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OFFWORLDERS

CHRIS P. WOLF
1
Body paragraph.

WELCOME TO
OFFWORLDERS
Offworlders is a science fiction roleplaying game about adventurers, outlaws, and
guns for hire making their fortune on the rough end of the galaxy. It is designed to
be straightforward enough to pick up and be ready to play in just a few minutes as a
one-off game, but with enough meat to play a short campaign as well.

The player characters in Offworlders are the owners of a small starship in a time
when humans have spread to many worlds. Together, they explore the universe,
completing profitable jobs and overcoming dangers together.

You’ll fly between planets, taking on the dangerous work that no one else wants.
You’ll fight ruthless pirates, explore drifting derelicts, and go toe-to-toe with weird
alien monsters, just to make enough credits to keep your ship flying. You’ll overcome
these challenges by the skin of your teeth and come out stronger on the other side.
On long voyages, your characters will learn about each other and grow together.

The first part of this document describes the general rules that everyone at the table will
use to play. The second part is addressed directly to the game master, and contains rules
and guidelines for them to run Offworlders, either as a single session or a campaign.

1
CREDIT DUE
Offworlders is a game by Chris Wolf.
Illustrations & layout by Olivia Gulin.

Offworlders is inspired by World of Dungeons


by John Harper. It also owes inspira-
tion to Dungeon World by Sage Latorra
and Adam Koebel, as well as Traveller by
Marc Miller and Stars Without Number by
Kevin Crawford.

If you play Offworlders, please let me


know what you think! Talk to me on Twit-
ter at @chrisperrywolf.

Playtesters: Chris Darden, Cameron


Farrell, Olivia Gulin, David Kenyon,
and Steve Kilian

Offworlders is licensed under a Creative


Commons Attribution License:
https://creativecommons.org/licenses/
by/3.0/us/legalcode
PLAYING THE GAME THE GAME MASTER
5 WHAT YOU NEED 20 YOUR GOALS
5 THE CONVERSATION 20 THINGS YOU SHOULD DO
5 BASIC TERMS 21 THE DIE OF FATE
6 ROLLING THE DICE 22 JOBS: A FRAMEWORK FOR
YOUR SESSION
7 ATTRIBUTES
7 SKILLS 23 CASH REWARDS
7 ABILITIES 23 NON-PLAYER CHARACTERS
8 MAKING AN OFFWORLDER 23 NON-PLAYER STARSHIPS
9 WARRIOR 24 THE LONG GAME:
THE STAR MAP,
10 OUTLAW FACTIONS AND
11 GEEK TIMELINES
12 PSYCHIC 26 INSPIRATIONAL TABLES
13 FIGHTING & DAMAGE
SHEETS
14 MONEY, WEAPONS,
AND GEAR
27 CHARACTER SHEET
15 THE SHIP 28 SHIP SHEET
18 CHARACTER 29 STAR MAP
ADVANCEMENT
PLAYING
THE GAME
WHAT YOU NEED
To play Offworlders you’ll need:

•  These rules •  Pencils and paper


•  Two to four other people •  An Offworlders character sheet
•  Some six-sided dice. You for each player, and one ship
can play with just two, but sheet. You can get these at
two or three per player is chrispwolf.com/offworlders
best.

THE CONVERSATION
A game of Offworlders is a con- with it, asking the GM about you’ll speak for longer to get turns. Just let things flow
versation. The game master details, and saying what their something done, and often naturally, and let whoever the
will describe the scene around characters say to each other you’ll step back to let someone action is centered on describe
the player characters, popu- and the the NPC’s. else have the spotlight. what their character does. If
lating it with details and peo- you’ve been in the spotlight
ple. The players will respond You’ll take turns in, but you’ll Unlike many other games, for a while, invite someone
to that world, describing take turns like you do in a you’ll never split up into a else to speak up.
how their characters interact conversation. Sometimes specific order to take formal

BASIC TERMS
The following terms mean specific things within the game, and will be used throughout the rules.

Player: One of the people at Non-Player Characters, or Attribute: A number, usu- PC is. When a PC takes dam-
the table, playing the game. NPC's: Characters controlled ally between -1 and +3, that age, it reduces their current
This includes the Game by the GM. The allies and describes a PC’s raw talent in health.
Master. enemies of the PC’s, as well as a broad area. There are four
the civilians and other tertiary attributes, detailed later. Ability: A special action or
Game Master, or GM: One of characters of the world. stunt that a PC can perform.
the players who takes on the Skill: One of the skills in the Each PC begins with two
role of the game world and ev- Player Characters, or game, which a PC either has abilities.
eryone in it who isn’t a Player PC’s: The protagonists of or does not. Skills represent
Character. Offworlders. Each player training in specific areas of Rolling The Dice: When a PC
besides the game master expertise. does something dangerous,
Character: Any fictional per- controls one Player Character, contested, or uncertain, their
son in the story, either a PC or describing that character’s Health: A number represent- player must Roll the Dice,
an NPC. actions and thoughts. ing how physically resilient a as described below. The GM

5
never has to Roll the Dice. add them together, along with XP: Experience Points. Char- attributes.
an attribute. Sometimes you’ll acters earn XP during play,
D6: A single, 6-sided die. Usu- roll just one. and can spend XP to gain new
ally you’ll roll two of these and abilities, and to increase their

ROLLING THE DICE


When a player character does something dangerous, uncertain, or contested, use the dice to find out how well it goes.
You’ll roll the dice and add one of your attributes to get a final result, then use that result to figure out what happens
next.

