74XX ODDSPACE

Author

Roberto Bisceglie

Published

June 3, 2026

Introduction

Intrepid spacers ply the vastness of the Five Galaxies in search of fortune and glory. The discovery of oddspace opened the door to interstellar travel, stitching together an impossibly large civilization held in precarious balance by empires, trade guilds, and the endless frontier.

The systems where law exists, routes are maintained, and transit is taxed are collectively called Charted Space. Most settled populations live here. Most of the trade, communication, and political activity that governs them happens here. The cost of using Charted Space’s infrastructure is built into the price of everything.

Two travel systems connect it. The Wormhole Access Network, a grid of artificial wormholes between maintained stations, offers faster, more reliable transit between galaxies, but every node is owned, every node has an operator, and access can be refused. Politically inconvenient vessels use oddspace instead: slower, more demanding, and requiring no permission. The asymmetry is why embargoes are never fully enforceable and why some operators prefer not to appear in WAN transit logs at all.

Humans are not the dominant species, nor the most ancient. Extinct civilizations have left ruins and artifacts scattered across billions of uncharted systems. The species of known space maintain a cosmopolitan fragility, open enough to trade, volatile enough to war. Out at the fringe, nobody is coming to help you.

Profits exist everywhere. So does death.

Core Rules

Play

Players describe what their characters do. The GM advises when their action is impossible, demands a cost or extra steps, or presents a risk. Players can revise plans before committing to adjust their goal or the stakes. Only roll to avoid risk.

Rolling

Roll a skill die, d6 by default, higher with a relevant skill, or d4 if hindered by injury or circumstances. If helped by circumstances, roll an extra d6; if helped by an ally, they roll their skill die and share the risk. Take the highest die.

Roll Result
1–2 Disaster. Suffer the full risk. GM decides if you succeed at all. If risking death, you die.
3–4 Setback. A lesser consequence or partial success. If risking death, you’re injured.
5+ Success. The higher the roll, the better.

If success can’t get you what you want, you’ll at least get useful info or set up an advantage.

Load

Carry as much as makes sense, but more than one bulky item will hinder you.

Advancement

After a job, each character increases a skill (none → d8 → d10 → d12) and gains credits based on the risk taken. The GM declares the tier before the party commits.

Risk Earnings
Routine d6 ₡
Risky 2d6 ₡
Desperate 3d6 ₡

Earnings are individual. The party pools them to cover shared expenses.

Defense

Say how one of your items breaks to turn a hit into a brief hindrance. Broken gear is useless until repaired.

Harm

Injuries take time and/or medical attention to heal. If killed, make a new character to introduce as soon as possible.

GM

Describe NPCs in terms of behaviors, risks, and obstacles. Telegraph danger clearly: the more serious, the more obvious. Use random tables to develop situations, not plots. Roll a d6 to test for bad luck when appropriate: 1–2 means trouble, 3–4 means signs of it. Present dilemmas you don’t know how to solve.

The job is the unit of play. Oddspace is designed for episodic campaigns: the party takes a job, completes it, and moves on to the next. Each session should feel complete in itself. You don’t need a plot that spans months; you need a situation with stakes, a clock, and people with competing interests.

Everything else in these rules is background pressure, not foreground management: debt, Heat, Notoriety, fuel state, broken gear. It exists to make the next job matter. The ship payment is why the party doesn’t walk away from a risky offer. Heat is why they can’t use their favorite port. Notoriety is why the patron is approaching them instead of someone more reputable. None of it needs to be processed at the table between jobs. It surfaces when the fiction demands it.

Run the job. Collect the pay. Ask what happens next.

Situation

When characters act without risk, the GM rolls a die sized to how settled things are: d4 (chaotic), d6 (precarious), d8 (manageable), d10 (predictable), d12 (stable), to find how the world moves.

  • 1–2 Trouble. An adverse fact surfaces, something the characters can see and respond to.
  • 3–4 Signs. Trouble shows at the edge; the situation grows less stable, the next die will likely be smaller.
  • 5+ Calm. Nothing new; the action lands.

The surfaced fact must be proportionate to what is established, leave something to act on, and follow from prior events, not invented to fill the silence.

Opponents

Characters played by the GM have no skill dice. Define them by their behavior (what they want, including when they would rather flee or bargain than fight), the risks they present (the 1–2 result for players in conflict with them), and any obstacles (visible conditions, armor, numbers, cover, that must be cleared before they can be put down). Signal both before players roll.

Conflict

In a fight, the GM rolls the situation die: d4 if ambushed or scattered, d6 if evenly matched, d8 if holding an advantage, d10 if dominating, d12 if the opposition is broken, to find what the opposition does.

  • 1–2 Press. A new risk or obstacle surfaces; the fight grows harder.
  • 3–4 Shift. The opposition adapts, repositions, changes tactic; the situation tilts.
  • 5+ Opening. An obstacle clears, a gap appears, or the opposition is ready to break.

Roll in lulls, at the start of a fight, or whenever no skill roll applies. For extended conflicts, use Steps: state actions and risks, roll as needed, describe how the situation has changed, repeat. On an Opening with the opposition cornered, they break per their behavior, fleeing, yielding, or bargaining.

Character Creation

1. Choose a creation path

Archetype: Choose one of the twenty archetypes. You gain the listed skills at d8 and the listed starting gear.

Freeform: Choose any three skills from the master skill list at d8. Then choose starting gear freely from the Gear section: one weapon, one armor (or none), and two general items.

2. Choose or roll species

Use the Species table. Non-human characters gain the listed species trait. Human and Transhuman characters gain no trait.

3. Name and background

Use the Name and Character Trait tables below, or invent your own. Both are descriptive only and carry no mechanical weight.

4. Starting credits

Start with 3d6 ₡. Pay your first month’s living expenses before play begins. Ship payment and fuel are handled when the fiction demands it (see Travel).

Names (d20)

Human Names

d20 Female Male Neutral
1 Aniet Alard Ashtot
2 Brewda Altes Baileh
3 Carea Andrel Beagan
4 Danoelle Annrew Brady
5 Debfa Aqan Cyarke
6 Debowah Asexander Kandall
7 Ditha Branden Kars
8 Emaly Daniel Kaye
9 Emis Eroc Keagan
10 Evelyt Hary Kin
11 Jelnifer Hatold Kuagan
12 Jenna Jase Lace
13 Mara Jerrey Leagan
14 Michelle Justoph Mecah
15 Mile Lakrence Morgan
16 Nica Masthew Reegan
17 Rebezca Raige Rib
18 Rove Terry Riw
19 Vandra Tine Sidgey
20 Vean Waxter So
d20 Surname
1 Atson
2 Bennes
3 Djirhuus
4 Edner
5 Evuns
6 Foore
7 Greber
8 Hoffzann
9 Jamos
10 Koytovski
11 Lanx
12 Mates
13 Muzler
14 Niewi
15 Olsen
16 Ozdemur
17 Ramoy
18 Ronert
19 Turusen
20 Wacobs

Alien Names

d20 Female Male Neutral
1 Anic Alfac Aeo
2 Balhee Ascan Azon
3 Boly Barka Bani
4 Churi Dreele Drille
5 Hile Elol Henii
6 Jata Igat Heri
7 Kali Ilen Hisi
8 Lisha Kaloo Husni
9 Madai Morphee Jori
10 Micia Nokti Kizo
11 Minbe Quarkyo Kradda
12 Quene Raskyo Mani
13 Sani Reeshi Mova
14 Scata Russke Mromi
15 Sycia Synthua Mule
16 Vorcia Taloo Nebra
17 Wani Tresi Ruugi
18 Xara Uran Shodi
19 Zarboe Vanni Shurquen
20 Zeni Xilou Skoni
d20 Surname
1 Alhoock
2 B’Koni
3 C’Goni
4 Ch’Alen
5 Gr’Anan
6 Guri
7 H’Votha
8 Hagi
9 Kalle
10 Kh’Nari
11 M’Drani
12 Morphua
13 Prandi
14 Sl’Corvi
15 Sloni
16 T’Vorti
17 Th’Keno
18 Tr’Edan
19 U’Dora
20 V’Sconi

Character Traits

Talent (d20)

d20 Talent d20 Talent
1 Acrobatic 11 Brawler
2 Berserker 12 Focused
3 Charismatic 13 Thoughtful
4 Educated 14 Learned
5 Insightful 15 Marksman
6 Lucky 16 Opportunist
7 Resolute 17 Perceptive
8 Sneaky 18 Empathic
9 Tough 19 Impulsive
10 Vigilant 20 Survivalist

Background (d20)

d20 Background d20 Background
1 Technician 11 Barbarian
2 Clergy 12 Politician
3 Pilot 13 Mercenary
4 Noble 14 Merchant
5 Hacker 15 Outlaw
6 Explorer 16 Performer
7 Cop 17 Pickpocket
8 Soldier 18 Smuggler
9 Gambler 19 Student
10 Medic 20 Thug

