Two-Page Space v1.
0 Fighter Professional Psionic Hit: the target makes an action of the
By: Casey Garske PC's choice on the target's next turn.
Hit Points: (8+Con)*Lvl Hit Points: (6+Con)*Lvl Hit Points: (4+Con)*Lvl Cannot be used to force suicide.
Two-Page Space is a simple d20
based RPG about flying around in Special Abilities Special Abilities Psionic Disciplines and Powers Teleportation
space and shooting aliens. Armor: +2 to PD & +1 to Str or Dex. Armor: +2 to PD & +1 to Str or Dex. Each psionic discipline has 3 powers, Blink (L): You randomly teleport tiny
Blast (ranged) or Cleave (melee): Distraction: Once per combat, two lesser (L) and one master (M). distances. Add Lvl+1 to PD.
Base Mechanic
Once per combat, make attacks make mental attacks against level+1 Master powers can only be selected Jump (L): You can teleport 100
1d20+modifierstarget # is a success.
against level+1 nearby (ranged) or nearby enemies. after the two lesser powers for that meters per level. You must've been
Round up where applicable.
engaged (melee) enemies. Hit: -4 penalty to PD for one round. discipline have been learned. to the place you are teleporting to.
Character Creation Greater Jump (M): You can teleport
Class Deadeye: Once per combat re-roll a Expert: +2 to one background. This Biomorphics
missed attack. may raise a background over 5. A PC may have Biomorphics used on anywhere on the planet you are on
Fighter: skilled in the arts of combat. as long as you have been there
Professional: an expert in their field. Deadly: +2 to ranged or melee Lucky: Once per in-game hour, re- them Con+1 times per day.
attack rolls (choose one). roll a failed skill check. Healing (L): Heal yourself or an before, including to/from orbit.
Psionic: a master of mental powers.
Attributes Eat Dirt: Once per combat, negate Jack of all Trades: +2 to skill checks adjacent ally (Con+1)*Lvl HP. Backgrounds: (6+Int) points.
Assign 5 attribute points to: all damage from one physical attack. you don't have a background for. Alternatively, give an ally one Ex: mutant outcast, tribal shaman,
Strength (Str): Lift, break, or hurt Intimidate: Once per combat, make Medic: Make a Hard skill check to automatic success on a death save. alien priest, military interrogator,
things. mental attacks against Lvl+1 give a dying ally a Lvl+1 bonus to Augmentation (L): Raise your own precognitive detective, psychic
Dexterity (Dex): Shoot, dodge, nearby enemies. death saves. You may also heal each or an adjacent ally's Str or Dex by researcher, criminal mastermind,
sneak, or fly a spaceship. Hit: Lose next turn or if 50% or less ally for (Int+1)*Lvl up to their Con+1 Lvl for 5 minutes or one combat. faith healer.
Constitution (Con): Shrug off a hit, HP remaining, retreat or surrender. times per day. Mass Healing (M): As Healing, but
Quick Draw: +4 to initiative. If you Skilled: +3 points to new or existing heals all nearby allies. PD: 10+level+Con or Dex
run a marathon, resist a poison.
Intelligence (Int): Fix a spaceship, do have the highest initiative, x2 Dm on backgrounds, 5 still max. Mental Combat
MD: 14+level+Wis or Cha
research, read an alien language. your 1st attack this combat. Combat Training: Choose ranged or Mind Assault (L): Mental attack.
Wisdom (Wis): Spot a clue, discern a Hard as Nails: HP now equal melee attacks. You use your total Lvl, (Cha)*Lvl Dm to non-psionic, & Combat Specialty: choose one.
lie, follow a trail, find water in a desert.(10+Con)*Lvl. +2 to death saves. not Lvl, when calculating Dm. (Cha+1)*Lvl Dm to psionic enemies. Ranged: (Dex+1)*Lvl ranged Dm &
Charisma (Cha): Bluff, seduce, Backgrounds: (6+Int) points. Mind Fortress (L): Once per combat Str*Lvl melee Dm
Backgrounds: (10+Int) points. or in-game hour, negate all damage
negotiate, or parley. Melee: (Str+1)*Lvl melee Dm &
Ex: rebel soldier, space marine, Ex: tramp freighter pilot, punk hacker, or effects from one mental attack.
