAND: Colt Handcannon 2d6, Prokhas

Milspec Hardsuit 2d8, Kobayashi Command HUD 3d6

RECON: Armscor 2-20 Rifle 2d10 with Interactive

Scope 2d4, Savoy-Chirac Light Hardsuit 2d6

ENGINEER: Savoy-Chirac Repeater 3d6,

Ko-bayashi CombatEng Hardsuit 2d6, Tech Kit 2d6

Then customize your gear: Make up a 2d6 module and a 2d10 module anywhere you like.

A

LIGNMENT 

Pick one. Write it and its payoff into the Align-ment box under Tokens:

PRINCIPLED: You’re a white knight in dark times.

Earn a token when you protect another.

SCRUPULOUS: You are a good person, at least

that’s what you tell yourself. Earn a token when you turn down an opportunity be-cause it’s wrong.

UNPRINCIPLED: You’re out for yourself. Earn a

token when you benefit and the rest of the team doesn’t.

ANARCHIST: You’ll bring it all down. Earn a token

when you undermine the status quo.

MISCREANT: You know that for you to gain,

oth-ers must lose. Earn a token when you take valuables from another person.

DIABOLIC: You have a plan, and it requires

unsa-vory tasks. Earn a token when you com-plete one of these tasks.

ABERRANT: There’s something wrong with you.

Earn a token when you inflict needless pain. Give yourself three tokens to start off with, not that you deserve them.

ON 

’ 

 F 

ORGET A

 N 

AME 

Come up with your own or pick:

(7)

Heave

Smack Soak

Dash

Catch Dodge

Shoot

Spot  Throw

Rally

Charge! Banish

Connect

Command Intimidate

Fix

Hack Rig

Gun:

Hard

Suit

Maneuvers

Equipment

Advantages

Salvage

Level

 Tokens

Rulsleit: Void Vultures

Name

Player

Actor

 Township

Alignment: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 i         n   i  t  spend to reroll

spend to dial dice up and down

 2d6

 2d8

 1d6

3

 5d6

od6

4d6

3d6

 1d6

d10

 2d10  1d10

d10

d4

d4

 2

 5 

0

4

3

 1

 Princess

Ryan Macklin 

 Dame Maggie Smith

 Downtown A-B

Unprincipled - beneft

 when others don’t

 Armscor

Heavy Combat

Vibroblades

Niké Enhancement IV Drip

InstaRage Pack (6 ammo)

(8)

HE 

 D 

ICE 

 R 

ÜL 

 roll lots of polyhedral dice; you want to roll low and high.

When you need to do something: pick the ma-neuver based on what you’re doing and maybe a piece of equipment. For maneuvers, grab that many d6s unless you’re using a specialized maneuver and it’s precise or powerful for you, use d4s or d10s instead of d6s. Add equipment dice with any modules that are in use (which is often all of them). Roll them together.

Pick out the lowest die rolled. This is your precision. If you rolled a 1, you’ve achieved a critical success. If you rolled multiple 1s, you’ve achieved a double-critical, triple-critical, or whatever. You’ll compare your precision against your opposition’s to see if you do what you intended. Ties go to defenders.

Pick out the highest die rolled. This is the pow-er of your action. For each 1 rolled, add 1 to your power. You’ll use power to rate how effective your maneuver was: damage, advantage, cov-er, soak, and progress are all rated in this way. To see what you do with your results, see the

DAMAGE RÜL  (damage and soak), the PROGRESS

RÜL, theADVANTAGE RÜL, and theLITTLE RÜLS (cover,

area effect).

At right is a breakdown of the usual precision and power result for each maneuver. The GM might have you roll a maneuver for something slightly different.

A few maneuvers have little tricks; these are marked with

*

s.

SHOOT: precision determines if you hit; power

determines damage or advantage for cover fire.

SPOT: precision determines if you spot a

hidden thing; power determines ensuing advantage.

THROW: precision determines if you hit; power

determines damage.

HEAVE: precision determines if you move or

 jam the item; power determines the ensuing advantage.

SMACK: precision determines if you hit; power

determines damage.

SOAK: power determines if you avoid damage;

precision determines how much you get hurt. (Yes, power first. That’s not a typo.)

*

Soak and Rally are the only maneuvers that do not take up an action.

DASH: precision determines how few or many

attacks you’re exposed to as you run to safety or some other advantage; power determines the ensuing advantage.

CATCH: precision determines if you catch a

thrown or flying item; power determines ensuing advantage.