Homeworld (d20)

d20 Homeworld d20 Homeworld
1 Space Station 11 Gas Giant
2 High-G 12 Starship
3 Low-G 13 Water World
4 Zero-G 14 Rock
5 Desert 15 Volcanic
6 Arctic 16 Huge
7 Jungle 17 Asteroid
8 High-Tech 18–19 Toxic
9 Low-Tech 20 Dead
10 Colony

Clothing (d20)

d20 Clothing d20 Clothing
1 Dark 11 Tight
2 Gaudy 12 Formal
3 Colourful 13 Homespun
4 Fur 14 Modest
5 Leather 15 Revealing
6 Futuristic 16 Sensible
7 Dapper 17 Sporty
8 Majestic 18 Thermal
9 Chic 19 Glossy
10 Baggy 20 Geometric

Virtue (d20)

d20 Virtue d20 Virtue
1 Ambitious 11 Honourable
2 Cautious 12 Humble
3 Colourful 13 Idealistic
4 Courageous 14 Just
5 Curious 15 Loyal
6 Disciplined 16 Merciful
7 Focused 17 Righteous
8 Generous 18 Serene
9 Gregarious 19 Stoic
10 Honest 20 Tolerant

Vice (d20)

d20 Vice d20 Vice
1 Aggressive 11 Lazy
2 Arrogant 12 Nervous
3 Bitter 13 Prejudiced
4 Cowardly 14 Reckless
5 Cruel 15 Rude
6 Deceitful 16 Suspicious
7 Flippant 17 Vain
8 Gluttonous 18 Vengeful
9 Greedy 19 Wasteful
10 Irascible 20 Whiny

Misfortune (d20)

d20 Misfortune d20 Misfortune
1 Abandoned 11 Framed
2 Addicted 12 Haunted
3 Blackmailed 13 Kidnapped
4 Condemned 14 Mutilated
5 Unlucky 15 Poor
6 Defrauded 16 Pursued
7 Demoted 17 Rejected
8 Discredited 18 Replaced
9 Disowned 19 Robbed
10 Exiled 20 Suspected

Skills

A skill die starts at d8 when first acquired and advances to d10, then d12 through play. When acting without a relevant skill, roll d6.

Skills are grouped below for reference only. The groupings carry no mechanical weight.

Physical: Fight · Shoot · Sneak · React · Survive · Track

Technical: Pilot · Navigate · Repair · Hack · Engineer · Prospect

Social: Persuade · Negotiate · Deceive · Command · Translate

Knowledge: Analyze · Heal

Psionic skills do not appear on this list. They are available only to characters who begin play with a psionic archetype.

Psionics

Psionic ability is innate; it cannot be taught or learned from scratch. It emerges in childhood and requires training to use reliably. Most civilizations treat it as a normal talent. A few are hostile to it. Three implants directly interface with the brain and suppress psionic ability while installed: Cortical Implant, Brain Augmentation, and Neural Datalink.

Only characters who begin play with a psionic archetype are psionic. They roll psionic skills as any other skill. Through normal advancement, psionic characters may acquire any psionic skill, not only those they started with. They may also advance or acquire regular skills normally.

On a setback (3–4): the power works partially, briefly, or at a cost: exhaustion, disorientation, a lesser effect than intended, or an unwanted side consequence.

On a disaster (1–2): the power goes seriously wrong: wrong target, uncontrolled cascade, the psion suffers the effect themselves, or something distant felt the disturbance and is now paying attention.

Psionic Skills

Astral Projection: You project a conscious presence beyond your body, observing remotely without physical constraints. Your body is defenseless while projecting.

Clairvoyance: You perceive events and locate people or objects at a distance.

Dreamwalking: You enter the dreams of a sleeping person. You must also be asleep.

Ergokinesis: You influence the movement of energy, redirecting or releasing it as a directed blast.

Levitation: You lift objects or yourself without contact. Greater mass demands greater effort.

Materialization: You cause an object to appear from nothing for a limited duration. It is real while it lasts.

Mending: You direct mental energy into healing, in yourself or another.

Petrification: You turn an object or person to stone for a duration you control.

Precognition: You focus on a question about the future and receive an impression of what may come.

Psychic Surgery: You concentrate mental force to work on a target from within, treating injury or inflicting it.

Psychokinesis: You move and manipulate objects without touching them. Range is limited to what you can see.

Psychometry: You touch a person or object and receive impressions of its history.

Pyrokinesis: You control fire and heat, directing flame as a weapon or suppressing it entirely.

Retrocognition: You focus on a place or object and receive impressions of past events connected to it.

Shapeshifting: You transform your body into another form of equivalent mass. Reversing the change requires concentration.

Telesthesia: You perceive a distant or hidden target as clearly as if it were before you.

Telepathy: You transmit or receive thoughts. Unwilling targets can resist.

Teleportation: You transport yourself and what you wear to any place you can clearly visualize.

Thought Control: You seize control of one mind at a time. The subject obeys while you maintain concentration.

Xenoglossy: You understand, speak, and write any language, even one entirely unknown to you.

Archetypes

Archetypes marked [psionic] include psionic skills.

Some archetype gear packages include specialized items not found in the general equipment list. These represent custom or role-specific equipment and are acquired at character creation only.

1. Bounty Hunter

To bring dangerous scoundrels to justice. Incidentally, for good pay.

Skills: Shoot d8 · Track d8 · Negotiate d8

  • Ballistic Gel Coat
  • Flechette Rifle (silent, bulky)
  • Electrowhip (stun, bulky)
  • Stun Pistol
  • Portable Containment Field
  • Bounty License

2. Croaker

A redundant graduate. To repair broken bones, to cure diseases. Out there looking for a job.

Skills: Heal d8 · Analyze d8

  • Trauma Medikit
  • Laser Scalpel
  • Bioscanner
  • White Coat
  • Cortical Implant
  • Eye Implant

3. Emissary

Sometimes useful, sometimes not. Peace rests on their shoulders, not always appreciated.

Skills: Persuade d8 · Negotiate d8 · Translate d8

  • Elegant Clothes
  • Diplomatic Passport
  • Secured Suitcase
  • Universal Translator
  • Personal Comms

4. Expert

The subtleties of science have no mystery for them. Every ship should have one.

Skills: Analyze d8 · Engineer d8 · Hack d8

  • Portable Computer
  • Portable Analysis Kit
  • All-round Digital Library
  • Chemical Reagents
  • AR Goggles
  • Brain Augmentation

5. Freelancer

A mercenary, looking for the next high-paying client. Nothing more, nothing less.

Skills: Shoot d8 · Survive d8 · Negotiate d8

  • Projectile Rifle (bulky)
  • Knife (hidden)
  • Boarding Armor (sealed, bulky)
  • Survival Kit (bulky)
  • Playing Cards
  • Smokes

6. Highborn

Member of the highest castes, out here by necessity or in search of adventure.

Skills: Persuade d8 · Command d8 · Negotiate d8

  • Iridescent Robes
  • Diplomatic Pass
  • Foil (hidden)
  • Yacht (party asset)
  • Manservant (NPC, loyal)

7. Hitman

Professional assassin, hired to terminate inconvenient or untouchable targets.

Skills: Shoot d8 · Sneak d8 · React d8

  • IR/Nightvision Goggles
  • Binoculars
  • Flechette Rifle (silent, bulky)
  • Ballistic Vest
  • Cloaking Implant

8. Jarhead

Wardog devoted to high-risk missions. Strong survival instinct, ready to die.

Skills: Fight d8 · Shoot d8 · React d8

  • Survival Knife (hidden)
  • Frag Grenade (blast)
  • Energy Rifle (bulky)
  • Tactical Body Armor (sealed)
  • Direct Neural Interface
  • Cortical Implant

9. Matterjammer [psionic]

Master of the mental manipulation of matter. You don’t want one as an opponent.

Skills: Ergokinesis d8 · Psychokinesis d8 · Pyrokinesis d8

  • Insulating Gloves
  • Gas Mask
  • Ballistic Vest

10. Mindbender [psionic]

The mind of others has no secrets for them. They’ll persuade you that you’re an arachnid.

Skills: Telepathy d8 · Thought Control d8 · Dreamwalking d8

  • Staff
  • Sunglasses
  • Raincoat

11. Operative

Exotic places, deadly missions. For the sake of the galaxy.

Skills: Sneak d8 · Shoot d8 · Deceive d8

  • Projectile Pistol (hidden)
  • Silencer
  • Ballistic Vest
  • Cloaking Implant
  • Eye Implant
  • Mindshield Implant

12. Rockhopper

Asteroid to asteroid, collecting minerals for resale at the nearest base.

