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Interstellar Rebels

A group of rebels fights against remnants of the fallen Interstellar Empire. They generate missions like rescuing prisoners or stealing plans. On a mission, they may face challenges involving combat, stealth or repairs that they overcome with traits, perks and dice rolls. Failures have consequences.

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Jupp Kowalski
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0% found this document useful (0 votes)
598 views4 pages

Interstellar Rebels

A group of rebels fights against remnants of the fallen Interstellar Empire. They generate missions like rescuing prisoners or stealing plans. On a mission, they may face challenges involving combat, stealth or repairs that they overcome with traits, perks and dice rolls. Failures have consequences.

Uploaded by

Jupp Kowalski
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Interstellar Rebels

author
Richard Woolcock

System
Tricube Tales <

It has been several years since the Interstellar Empire was shattered, leaving a power vacuum in its Background
wake. While fragments of the oppressive regime remain scattered throughout the galaxy, its once- Figu Design

powerful admirals are now little more than petty warlords and pirates squabbling over scraps. Story Symbols
The newly-formed republic strives valiantly to bring order to the galaxy, yet it seems oblivious to the Delapouite, Lorc
Game-icons.net <
danger that lingers in the shadows, threatening the peace. There are even rumors that the former grand
admiral of the empire survived and is trying to reunite the disparate factions into a new order. Illustrations
Dean Spencer
You are a group of rebels and freedom fighters, ardent warriors who believe there will never be peace
Some artwork © Dean Spencer, used with
until all surviving remnants of the Interstellar Empire have been hunted down and eradicated. permission. All rights reserved.

Character Creation
Each player creates a character as follows:
Resolving Challenges
If a player attempts something risky, they roll 1-3
Mission generator
Roll on the following tables to generate the latest
1. Choose a trait: Agile (used for reflexes, dexterity, six-sided dice and must equal or beat a difficulty mission (see the next page for examples).
stealth, and ranged combat), brawny (covers strength, of 4-6 on at least one die. Succeed on multiple dice The rebels decide to...
vitality, athletics, and melee combat), or crafty (covers for an exceptional success (narrate an additional A Destroy a facility D Rescue a prisoner
smarts, charm, alertness, and mental/social combat). benefit). Rolling “1” on all dice is a critical failure B Hunt down a fugitive E Steal plans or intel
2. Pick a concept: Pilot, scoundrel, warrior, scout, (introduce a complication to the scene). C Protect those in need F Capture a resource
engineer, scientist, or robot (specify purpose). The GM picks a trait and assigns a difficulty of Which leads them to...
3. Select a perk: Laser sword, enormous strength, 4-6 for each challenge (most should be difficulty A A backwater planet D A dead world
keen senses, superior battle armor, quick, psychic 5). Combat challenges use effort tokens—remove B An outpost world E A lawless colony
gift (describe), or high-tech device (describe). 1 effort token for each die that succeeds. C A space port/station F A habitable moon
4. Choose a quirk: Passionate, stubborn, ruthless, Players usually roll 2 dice, but roll 3 dice if the But they must also deal with a...
heroic, pompous, brash, or vindictive. challenge matches their trait. If a challenge falls A Heavily armed patrol D Trap or ambush
5. Grab 3 karma tokens and 3 resolve tokens. completely outside the scope of their concept (e.g., B Dangerous spaceship E Change of plans
6. Make up a name and introduce yourself to the a scout repairing a spaceship), they lose 1 die. C Debt or favor F Criminal faction
group (e.g., “I’m Kael Rasche, a brawny warrior who
wields a laser sword and is rather heroic”).
Karma and Resolve Running the Game
fighting for a Cause
The players should consider the reason for their
Each player has 3 karma and 3 resolve. Spend 1
karma after rolling to reduce the difficulty by 1, if
you can justify how your perk helps you. Recover
The GM should describe the opening scene, react
to the players’ decisions, and assign the traits and
difficulties for challenges. Offer players karma in
vendetta—roll on the following table (and/or the 1 karma if you increase the difficulty by 1 before return for complications based on their quirks!
“twist” table on the next page) for inspiration. rolling, narrating how your quirk hinders you. For combat encounters, assign the challenge 2-
You fight against the empire because... If you use a quirk and succeed at the challenge, 3 effort tokens per player. The enemy is defeated
A They destroyed your homeworld and legacy you may recover 1 resolve instead of 1 karma. when all their effort tokens have been removed.
B Hunting war criminals is a profitable business For dangerous actions (such as combat), failure The players should make all the rolls, narrate
C You seek redemption for your own dark past costs 1 resolve (or 2 on a critical failure). If a PC the outcome of their actions, and drive the story
D Someone you love was abducted by them runs out of resolve, they are eliminated from the forward whenever possible. They can also spend
E You have sworn to bring them to justice scene—but death is primarily a narrative conceit, 1 karma to influence the story or discover a clue
F Their innocent victims must be protected and the PC usually returns later at full resolve. through their perk, at the GM’s discretion.
objectives
Described here are examples of objectives for the
Locations
Described here are examples of locations for the
Complications
Described here are examples of complications for
mission generator (first table): mission generator (second table): the mission generator (third table):

1. infiltrate and destroy 1. paradise planet 1. military patrol


The rebels discover the secret location of an old This independent planet is a wild paradise, with Scouts and soldiers patrol the area, either on foot
imperial facility, and there are indications that it high cliffs and vast forests. The dominant native or riding hoverbikes. They are clearly looking for
is still in operation. It must be destroyed! species are large sapient birds. something—or someone.