DODGE: precision determines if you avoid all

damage; power determines further damage autosoak.

*

If you’ve already acted this round, you can sacrifice your action next round to dodge.

RALLY: precision determines how solid your

confident exterior; power determines psych damage avoided.

*

Soak and Rally are the only maneuvers that do not take up an action.

CHARGE!: precision determines if you charge;

power determines how much damage you autosoak.

BANISH: precision determines if you shut down

psychic invasion; power determines how much psych damage you deal in doing so.

CONNECT: precision determines if you make a

connection; power determines how much an advantage it gives you.

COMMAND: precision determines if you assert

your authority; power determines the ensu-ing advantage.

INTIMIDATE: precision determines if you are

intimidating; power for the psych damage you inflict.

FIX: precision determines if you make the

device better; power determines how much progress you make.

HACK: precision determines if you gain control;

power determines progress.

RIG: precision determines if you rig some tech

successfully; power determines damage.

*

You may sacrifice a piece of equipment or 3pts of advantage to make a Rig maneuver area effect.

(9)

NITIATIVE 

When a fight breaks out, everyone rolls Dash. You’ll make a maneuver in the order of preci-sion, starting with 1s and going up. Double-crits go before single Double-crits, triple-Double-crits before doubles, etc. If multiple people have the same initiative number, they’ll act simultaneously. If you don’t want to go just yet (like if you’re waiting for cover), you can hold your action. If everyone has made a maneuver and the fight isn’t over, roll initiative again.

HAOS OF 

 B 

ATTLE 

Whenever a player rolls dice, the GM also rolls dice. He’ll get his maneuvers from theNPC RÜL

and theHAZARD RÜL. Which maneuver to roll is

usually obvious: you Shoot, they Dash or Soak. Other times, especially when you’re Heaving or Rigging or the like, the GM is going to roll some-thing to represent the ambient chaos around you. This is a Chaos of Battle roll. It works like any other roll: beat its precision to do what you’re trying to do.

AD 

 D 

ASH 

You can roll Dash to gain advantage at the low cost of exposing yourself to danger. NPCs get a number of free attacks equal to your precision (minimum one), hoping to beat that precision and hit you. These free attacks do not take NPC actions and serve as the GM’s opposition roll. Don’t fuck up that roll, vulture.

A

REA

 E 

FFECT 

Some equipment has an area effect. When you roll to use this equipment, roll as normal and then sacrifice any remaining die out of your roll to use another die as a second power die against a second target. If you sacrifice a 1, you may make another attack against the same target. You may do this until you run out of dice.

A

MMO 

Some equipment has an Ammo number. You can use it that many times, then it’s gone. You can try to Rig more ammo by cannibalizing equipment. GM rolls the to-be-reloaded and the to-be-cannibalized equipment against you. This can blow up in your face—literally!—hurt-ing you and destroyface—literally!—hurt-ing the materials.

ALLED 

 S 

HOTS 

: P 

OWER 

 & C 

ONTROL 

If you want to make a called shot for more power (often in combat, but sometimes in non-violent cases like an acrobatic stunt), you must do so before you roll your dice. After you roll, sacrifice your lowest die. If there’s a tie, remove one of them. Whatever’s the lowest die now is your precision. Your power is your highest two dice added together.

Alternately, you can make a called shot to con-trol the damage you deal. You still sacrifice your lowest die as above. Your power is your high-est single die, or less than that if you choose. If your damage would cross a damage threshold on an NPC, you may elect to stop there without dealing further damage.

(10)

HE 

 A

DVANTAGE 

 & T 

OKEN 

 R 

ÜLS 

 advantages for fudges, tokens for rerolls 

A

DVANTAGE 

Many maneuvers gain you advantages as list-ed in theDICE RÜL. Always describe what your

character does to get his advantage and de-scribe what the advantage looks like.

You can spend an advantage’s points to lower or raise the dice on a future roll where that ad-vantage is relevant. If you’re ducking behind 3-point cover and rolled a 4 5 8 to Dodge, you can knock that 4 down to a 1.

You can spend advantage points on your own rolls or others’ rolls. You do this once—there’s no bidding war—and the roller spends his own advantage after everyone else.

Spent advantage points are gone forever, so that crate you ducked behind is probably chewed up by machine gun fire now, and is of no use any longer.

Most advantages are only good for one battle and are removed when the room is cleared. Some are “lasting” and are good for the whole derelict. Or, at least, until they’re used up.