Skills: Prospect d8 · Pilot d8 · Survive d8

  • Standard Spacesuit (sealed, bulky)
  • Laser Drill/Cutter
  • Vacuum Emergency Kit
  • Stimulants Dispenser Implant
  • Detoxifier Implant
  • Miner (ship, party asset)

13. Routeplanner

Human interface of the on-board computers, tracing routes through oddspace.

Skills: Navigate d8 · Hack d8 · Analyze d8

  • Spacesense Implant
  • Neural Datalink Implant
  • Brain Augmentation
  • Integrated Comms Implant
  • Cortical Implant

14. Savage

Born on a low-tech planet, skyrocketed while keeping a primal survival instinct.

Skills: Fight d8 · Survive d8 · Track d8

  • Survival Kit (bulky)
  • Arrows ×20
  • Bow (silent, bulky)
  • Mace
  • Old-fashioned Clothes
  • Standard Spacesuit (sealed, bulky)

15. Shaper

Wiring or engines, it doesn’t matter. If it’s broken, they’ll fix it.

Skills: Repair d8 · Engineer d8 · Pilot d8

  • Toolkit (bulky)
  • Hand Scanner
  • Flashlight
  • Laser Cutter
  • Personal Comms
  • Mechanic’s Overalls

16. Smuggler

Smuggling is certainly not legal, but it’s exciting and romantic, isn’t it?

Skills: Pilot d8 · Deceive d8 · React d8

  • Personal Drone
  • Energy Pistol
  • Electrowhip (stun, bulky)
  • Air Filter Implant
  • Stimulants Dispenser Implant
  • Ballistic Cloth Jacket

17. Techie

Computers and electronics have no secrets for them, hardware or software.

Skills: Hack d8 · Analyze d8 · Deceive d8

  • Toolkit (bulky)
  • Neural Datalink Implant
  • Duct Tape
  • Flashlight
  • Portable Computer

18. Trader

Perilous routes, distant planets. One of the most ancient professions in the universe.

Skills: Negotiate d8 · Translate d8 · Pilot d8

  • Commercial License
  • Guild Uniform
  • Boarding Blade (hidden)
  • Stun Pistol
  • Ear Implant
  • Universal Translator

19. Trailblazer

Undiscovered voids and unknown planets are their bread and butter.

Skills: Survive d8 · Track d8 · Analyze d8

  • Stun Pistol
  • Synthetic Mesh
  • Universal Translator
  • Environment Mask
  • First Aid Kit
  • Personal Comms

20. Voidcutter

The backbone of transgalactic civilization, pilots of the sidereal expanses.

Skills: Pilot d8 · React d8 · Fight d8

  • Augmented Reflexes Implant
  • Cortical Implant
  • Eye Implant
  • Integrated Comms Implant
  • Direct Neural Interface
  • Heated Uniform

Species

Roll d20 or choose. Non-human characters roll or choose one trait from the Traits table. Human characters gain no trait. Transhuman characters gain no trait but start with one additional cybernetic implant of their choice.

Species traits are innate and passive. Where a trait resembles a psionic skill, such as Telepathy or Telekinesis, the species version is always-on and instinctive; the psionic skill is active, trained, and rolled.

Symbiont characters do not roll for a trait. They have a fixed trait: they bond with a willing host organism, granting them accelerated healing and enhanced resilience for as long as the bond holds; severing the bond is possible but distressing for both parties.

The entries below are archetypes, not catalogues. A Saurian character might be a Tesu; an Insectoid might be a Korvan or a young Omale; Energy maps directly to the Zynthari. For named species, their societies, internal fractures, and how outsiders experience them, refer to The Five Galaxies.

Species (d20)

d20 Species d20 Species
1–4 Humanoid 12 Feline
5 Transhuman 13 Amorphous
6 Insectoid 14 Symbiont
7 Icthyoid 15 Quadruped
8 Saurian 16 Cetacean
9 Ursine 17 Energy
10 Vulpine 18 Amphibious
11 Canine 19–20 Human

Traits (d20)

d20 Trait Description
1 Aggressive When you intimidate through violence or its credible threat, roll an extra d6.
2 Mimic You can alter your appearance to convincingly mimic any humanoid form.
3 Invisibility You can render yourself transparent to the naked eye for short periods.
4 Multiform You have a secondary physical form with meaningfully different capabilities; shifting takes a moment.
5 Hive Mind You passively share sensory information with others of your species within range.
6 Weakness You have a specific vulnerability set by the GM at creation, such as a toxin, energy type, or condition. Enemies who know it roll an extra d6 against you.
7 Multi-limb Extra limbs let you carry, operate, or manipulate things simultaneously that others cannot.
8 Regenerate Minor injuries heal within hours without medical attention; serious injuries within days.
9 Blink Once per scene, you can instantly relocate to any point within your line of sight.
10 Parasitic You require a host organism to sustain yourself; without one, all your rolls are hindered.
11 Telepathy You can send and receive thoughts with willing individuals in proximity, without speaking.
12 Logic When analyzing, calculating, or solving structured problems, roll an extra d6.
13 Climbing You can scale any surface, including sheer walls and ceilings, without equipment.
14 Immunity You are immune to one category of harm, chosen at creation: toxins, extreme temperature, vacuum, radiation, or disease.
15 Poisonous Your body produces a natural toxin; a successful attack or bite inflicts a lasting condition unless treated.
16 Ethereal You can pass through solid matter briefly; passing through large masses is exhausting.
17 Telekinesis You can move small objects with your mind at will; larger objects require effort and a roll.
18 Reputation Your species carries a strong galactic reputation, opening doors or marking you as a target depending on who’s watching.
19 Healer When you tend another’s injuries, they recover significantly faster than medical attention alone would achieve.
20 Conspicuous Your species or appearance marks you immediately in any setting; you cannot go unnoticed in a crowd, and anyone searching for you gains an extra d6.

Gear

All prices are in standard credits (₡). The economic loop covers upkeep, fuel, and debt; see Travel.

Tags

Blast: Affects all nearby targets; roll separately for each. Bulky: Requires two hands or significant carrying space; more than one bulky item hinders you. Hidden: Concealable on the body; found only with a thorough search. Sealed: Provides immunity to environmental threats (vacuum, toxins, extreme temperature) while intact. Silent: Audible only to those in the same room; does not draw wider attention. Stun: Incapacitates rather than kills; already-injured targets may be killed instead.

General Equipment

Item Tags
Binoculars 1
Chemical Lightstick 1
Climbing Kit bulky 5
Cold Weather Clothing bulky 5
Desert Suit bulky 10
Distress Flare 1
Diving Hardsuit sealed, bulky 200
Duct Tape 1
Environment Mask 1
First Aid Kit 1
Flashlight 1
Grapnel Launcher & Cable bulky 2
Hand Scanner 20
IR/Nightvision Goggles 8
Laser Drill/Cutter 2
Neural Link Cyberdeck bulky 50
Parachute bulky 5
Gravchute bulky 25
Personal Comms 2
Personal Drone bulky 5–100
Portable Computer 5
Portable Micro-fusion Generator bulky 110
Prefabricated Cabin bulky 20
Space Rescue Ball bulky 2
Surgical Medikit bulky 40
Survival Kit bulky 2
Toolkit bulky 4
Trauma Medikit bulky 5
Universal Translator 25
Language Pack 5
Vacuum Emergency Kit 5
Wingsuit bulky 5

First Aid Kit: Enables recovery from minor injuries in the field. Surgical Medikit: Requires medical attention for serious injuries. Trauma Medikit: Stabilizes a dying character immediately. Neural Link Cyberdeck: Required for hacking physical systems without a Neural Datalink implant. Personal Drone: Functions as armor while active; breaks as armor.

Weapons

Weapons have no damage values. The fictional weight of what you carry, a knife versus a rocket launcher, determines what’s possible. Tags define the rest.

Blades & Bludgeons

Weapon Tags
Dagger, Knife, Boarding Blade hidden 1
Brass Knuckles 1
Spear, Sword, Mace, Axe 1
Staff 1
Halberd, War Hammer, Long Sword, Battle Axe bulky 1
Monofilament Blade 25
Force Sword
Stun Baton stun 1
Electrowhip stun, bulky 2
Chainsaw bulky 2

Force Sword: An artifact-grade weapon; not available for purchase.