1. Describe what you want to successful you are. If you have a skill relevant to roll if what the character is
do, and how you do it. If the the current situation, you may attempting is just impossi-
GM decides that it is risky or On a 10 or higher: Success. choose to reroll one of the ble. The sweet spot is when
uncertain enough to warrant You get what you want. dice, but you must take the it’s something the character
a roll, go to step 2. Otherwise, second roll. Use the new total could reasonably do, but it’s
the GM will tell you what On a 7-9: Complication. You for your result. going to be tricky.
happens. get what you want, but at
some cost, reduced effect, The Game Master never rolls Nothing Never Happens. No
2. Pick the most appropriate difficult choice, or harm. The the dice. The players are matter what the outcome is,
of the four attributes. Usually GM will tell you what. always the ones that roll. The rolling the dice always chang-
it will be obvious, but if it game is about them and the es the fictional situation. On a
isn’t, the GM makes the final On a 6-, A miss. You probably risks that they take. If an NPC success, the PC accomplishes
call. don’t get what you want, and attacks a player, the player is their goal and the game moves
the GM will make your life the one that rolls, either to forward. On a complication or
3. Talk about the potential more complicated. They’ll tell avoid, counterattack, or some- a miss, the situation escalates
outcomes. What might hap- you exactly what happens. thing else. If a player takes and becomes more interest-
pen if you fail? What are some The good news is you earn 1 damage, it is usually because ing. The GM can never say,
potential complications? If XP. they Rolled the Dice and got a “Nothing Happens.” The GM
you want to turn back now, or complication or a miss. should always be honest about
try a different strategy, you If both dice come up with 6’s, the potential consequences
may. Critical Success! You get what Only Roll When It’s Inter- beforehand, so the player can
you want, and something esting. Don’t ever roll when take their fate into their own
4. Roll the dice! Roll 2D6, extra. You and the GM should a character does something hands.
add them together, and add come up with an appropriate easy for them, or if there are
the relevant attribute. Use bonus or extra effect. no interesting consequences
the total to determine how for failure. Conversely, don’t

6
ATTRIBUTES
Every PC has four main attributes, representing different ways they might address challenges. Each attribute has a
rating between -1 and +3. The higher th e rating, the more likely the character is to succeed when using it. You’ll use
these attributes when you roll the dice. The four attributes are:

Strength: Raw power, speed Agility: Reaction time, control Intelligence: Perception, Willpower: Force of person-
and aggression. Useful for and coordination. Useful for logic and knowledge. Useful ality, charisma and determi-
climbing, sprinting, breaking balancing on narrow beams, for analysis, messing with nation. Use it to bark orders
things, and fighting in melee. flying starships through aster- technology, and knowing and manipulate people, and
Strength also determines how oid fields, and shooting rifles. pertinent facts. resist the manipulations of
much punishment a PC can enemy psychics. Willpower
take. also might just keep you alive
when all else is lost.

SKILLS
Each skill represents a general area of trained expertise. Unlike attributes, skills do not have an associated number.
You either have a skill or you don’t. When you roll the dice and have an applicable skill, you may re-roll one of the
dice. You must accept the second result.

Athletics: Running, climbing, Manipulation: Getting others Pilot: Controlling vehicles, Sneak: Passing unseen, sleight
jumping, swimming etc. to do what you want, through from starships and speeders of hand, picking pockets.
lying, charm or coercion. to boats and bikes.
Culture: Knowledge of Survival: Finding food, air,
people, places, etiquette, and Tech: Computer software & Science: Biology, physics, shelter, directions, etc. in
history across many worlds. complex engineering. chemistry, etc. hostile environments.

ABILITIES
A player character in Offworlders starts with two abil- divided into four character classes, described in Making
ities, and may get more as time goes on. An ability is an Offworlder, below.
a special trick, stunt, or talent that allows the PC to do
something special or bend the rules. Each ability de- Some powerful abilities require the player to roll the dice
scribes how and when it is applicable. The abilities are to be used successfully.

7
MAKING AN OFFWORLDER
Follow this process to create your PC:

1.PICK A CLASS 5.GET YOUR GEAR CUSTOMIZING CLASSES


There are four classes: Warrior, Outlaw, You start with 3 Supply. Supply is an Experienced players may want more
Geek, and Psychic. Pick one. abstract amount, representing any items flexibility when it comes to making a
you might be carrying. is explained in character. If everyone agrees, players may
Your class gives you a few unique abilities Money, Weapons and Gear, below. ignore the listed classes entirely, and
to choose from. Pick any two. make a character simply by choosing any
•  You start with 3 Credits. two skills, and any two special abilities.
2.CHOOSE YOUR SKILLS •  You start with one light weapon. Players should communicate to make
Choose any two skills for your character. Describe it. sure they don’t overlap too much.

3.ASSIGN YOUR Then choose either: ALIENS


ATTRIBUTES Offworlders doesn’t have specific rules for
Assign each of these numbers to one of •  An additional 7 credits alien species. As a group, you should decide
your attributes, in any order you wish: •  Light Armor worth 1-armor and a amongst yourselves if intelligent aliens ex-
+2, +1, 0, and -1. Think about your class, second weapon of any type. ist in your universe. If a player really wants
and what kind of things your character is to be an alien, let them. Maybe all Psychics
likely to be doing as a guideline for which 6. NAME AND DESCRIBE are from the same species, or the War-
attributes you want to make high, and YOUR CHARACTER rior learned their skills because they are
which you can afford to make lower. Come up with a name for your character, a member of a clannish, warlike species.
and share it with the other players. Also Often, humanoid aliens in science fiction
4.RECORD YOUR HEALTH come up with at least one distinct visual are fundamentally just people that fit into
Each PC has maximum Health equal to 12 detail that describes them. It can be a specific tropes and archetypes.
plus their Strength and Agility attributes. clothing item, or something about their
For example, a PC with +2 Strength and body or possessions. Anything that will
+1 Agility has 15 Health. A PC with 0 help everyone start getting a picture of
Strength and -1 Agility has 11 Health. your character in their imagination.