IG 

 B 

ADDA

 B 

OOM 

When you Rig, you may spend three points from an existing advantage to make your at-tack gain area effect.

OKENS 

You can spend one token to pick up any num-ber of dice that you just rolled and reroll the lot of them. You don’t have to reroll dice that you want to keep—just the ones you don’t.

You can earn more tokens when you live up to your alignment. You can never have more than five tokens.

(11)

HE 

 C 

RITICAL 

 R 

ÜL 

 add another die to power or roll for a special effect.

Whenever you roll a critical success (a 1), you normally add one to the roll’s power. Players may instead spend that critical to cause a criti-cal effect. Roll on whichever of the following tables makes most sense. This die roll is sepa-rate from your pool of dice.

You may only buy one critical effect per roll. The GM’s critical successes always add +1 to power. He does not roll for critical effects.

RITICAL 

 C 

OMMAND 

 E 

FFECTS 

 ( 

6) 

1CAMARADERIE: your allies roll an extra d4 when

defending each other

2PHALANX: your side-by-side allies roll an extra

d10 on Soak rolls

3SUPPRESSION: your allies roll an extra d10 when

rolling for cover

4FLANK: any two PCs working in tandem give

each other 2pt “flanking” advantages

5MASS CHARGE: your allies roll an extra d4 on

any Charge! maneuver

6BUY TIME: your allies roll an extra d10 when

rolling for any progress

Command crits last the duration of a room.

RITICAL 

 H 

ORRIFIC 

 V 

IOLENCE 

 E 

FFECTS 

 ( 

10) 

1KNOCKDOWN: you knock your target prone, until

‘stand up’ maneuver, sacrifice high and low dice

2KNOCKBACK: you throw your target back into

other enemies; for remainder of round, they may only Soak

3GUTTED: you gut your target, spilling a pool of

blood/ichor/oil (3pt advantage)

4DISMEMBERMENT: target loses an arm or leg,

possibly dropping equipment

5HEADSHOT: an instant kill for mooks, double

power damage otherwise

6HAZARD: your target blunders into a nearby

hazard and suffers its effect

7SPASM: your target spasms, pulling a trigger

finger (or equivalent); roll an attack that everyone within range must Dodge or Soak

8GRUESOME: your target suffers a gruesome

wound, causing all compatriots to Rally vs 3/8 psych damage.

9ELEGANT: your strike is so perfect it is

beauti-ful; you and all witnesses earn a token

0WEAK SPOT: double your power; later criticals

can be spent by you or others to hit the same weak spot on this or similar targets.

RITICAL 

 S 

ECURTY 

 S 

YSTEM 

 H 

ACKING 

 E 

FFECTS 

 ( 

6) 

1WINDFALL: you identify and expose a cache of

resources elsewhere on the derelict: a 3d8 Loot roll

2ACCESS: you acquire broad privileges: a

last-ing 6pt advantage

3 COINSCAN: internal scans show locations of

nullspace bubbles: add a d10 to every Loot roll in the derelict

4 EMINTERFERENCE: for the next few hours, all psi

rolls inflict one damage to users

5POLICE UPLINK: your allies’ HUDs gain a 2d4

module “police uplink”

6POWERDOWN: you may immediately shut power

off in any of the derelict’s rooms

RITICAL 

 T 

ACTICAL 

 A

DVANTAGE 

 E 

FFECTS 

 ( 

6) 

1ROOMY: pick another PC to add the same

ad-vantage on their sheet

2STURDY: adds d10 points for its bulk

3VOLATILE: adds d10 points if it explodes

4MOVABLE: your Heaves auto-succeed

5SUBTLE: use the advantage in a surprise and

add 2d10 to a single roll

6SCARY: add 2d10 when rolling for cover or

(12)

HE 

 D 

AMAGE 

 R 

ÜL 

 get hit, maneuvers suffer.

EACT 

When you take damage, roll Soak (for physical attacks) or Rally (for psych attacks). This is a reaction, and does not count as an action. If your power beats the incoming damage, you’re fine, no worries.

If is doesn’t, you get hurt. If your precision beats theirs, you only reduce a maneuver by one die; otherwise, you reduce by dice equal to the attack’s crits plus one. A double-crit blow would lose you three dice, etc. Write the modi-fied maneuver’s dice in the maneuver’s big box. Use the maneuver’s circle to record its original, undamaged value.