2. war Criminal 2. volcanic outpost 2. lurking danger


A former imperial officer has established himself Situated on the galactic frontier, this small planet A large unmarked battleship arrives in orbit and
as a crime lord in an independent star system. He was once an imperial outpost. It is famous for its launches a squad of scout ships. Is it hunting the
needs to be captured—or assassinated. black sands and lava rivers. rebels, or does it have a more sinister objective?

3. easy pickings 3. port in a Storm 3. Side mission


The republic’s military is stretched thin, and an This battered old space port has become a regular Someone calls in a favor, or maybe they insist on
enterprising pirate captain is raiding unprotected hangout for outlaws and criminals, a place where a service in exchange for their help. Either way, it
planets with impunity. She must be stopped. you can buy anything, no questions asked. leads to a side mission for the rebels.

4. rescue plan 4. necropolis 4. it’s a trap


A friend or ally of the rebels has been captured by This planet was attacked by the empire and most The mission turns out to be a trap, an attempt to
a powerful warlord for nefarious purposes. The of the inhabitants were killed. While the surface lure the characters into an ambush. However, the
heroes will need to carry out a daring rescue. is still irradiated, pockets of survivors still live in rebels might be able to turn the situation to their
the sprawling underground caverns. advantage if they’re willing to take a risk!
5. planet killer
The rebels learn about a secret imperial project— 5. wild frontier 5. the best-laid plans
a terrible weapon capable of destroying planets! Located on a salty mineral planet with rich plant An unexpected opportunity proves too tempting
There are rumors that the lead scientist survived, life, this former prison colony has evolved into an to resist, but the rebels will need to improvise or
and that the project has been restarted. anarchistic society where might makes right. change their plans during the mission.

6. hijack hijinks 6. Swampy moon 6. Crime lord


A former imperial cruiser has been turned into a This large temperate moon is covered in swamps A fearsome crime lord has risen to power, but her
pirate vessel. It would make an excellent upgrade and rocky canyons. It is home to several smaller goals and motives are unclear. She could prove to
for the rebels, but they’ll need to capture it first. colonies and some dangerous native wildlife. be a dangerous enemy—or a powerful ally.

adding a Twist to the Story


For further inspiration, roll two dice on the table below and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For example,
B C might indicate loyalty, happiness, hope, love, friends, or family, while rolling D B could represent a jetpack, a spaceship, transportation, speed, discovery,
or power, and D F might symbolize a duel, a battle, melee combat, peace, justice, honor, or a literal laser sword.
AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF
Interstellar Rebels: base assault
The rebels have recently discovered the location of a secret imperial base on a small planet near the edge of an asteroid field, and it appears to still be in
operation. Its purpose is unknown, but as a former military research facility, it is likely being used to design a terrifying weapon. Perhaps some of the
imperial technology can be liberated and repurposed, but the prime objective of this mission is to infiltrate the base and blow it up!
This adventure is split into a series of scenes, each of which defines one or more challenges for the players to overcome. Read and resolve each scene before
proceeding to the next, with the players making choices and narrating their characters’ actions as usual. The reader is encouraged to expand and embellish the
adventure, add details and flavor as the story unfolds, and provide the players with opportunities to interact with each other and roleplay their characters.
Due to the various challenges in this adventure, players should make careful use of their perks and quirks. Should a character run out of resolve, consider
giving them an “affliction” appropriate to whatever defeated them. An affliction works just like a quirk, except the GM decides if and when to apply it.