Sidearms

Weapon Tags
Projectile Pistol 1
Energy Pistol 2
Stun Pistol stun 2
Flechette Pistol silent 2
Gyrojet Pistol 5

Long Arms

Weapon Tags
Bow silent, bulky 1
Crossbow bulky 1
Shotgun bulky 1
Projectile Rifle bulky 1
Energy Rifle bulky 2
Stun Rifle stun, bulky 3
Flechette Rifle silent, bulky 3
Gyrojet Rifle bulky 13

Heavy Weapons

Weapon Tags
Projectile Support Weapon bulky 3
Energy Support Weapon bulky 4
Incinerator blast, bulky 1
Rocket Launcher blast, bulky 4
Man-Portable Missile blast, bulky 80
Mortar blast, bulky 2
Sentry Gun blast, bulky 50

Sentry Gun: AI-controlled; covers an area autonomously once deployed. No roll required unless something goes wrong.

Grenades & Accessories

Item Tags
Frag Grenade blast 1
Stun Grenade blast, stun 2
Smoke Grenade blast 1
EMP Grenade blast 1
Arrows ×20 1
Grenade Launcher 2
Silencer 2
Smartlink 5
Security Module 2

EMP Grenade: Affects electronics only. Grenade Launcher: Adds grenade delivery to any rifle or support weapon. Silencer: Adds silent to any projectile weapon. Smartlink: When circumstances wouldn’t normally permit an extra d6 for a careful aimed shot, you get one anyway. Security Module: Only the registered user can operate this weapon.

Armor

All armor functions as defense: say how it breaks to turn a hit into a hindrance. Sealed armor also protects against environmental threats while intact. Broken armor must be repaired before it functions again.

Armor Tags
Ballistic Gel Coat 15
Ballistic Cloth Jacket 30
Ballistic Cloth Coat 60
Ballistic Vest 40
Synthetic Mesh 60
Chainmail 12
Half Plate bulky 40
Full Plate bulky 80
Helmet 1
Shield 1
Emergency Spacesuit sealed 30
Standard Spacesuit sealed, bulky 10
Environment Suit sealed, bulky 50
Boarding Armor sealed, bulky 30
Tactical Body Armor sealed 100
EOD Suit sealed, bulky 100
Re-entry Armor sealed, bulky 200
Combat Exoskeleton bulky 300
Power Armor sealed, bulky 150

EOD Suit: Hinders all actions requiring fine motor control while worn. Combat Exoskeleton: While intact, lets you perform feats of strength beyond normal human limits. Power Armor: While intact, lets you perform feats of strength beyond normal human limits; sealed against all environmental threats. Chameleon Skin (add to any high-tech armor, 50₡): Provides camouflage in natural environments. Camouflage Generator (add to any high-tech armor, 50₡): Provides active visual invisibility. HUD (add to any sealed armor, 10₡): Integrates with implants; displays tactical and environmental data.

Cybernetics

Implants take no inventory space. Installation requires 1d6 days of recovery. Implants that malfunction must be serviced or removed.

  1. Air Filter (100₡): You breathe freely in toxic or non-breathable atmospheres.
  2. Augmented Reflexes (150₡): When fast reaction is the deciding factor, roll an extra d6.
  3. Blade Implant (30₡): A melee weapon of your choice is concealed within your body until deployed.
  4. Brain Augmentation (300₡): When analyzing, recalling, or reasoning under pressure, roll an extra d6.
  5. Cloaking (250₡): You bend light around yourself to become visually invisible for up to 10 minutes per day; works only when unclothed.
  6. Cortical Implant (50₡): A HUD overlays your vision, integrating with your other implants and displaying vital functions.
  7. Dermal Plating (200₡): Subdermal armor always in place; functions as armor that cannot be removed. Breaks normally but restoring it requires a medical procedure, not just repair.
  8. Detoxifier (30₡): Your body neutralizes any toxin or radioactive substance automatically.
  9. Direct Neural Interface (40₡): You interface with weapons, vehicles, and ship systems using thought alone.
  10. Ear Implant (20₡): You hear subsonic and ultrasonic frequencies and identify sounds at great distance.
  11. Eye Implant (20₡): You see in infrared, ultraviolet, and complete darkness.
  12. Firearm Implant (70₡): A ranged weapon of your choice is concealed within your body until deployed.
  13. Integrated Comms (10₡): A long-range communicator is built into your auditory system.
  14. Mindshield (300₡): Psionic talents cannot read or control your mind.
  15. Neural Datalink (60₡): You interface with networks and cyberspace directly using thought alone.
  16. Prosthetic Limb (150₡): A replacement limb of greater power; when raw strength or precise manipulation matters, roll an extra d6.
  17. Reinforced Skeleton (350₡): Your bones cannot be broken by ordinary means; you withstand impacts that would destroy an unaugmented body.
  18. Repair Nanobots (50₡): Minor injuries close within minutes; you stabilize automatically when dying.
  19. Spacesense (100₡): You always know your position in space and can plot routes instinctively.
  20. Stimulants Dispenser (30₡): Twice per day you trigger a burst of enhanced reflexes lasting one scene; roll an extra d6 on React for its duration.

Starships & Vehicles

Starships

A ship is a party asset, not personal gear. Most crews don’t own their ship outright; they’re paying off a loan, work for someone who does, or fly something they found, inherited, or stole. A financed ship requires a monthly payment of roughly 0.5% of its value.

All ships can travel through normal space. Only ships with an Odd Drive can jump to oddspace and travel between star systems. 1 parsec takes 1 hour in oddspace.

One cargo slot holds 100 tons of freight or 2 passengers. Crew does not occupy cargo slots. Refuel cost covers a full tank at any starport or station.

Each ship has two combat stats: Agility (how hard it is to hit) and Firepower (how hard it hits back).

Type Size Agility Firepower Cargo Refuel Price Monthly
Courier Small d10 1 3 2 2,000 10
Fighter Small d8 2 2 1,400 7
Racer Small d12 0 2 1,800 9
Explorer Medium d6 2 6 10 4,700 24
Miner Medium d4 0 11 10 4,400 22
Passenger Cargo Medium d6 1 10 10 4,500 23
Trader Medium d6 1 11 10 4,300 22
Yacht Medium d8 0 11 10 4,100 21
Freighter Large d4 1 10 20 7,500 38
Cruiser Large d6 4 14 20 9,400 47

Courier: Ultra-fast vessel for information and small cargo. Has emergency backup power and an escape pod. No crew quarters; not suited for long hauls.

Explorer: Designed for long autonomous voyages into uncharted space. Has crew quarters, scientific analysis equipment, stasis chambers for extended travel, medical facilities, and a cargo bay.

Fighter: Two-seater combat vessel. Has no odd drive; it cannot jump independently and must be carried by a ship with a flight deck. No cargo, no quarters.

Freighter: Long-haul cargo hauler. Has crew quarters, a large cargo bay, and medical facilities. Slow and durable.

Miner: Built for asteroid and planetary extraction. Has a large cargo bay for ore but no crew quarters. Short-range work ship.

Passenger Cargo: Carries both freight and paying passengers. Has crew quarters, passenger quarters, medical facilities, and an escape pod.

Racer: Stripped to essentials for speed. Has an odd drive and life support, nothing else.

Trader: The workhorse of medium-distance commerce. Has crew quarters, a cargo bay, and medical facilities.

Yacht: Luxurious private transport. Has crew quarters, premium passenger quarters, medical facilities, emergency backup power, and an escape pod.

Cruiser: Full combat vessel. Has crew quarters, medical facilities, a flight deck for fighters, electronic warfare capability, missile interception systems, and a self-destruct. Requires a large crew to operate effectively.

Ships in Combat

Ship combat uses the ship’s own stats, not individual crew skills. Crew skills provide edge, not the baseline.

Each round, both sides declare their action simultaneously, then resolve.

Attack

The attacking ship rolls its Firepower dice, each a d6. Take the highest result. A crew member with Shoot d8+ adds one extra d6 to the attack roll.

  • 1–2: Disaster. Weapon malfunction, dangerous overshot, or exposed position. The GM introduces a complication for the attacker.
  • 3–4: Setback. A partial hit. The defender takes a glancing blow: choose to absorb it as a broken module or pull back and lose ground.
  • 5+: Hit. The defending ship takes a hit. The defender’s crew chooses which module breaks.

Evasion

Rather than accepting a hit, the defending ship’s pilot can declare evasion. Roll the ship’s Agility die. A crew member with Pilot d8+ adds one extra d6.

  • 5+: Clean evasion. No hit.
  • 3–4: Partial evasion. The hit still lands but the defender chooses which module breaks.
  • 1–2: Failed evasion. The hit lands and the attacker gains a positional advantage; add d6 to their next attack.

Evasion replaces the standard defense (break mechanic) for ships. The break mechanic applies when the ship is hit and the crew chooses which module absorbs it.

Other Crew Actions

Each round, crew members not piloting or manning guns can take one action:

  • Repair (d8+): Attempt to restore one broken module. On 5+, it comes back online. On 3–4, it’s jury-rigged for d6 rounds.
  • Hack (d8+): Attempt electronic warfare. On 5+, the enemy’s Agility die steps down one (d10→d8→d6→d4) until end of round.
  • Command (d8+): Coordinate the crew. On 5+, one other crew member gets an extra d6 on their action this round.