ETTING 

 E 

QUIPMENT 

 T 

AKE 

 T 

HE 

 H 

IT 

Instead of reducing a maneuver, you may let a piece of your equipment take the brunt of the assault. This damages the equipment. Write the incoming damage in the equipment’s dam-age circle. The equipment is unusable until somebody beats its damage rating with Fix.

A

UTOSOAK 

The Dodge and Charge! maneuvers give you Autosoak, usually as recompense for a stupid risk. It lets you ignore some damage without rolling until your next action.

If you have autosoak of 8, you ignore all at-tacks doing 7 or less damage. If incoming dam-age exceeds the autosoak, roll Soak as normal.

ALLING IN 

 B 

ATTLE 

If Shoot, Heave, or Dash falls to zero dice, you fall in battle, unconscious and helpless. Your fellow scavvies can wake you when the fight-ing is over. You can refer to this as theLEFT 4

DEAD RÜL or theFINALFANTASYRÜL, depending on

how old school you are.

The only way to actually die in a derelict is a To-tal Party Kill, when everyone falls in battle. You can call this theYOU’RE ALL FUCKING DEAD RÜL.

NPC 

Damage works differently for NPCs, because the GM doesn’t need to be keeping track of depleting maneuvers and whatnot. Each NPC has a row of boxes punctuated by thresholds. When an NPC takes damage, one or more box-es are filled in; when a thrbox-eshold is reached, that event happens. So an NPC damage track might look like this:

(13)

HE 

 P 

ROGRESS 

 R 

ÜL 

 stack up power, then BOOM 

Sometimes your power die goes towards prog-ress rather than damage or advantage. Each point of progress fills in a bubble of a progress track. When you fill in all the bubbles, the task is complete. One of the most common tasks is dealing with hazards, which the GM builds with theHAZARD RÜL.

ROGRESS 

 T 

RACK 

 L 

ENGTH 

The default progress track is ten bubbles long. Particularly difficult or time-consuming tasks will have fifteen or even twenty bubbles. Determined players usually generate between 6-10 progress on a roll, and sometimes more. Called shots allow players to make clever-but-risky shortcuts to boost progress even more.

ICK 

 T 

ICK 

 T 

ICK 

Every round that a progress track isn’t com-pleted usually entails some sort of conse-quence. Hazards, for instance, attack any targets within range. A scavvy jettisoned into space without a helmet might need to Soak 10 each round before he’s rescued. NPCs might still be raging all around the scavengers while one of them deals with a sticky situation. GM: If a progress track doesn’t have an asso-ciated consequence, there’s no reason to roll. So come up with a consequence!

THEN 

 BOOM 

If you complete a progress track that would give you the ability to inflict terrible damage— like Hacking an airlock to decompress a cham-ber on command—you may immediately roll an attack. The GM will tell you which maneuver and equipment (and maybe hazard) dice to roll—whatever makes the most sense.

This attack is always area effect and does not take your action (you probably already took your action to complete the progress track).

EIRD 

 P 

ROGRESS 

Occasionally circumstances will warrant using a maneuver outside of Fix to generate prog-ress. For instance, you might use…

HEAVE: Digging a fellow scavvy out of a

col-lapsed tunnel

CATCH: Going hand-over-hand down a pipe over

a treacherous fall

CONNECT: Convincing a leader to call off his

mooks

This is by no means an exhaustive list: the GM should be all creative and shit!

(14)

HE 

 D 

ERELICT 

 R 

ÜL 

 map it, fill it, smash it, loot it 

A typical evening’s fun is three to five rooms, each one with their own encounter and prob-lems to overcome with brains or bullets. Brainstorm a number of rooms: what were they used for originally, and what are they used for now? Network them together with corri-dors and passages. There should be one route through all the rooms that’s pretty straightfor-ward, but throw in some back d oors, side trips, and secret passages.

If you “can’t draw,” get over it. This isn’t art class. The players are going to blow the place apart, anyway.

Derelicts can be decrepit space stations, aban-doned ships, even old moon bases or plan-etoids riddled with caverns. They’re filled with a lot of danger and a sprinkling of loot.

A derelict is made up of a number of “rooms,” most of which are actual rooms (four walls, floor, ceiling) but may also be the dying garden under a hab dome, the interior of a dead en-gine, or a strip of the outer hull.

In each room there are enemy NPCs, danger-ous hazards, or a combination of both. There’s also always tons of detritus and crap strewn across the floor and up against the walls, of-ten dragged into place to create crude fortifica-tions—advantages NPCs made for protection. These places are already stripped of what was easy to pick up and inhabited now by folks who don’t care much about little things like aesthet-ics or safety.