PLAYER CHARACTERS: THE CREW OF THE QUICHE LORRAINE


KAY, WARRIOR RIYA, OUTLAW TRIXIE, GEEK IMANI, PSYCHIC
Skills Athletics, Pilot Skills Sneak, Survival Skills Science, Tech Skills Manipulation, Culture
Abilities Brute, Unstoppable Abilities Cheap Shot, Smuggle Abilities Hijack, Chemist Abilities Scanner, Premonition
Strength +2 Strength -1 Strength 0 Strength -1
Agility +1 Agility +2 Agility +1 Agility 0
Intelligence -1 Intelligence
0 Intelligence +2 Intelligence
+1
Willpower 0 Willpower +1 Willpower -1 Willpower +2
Health 15 Health 13 Health 13 Health 11
Gear Brass knuckles (light). Gear Snubnosed revolver Gear Laser pistol (light), small Gear Stun glove (light).
No additional armor. (light), leather armor chemical grenades (me- No additional armor.
Credits 10 (1-armor), dium), plasteel armor Credits 10
butterfly knife (light) (1-armor).
Appearance Croooked nose from Appearance Body is covered in
Credits 3 Credits 3 biomechanical im-
repeated breaking.
Appearance Loves jewelry. Wears AppearanceCarries large backpack plants.
a rotating collection of with tech gear. Wears
band t-shirts. augmented-reality
goggles.

8
WARRIOR
Warriors are soldiers and bounty hunters. All their abilities provide an edge in com-
bat. Play a Warrior if you want to be straightforward and violent.

ABILITIES: Dead Eye: You deal +2 dam-


Heavy Lifting: you can use age with ranged weapons.
heavy weapons and armor
without any penalty. Brute: You deal +2 damage
with melee weapons.
Veteran’s Instincts: once per
battle, re-roll a damage die, Hardy: Add 4 to your Health.
either damage you are dealing
or damage dealt to you. Unstoppable: You have +1
armor at all times.

9
OUTLAW
Outlaws are smugglers, scoundrels, and jacks-of-all-trades. Their abilities revolve
around being sneaky, lucky, or ruthless. Play an Outlaw if you want to get in and out
of trouble.

ABILITIES: Lucky: Once per session, you enemy, you can roll the attack
Shoot First: You cannot be may count any miss (6-) as as though you were skilled.
surprised. If you someone a partial success (7-9), or a If successful, do maximum
would surprise you, you get partial success as a total possible damage for your
the jump on them instead. success (10+). weapon, ignoring armor.
You always act first in a fight.
Ghost: if you hold still in a Smuggle: If you put any object
Reckless: When you charge hiding spot, no one will find somewhere it could reason-
into a dangerous situation you until you reveal yourself. ably be hidden, (a handheld
without regard for your safety object on your person, or a
or the safety of others, get +1 Cheap Shot: If you attack larger object on a ship, etc.)
to your next roll. an unaware or surprised no one will be able to find it.

10
GEEK
Geeks are doctors, scientists and technicians. Their abilities allow them to manipulate
technology, heal their teammates and offer additional insight. Play a Geek if you want
to be the smartest one in the room.

ABILITIES: Analytical: When you enter Chemist: You may spend 1 Medic: When you perform
Hijack: You can attempt to a new situation or area, you supply to produce a single first aid, heal an additional
remotely take over any elec- may ask the GM any one sim- dose or use of a medicine, +2 Health. When others get a
tronic machine or computer ple question about the objects, chemical, poison, or biologi- night’s rest in your presence,
that you can see. people, or surroundings. If cal agent. Give it a name and they roll 1D6 and heal that
the answer is something you purpose, and decide with the much additional Health.
Drone Controller: You have could possibly perceive, the GM exactly how it works. The
a small flying drone that GM must answer you honestly. GM has final say on its effects Polymath: Get a third skill.
you can control remotely and and potential side effects or
perceive through. If it is de- drawbacks.
stroyed or lost, you can make
a new one with a few days
of downtime.

11
PSYCHIC
Psychics possess supernatural mental abilities. Their abilities
allow them to manipulate their surroundings and read minds.
Play a Psychic if you want to be strange and powerful.

ABILITIES: Premonition: Once per day, Force Wall : As long as you


Telekinesis: You can easily ask the GM about the out- concentrate on nothing else,
move small objects with your come of an immediate action. you can create a strong barrier
mind. You can attempt to move “What will happen when I of solid psychic energy up to
larger objects, or move things open this door?” for instance. 10x10 feet in size.
very precisely, but it is diffi- They will describe the likely
cult. The GM will tell you how. outcome honestly. Jump:  Once per scene, you
may teleport instantly to a near­
Scanner:You can easily read Blast: Your can use your by location that you can see.
people’s surface emotions. psychic powers as a ranged
You may roll the dice with weapon, doing 1D6 +1
Intelligence to try and access damage to a nearby target.
a character’s deeper thoughts You attack by rolling the dice
or specific information. with Willpower.

12
FIGHTING & DAMAGE
Resolve fights just like any other risky situation. When a player attacks an enemy who
is prepared to defend themselves, they should almost always be rolling the dice to do
it. When an enemy opens fire on a player, the player will likely be rolling the dice to
avoid the attack or counter it somehow. There is no formal structure of turns or rounds.
Simply follow the action as it unfolds, shifting focus from character to character natu-
rally and resolving their actions.