Chase & Escape

To disengage, both ships roll their Agility die; Pilot d8+ adds an extra d6. Take the highest. The winner chooses: maintain pursuit, or break away cleanly. A ship with Firepower 0 always applies its Agility die to escape; it has nothing to gain by staying.

Damage Effects

When a module breaks and the crew cannot or will not absorb it, roll 1d6:

d6 Effect
1 A secondary module goes offline until repaired.
2 A weapon is disabled until repaired.
3 Fire breaks out aboard. Anyone in the area takes harm each round until extinguished.
4 Engines hit. The ship cannot maneuver; if in atmosphere, it falls.
5 Hull breached. Anyone in the affected area is exposed to vacuum or the external atmosphere.
6 Controls explode. Any crew member at the controls takes harm immediately.

Vehicles

Ground, water, and air vehicles use the same defense rule as ships. They carry no fuel cost; running costs are abstracted into living expenses.

Vehicle Tags
Bicycle 8
Motorcycle 200
Ground Car 400
Marauder 250
Jet Bike 600
Grav Flyer 1,200
Air Balloon 350
Hovercraft 300
Motor Boat 600
Rowboat 50
Mini Sub 800
Amphibious Vehicle 500
Half Track ATV 2,000
Helicopter 2,500
Drone 2,000
Jet Airplane 4,000
Tracked Explorer 4,000
APC bulky 3,500
Riot Tank bulky 2,100
Combat Walker bulky 8,000

Travel

Spacers take jobs to cover expenses. Expenses eat what they earn. This is the engine of play.

After each job, every character gains credits based on the risk taken and increases one skill. The GM declares the risk tier before the party commits — routine, risky, or desperate — so the choice is informed. The party pools earnings to cover shared costs: ship payment, living expenses, and any debts coming due.

Routine jobs keep you hungry. Risky jobs keep you afloat. Desperate jobs are for when you’re behind.

The sections below govern specific moments in play. Living Standards calibrates what different quality of life costs — use it to understand what your earnings actually buy. Fuel is a narrative state — full, adequate, low, or empty — not a per-jump cost. Heat & Notoriety track what follows you: Heat is per-jurisdiction and can be cooled; Notoriety is galactic and compounds.

When you jump, roll Oddspace Transit, then roll 2d6 on Space Contingencies on arrival. Roll Reactions when the party meets someone whose attitude isn’t obvious. On the ground, roll 2d6 on Landing & Exploration each travel day; boarding or searching a derelict, roll 2d6 on Salvage per area.

For cargo income between patron jobs, see Trading. To generate a patron and mission, use Jobs; for encounters and locations during a job, use Field Oracles. If you are using the Sector Generation System’s SEP profiles, Reading a Generated System in the Appendix translates those codes into Oddspace mechanics.

Living Standards

Use this table to calibrate what earnings actually mean. A d6 ₡ from a routine job barely clears a Poor month; 2d6 covers Average; 3d6 lets someone live well or start building a cushion.

Standard ₡/month
Poor 4
Low 10
Average 12
Good 15
High 20
Rich 50
Royal 200

What standard a character maintains is a fiction choice. It shapes what they spend on between jobs, what they’re willing to sacrifice when credits run short, and what it means when they can’t afford their usual way of living.

Heat & Notoriety

Actions have consequences. The Five Galaxies are vast but not anonymous.

Heat

Heat measures how much trouble you’ve drawn from a specific jurisdiction: a government, a corporation, a criminal syndicate, a species authority, or any other power with reach and memory. Heat is tracked per jurisdiction, not per location. Two different factions may operate out of the same starport; you can be cold with one and hot with the other.

Heat levels:

Heat Status
0 Clear: no attention
1 Noticed: being watched, questions asked
2 Hot: the jurisdiction acts against you

Gain Heat (+1) from:

  • Violence or public crimes in a jurisdiction’s territory
  • Breaking a deal with the jurisdiction or its members
  • Being identified as responsible for a setback or disaster that harms them
  • Carrying flagged cargo through their checkpoints

When Hot: Docking, trading, or operating openly in that jurisdiction’s territory requires a roll. On 5+, you pass without incident. On a setback, you pass but attract surveillance. On a disaster, you’re detained, fined, or worse. Heat drops by 1 after a full month away from that jurisdiction’s territory. It resets to Clear immediately when you make things right.

In solo play, Heat can also increase passively while you’re docked and not working; jurisdictions have long memories and time to act. See Tracking the Story in Solo Play.

Notoriety

Notoriety is persistent galactic reputation. It follows you everywhere, accumulated across incidents and jurisdictions. Track it as a running total.

Notoriety Effect
0–2 No issues
3–5 Some ports and factions refuse to deal with you openly
6–8 Most legitimate ports deny docking; prices rise for everything
9+ Hunted: bounty hunters, rival crews, and hostile jurisdictions actively seek you out

Gain Notoriety (+1) from:

  • Destroying a ship with witnesses
  • A major crime that becomes public knowledge across multiple systems
  • Betraying a high-profile contract in a way that gets talked about
  • Becoming known as the cause of a significant political or economic incident

Reduce Notoriety (–1) by:

  • Completing three legitimate jobs for a major faction or jurisdiction you wronged
  • Lying low for a full month with no jobs and no incidents
  • Paying a fixer to quietly bury the record (cost at GM’s discretion, expensive)

Fuel

Fuel is a narrative resource, not a per-jump deduction. The party tracks whether the ship’s tanks are full, adequate, low, or empty. Refuelling costs are paid when the fiction demands it: docking at a starport, bribing a station for emergency fuel, or siphoning from a derelict.

Ship Size Refuel Cost
Small 2 ₡
Medium 10 ₡
Large 20 ₡

Running low on fuel is a complication. Running dry in transit is a disaster.

Oddspace Transit

To jump to another system, the ship must have an Odd Drive and enough fuel. The navigator or pilot rolls Navigate (or Pilot if no navigator is aboard).

Roll Result
1–2 Crisis. Something goes seriously wrong: lost in oddspace, drive failure, fuel emergency, forced exit in the wrong system.
3–4 Complication. Delayed, off-course exit, or a minor system problem that needs attention on arrival.
5+ Clean arrival. The ship exits oddspace at the destination.

Speed in oddspace is 1 parsec per hour. On arrival, roll 2d6 on the Space Contingencies table.

Alternatively, ships may travel between galaxies via the Wormhole Access Network. WAN transit is faster and more reliable than oddspace but requires docking at a maintained node and the approval of whoever operates it. WAN travel generates transit records and is subject to inspection, access denial, and political closure without notice. No roll is required for WAN transit unless the jurisdiction has reason to refuse entry; in that case the GM calls for a relevant skill roll and applies Heat if things go badly.

Reactions

When the party encounters someone whose attitude is not obvious, the GM rolls 2d6.

2 3–5 6–8 9–11 12
Hostile Wary Curious Kind Helpful

Space Contingencies

Roll 2d6 each time the ship exits oddspace.

2d6 Event
2–3 Ship malfunction: a module goes offline until repaired.
4–6 Space anomaly: a solar storm, debris field, or gravitational hazard complicates the situation.
7 Encounter: roll on Reactions.
8–10 Distress call: someone nearby needs help, or wants you to think they do.
11–12 Advantage: a friendly hail, a patrol that owes you, a lucky sensor reading.

Landing & Exploration

Roll 2d6 each travel day spent on a planet or installation.

2d6 Event
2–3 Transport malfunction: a vehicle or piece of equipment fails at the worst moment.
4–6 Weather shift: conditions change; what was safe may no longer be.
7 Encounter: roll on Reactions.
8–10 Clue: something points toward the next threat or opportunity.
11–12 Advantage: useful information, unexpected help, or a lucky find.

Salvage

Roll 2d6 for each area or room explored during a salvage or boarding mission.

2d6 Event
2–3 Exhaustion: the crew must rest before continuing.
4–6 Local change: a door that was open is now locked, a sound from the next compartment, something has shifted.
7 Encounter: roll on Reactions.
8–10 Clue: something points toward the next threat or opportunity.
11–12 Advantage: a useful cache, a safe room, an unexpected ally.

Trading

Cargo runs are an alternative income stream to patron jobs. The upside is independence: you find the cargo, you set the route. The downside is capital risk and market unpredictability. A bad market roll on a hold full of electronics hurts.

Standard cargo runs do not generate advancement credits or skill progression on their own; they generate money. Treat a cargo run as a job only when it carries real danger (special cargo, contested routes, smuggling under heat). In that case the GM declares a risk tier and the full job structure applies alongside the cargo economics.