Fill the rooms with NPCs and Hazards of the same level as the PCs. If you’re just starting, that’s level one.

There are three kinds of NPCs: MOOKS are

can-non fodder designed to make the PCs feel like they’re awesome. Sometimes they’ve got a

MINIBOSS with them to make things interesting.

At the end of the derelict, there’s always aBOSS:

the guy pulling the strings or the thing that’s so dangerous and badass that nobody else bothers it (and it’s sitting on the best loot in the place). Very often, the boss has a little coterie of mooks to help squash intruders like the PCs. The GM creates NPCs using theNPC RÜL.

Always drop a handful of ADVANTAGES  into each

room for the NPCs to use. A good rule of thumb is 5 points per level, but don’t worry too much about the numbers. It’ll get used up quick and get replenished by NPC actions. Groups of mooks all use a shared pool of advantages More often than not, a room has a HAZARD. This

can be something that’s actively hostile to the PCs or something dangerous they’ll need to overcome to progress further into the d erelict. Either way, it’s created with theHAZARD RÜL.

 C 

ASE 

 Y 

OU 

 W 

ERE 

 W 

ONDERING 

Townships aren’t derelicts, but any township can be designed as a series of rooms filled with NPCs and hazards. For whatever reason you might need to do that.

LOUD 

 9 W 

ORKED 

 E 

XAMPLE 

At the end ofRüls of the Void  is a complete der-elict, ready to go for first-level Void Vultures players… or ready to be picked apart by first-level Void Vultures GMs.

(15)

HE 

 L 

OOT 

 R 

ÜL 

 clear a room, take their stuff 

Once a room is cleared, the GM rolls for Loot: 1d10 per mook, 2d8 per miniboss, and 3d4+3d6 per boss. The roll’s power determines how many COINs are on the bodies or stashed in the room. The roll’s criticals (1s) determine how many pieces of equipment can be salvaged. If there’s a question of who sees what loot first, the PCs can make opposed Spot checks. The player with the lowest precision gets first pick of what his character sees before the oth-ers. If there is more loot, the next-lowest preci-sion picks from what is left and so on. A room’s COIN stash is usually in one group, but if there are six or more COINs, it is split into two caches.

ANDOM 

 E 

QUIPMENT 

For each critical, roll 4d4+2d6+1d8+1d10+1d12 and do the following:

UMBER OF 

 D 

ICE 

The lower of the d6s is the number of dice that the equipment is rated at.

IE 

 S 

IZE 

Add together the 4d4 and round down to an even number to determine die size.

A

MMO AND 

 B 

ONUS 

 D 

ICE 

Explosives, drug modules, and medtech al-ways have 6 ammo and two more dice.

QUIPMENT 

 T 

YPE 

Do duck-duck-goose around the table up to the value of the d10 and ask that player what kind of equipment is in their equipment slot equal to the d8. (If the d10 is 2 and the d8 is 4, ask the second player around the table what’s in his fourth equipment slot). The equipment they’ve found is a different model of the same kind of thing. If it’s a blank slot…

1: Heads Up Display

2: Melee Weapon

3: IV Drug Kit

4: Tech Kit 5: Medtech 6: EVA Gear 7: Communications Gear 8: Espionage Equipment 9: Cybernetic Prosthesis

10: Something really good. Alien tech or DNA, a township life support system, the cure for a plague…

ODULE 

If the d12 came up 6 or higher, the equipment is a module (accessory or software?) and must be plugged into a reasonably appropriate piece of equipment to function.

HARACTERISTICS 

Check the d6s against the following list:

1: Delicate 2: Subtle 3: Rugged 4: High-Energy 5: Flexible 6: Fearsome

If the dice match, the equipment has an area effect and an ammo number equal to one of the d6 results.

A

ND 

 T 

HEREFORE 

Based on the results, the group can figure out what kind of whatever it is. A 3d10 rugged, fearsome Hardsuit could be a Harley-Davidson cruising suit. A 2d8 high-energy module for an IV Kit could be an adrenaline enhancer (and as a drug, it boosts to 4d8, 6 ammo).

(16)

HE 

 NPC R 

ÜL 

 just maneuvers and damage tracks 

NPCs only have a handful of Maneuvers; their Equipment does not have stats. Most of their maneuvers don’t specialize: Rally, Charge, and Banish all have the same dice. Those that are specialized are listed separately. This simpli-fies them a great deal; the GM has enough to do without also spending time figuring out which dice to roll.