When a player takes damage, enemies, including how much 7-9:  They will live, but the damage. If the total damage is
it will usually be because of damage they should do. player must choose some part equal to or lower lower than
a miss or a complication. of the character that gets the armor rating, all the dam-
Outside of a fight, a PC might HEALTH & DYING lost forever. For example the age is negated.
take damage from another Health is a measure of how steadiness in their hands,
other dangerous situations, much damage a character can their sense of security, or A character may not wear
like falling into a lake of acid, take before they are in serious their left eye. This has no di- more than one type of armor.
being in the vacuum of space trouble. Both PC’s and NPC’s rectly mechanical effect, but They are either wearing light
without a suit, or being ex- have a health score. might make life difficult or or heavy armor.
posed to dangerous radiation. complicate certain situations
When an NPC reaches 0 in the future. RECOVERING
When players damage NPC’s, health, they are out of ac- HEALTH
they inflict damage as indi- tion. Either dead, seriously 6-: The PC is doomed. They
cated by the type of weapon wounded, or unconscious, might not die right away, and There are two ways to recover
they are using. For instance depending on the fictional they might get a chance to do lost health:
a heavy weapon does 1D6+2 circumstances and the desires one last thing before they go,
damage. Meaning the player of the attacker. but they will not live to the First Aid: If you have a few
should roll a D6, add 2 to the end of the game session. quiet minutes, you can spend
total, and inflict that much When a PC reaches 0 health, 1 Supply to heal another char-
damage to the enemy. they are in serious trouble. ARMOR acter 1D6 of Health.
They must Roll The Dice with Armor mitigates incoming
Enemies and hazards inflict the results below. They add damage. In the Gear section, Resting:If a character gets
damage against PC’s in the their Willpower to the roll. armor is listed as having the equivalent of a good
same way. Roll for damage Armor-1, Armor-2, etc. If a night’s sleep, they recover
and subtract the result from a 10+: They are down for now, character is wearing armor, Health equal to half their max­
PC’s health. In the GM section but with rest and care, will they subtract their total armor imum Health, rounded up.
of these rules is a selection of make a full recovery. amount from any incoming

13
MONEY, WEAPONS, AND GEAR
In Offworlders, tracking every little piece of equipment and every penny spent by the characters is not necessary.
Most equipment is covered by a character’s Supply, which is an abstraction of the stuff they are carrying with them.
The basic unit of currency in Offworlders is the Credit. One Credit represents a relatively substantial amount of money,
and should be the smallest unit of currency you track. We assume that the characters can afford basic meals, cheap
lodgings, etc, as long as they are not completely broke. Use the list below to determine general prices:

THINGS WORTH SUPPLY HEAVY ITEMS


ONE CREDIT Characters in Offworlders Some weapons and items are
are assumed to be carrying a “heavy.” These items are large
•  A light weapon variety of useful and neces- or clumsy, and it is difficult
•  A substantial bribe sary tools. Instead of choosing to move while carrying them.
•  An opulent night out, exactly what your character is A PC must take -1 any time
including food, entertain- carrying ahead of time, these they roll the dice to do
ment, and lodging tools are abstracted as Supply. something like run, jump, or
•  A few weeks rent in a You begin with 3 Supply. You climb while carrying a heavy
middle-range apartment can spend 1 Supply at any item. A heavy item will also be
time to produce a mundane very difficult to hide, and will
MORE EXPENSIVE item from the list below, or an attract attention.
ITEMS item of similar complexity if
A new space suit 3C the GM agrees. You refill your Heavy may cause other
supply whenever you have complications as well, at the
A medium weapon 3C
some downtime on board the GM’s discretion.
A heavy weapon 5C
ship, or wherever you cur-
Passage to another 7C
world
rently keep all your stuff. Your
maximum supply is always 3.
Passage to a near- 12C
by star system GEAR
An average ground 25C You can spend 1 Supply to
car have one of the following or
WEAPONS C DAMAGE NOTES
A starship upgrade 50C an item of similar complexity:
Unarmed 0C Lower of 2D6 Kicks, punches.
A simple helicopter 75C
Light 1C 1D6 Pistols, knives. Easily hidden.
A hover tank 200C •  50 feet of cable
•  A blowtorch Medium 2C 1D6+1 Rifles, shotguns, swords.
A new, bare-bones 500C
starship •  A small explosive Heavy 5C 1D6+2 Plasma cannons, sniper rifles,
huge swords. Heavy.
A small space 5,000C •  A multitool
station •  A motion detector
ARMOR C DEFENSE NOTES
•  An environmental
Light 3c 1-armor
scanning device
Heavy 6c 2-armor Heavy.
Assault 40c 3-armor Heavy. Includes several hours'
air supply and built-in heavy
weapon.

SHIP ITEMS C NOTES


Starship drive fuel 3C Per unit.
Starship upgrades 50C
Hull repairs 1C Repairs 2 Hull. Available in any port.

14
THE SHIP
The players begin with a small spaceship. It’s just about big enough for all of them
to live on, with a few additional passengers, when necessary. The PC’s control the
ship using their attributes and skills.

The ship is capable of flying between planets in a few hours, and of flying faster
than light to traverse the space between stars in a matter of weeks. It comes with a
space suit for each PC.

15
CREATING THE SHIP upgrades will open new opportunities for These rules represent smaller starships
By default, the ship is a blank slate, it has the players, and the type of jobs they get like light freighters, frigates, and cor-
a small cargo hold, does 1D6 damage, will reflect their choices. For example, a vettes, about 50 meters in length. The
and has 15 Hull. It has 0 Armor, and 4 ship without Luxury Passenger Quarters ship is large enough for everyone to live
Max Drive Fuel. It begins the game fully will not attract wealthy passengers. A together comfortably, but no larger.
fueled. ship with a Massive Cargo Hold will get
the PC’s lucrative shipping jobs carrying Of course, the players should choose a
To make she ship, the players simply large and exotic cargo. name for their ship. Something like The
select two of the following upgrades. All Desert Rose, Good Grief, or Null Gravitas.

SHIP UPGRADES

When you make your ship, choose 2 of Massive Cargo Hold: L arge enough Advanced Electronics: H  igh-end scan-
the following. Upgrades marked with an to transport smaller vessels or a huge ners, communicators, sensors, etc. They
asterisk (*) may be taken twice, provid- amount of goods. will provide detalied information about
ing a cumulative bonus. Otherwise each ships, places, and stations you encounter.
upgrade may only be purchased once: Shuttle Hangar: Comes with a small
shuttle which can fly independently, but Advanced Drive: F or each interstellar
Additional armor:+1 armor* cannot travel between stars on its own. trip, you can choose either to take half
the time or use half the amount of fuel.
More powerful weapons: +1 damage* MedBay: Advanced, automated med-
ical equipment. Can put people into Afterburners: Y  ou may spend 1 Drive
Luxury Passenger Quarters: They come stasis and with time, heal even the most Fuel to get +1 to a single roll to evade, out-
with gourmet nutrition options and grievous wounds. Characters resting in run, or maneuver while piloting the ship
beautiful decor. For the crew who wants a medbay overnight heal all their HP in-
to attract a certain class of clientele. stead of half their total. If a character falls Fuel Tanks: 
to 0HP they can choose to wait to Roll the Max Drive Fuel +2.
High Maneuverability: I f you don’t Dice to learn their fate. If they make it to
have the Pilot skill, you count as having a MedBay within a few minutes, they get Additional ship upgrades may be bought
it in situations where maneuverability +1 to the roll. in play for 50 Credits each while the ship
is relevant. If you already have the pilot is in port.
skill, you may choose to reroll both dice
in these situations, instead of just one.