orbital approach
The rebels can approach the planet in a variety of
entering the base
After landing their ship and making their way to
different ways. Outlined below are a few possible the base, the rebels will need to find a way inside.
options, but players should also be encouraged to Described below are a few different options.
propose and narrate their own solutions (you can
reference the examples below for mechanics). technology
The rebels could pry open the security panel, and
Stealth one of them could carefully disable the lock. One
The rebel ship could fly through the asteroid field character must make a hard crafty challenge—on
and try to avoid detection. The pilot must make a a failure, the mechanism jams, and the rebels will
hard agile challenge to navigate safely. have to find another way inside.
If the pilot fails their roll, the spaceship scrapes
against an asteroid, and the entire crew is tossed blasters
around violently—everyone has to roll a standard The rebels could blast (or force) the doors open
brawny challenge or lose 1 resolve. and charge into the base. Treat this as a standard
agile or brawny challenge—each player chooses a
Speed trait and makes a single roll, and the doors have
The rebels could swoop in fast and make a rough one effort token per PC. Should the rebels fail to
landing before the base has time to fully activate eliminate all the effort tokens, a squad of enemy
its gun turrets. Brace yourselves! Everyone has to soldiers arrives before the doors can be breached,
roll an easy brawny challenge or lose 1 resolve. and attacks the rebels. Treat this like the Combat
below, except with three effort tokens per PC.
deception
The rebels could block their transponder, or even Combat
transmit a false code, then attempt to bluff their The troopers patrolling outside the base have two
way past the base’s security check. One character effort tokens per PC, and combat is resolved with
is nominated to make a hard crafty challenge. standard challenges. Each player selects a trait—
If the deception fails, the ship will come under agile for blasters, brawny for melee, or crafty for
fire—everyone needs to make a standard brawny psychic attacks. Once these troopers are dead, the
challenge; those who fail lose 1 resolve. rebels can take and utilize their access keys.
Searching the base
Once the rebels are inside the base, they’ll need to
confrontation
Eventually, the rebels reach the reactor room and
Escaping the base
With the timer counting down, the rebels need to
find the reactor room and plant their explosives. step inside. But they must overcome the guardian leave the facility. Outlined below are a few routes
But there will be many dangers along the way! before they can plant their explosives! they might take, but the players can also propose
Roll to see what the rebels encounter, then roll Roll a die to see which guardian the rebels have alternative solutions. Failing a challenge costs the
again. Keep doing this until you roll an encounter to beat. Failing any trait roll during these combat character one resolve.
the rebels have already faced—instead of running challenges costs the character one resolve.
it again, proceed to the Confrontation. Once the rebels have beaten the guardian, they utility hatch
If an encounter lists two traits, each player can can narrate how they plant the explosives and set The rebels clamber out of a utility hatch and flee
pick separately. Failing a roll costs one resolve. a timer, then they’ll need to flee the base! into the night. Each player must make a standard

A under fire A/B fearsome foe


agile challenge to avoid fire from gun turrets.

The rebels come under fire while heading down a The rebels see a cloaked man sitting cross-legged front entrance
corridor. Each player must make a standard agile in the center of the reactor room, as if waiting for There’s no time for subtlety! The rebels rush out
challenge to take cover and return fire. them. He rises smoothly to his feet, draws a laser the front of the base, surprising and taking down

B Crossing the bridge


sword, then somersaults toward them! any guards standing in their way. Everyone must
The warrior has two effort tokens per PC, and make a hard brawny challenge to escape, fleeing
The rebels come to a retracted bridge. They must he’s deadly—fighting him psychically or in melee the base moments before it explodes.
use their grapple lines to swing across the gap— requires hard crafty or brawny challenges. He is
each player rolls a standard brawny challenge. less skilled at deflecting blasters however; ranged escape pod
C maze of Corridors
combat requires standard agile challenges. The characters could use an escape pod to shoot

C/D robotic troopers


themselves out of the base, if they can hack into
The corridors of this facility are a veritable maze! the terminal. One rebel has to make a hard crafty
Each player must roll a standard crafty challenge A squad of cyborg troopers stands in the reactor challenge, if they fail then everyone has to make a
to avoid becoming lost or triggering a trap. room, opening fire the moment the rebels enter hard brawny challenge, representing a last-ditch

D Sentry robots
the door. These robotic killers are heavily armed effort to flee on foot before the base explodes.
and armored, and they fight to the death.
A squad of robots patrols the junction ahead. The
rebels can sneak past them with a standard agile
challenge, or sprint past with a standard brawny
They have two effort tokens per PC. Ranged or
melee combat is handled as hard agile or brawny
challenges, while psychic attacks can target their
the flight home
After escaping the base, the rebels make their way
challenge. If they fight, it’ll be a hard challenge. organic brains using standard crafty challenges. back to their ship and depart the planet. This can

E laser trap E/F advanced robot


be resolved with another challenge—use the same
guidelines as Orbital Approach, except this time
The doors seal shut and laser beams sweep across A dangerous-looking robot unfurls itself with a the rebels are evading enemy star fighters.
the room. The rebels can evade the lasers with a whirring noise as the characters enter the room, If you wish to extend this scenario, roll once or
standard agile challenge or find a safe hiding spot its multiple blasters rotating to face the rebels as twice on the following table for inspiration.
with a standard crafty challenge. an energy field flickers to life around it! The rebels discover that...
A The guardian was part of a larger conspiracy
F Closing walls
This battle robot has two effort tokens per PC.
Its energy field and robotic brain make it difficult B A high-ranking imperial officer ran the facility
With a grinding sound, the walls start closing in! to beat with ranged or mental attacks, which are C Republic spies had already infiltrated the base
The rebels can make standard brawny challenges resolved as hard agile or crafty challenges. Melee D This was just one of several related facilities
to run to the far door, or they can make standard attacks are more effective, and these are handled E The secret project was a planet-killer weapon
crafty challenges to find a nearby hidden exit. as standard brawny challenges. F Illegal cloning experiments recently took place

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