Assign 3 points max to any attribute. wasteland savage, bounty hunter, Dex*Lvl ranged Dm
cat burglar, smuggler, diplomat, Mental Screech (M): Once per
After assigning points, you may lower redshirt, imperial officer, corporate xeno-archeologist, astro-engineer, Combat Rolls
one 0 to a -1 (but not Con, seriously) enforcer, cyborg samurai, wandering combat make a mental attack against Melee attack roll (engaged enemies):
combat medic, colonial scout, Lvl+1 nearby enemies.
and add +1 to any other attribute. gunslinger, alien templar. science officer, alien infiltrator. 1d20+Str+Level targets PD
Level (Lvl) Hit: Lose next turn. Ranged attack roll (nearby/far targets):
Start at level 1. PD: 14+level+Con or Dex PD: 12+level+Con or Dex Precognition 1d20+Dex+Level targets PD
Hit Points (HP) Omen (L): Once per day, look into Mental attack roll (range varies):
MD: 10+level+Wis or Cha MD: 12+level+Wis or Cha the future Cha+Lvl hours to get a
How much damage a PC can take. 1d20+Cha+Level targets MD
Special Abilities Combat Specialty: choose one. Combat Specialty: choose one. general idea if a course of action will Damage
Fighters and Professionals choose Ranged: (Dex+2)*Lvl ranged Dm & Ranged: (Dex+2)*Lvl ranged Dm & have a positive or negative outcome. Damage is based on class, combat
one Special Ability at 1st level. Str*Lvl melee Dm Str*Lvl melee Dm Cheat Fate (L): Once per combat, specialty, and special ability used.
Psionics choose one Psionic Power at Melee: (Str+2)*Lvl melee Dm & Melee: (Str+2)*Lvl melee Dm & cause a physical attack to miss. Subtract damage from the target's HP.
1st level. Dex*Lvl ranged Dm Dex*Lvl ranged Dm Quantum Curse (M): Mental attack. A roll of a natural 20 does x2 damage.
Backgrounds Balanced: (Dex+1)*Lvl ranged Dm & Balanced: (Dex+1)*Lvl ranged Dm Hit: Allies gain +2 to attacks against A modified roll of exactly the targeted
Your life experience up until you (Str+1)*Lvl melee Dm & (Str+1)*Lvl melee Dm the target for one round. enemy's defense does damage.
started adventuring. What did you do Telekinesis Stunts
Movement TK Blast (L): Make mental attacks
in the past? What are you doing now? Skill Check Difficulties by Level When a PC performs an action such
If you are not engaged you are free to against Lvl+1 nearby or engaged
Max 5 points to a background. Level Normal Hard Hardest move anywhere nearby. If you move as disarming, knocking down, or
Physical Defense (PD) enemies. (Con+1)*Lvl Dm. pinning an enemy, they declare they
1-3 15 20 25 away from an engaged enemy, you Move Object (L): You can move
Defense against physical damage. must give up any other action or all are performing a stunt. Make an
Mental Defense (MD) nearby non-living objects with a Str appropriate attack roll. If successful
4-7 20 25 30 enemies you are disengaging from equal to Con+level.
Defense against mental attacks. may make a free melee attack. the target must accept the stunt effect
Combat Specialty 8-10 25 30 35 TK Armor (M): Telekinetic force or take damage as if hit by the attack.
Range constantly repels attacks. Subtract
Choose if you are better at ranged or Engaged: Directly in contact with. If the attack misses, subsequent
melee combat, or if you are equally roll or defense attribute. Use sparingly, Lvl from all physical damage. attempts of the same stunt do
except for cover. Allow cover liberally. Nearby: Close, but not engaged. Telepathy
adept at both. Far: Requires a full round to reach. damage. A natural 20 on a stunt roll is
Combat Group Mind (L): All willing nearby
Skill Checks Initiative always successful and the enemy
A round of combat is 6 seconds long. intelligent beings can communicate cannot deny the effect.
The GM determines the difficulty of At the beginning of combat the PCs
On your turn you may: mentally. +1 initiative for all PCs. Healing
any tasks the PCs might encounter and GM roll for initiative.
Move and make an attack. Mind Probe (L): Mental attack. PCs may be healed by Biomorphics or
and has them roll a skill check: PCs: 1d20+Dex
Move and use a psionic power. Hit: reveals the surface thoughts of the Medic special ability. PCs also heal
1d20+applicable background (if any) GM: 1d20+2
Move and make a skill check. the target. Usable once per in-game HP equal to their (Con+1)*Lvl per day.
+applicable attribute+level difficulty. The PCs and GM take their turns in
Disengage from melee (see below). hour. Death & Death Saves
The GM's Helper descending order. When everyone has Mind Control (M): Mental attack.