Each kind of NPC has a different set of maneu-vers, a different load-out of dice, plus additional dice from levels.

OOKS 

Mooks travel in packs equal to the number of PCs plus 1-6. Each one gets its own action each round and has its own damage track, but uses the same dice.

Level 1 Mooks have 12d6 to split between four maneuvers: Shoot or Throw or Smack, Heave, Dash, and Rally. You can roll 12d4 to determine this randomly as with PCs, or just assign them. Each additional level adds a d10 to any maneu-ver (like Heave 3d6+2d10).

For each maneuver, add a descriptor like Bone Spikes or Booster Packs. This is mostly just a splash of color that will make it easy to de-scribe the action later.

Mook damage tracks are simple affairs: boxes then surrender then boxes then dead. Your ba-sic mook has two boxes before surrender. Ev-ery d10 in Heave adds another box. All mooks have one box between surrender and dead.

INIBOSSES 

Sometimes a pack of mooks is headed up by a leader-type, or sometimes just an especially powerful individual. These are minibosses: they make the fight a little more interesting, and often have useful information and/or stuff. Level 1 Minibosses have 18d6, 3d4, and 3d8 to split between six maneuvers: Shoot, Smack, Heave, Dash, Rally, and one of Connect, Fix, or Psi. The GM can elect to mix die types, knowing that this will complicate things a little in play — not insurmountably, but it’s one less niggling thing. Each additional level adds a d4 and a d10. Don’t forget descriptors!

Minibosses have damage tracks with three thresholds: crippled, surrender, and dead. Minibosses start with three boxes before crippled, plus one more per d10 in Heave; the same number of boxes goes between crippled and surrender, and then one-fifth of those go between surrender and dead (minimum one).

OSSES 

Level 1 Bosses have 18d6, 8d4, and 8d8 to split between their six maneuvers: Shoot, Smack, Heave, Dash, Rally, and one of Connect, Fix, or Psi (yes, that’s the same list). Same deal as with minibosses: mix die types if you like, no skin off my nose. Each additional level adds ei-ther 2d4 or 2d10.

Bosses have the most elaborate damage tracks with at least three thresholds: two, plus one per level. The last two thresholds are al-ways surrender and dead, but thresholds be-fore that can include crippled, enrage, flee, and some others I haven’t come up with yet. Before the first threshold and between every follow-ing threshold, the boss has four boxes.

XAMPLES 

The Cloud 9 sample derelict at the end of Rüls of the Void  has tons of examples. And there’s a lot more where that came from in Derelicts of the Void .

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HE 

 H 

AZARD 

 R 

ÜL 

 obstacles and progress tracks 

Hazards are the immobile and dangerous fea-tures of a room. Think of them as the room’s teeth. They may be traps, security features, or simply sucking holes in the hull.

Hazard have three elements: effects, resists, and progress tracks.

EFFECTS are what make them dangerous: laser

turrets, nanowire triplines, hard vacuum, and the like. Most hazards only have one effect, though a special few have more than one. The effect has a die rating like a maneuver. Preci-sion determines how hard the effect is to avoid and power determines how much damage, ad-vantage loss, or equipment failure it causes. Hazards always act first every round of play.

RESISTS are what keep them working, and what

scrappers will need to confront in order to shut it down. Most hazards have one resist, though a special few have none: you can’t shut it down.

PROGRESS TRACKS show if the hazard is

danger-ous or disabled and work like NPC damage tracks. Filling in those bubbles requires Fix (if it’s malfunctioning) or Hack (if it’s supposed to kick your ass). Power goes to their progress track.

Hazards don’t have to be destroyed to “clear” the room they’re in: they just have to be avoid-ed or circumventavoid-ed. Of course, that also means they’re still there if later action causes the PCs to backtrack.

REATING 

 H 

AZARDS 

To create a Hazard, split 8d6 between its Effect and its Resist. Each level adds another 2d4 or 2d10. A hazard has ten boxes in its progress track per level and any number of thresholds.

XAMPLE 

 H 

AZARD 

: W 

ASTE 

 E 

XTRACTOR 

, 3 

RD LEVEL 

This portion of the station used to be a chute through which the community’s trash was dropped. It processed tons of trash per sec-ond, slicing and grinding it up. The nigh-atom-ized refuse would then be sorted by chemical and electromagnetic processes. That last part isn’t working any more, but the b lades still are.