16
CONTROLLING enough to be hit with a neighboring star systems.
THE SHIP ship’s weapons, multiply
Other than Damage, Hull, the total damage by 5. While stuck together on
and Armor, the ship does Small arms carried by long journeys, PC’s can
not have attributes of its people are incapable of also learn about each
own. Players control the inflicting significant dam- other and earn XP. See
ship with their own attri- age to a starship’s Hull. Character Advancement.
butes and skills, rolling
the dice in dangerous TRAVEL MAINTENANCE
situations. On your ship, you can At a suitable spaceport,
travel between planets and Hull damage can be re-
Ship combat works the other locations in the same paired at a cost of 1 credit
same way as combat star system easily. It takes a per 2 points of Hull. Dam-
among individuals. When a few hours, or days at most. age to specific systems or
ship is damaged, subtract critical areas of the ship
damage from its Hull. Travel between star may cost much more, at
systems takes longer, and the GM’s discretion.
When a ship reaches 0 uses drive fuel. When you
Hull, it is disabled and at travel to another system, Drive fuel costs 3 credits
the mercy of its enemies the GM will tell you how per unit, and is avail-
or the elements. Criti- much time and drive fuel able in any reasonably
cal ship systems may be it takes. It takes one week equipped port.
dangerously malfunction- and one unit of drive
ing.If a person is unlucky fuel to travel between

17
CHARACTER ADVANCEMENT
If you play multiple sessions of Offworlders, your characters will become more powerful and effective.
Characters earn XP each session, and may then spend XP on advancements.

EARNING XP DURING LONG TRIPS SPENDING XP:


Characters earn XP in three When the characters are on ADVANCEMENTS
ways: a long trip together through When a PC has at least 10XP,
space, they tend to learn a lot and some downtime, they
ROLLING MISSES about each other. can spend XP to get one of
Any time a player Rolls the the following advancements
Dice and the final result is Each time the characters travel by paying its associated cost.
6 or less, their character between star systems, or oth- Each advancement may only
earns 1 XP. erwise spend multiple days be taken once, but they may
together in a small space, go be taken in any order:
END OF SESSION QUES- around the table and give each
TIONS player a turn, starting with the Get a new class ability 10XP
At the end of each session of player to the left of the GM. Get a new class ability 10XP
play, answer the following Get a new class ability 10XP
three questions, as a group. On their turn, each player Increase an attribute by 1 (Max +2) 10XP
For each question answered must ask another player a Increase an attribute by 1 (Max +2) 10XP
with a “yes,” every PC gets 1 XP. question about their char- Increase an attribute by 1 (Max +3) 20XP
acter. It could be about that
Did we earn a profit?
character’s past, or their
Did we discover something goals, or just something about When the PC’s get close to
new and interesting about the their personality. If that maxing out their advance-
universe? player answers the question ments, the players and GM
Did we overcome a difficult chal- honestly, they earn 1XP. should have a discussion about
lenge or dangerous adversary? how to bring the ongoing cam-
Players should take care to paign to a satisfying conclu-
ensure that everyone gets a sion. Are the characters ready to
chance to answer a question. retire? How have they changed
the universe in their travels?
The questions do not have to be Give yourselves enough time
asked or answered in character, to tie up the narrative.
but the players should discuss
how their characters learned It can be fun to start a new
about each other on the trip. campaign after the current one
ends, playing a different crew
The GM does not ask a question. in the same shared universe.

18
THE GAME
MASTER
The the following sections are addressed to the game master. If you’re planning on
being the game master for your group, you should read it. If you’re not planning on
being a game master, you don’t have to read it, but you might find it interesting.
YOUR GOALS
As the GM, you have three primary goals.
Everything you do should be in service of one of them.

PORTRAY A pointed details and evoca- a world-spanning metropo- some NPC’s ready to go, but
DANGEROUS AND tive description. Make it feel lis, a violent gang surrounds get ready to change things
EXCITING SCI-FI amazing but real. the characters. Keep things and make things up as you
UNIVERSE moving, keep pushing against go. When your players roll
Laser beams glitter in the FILL THE the players. Give them things the dice they’ll be creating
darkness. Pirate Cruisers CHARACTERS’ to do and people to interact complications and inviting
cut across the rings of a gas LIVES WITH with. Push them into ac- chaos. Let them. If you try to
giant. A derelict vessel offers CONFLICT AND tion, then follow up with wrangle them into a pre-
mysteries to be solved, but ADVENTURE what they do. planned story, the game will
something dangerous lurks in An outlaw in a smoky space fight you. Let your players
its halls. Fill your imagination station bar offers a job with PLAY TO FIND OUT impact what happens. It’s
with images of starships, fu- a payout too good to be true. WHAT HAPPENS their story after all.
turistic cities, and dangerous A customs vessel closes in, Don’t come in with a whole
frontier worlds. Present the scanning for the contraband story planned out. You might
universe to your players with on board. In the alleyways of have a job outlined, and