A favorable condition grants a +2 to a Run to Far range. gone, start from the top of the order. An enemy reduced to 0 HP is dead or
knocked out if the attacker wishes. Sloop EW/ECM Officer Mook: 50% Dm. 1 HP only. Psionic (Mind Assault 4/6 Dm, Blink)
A PC reduced to 0 HP is unconscious Hack: EM attack. Hit: disable 1 fitting Poison: On a hit, the PC must Space Pirate Captain, Lvl 2, Att
and can take no actions except Hit Points: (5+Engineer's of the enemy ship for 1 round. immediately start making death saves. (fractal cutlass or blaster)+4, Dm 3, HP
making death saves. Engineering/Repair background)*Lvl EM Attack: Hit: target is -2 to PD for Psionic: Powers as psionic of same lvl. 24, PD 14, MD 12.
Death Save roll: one round. Assume a 2 Cha/Con for powers. 50% 2 Attacks, Veteran
1d20+Con Difficulty 15 Fittings: EM Defense: Skill roll. +2 to ED for 1 Dm for normal attacks. Insecto-rat, Lvl 1, Att (mandibles)+3,
A PC dies after three failed saves. Armor Plating or ECM: +2 to PD round. Regeneration: Regain HP twice per Dm 1, HP 1, PD 13, MD 11.
A PC stabilizes at 0 HP after three (Armor Plating) or ED (ECM) Gunner combat. Fast (+4 init), Mook
successful saves and does not make EMP: EM attack. Once per combat. Weapons Attack: Hit: HP damage. Thrashing Tentacles: +2 to stunts. Asteroid Worm, Lvl 2, Att (tentacles)
further rolls. Hit: target loses it's next turn. Repairs 2 Attacks: each attack does 50% Dm. +7, Dm 6, HP 24, PD 11, MD 9.
Emergency Thrusters: Once per Damage not fixed by the end of a Vicious: On 16+ make another attack. Large, Thrashing Tentacles
Advancement
combat, negate all damage from one space battle is serious and can only be Pirate Ship, Lvl 1, Att +3, Dm 2, HP 8,
PCs advance in level as they complete Bogeys
weapon attack. repaired in port. While in port an Def 14, Skill 15.
adventures or achieve goals set by Antagonist spaceships are generally
Heavy Weapons: 3*Lvl Weapon Dm. Engineer can fix Int*Lvl HP per day. Homing Missiles
themselves or the GM. When you level meant to be fought one-on-one.
Homing Missiles: Once per combat Sucking Vacuum Pirate Fighter, Lvl 1, Att +3, Dm 2, HP
up, calculate your new HP, PD, MD, Below are the stats for enemy sloops
you may re-roll a missed attack. A bogey reduced to 0 HP is destroyed. 1, Def 14, Skill 15.
combat rolls, & attack damage. levels 1-10. Att, HP, & Def can be
Psionic Amplifier: Once per A PC ship reduced to 0 HP is unable to Heavy Weapons
Level 10 maximum. adjusted up or down by up to 2 for a
combat, allows a psionic to use Mind take actions and is at the mercy of its Pirate Frigate, Lvl 1, Att +3, Dm 3, HP
Special Abilities greater or lesser challenge.
Assault, Cheat Fate, Quantum attacker to be boarded or destroyed. 16, Def 14, Skill 15.
Fighters and Professionals choose a Base Bogey Stats
Curse, TK Blast, or Move Object at Homing Missiles
new Special Ability at 4th & 8th levels. Antagonists Lvl Att Dm HP Def Skill
ship scale.
Each ability may only be taken once. If you're going to fly around space, you FAQ & Design Notes
Souped Up: +2 to one crew station's 1 +3 2 8 14 15
Psionics choose a new Psionic Power need someone to shoot with a blaster. A 0 in Str or Dex means I don't do any
skill rolls. May be taken once for damage?
at 2nd, 4th 6th, 8th & 10th levels. Below are the base stats for
each station. 2 +4 4 16 15 15 Yes. If you want to do damage, take at least
Attribute Bonuses antagonists level 1 to 10. Most of the
Self-Repair System: Once per a 1 in Str or Dex. In certain circumstances it
At 5th & 9th Lvl, +1 to any attribute. time, >Def will be PD unless the 3 +5 6 24 16 15 might be appropriate for anyone to do 1 Dm
combat, repairs 3*Lvl HP of damage.
Spaceships Shields: Subtract level from physical
antagonist is psionic, in which case it in melee (such as smashing small mooks).
Every party starts with a sloop-class will be MD. 4 +6 8 32 17 20
damage done to the ship. Why is there no equipment?
ship suitable for piracy, smuggling, Base Antagonist Stats 5 +7 10 40 18 20 All equipment is built into your stats. PCs
Targeting Computer: +2 to weapon are assumed to have whatever equipment
exploration or all of the above. This attacks. Lvl Att Dm HP >Def <Def
ship levels up along with the party. 6 +8 12 48 19 20 and weapons they need for their attacks and
1 +3 2 6 13 11 backgrounds. Define those however you
Hull Points Characteristics: 6 points. 7 +9 14 56 20 20 want.