Effect: Whirring Blades 4d6+4d10 Resist: Emergency Shutoff 2d4+4d6

❏❏❏❏❏ stuck on “on”❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏

meltdown❏❏❏❏❏❏❏❏❏❏ disabled

OOTING 

 H 

AZARDS 

Disabling hazards does not yield loot, but a cou-ple Fix or Hack rolls can turn a once-threaten-ing hazard into a useful weapon or tool. Once a hazard is disabled, rolls can work its progress track back upwards. Each threshold reached unlocks one of its effects for use by the PCs. You can list it under Salvage. Later, Rig can sac-rifice it for an area effect attack or install it as a module.

The GM should still be rolling opposition, here— use the hazard’s resist. If the GM’s precision is better than the PCs’… well, gruesome things happen in the Void. Best case scenario is that the GM’s power turns into damage. Worst case scenario and the hazard re-activates, and now it’s angry.

So very angry.

AZARDS GET LONELY 

When you design a derelict, it’s considered respectful to give hazards some NPCs to keep them company. That, and mooks falling into hazards makes for a more entertaining action sequence. It also gives the PCs a decision to deal with: handle the mooks or tackle the haz-ard.

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HE 

 T 

OWNSHIP 

 R 

ÜL 

 stock up, heal up, and train up.

OME 

After the derelict is cleared and looted, scrap-pers return to their township and unload their salvage. Different townships have different ar-rangements with their scrappers, but a com-mon theme is having little use for half-broken equipment looted off of bodies and a profound hunger for the resources encapsulated in COINs. A township’s situation and goals will greatly affect its relationship with its scrap-pers.

Every time the PCs return to the township, the players describe one facet of the place. At the end of your first run, somebody should prob-ably name it. Players can also describe its size, needs, governance, culture, migratory route, and so on.

Then they each describe a short scene where their scrapper interacts with this new or elabo-rated detail. This is where the GM gets in on the fun, riffing off what the players have described and making everything more difficult. If you’re into that roleplaying thing, you could stretch this part out and explore who the characters are as people, what keeps them in this terrible line of work, who they love, and what combat drug withdrawal looks like. Or just pack up and plan out the next opportunity to kick down doors, squash aliens, and take their stuff.

A

DVANCEMENT 

At the end of any successful run in which the scrappers return to the township with salvage, all survivors gain a level. They may choose one of the following:

INCREASE: one maneuver by one die

SPECIALIZE: one maneuver to d4 or d10

RETIRE: this scrapper quits; make a new

scrap-per with the same number of levels as this one , adding one advancement for each level beyond 1. (Yes, the level you just got is included.)

If your township has a hospital facility, you can get your damaged maneuvers patched up; if you have a workshop or something, they can fix your busted equipment. (If the township didn’t have such amenities before, use your inbound detail to make it so. You might need to pay, glad-hand, or intimidate your way to getting serviced, though…). Restore your ma-neuvers to full power and erase damage tallies. If the events of the last run called your moti-vations or ethics into question, you may swap your current alignment for any other align-ment.

OME 

 F 

IELD 

 A

DVANTAGE 

Players can make one maneuver in their Home scenes, which, yeah, can be used to create lasting advantages to take to the next der-elict…

So get your creative scheming on.

ALVAGE 

Somewhere in between those Township scenes, the GM should also describe a short scene in which they scrappers turn over their salvage. It’s up to the players how much they turn over willingly; it’s up to the GM to decide if he needs to plan out this scene as a room with NPCs and advantages, if you know what I’m getting at.

Keep a running tally of how much salvage has been turned over to the township; the players may add details about what those resources are being applied to. COINs can just be tallied. Equipment that is turned over to the township can be cannibalized for parts: roll its rating to find how many useful parts and tools it yields.

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If the GM wants to get really creative and have a wide-ranging problem at home—like a revolt or an invasion—it’s best to create the entire township as the next derelict. Run some ham-pered Home scenes as the PCs return and dis-cover that not all is well in Denmark, perform Advancement as normal, and then plan to solve those problems in the next session.

COIN 

 ( 

ROLL 

 1 

6

PER 

 COIN) 

It was common practice throughout the war years to encapsulate small quantities of valu-able resources (water, soil, minerals, even produce) in nullspace bubbles. This reduced bulky cargo into easy-transported modules, each a small, flat cylinder. Today, they’re highly sought after, both to crack them open and use the resources as well as a currency all their own. They’re called Commodities in Nullspace, or COINs for short.