THINGS YOU SHOULD DO


ASK QUESTIONS their place in society. Answer- danger, and opportunities for players will be hitting the
AND USE THE ing these questions together profit. Show them the coming 7-9 area a lot, and you’ll have
ANSWERS will create a universe you all danger, the money on the to come up with tradeoffs
Offworlders leaves a lot own together. table, the barrel of the laser and consequences on the fly.
unanswered. How does faster pistol, the asteroid barrelling That’s why step 3 in Rolling
than light travel work? How As the GM, use the answers towards the ship, then ask, The Dice is so important.
do people treat psychics? Do to these questions later. What “What do you do?” The players If everyone has a good idea
weapons fire lasers or bullets? happens when a bolt of super- will spring into motion, taking about potential outcomes
These are basic setting ques- heated plasma burns through risky actions, and rolling the before the dice hit the table, it
tions that you can decide with a barrel of drive fuel? Who’s dice. The situation will tend will help things go smoothly.
your players, or simply ask coming after the Outlaw? Mo- to escalate and shift. Let it! When your players roll 7-9,
them to answer. Let the player ment to moment action and Respond to player actions and offer them tough choices
playing a Warrior decide that even whole sessions of play carry the narrative through. and use up their resources
their heavy weapon shoots can come from here. (health, supply, etc.). Allow
bolts of super-hot plasma, or RESPOND TO dice rolls to snowball and
ask the Brain about drive fuel. PROMPT THE THE DICE build on one another:
This extends to specific ques- PLAYERS AND Much of your work will be
tions about their characters LET THINGS to take the results when the “You manage to blast the pirate
too. Ask the Outlaw about the SNOWBALL players roll the dice, and in- with your shotgun, but not
last crime they committed Constantly present the terpret them into interesting before he gets a hit in. Take 1D6
and, and the psychic about players with pressure and narrative consequences. Your damage.”

20
“You can repair the life support In all circumstances, use
systems on the station, but you’ll the stakes and the situation
have to spend 1 supply to have established in the fiction of
the right tools on hand.” the game to inform conse-
quences.
“The fixer agrees to get you the
documents you asked for, but ADJUDICATE
she’ll need some credits up front ABILITIES FAIRLY
to show you’re good for it.” Some of the class abilities are
quite broad in scope, and can
On a miss, show they players even be a little vague. This is
how their actions complicate intentional. When there is
and escalate the situation, a question about where and
or put them directly in dan- how an ability applies, you
ger. Use misses to damage or have final say, but it should
destroy equipment, cause be a conversation at the table.
their ship to malfunction, or Try to be consistent, but
hurt the players directly. You flexible with the details. It’s
have a huge amount of influ- important to challenge the
ence over the difficulty of any players, but don’t try to cheat
given situation. Play up dam- them out of their abilities.
age and danger for a grittier They are meant to be power-
game, or make the PC’s feel ful, and the players should
more heroic by using less be able to use them to do
harsh consequences. awesome things.

THE DIE OF FATE


Sometimes a situation will use degrees of goodness and
come up that needs to be badness, depending on the
resolved, but you don’t want situation.
to just decide yourself. For
example when two NPC’s are Use the die of fate when it’s
fighting each other and you interesting to not be in con-
don’t know who will win, or trol of what happens, and you
if the PC’s enter a dangerous don’t want to be responsible
system and you want to know for the answer. But if you de-
if pirates come looking for cide to use it, be sure to follow
them. In these situations, through on the result.
simply roll a D6. A high roll
indicates a positive result
for the PC’s and a low roll a
negative one. You can make
this either a binary yes/no or

21
JOBS: A FRAMEWORK FOR YOUR
SESSION
When starting a session of Offworlders, you things moving, but be flexible enough so that
need to be ready with events that the players you can respond to the PC’s actions too. Ad-
can respond to. Because the players are trou- ditionally, write down several questions about
bleshooters, mercenaries and freebooters, we the job that you are interested in answering
call this the Job. A job is a simple list of events during play. Lastly, jot down some names,
and facts, centered around a particular goal attributes, and any notes for NPC’s the PC’s are
or problem. It should have just enough detail likely to encounter.
for you to know where you are going and keep

JOB: SPECIAL DELIVERY


abandoned mining station, is under
JOB EVENTS: attack, and the rebels are pinned JOB QUESTIONS:
The PC’s are approaching Regolith, a down inside. If they want to get paid, •  How will they circumvent customs?
mining colony built into an asteroid. the PC’s will have to find a way to get •  What’s in the crate?
Desperate for income, they’ve accept- them the crate. •  Who hired the PC’s?
ed a job from a mysterious contact to •  Will the PC’s sympathize with the rebels?
deliver a large crate, unopened into
the hands of a local rebel faction. NPCS HEALTH ARMOR DAMAGE ABOUT
Customs Officers: Delilah & Hiro 3 1 1D6 Thorough, but corruptible
As they enter Regolith’s security
perimeter, a customs vessel hails Rebel Agent: Shasta Rafaella 6 1 1D6+1 A true believer with no
them and asks to come aboard to sense of humor.
inspect the vessel.

Their rebel contact is not waiting for


them at the meeting point out on the
surface of the asteroid.
The rebel headquarters, an

You can make the job as vague or detailed as you Put an obstacle directly in their way, or show them
want. Some GMs are very improvisational, and some an opportunity to engage with the world. Invite them
like to be very prepared. You can always flesh out to start making decisions and rolling the dice. See what
additional details during play. What you shouldn’t happens from there. When the action starts to stall, look
do is plan an exact story, or try to predict exactly how at another item on the job list and bring it into play.
the PCs will solve the problem. Describe to the players how it manifests, and see how
they react. Repeat this process until the job is resolved.
Start your first session with the first job event. De-
scribe where the players are and what they are doing.

22
CASH REWARDS
The PC’s are going to be looking for ways to profit, to keep the single job is unlikely.
ship flying and to line their own pockets. As the GM, it’s up to
you to determine how much NPC’s are willing to pay them for Remember that new ship upgrades cost 50 credits, and players
their work and for any valuable loot they might dig up.For a will be spending some credits on fuel and ship repairs as they
typical job that lasts one session of game time, 30-50 credits is a travel. Also remember that the main reward in this game is XP,
pretty good range. Particularly lengthy, dangerous, or important so giving your players a little extra money to throw around won’t
jobs might pay up to 100 credits. Making more than that from a break anything too badly.