Cargo Types

Each cargo slot holds 100 tons. Buy price is per slot. Availability depends on the source world.

Goods Buy Price (₡/slot) Source World Notes
Raw Materials 5 Mining Bulky, always available
Foodstuffs 8 Agricultural Perishable
Textiles 10 Agricultural Seasonal demand
Chemicals 15 Industrial May be hazardous
Machinery 20 Industrial Heavy
Electronics 40 Industrial/High-Tech Fragile
Luxuries 60 Core High demand everywhere
Biotech 80 Medical/Core Restricted in some systems

What Worlds Produce and Need

This table drives both buying and selling. A world is rich in what it produces and short on what it needs.

World Type Produces Needs
Agricultural Food, Textiles Electronics, Machinery, Biotech
Industrial Electronics, Machinery, Chemicals Food, Raw Materials
Mining Raw Materials Food, Electronics, Machinery
Core/Central Luxuries, Biotech Raw Materials, Food
Frontier Little Almost everything

Buying

The GM decides what’s on offer based on the world’s economy and the table above. A mining colony will have raw materials and nothing else; a core world trade hub will have almost everything.

A good the world produces is abundant: buy it at −25% (round to the nearest credit). A good the world needs is usually not for sale there at all; if the GM does offer it, it costs +25%. Everything else is at list price.

The whole game of trading is the spread: buy what’s cheap where it’s made, carry it to where it’s scarce. Before you commit capital, you can ask the Oracle in the Prepare step where a good is in demand, or follow a Rumor to a buyer. Knowing the route before you fly it is the difference between a haul and a gamble.

Selling

When you arrive at a destination and try to sell, roll d6 for market conditions:

d6 Market Value
1 Crash: flooded market, political crisis 50%
2–3 Slow 75%
4–5 Standard 100%
6 Boom 150%

Use the produce/needs table above:

  • Selling goods the destination world produces (abundant supply): roll 2d6, take the lower.
  • Selling goods the destination world needs (scarce supply): roll 2d6, take the higher.

Special Cargo

Patrons sometimes offer unusual or illegal cargo. Roll d6 or choose when a job involves something out of the ordinary.

d6 Cargo Complication Value Modifier
1 Illegal weapons or contraband Customs attention; gain Heat +1 with local jurisdiction if discovered ×3
2 Live specimens Require life support; roll d6 on arrival, on 1–2 something got loose ×2
3 Unstable materials Hazardous; any ship damage roll has a chance of triggering catastrophe ×4
4 Time-sensitive Must deliver within a strict deadline; late delivery means partial or no payment ×2
5 VIP passenger Demanding and potentially dangerous; may be wanted by someone ×3
6 Stolen property Original owners are looking for it; may be tracked ×3

Value modifier applies to the sell roll result. A special cargo run is a job for advancement purposes; the GM declares a risk tier (typically risky or desperate) before the party commits, which determines both the advancement credit roll and how seriously to take the danger. Cargo sale proceeds and advancement credits are separate income streams; both apply after a successful run.

When you’re carrying contraband or Flagged cargo, an Authority checkpoint (Arrival table, result 1) is no longer routine; it’s a Heat check. Pass and you’re through; a disaster means seizure, a fine, and Heat with that jurisdiction. This is what makes a smuggling spread pay triple: the markup is hazard pay.

Cargo Properties

The GM may add one or more of these to any cargo for texture:

  • Fragile: A ship hit during transport reduces cargo value by 25%.
  • Perishable: Loses 25% value per week in transit beyond the first.
  • Contraband: Illegal in some or all systems; carrying it is a Heat gain when discovered.
  • Flagged: Attracts inspection from military and law enforcement on sight.
  • Valuable: Pirates and rivals may target the ship specifically.

Jobs

Jobs are how the party pays its bills. A patron approaches with an offer, or the crew hunts for work themselves through cargo markets and rumors. Either way, the job is the unit of play: a situation with stakes, a clock, and people with competing interests.

Generating a Job

Roll or choose on each table. Combine results before interpreting.

Patron (2d6)

2d6 Patron
2 Corporate executive, desperate
3 Criminal syndicate representative
4 Government official, mid-level
5 Independent merchant
6 Researcher or scientist
7 Ship captain between jobs
8 Colony leader
9 Military officer, active duty
10 Religious figure
11 Information broker
12 Wealthy private citizen

Motivation (d6)

d6 Motivation
1 Profit: pays standard rates, needs it done economically
2 Survival: desperate situation, pays extra, may withhold details
3 Revenge: personal vendetta; key facts may be omitted
4 Duty: following orders; bureaucratic complications likely
5 Curiosity: flexible on methods, interested in outcome
6 Secrecy: cannot be officially involved; pays premium for discretion

Reliability (d6)

d6 Reliability Tier Modifier
1 Deceitful: major details are lies or deliberate omissions +2
2 Selective: truthful but not forthcoming +1
3 Honest: tells what they know, which may be incomplete
4 Thorough: complete briefing, answers questions directly
5 Generous: honest and provides extra resources −1
6 Connected: honest, resourceful, and opens doors −2

Job Type (d6)

d6 Job
1 Cargo delivery: risky, illegal, or time-sensitive
2 Passenger transport: criminal, noble, sick, or secretive
3 Investigate: missing ship, missing person, corporate leak
4 Salvage: derelict wreck, ruins, debris field
5 Conflict: escort, raid, defend, or destabilize
6 Exploration: survey uncharted world, first contact, anomaly

Location (d6)

d6 Location
1 Pirate base or lawless station
2 Nearby colony or outpost
3 Faraway system, multiple jumps
4 Derelict ship or abandoned installation
5 Government or corporate facility
6 Drifter fleet or mobile community

Hook (d6)

d6 Hook
1 The patron comes to them directly
2 An old acquaintance makes the introduction
3 A rumor overheard in a cantina or starport
4 It’s the condition of their release
5 It wasn’t planned; the situation unfolded
6 An object or message they found points the way

Risk Tier

Roll 2d6 and add the Reliability modifier. Declare the result before the party commits — this is the contract.

Modified Roll Tier Earnings
4 or less Routine d6 ₡ each
5–9 Risky 2d6 ₡ each
10 or more Desperate 3d6 ₡ each

Reading the Combination

Read the full result before you play it. A Colony Leader with Survival motivation and Deceitful reliability is hiding a threat to their people; the job is real but the briefing is missing its most important detail. A Military Officer with Duty and Thorough is exactly what they appear to be — the complication, if any, is institutional. A Researcher with Curiosity and Connected probably wants to see what you find as much as they need it delivered. A Criminal Syndicate representative with Secrecy motivation is never the last party with an interest in the outcome.

Ask: Is the patron telling us what we need to know? Roll the Reliability die — Deceitful = d4, Selective = d6, Honest = d8, Thorough = d10, Generous or Connected = d12.

  • 5+: The briefing is accurate.
  • 3–4: Incomplete. The patron didn’t lie, but left something out. Surface a complication mid-job.
  • 1–2: There’s a false layer. Roll Hidden Complication.

Hidden Complication

Roll d6 secretly. On 1–2, roll again:

d6 Complication
1 The item or target isn’t what the party was told
2 A rival party is after the same objective
3 The target is more dangerous than described
4 A jurisdiction has interest in the job: inspectors, soldiers, or bounty hunters
5 The target is alive, active, or fighting back
6 The patron’s enemy knows what’s happening and is moving against it

Don’t reveal the complication upfront. Let it surface as a detail that doesn’t fit — a name that doesn’t match, a sealed container that weighs wrong, an NPC who reacts with recognition instead of surprise.

Rumors

Work that doesn’t come from a patron. Roll d6 when the crew spends time at a starport, cantina, or anywhere people gather.

d6 Rumor True on
1 A job opening, third-hand — the last crew dropped out 4-in-6
2 Local trouble that’s opened an opportunity 3-in-6
3 A buyer desperate for specific cargo, paying over market 3-in-6
4 The location of something worth having — a derelict, a cache, a contact 2-in-6
5 A warning: a route, system, or port has turned dangerous 4-in-6
6 An old story: a lost colony, an artifact, something that shouldn’t exist anymore 1-in-6

Roll d6. At or below the listed number, the rumor is accurate. Above it, it’s false, exaggerated, or missing the part that matters. A true rumor is a situation, not a contract — no patron, no briefing, no guaranteed pay, but also no one else knows what you know.

Field Oracles

Roll during play when you need an encounter, a location’s contents, or a complication the fiction doesn’t yet provide.

Space Encounters (2d6)

Roll when exiting oddspace or when the GM calls for a traffic check. Apply the column for the system type.