Sometimes it matters what’s inside:

1WATER: potable if not fresh, but often

“per-fectly” sterile

2SOIL: from Earth or synthetic

3GENESTOCK: seed or cryogenically preserved

eggs

4MINERALS: raw materials are hard to come by

in space

5AIR: usually compressed, sometimes pure

oxygen (oh, the possibilities…)

6PRODUCE: nothing like a bushel of apples that

time forgot

ROBLEMS AT 

 H 

OME 

Home scenes are usually quick and simple af-fairs with perhaps a single maneuver to create an advantage for next time. Very occasionally, the GM might through in some mooks or even a miniboss and have a fight in the township. When this occurs, the NPCs are a level lower than the PCs (who just leveled up!) but there is rarely a Loot roll. Any damage the PCs take carries over to the next derelict.

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HE 

 GM R 

ÜL 

 Kill Them All… in Style 

OUR 

 P 

ART 

 I 

 T 

HIS 

When you GM Void Vultures, you control the derelict and its denizens. In each room, you try to kill the PCs. Be merciless, don’t hold back, and—most importantly—do it with style.

STYLE: every single thing in Void Vultures is

grungy, tattered, and dangerous. Every-thing explodes. Life is cheap, blood goes everywhere. NPCs are never reasonable, conservative, or safe. They exist for you to throw them at the PCs.

PACING: this game is designed to play fast. Most

rooms take 10-15 minutes to play through. Most maneuvers take less than a minute to resolve. Embrace this. Point, shout, keep the energy and pacing up. If a player hesi-tates, skip them. Come back to them later… if you’re feeling generous.

VIBRANT DESCRIPTION: it’s up to you to set the

example. Don’t ever just say, “They shoot you at 3 precision.” Boring. Say, “The guy with the hip-mounted autocannon opens up, and the crates behind you blow apart as the line of fire snakes toward you. Beat 3 preci-sion.” If you do it, they’ll do it, and then you’ll be rockin’.

WHO, WHAT, WHERE: The most nuts-and-bolts

important bit you do is describe where things are in a room. This sounds small, but knowing who’s in reach and who’s behind cover is essential information for the game to run properly. Don’t skimp!

OLL 

 O 

PPOSITION 

Whenever the players pick up and roll dice, they’ll probably need you to do so as well. They’ll need to compare their precision die with yours to see if they succeed.

Usually, it’s pretty plain what you should roll. If they’re rolling Shoot maneuvers, you’re go-ing to be rollgo-ing Dash (for Dodge) or Heave (for Soak). Or you can a leader-type’s Command, whether or not he’s in the room.

Other times, it requires some creativity from you. If a PC is Heaving a storage container into the line of fire of hostile bandits, what can you roll? You can roll Dash as they scramble past the obstacle before it falls. You can roll Heave if they try to push it back on top of the PC. You can roll Fix if you’re in the cargo bay and you decide the miniboss has a loading crane.

ORRECT 

 R 

ESPONSES 

There are two responses to “Can I shoot the trunk of the frozen tree and bring it crash-ing down on the ice mutants?” The weak re-sponse to these questions is “Yes.” The better response is, “Hell yes, you do!”

There is only one response to, “I Shoot him. 2 precision, 7 power.” That’s when you say, “I’m sorry, I couldn’t hear you over the sound of awesome happening over here. What was the awesome thing that you were doing, again?”

HE 

 T 

RICK 

Because the scope of this game is so con-strained, everything falls into a handful of broad categories. It doesn’t matter how crazy the action is: it’s still going to do X damage or set up an advantage of Y points. So go crazy.

, B 

ECAUSE 

The closest you get to telling players “no” is when you tell them they can’t do something because circumstances prevent that action. This isn’t a shutdown; this is a challenge. “No, you can’t slice him up because he’s across the room” challenges players to Charge or Dash across the room. “No, you can’t hack the mainframe because the console is cov-ered with mutant goat-spider silk” challenges players to figure a way to clean it off. (Spoiler: they’ll use fire.)

If you’re feeling extra generous, follow up with “but...”, as in “No, you can’t slice him up because he’s across the room, but there are those sweet, sweet frayed electrical cables dangling over his head.” Offer other paths of action if people stall because their path didn’t work out. That’ll keep it snappy.

I

AM THE 

 V 

OID 

 M 

ASTER 

If “GM” isn’t good enough for you, you can call yourself the Void Master. Just don’t expect the players to call you that with a straight face.

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HE 

 P 

P R 

ÜL 

 yes.

Nothing says the PCs can’t target each other. Just sayin’.

References

Related documents