NON-PLAYER CHARACTERS
It’s easy to come up with NPC’s and creatures on the fly in Offworlders. The most important thing for NPC’s is to make
them feel human. Give them names and goals, and describe them in detail to the players. Use the following guide-
lines to give them combat attributes, if necessary:

CHARACTER HEALTH ARMOR DAMAGE


Civilians, animals, generally untrained people 3 0 Lower of 2D6
Security guards and beat cops 3 1 1D6
Soldiers 6 1 1D6+1
Elite units, powerful aliens 8 2 Higher of 2D6+1
Huge monsters 16 3 2D6

NON-PLAYER STARSHIPS
Use these attributes to improvise encounters and conflicts Feel free to tweak and remix the attributes above to come up
with other ships. with new threats and characters. Remember that enemies will
react intelligently to outwit the players, and will be unlikely to
SHIP HULL ARMOR DAMAGE
charge into a fight head on, or fight to the death without a good
Attack frigates 8 1 1D6+2
reason.
Science vessels 4 0 0 (Unarmed)
Capital ships 16 4 2D6

23
THE LONG GAME: THE STAR MAP,
FACTIONS AND TIMELINES
If you play multiple sessions of Offworlders, you’ll need FACTIONS map, and the goals of each.
to expand your game’s universe beyond a single job and Factions are the major movers What is happening in the
location. To keep track of places and events in the game, and shakers in the universe. universe? How do the factions
you’ll create a star map and a timeline after your first Megacorporations, stellar act against one another? Who
session. empires, mercenary compa- is doing what?
nies, crime syndicates and the
THE STAR MAP 5. Does the faction ruling the like. The PCs are usually going Then, write down a list of 3-5
To start drawing the star map star also rule any other stars? to be too small to be able to events. These are events that
for your campaign, follow If they do, those are probably take on a faction directly, but will happen in the future,
these steps: pretty close by. Add those will encounter them through one after the other, barring
stars and name them, too. You NPCs and jobs. some action by the players
1. After your first session, get a can add a location or two to that dramatically alters their
blank piece of paper. Some- each, if you wish. Note factions on your map course. This is your timeline.
where near the middle, draw and give them competing A timeline should escalate
a star. Draw it small enough 6. Let your mind wander. goals. You only really need towards instability, with the
so you leave plenty of space on Think about other factions two to start, and can create final event representing a
the paper for other stars, but that might come into conflict serious intrigue with three fundamental change in the
big enough that you can write with the first. If they control or four. When you create a setting. For example:
some things around it without star systems, add new stars faction, think about its lead-
having to cram them in. to the map. You can draw po- ers and members. How is it TIMELINE:
litical borders if it helps keep structured, politically? When DISUNION IN THE
2. Next to the star, draw a dot. track. You can add as much or it goes to war, what kind of UDW
This is the location where the as little detail to these stars as soldiers does it have? 1. Water riots on the mining
PC’s first job took place. Is it you wish. Add any locations colony Hertzprung-9 begin to
a planet? A moon? A space that come to mind. You’ll use factions as the driv- escalate.
station? Write the name of the ing forces for your timelines, 2. After a terrorist bombing, the
location there too. Leave space to add to your which will create opportuni- Union of Democratic Worlds
map. It’s never truly com- ties for jobs. When the PC’s declares martial law on Hertz-
prung-9.
3. Give the star a name. plete. You can expand it and are doing a job, they are likely
Something like Amaterasu, or add details as the players to interact with agents of at 3. The UDW diverts fleet
Hertzprung and write it down. explore the universe. least one faction. resources to the Hertzprung
Think about who rules this System as violence spreads.
star system. Is it an inter- Remember that the closest TIMELINES 4. Sensing weakness, the neigh-
stellar megacorporation? A star systems take one week Much like a job is a framework boring Tanagran Empire seizes
religious empire? A managed and one unit of drive fuel for for a single session, timelines a drive fuel production facility
from the UDW.
democracy? This is your first the players to reach. Farther are frameworks for your
faction. systems will take more time campaign. You should make 5. War is declared between the
and fuel. Use this information one timeline after you first Tanagran Empire and the UDW.
4. Consider other locations to tune the scale and difficul- make your star map, and can
in the star system, and add ty of travel between stars on add more as the universe gets Timelines start at the first
one or two now. Maybe a your map. fleshed out. event. Later events happen
highly populated planet, or a either between sessions, or
gas-mining station. To make a timeline, think as time passes. When the PC’s
about the factions on your spend a lot of time travelling,

24
Rhodes

Xiangliu Starfield
Cienfuegos
Research Station

Nemesia-IV
Tosakanth

Suvannamaccha

timelines will advance. Show opportunity for a job. your players find out more to give you ideas for new jobs,
the players how the universe about the universe in play, locations and characters. As
is changing as they move Timelines are flexible and new timelines will suggest you grow the universe, you
through it. For example if uncertain. What if, in the them­­selves, and new loca- can use the inspirational
event 4, above, takes place, course of job, the PC’s pre- tions will be fleshed out on tables below to generate new
drive fuel is likely to become vent the terrorist bombing the map. Be­tween sessions, ideas and situations. A Job
more scarce and expensive before event 2 takes place? think about where things are doesn't have to literally be a
within the UDW. The whole timeline is likely to going. Write new timelines, task done for money for an
change. Feel free to erase and daydream new planets and employer. If the PC's develop
Use timelines as the basis rewrite timelines based on draw them on the map. their own goals, you can use
for creating new jobs for what happens during play. the job format to plan out
each session. For example, relevant challenges on a ses-
if event 2 occurs, will people THE FUTURE Your players may develop sion-by-session basis.
be willing to pay the PC’s to Both your star map and your specific goals and interests as
smuggle them off of Hertz- timelines are mutable and the campaign moves forward.
prung-9? Sounds like a golden ever­-growing. As you and Encourage them! Allow them

25
INSPIRATIONAL TABLES
Use the following tables to generate names, places, and ideas for jobs. You can just pick what sounds interesting to
you, or you can roll 2D6 on a table, using one die to determine the group and the second to determine the specific
item. Items from the tables can serve as the starting point for jobs or even campaigns, or just as vibrant details the
characters notice in passing.