2d6 Core System Settled System Frontier System
2 Naval squadron Naval patrol Distress beacon
3 Passenger liner System defense Research vessel
4 Corporate fleet Merchant convoy Independent trader
5 Merchant convoy Corporate ship Scout ship
6 Patrol vessel Independent trader Mining operation
7 Independent trader Scout ship Prospector
8 Private yacht Mining operation Scout ship
9 Research vessel Patrol vessel Salvage operator
10 Scout ship Passenger ship Distress beacon
11 Salvage operation Smuggler Pirate
12 Experimental craft Pirate Derelict

Encounter posture (d6): 1–2 Aggressive: moving to intercept, weapons ready. 3–4 Cautious: hailing, keeping distance. 5–6 Ignoring: on their own business, will respond to hails.

Starport Encounters (d20)

Roll when the party arrives at a port or spends time in a public area.

d20 Encounter Hook
1 Familiar ship arrives Old friend, rival, or enemy aboard
2 Law enforcement patrol Random inspection or looking for someone
3 Ship repair crew Offering services or warning of a defect on your vessel
4 Merchant consortium Buying, selling, or recruiting
5 Pirates, out of uniform Scouting targets or lying low
6 Refugees Need transport; have no credits
7 Wealthy travelers slumming Need discreet help
8 Military personnel, off-duty Recruiting, celebrating, or drunk and dangerous
9 Journalists Investigating something; want an interview
10 Religious group Seeking an artifact or making converts
11 Brokers Have job offers or cargo leads
12 Down-on-luck spacers Genuine need or a con
13 Performers or entertainers Cover, distraction, or celebration
14 Research team Need transport or local knowledge
15 Dock workers Information network; know something useful
16 Tourists Easy marks or innocent witnesses
17 Colonists Seeking transport or supplies
18 Prospectors Have a strike or need backing
19 Government envoys Need discreet transport or protection
20 Patron Roll on the Jobs tables

Derelict Contents (d66)

Roll 2–3 times when exploring an abandoned vessel. First die is tens, second is units.

d66 Find Opportunity / Danger
11 Intact cargo Sellable goods: roll cargo type
12 Ship’s log Last moments, nav data, or a secret
13 Survivors Potential crew, passengers, or problem
14 Bodies Personal effects, IDs, unanswered questions
15 Working module Functional component worth salvaging
16 Smuggler’s cache Hidden contraband; someone wants it back
21 Sealed medical section Quarantine markings; reason unknown
22 Armed intruders Salvagers or pirates already aboard
23 Active AI Ship’s computer is running and has opinions
24 Experimental tech Prototype: may be illegal, unstable, or both
25 Alien artifact Unknown origin; unknown function
26 Escape pod Emergency craft, possibly already used
31 Frozen crew Cryo-pods active; occupants alive
32 Fuel reserves Usable fuel remaining in tanks
33 Flight recorder What actually happened on this ship
34 Weapons locker Small arms cache
35 Locked container Heavy, sealed, no markings
36 Distress signal Still broadcasting; how long?
41 Medical supplies Trauma kits, drugs, surgical equipment
42 Engineering tools Repair equipment, spare parts
43 Personal quarters Crew belongings; letters, photos, a name
44 Navigation charts Star maps, some of them hand-annotated
45 Hull damage Breaches throughout; vacuum risk
46 Failing power Systems flickering, life support unstable
51 Infestation Something is living here now
52 Booby traps Set by previous visitors
53 Evidence of mutiny Crew turned on each other
54 Biological contamination Pathogen, spore, or unknown agent
55 Salvage claim marker Someone already has legal rights to this wreck
56 No explanation Ship abandoned in perfect order; no sign of what happened
61 Overload risk Something in the reactor is about to go wrong
62 Coordinates To somewhere the crew didn’t want found
63 Military vessel Classified designation; marked restricted
64 Cult markings Ritual objects; a community lived here
65 Research data Scientific files; someone will want these
66 The ship responds Damaged AI, hostile, and aware you’re aboard

Derelict condition (d6): 1 Days abandoned. 2 Weeks. 3 Months. 4 Years. 5 Decades. 6 Pristine, which is wrong.

Planet Surface Features (d66)

Roll when the party lands on a world and explores beyond the port.

d66 Feature Opportunity / Danger
11 Crashed starship Salvage available / Hostile survivors or AI
12 Ancient structure Alien technology / Unstable ruins
13 Settlement ruins Historical data / Something still lives here
14 Active volcano Geothermal power / Lava flows
15 Crystal formations Valuable minerals / Cave-ins
16 Underground river Fresh water / Flooding
21 Abandoned mine Ore deposits / Unstable tunnels
22 Damaged weather station Shelter / Losing atmosphere
23 Military bunker Weapons cache / Automated defenses
24 Research outpost Scientific data / Failed experiments
25 Geothermal vent Power source / Toxic gases
26 Ice sheet Pure water / Hidden crevasses
31 Dense jungle Medicinal plants / Dangerous fauna
32 Salt flat Landing zone / Heat exposure
33 Canyon system Shelter from weather / Easy ambush
34 Meteor crater Rare metals / Radiation
35 Ruins of a port Old nav data / Contested salvage claims
36 Tar pits Fuel source / Traps
41 Relay tower Communications access / Draws attention
42 Monolith Ancient and inexplicable / Psionic interference
43 Geyser field Spectacular / Burns
44 Magnetic anomaly Rich ore / Equipment failure
45 Sandstorm zone Sensor cover / Abrasive damage
46 Bioluminescent terrain Beautiful / Attracts predators at night
51 Quicksand — / Traps vehicles
52 Sacred site Archaeological value / Local population is watching
53 Battlefield Military salvage / Unexploded ordnance
54 Underground city Shelter / Inhabitants unknown
55 Active dam Hydroelectric power / Flood risk
56 Alien garden Xenobotany samples / Dangerous flora
61 Shipyard graveyard Parts for days / Toxic contamination
62 Volcanic glass field Sharp tools / Cuts equipment and suits
63 Alien garden, cultivated Someone tends this / Who?
64 Floating terrain Gravity anomaly / Hard to access, hard to leave
65 Time distortion Research value / Crew ages at wrong rate
66 Dimensional rift Passage to somewhere else / Unstable

Solo Play

74XX Oddspace can be played alone. You take on both the protagonist and the world: making decisions as your character, then stepping back to let the setting respond through the oracles below.

The Risk Oracle tells you how much friction the world offers before you commit to an action. The Question Oracle lets the world answer questions you can’t resolve alone (what an NPC does, whether the docking bay is sealed, if the cargo matches the manifest). Sparks give you a prompt when you need direction or momentum.

Trust the results. When an oracle contradicts what you expected, that’s where the story is.

The Loop

Solo play runs on a set of interlocking tools. Here is what each one is for:

  • Session Structure — the map of a full session from finding work to collecting pay and advancing.
  • Scene Structure — how to open, run, and cut individual scenes within a job.
  • Risk Oracle — before you act, roll to find out how much friction the situation carries. High roll means it just happens; low roll means a real chance of things going wrong.
  • Question Oracle — when you need the world to answer something your character didn’t cause (does the docking bay seal, does the NPC know who you are, is the cargo what the manifest says), ask a yes/no question and roll based on the odds.
  • Sparks — when momentum stalls and you don’t know what happens next, combine an Action and a Theme for a prompt.
  • NPC Behavior — what NPCs do when their disposition is unclear; use this instead of deciding for them.
  • Combat — how enemies behave each round; what makes them break off.
  • Tracking the Story — what to note between sessions so threads stay live.

For generating jobs and patron offers, use Jobs in the Travel section.

Each time your character acts:

  1. Declare your action. What are you doing, and what do you want to happen?
  2. Assess the situation. Roll the Risk Oracle to read how much is at stake. On 5+, no roll needed — it just happens.
  3. Roll if needed. On Volatile or Friction, make your standard skill roll and apply the result.
  4. Interpret the outcome. Let the result shape the fiction. When you need to know how the world responds to something outside your character’s action, use the Question Oracle.

Session Structure

Each session follows this structure. Skip steps that don’t apply.

1. Find Work

Use the Jobs section in Travel. Choose one:

  • Generate a patron offer: roll Patron, Motivation, Reliability, Job Type, Location, and Hook.
  • Check the cargo market at your current world and plan a trade run.
  • Roll on the Rumors table and follow where it leads.

2. Prepare

Spend time and credits to improve your odds before committing. Ask the Oracle whether intel is available and how reliable it is. Buy gear if you need it. Decide your approach before you roll anything.

3. Travel

Roll Navigate (or Pilot if alone) for the oddspace jump. On 1–2: Crisis. On 3–4: Complication. On 5+: Clean arrival. Then roll on the Space Contingencies table.

