Interstellar Rebels
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):
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
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
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