Hit Points for ships. Blockade runner, smuggler, pirate 2 +4 4 12 14 12 Why is there no money?
Fittings ship, colonial scout, research vessel, 8 +10 16 64 21 25 Any money earned is assumed to go into
Pick one at 1st, 3rd, 6th, & 9th levels. messenger packet. 3 +5 6 18 15 13 supplies, fuel, and improving your
Characteristics 9 +11 18 72 22 25 equipment, ship and lifestyle.
Backgrounds for ships. What is the PD: 10+level+Pilot's background 4 +6 8 24 16 14
10 +12 20 80 23 25 Our party's ship sucks!
ship designed or outfitted to do? Look at your backgrounds. This is a game
ED: 10+level+EW/ECM Officer's 5 +7 10 30 17 15 Bogey Actions about flying around in a spaceship, you
Physical Defense (PD) computer/technical background should take some spacey backgrounds.
6 +8 12 36 18 16 On their turn bogeys can:
The ship's ability to defend against These players are too tough!
Damage: 2*Lvl Make a Hack/EM & a Weapons Att.
physical damage. 7 +9 14 42 19 17 No such thing. Start throwing higher level or
Split-S: Bogey's Lvl+4 PD+5.
Electronic Defense (ED) appropriate background for. The PC veteran/elite antagonists and frigates at
Fittings
The ship's ability to defend against selects one of the below actions for 8 +10 16 48 20 18 them. If you need opponents above level 10,
Antagonist ships have fittings per their add levels according to the same
electronic warfare. their station and makes the Crew
9 +11 18 54 21 19 level as PC ships do. progression.
Space Combat Station skill or attack roll.
Fighter & Frigate Class Ships
Space combat is slightly different from A PC can be assigned to more than 10 +12 20 60 22 20 A bogey might also be a squadron of
regular combat. one station but still only takes one These values are baselines and can fighters or a larger frigate-class ship.
Initiative action. Two PCs assigned the same be easily tweaked by +1 or -1 to Attack Fighter: A small ship that usually
The Pilot rolls for the sloop. The PCs station agree on an action and use the & PD or MD as seems appropriate.
This work is licensed under the Creative Commons Attribution-
attacks in flights of 4-6. 50% Dm, 1 HP. NonCommercial-ShareAlike 3.0 United States License. To
can take their actions in any order. The highest roll. Other examples of variations: view a copy of this license, visit
Makes only weapon attacks. Split-S
gunner should go last. Pilot Glass Cannon: +3 attack, 70% HP.
http://creativecommons.org/licenses/by-nc-sa/3.0/us/ or send
maneuver to escape Skill+10. a letter to Creative Commons, 444 Castro Street, Suite 900,
Space Combat Rolls Immelmann: Skill roll. +2 to gunner's Offensive: +3 attack, -3 defenses. Mountain View, California, 94041, USA.
Frigate: Smallest class of capital ships, Acknowledgements
Weapons attack roll: next weapons attack. Defensive: +3 defenses, 70% HP. well-armed but less maneuverable. Ideas and mechanics stolen freely from 13th Age by Rob
1d20+Dex+Level bogey's Defense Guns-D: Skill roll. +2 to PD for one Large or veteran: x1.5 Dm, x2 HP.
Heinsoo and Jonathan Tweet, Stars Without Number by Kevin
x1.5 Dm, x2 HP. Split-S maneuver to Crawford, and Weird West by Stuart Robertson among others.
EM attack roll: round. Huge or elite: x2 Dm, x3 HP. Go buy their games.
escape is Skill.
1d20+Int+Level bogey's Defense Split-S: Skill roll. Difficulty is bogey's Special Abilities
Crew Station skill roll: Skill+5. Ends engagement.
Sample Antagonists & Bogeys
Antagonists can also have special Space Pirate, Lvl 1, Att (fractal cutlass
1d20+applicable background+ Engineer abilities. One or two flavorful abilities or blaster)+3, Dm 2, HP 6, PD 12, MD
attribute+level bogey's Skill. More Power: Skill roll. +2 damage to at most is best. Examples:
next weapons attack. 12.
Crew Stations & Actions Fast: +4 to initiative. Space Pirate Psionic, Lvl 2, Att
The ship's crew works together in Repair: Skill roll. Restore Int*Lvl HP. Flight: Disengage from combat freely. (fractal cutlass or blaster)+4, Dm 2, HP
space combat. Each PC mans one or Flank Speed: Skill roll+2 to pilot's next Headshot: Natural 20 kills this enemy. 12, PD 14, MD 14.
more stations they have an roll.