4. Arrive

Roll on the Arrival table to find out what’s waiting.

d6 Local Situation
1 Authority checkpoint: inspections, papers, questions
2 Quarantine or blockade: no easy docking
3 Political unrest: curfews, factions at each other
4 Rival crew: same job, same place, hostile intentions
5 Heat finds you: a jurisdiction you wronged has agents here
6 Clean arrival: no immediate complications

If your Notoriety is 6+, always roll on this table and apply the result.

5. Execute

Run the job as a sequence of 3–5 scenes. Use Scene Framing to open each scene and the Twist table when things need to turn.

6. Get Paid

Collect job earnings at the declared risk tier. If running cargo, sell it and take the market roll result. Apply any partial success modifiers from the job resolution.

7. Pay Expenses

Deduct ship payment if due. Deduct monthly living expenses. Deduct any repair costs.

8. Advance

Each character increases one skill and records earnings. Note any Heat or Notoriety gained. Note any new contacts, enemies, or leads.

Scene Structure

Every job unfolds across scenes. Each scene has a purpose and an end point. Don’t linger: when the goal is achieved, the decision is made, or the moment breaks, cut.

Opening a scene: Answer two or three of these before rolling anything.

  • Where exactly am I?
  • Why am I here?
  • What could go wrong?
  • Who else is here?

Complications: After each scene, ask the Oracle whether a complication occurs. Start with d4 (unlikely) on the first scene and step up one die size each scene after.

Scene Complication Die
1st d4
2nd d6
3rd d8
4th+ d10

On Yes (5+ on the die): roll on Mission Complications.

Mission Complications (d6):

d6 Complication
1 The item or target isn’t what you were told
2 A rival got here first
3 The cargo or target is larger, stranger, or more dangerous than expected
4 A jurisdiction’s agents arrive: inspectors, soldiers, or bounty hunters
5 The target is alive, active, or fighting back
6 The patron’s enemy knows what you’re doing and is moving to stop it

Twists: When a scene feels stuck or flat, roll d6 for a twist.

d6 Twist
1 Someone arrives unexpectedly
2 Time pressure suddenly increases
3 A truth is revealed
4 Equipment or a module fails at the worst moment
5 An authority or faction takes interest
6 Unexpected help appears

Risk Oracle

Before your character acts, roll to assess how much control you have over the situation.

Situation Die
Chaotic d4
Precarious d6
Manageable d8
Predictable d10
Stable d12

Interpret the result:

  • 1-2: Volatile. The situation is unstable. Make your standard roll, and failure hits hard.
  • 3-4: Friction. Something could go wrong. Make your standard roll.
  • 5+: Clean. The situation is in hand. No roll needed; it happens.

Question Oracle

When the outcome isn’t about what your character does (NPC reactions, world states, things off-screen), ask a yes/no question and roll based on the odds.

Likelihood Die
Very Unlikely d4
Unlikely d6
Likely d8
Very Likely d10
Almost Certain d12

Interpret the result:

  • 1-2: No, and… It doesn’t happen, and things get worse.
  • 3-4: Yes, but… It happens, but with a complication.
  • 5+: Yes, and… It happens, and something else opens up.

Sparks

When you need a fresh angle or you’re stuck, combine an Action and a Theme to generate a prompt.

Action

D20 Action
1 Investigate
2 Rescue
3 Sabotage
4 Pursue
5 Retrieve
6 Expose
7 Defend
8 Infiltrate
9 Negotiate
10 Escape
11 Salvage
12 Intercept
13 Protect
14 Extract
15 Confront
16 Transport
17 Warn
18 Steal
19 Betray
20 Survey

Theme

D20 Theme
1 Derelict
2 Fugitive
3 Conspiracy
4 Contraband
5 Agent
6 Artifact
7 Outpost
8 Syndicate
9 Contact
10 Cargo
11 Survivor
12 Rival
13 Anomaly
14 Station
15 Ruins
16 Mutiny
17 Blockade
18 Vacuum
19 Signal
20 Claim

NPC Behavior

When you need to know what an NPC does, roll a die based on the context of the encounter.

Disposition die:

Context Die
Hostile situation, bad history with this faction d4
Neutral encounter, no prior relationship d6
Friendly situation, good history, or same species/culture d8

Disposition result:

Result Attitude
1–2 Hostile: attack, demand, or threaten
3–5 Neutral: watchful, transactional, noncommittal
6+ Friendly: helpful, open, may offer more than asked

For each subsequent interaction in the same scene, step the die up one (d4→d6→d8→d10) if things are going well, or down one if things are deteriorating.

What they do next (d6, after establishing attitude):

d6 Hostile action Neutral action Friendly action
1 Attack or escalate Demand credentials or purpose Offer useful information
2 Issue ultimatum Watch and wait Offer aid or resource
3 Call for backup Ask pointed questions Introduce to someone else
4 Attempt to detain Make a guarded offer Make a direct offer
5 Attempt to steal or sabotage Disengage Share a rumor or lead
6 Flee and report Reluctantly cooperate Become a contact

Combat

When fighting NPCs, roll for their behavior each round after the first. The initial approach is set by their Disposition.

Ground combat behavior (d6):

d6 Behavior
1–2 Aggressive: charge, press the attack, take risks
3–4 Tactical: use cover, coordinate, attack from advantage
5–6 Cautious: hold position, retreat if injured, prioritize survival

After any significant setback (a complication or a broken defense), ask the Oracle “Do they continue fighting?” Use d4 for hired muscle or civilians, d6 for soldiers, d8 for fanatics or those with no exit.

Ship combat behavior

Before ship combat begins, roll d6 for the enemy captain’s style. This determines how they act each round.

d6 Style Behavior
1–2 Aggressive: attacks every round, never breaks off
3–4 Opportunist: attacks if their Agility ≥ yours, flees if losing
5–6 Cautious: attempts to escape first; only fights if cornered

Aggressive: Roll Firepower dice and attack. Always.

Opportunist: Compare ship Agility dice. If theirs is equal or larger, they attack. If yours is larger, they attempt to disengage (Chase roll). After their first broken module, ask Oracle “Do they continue?” with d6.

Cautious: Always opens with a Chase roll to escape. If they cannot escape, they attack once, then try again. After any hit, they flee without checking Oracle.

Morale: After the first module breaks on any ship, roll Oracle for any combatant who isn’t Aggressive:

  • Military crew: d8
  • Hired crew or pirates: d6
  • Civilians: d4

Tracking the Story

Keep a running note between sessions of:

  • Current world and jurisdiction Heat levels
  • Notoriety total
  • Ship status: which modules are broken, fuel state
  • Open leads: unresolved rumors, promised jobs, outstanding debts
  • Contacts: who owes you, who you owe, who wants you dead

Between sessions, roll d6. On 1–2, something changed while you were docked: a contact moved on, a jurisdiction’s Heat toward you increased by 1, or a rumored opportunity closed. On 3+, nothing changed.

Appendix

Reading a Generated System

Oddspace delegates system and sector generation to external tools: the Sector Generation System for sector mapping and system profiles, and System Detail Expansion for translating those profiles into planets, stations, habitats, and settlements.

Every generated system produces a SEP profile string, nine characters encoding what the system is and how it functions in the network. Four of those fields translate directly into Oddspace mechanics:

Ac (Access) → Heat. A system with Ac 3–5 is one where a jurisdiction actively controls entry. Operating there is exactly what Heat 2 describes: roll required to dock, disaster means detention or worse. High-Ac systems are where Heat matters most.

Tn (Tension) → Risk tier. Tn 0–1 systems generate routine jobs. Tn 2–3 generate risky ones. Tn 4–5 generate desperate ones. Read the Tn value and declare the tier before the party commits.

Rx (Resource) → Cargo type. Rx = M means raw materials are cheap and available; electronics are scarce and valuable. Rx = B means foodstuffs and textiles are the local product. Rx = X means special cargo territory: unusual, restricted, and worth the premium. Use the Rx field to set what’s on offer at a given world without rolling.

Pw (Power) → Jurisdiction identity. Pw = C means the Heat jurisdiction is a corporation. Pw = H means a hegemonic power; their Heat tends to follow you across systems, not just locally. Pw = A means authority is contested and fragmented; multiple factions may each hold a piece of your Heat record. Pw = V means no jurisdiction and no Heat, but also no law, no services, and no rescue.

The Ni and Nr fields tell you the system’s network role. A Ni 4–5 system with Nr = K is a chokepoint hub: high-stakes, well-watched, where desperate jobs originate and powerful patrons operate with low reliability. A Ni 0–1 system with Nr = B is where you go to lie low, take routine work, and stay off the grid.

License & Credits

© 2026 Roberto Bisceglie

74XX Oddspace is based on 24XX by Jason Tocci (CC BY 4.0) and Plerion by Roberto Bisceglie (CC-BY-SA 4.0), which derives from Cairn by Yochai Gal and Spacer by Paul Umbers.

This work is licensed under CC-BY-SA 4.0.