WORLD TYPES
1 2 3 4 5 6
1 Archipelago Dark Forested Hollow Jungle Temperate 1
2 Artificial Dead Frozen Industrial Oceanic Tidally Locked 2
3 Burning Desert Garbage Low Gravity Radioactive Toxic 3
4 Caustic Diamond Gas Giant Mechanical Ringed Unstable Orbit 4
5 Collapsing Earthlike Global Metropolis Moon Sentient Volcanic 5
6 Cracked Open Eden High Gravity Phantom Swamp Wintery 6

THEMES
1 2 3 4 5 6
1 Abandoned Diseased Imperialism Monarchy Pacifists Slavers 1
2 Anarchists Dangerous Fauna Kleptocracy Militaristic Piracy Spies 2
3 Artificial Intelligence Feudal Houses Low Population Mutants Post-Apocalyptic Theocracy 3
4 Anti-Psychic High Population Low Tech No Children Poverty Trade Guilds 4
5 Clones Hypercapitalist Managed Democracy No Elderly People Quarantined Tyranny 5
6 Corporal Punishment Illuminati Martial Law Oligarchy Science Xenophobic 6

OBJECTS IN SPACE
1 2 3 4 5 6
1 Abandoned Navy Ship Cargo Container Debris Field Merchant Ship Shipping Center Ore Mine 1
2 Alien Wildlife Preserve Carrier Strike Group Derelict Civilian Ship Military Fleet Solar Array Pirate Haven 2
3 Ancient AI Core Cathedral Escape Pod Nomad Fleet Superweapon Private Station 3
4 Arboretum Colony Vessel Factory Patrol Frigate Trade Convoy Refueling Station 4
5 Asteroid Field Cryosleep Pod Generation Ship Science Installation Listening Post Transmission Buoy 5
6 Battle in Progress Dead Body Hotel Secret Base Luxury Liner Unexploded Ordnance 6

CARGO
1 2 3 4 5 6
1 Biological Samples Cyber Prosthetics Fuel Medicine Potable Water Steel 1
2 Breathable Air Data Records Gourmet Food Military Hardware Refugees Tea 2
3 Clothes Diamonds Ground Vehicles Modular Housing Units Seeds Torpedoes 3
4 Coffee Exotic Animals Illegal Drugs Nuclear Waste Small Arms Toys 4
5 Consumer Electronics Farming Equipment Liquor Nutrient-Rich Paste Solar Panels Trees 5
6 Construction Equipment Fine Art Luxury Housewares Organs Spices Unrefined Ore 6

NAMES
1 2 3 4 5 6
1 Albern Corban Horza Laramie Roobin Talsorian 1
2 Ananya Dajiel Ingvall Lora Ridley Torrin 2
3 Bodhi Dunkenne Karoleen Olyffia Serrah Varin 3
4 Brindt Forrest Kerra Othersh Shail Vasquez 4
5 Charles Benry Kion Piqo Sophia Wei 5
6 Chelle Garrick Kotai Prys Steede Xiang 6

26
NAME LOOK

XP

ATTRIBUTES
STRENGTH INTELLIGENCE
AGILITY WILLPOWER
Starting attribute values: +2, +1, 0, -1.
Assigned as you like.
Rolling the dice: Roll 2 Dice + attribute.

HEALTH
CURRENT MAX
ARMOR

SUPPLY ABILITIES
CURRENT MAX 3

SKILLS
ATHLETICS SCIENCE
CULTURE SNEAK
MANIPULATION SURVIVAL
PILOT TECH

ADVANCEMENT
When you have 10 or more XP and some downtime, spend
XP and get one of the following. You can only take
each option once, but you may take them in any order.

Get a new class ability 10XP

Get a new class ability 10XP

Get a new class ability 10XP


Increase an attribute BY 1 10XP
(Max +2)
Increase an attribute BY 1
(Max +2) 10XP GEAR
Increase an attribute BY 1 20XP
(Max +3)
SHIP NAME UPGRADES
choose two to start. purchase additional upgrades
when in port for 50 credits apiece.

additional armor +1 ARMOR

HULL advanced electronics High-end scanners, communicators, sensors, etc.


For each interstellar trip, you can choose either to take half the time or
advanced drive
CURRENT MAX use half the amount of fuel.
AFTERBURNERS You may spend 1 Fuel to get +1 to a single pilot roll to evade, outrun, or
ARMOR maneuver.
FUEL TANKS Max drive fuel +2

HIGH MANEUVERABILITY If you don’t have the Pilot skill, you count as having it in situations
where maneuverability is relevant. If you already have the pilot skill,
you may choose to reroll both dice in these situations, instead of just
one.
DAMAGE Luxury Passenger Quarters For the crew who wants to attract a certain class of clientele
Massive Cargo Hold Large enough to transport smaller vessels or a huge amount of goods.

MedBay Advanced, automated medical equipment. Characters resting in a medbay heal


all their HP instead of half their total
More powerful weapons +1 damage

FUEL Shuttle Bay Comes with a small shuttle which can fly independently, but cannot travel
between stars on its own.
CURRENT MAX
BREAK
THIS
GAME
Offworlders is designed to be extremely open to interpretation, remixing, and hack-
ing. Negotiating specific uses of abilities, and making smart rulings about dice rolls
at the table is part of the fun. I encourage you to come up with new classes, abilities,
aliens and weird gear for your game. Feel free to talk to me on Twitter at
@chrisperrywolf and show me what you come up with!

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