Plasma Torch

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HOW TO PLAY RUNNING THE GAME

The NARRATOR runs the game, calls for rolls, and creates Before you start, roll on the tables to create the MISSION and the
obstacles and hazards inside the derelict space cruiser. LURKING DANGER. During play, each time the players proceed into
When the players enter a new ROOM, the NARRATOR describes a new ROOM, roll on the tables to create the ROOM, its STATUS,
the situation, including any obvious dangers or stakes (the and the TROUBLE inside. When you need some quick inspiration,
TROUBLE); the players then react and make any necessary consult the INSTANTS below.
A One-Page RPG by Matt Click rolls to accomplish tasks, avoid danger, and pry loose anything
Created for Patreon.com/MattClick worth a couple creds. D62 MISSION LURKING DANGER
1 Loot the Thing Automated Defenses
In PLASMA TORCH, you serve on a deep-space salvage crew,
THE DICE 2 Eliminate Hostiles Rival Scrappers
chopping up derelict space cruisers and delving into their Each player needs some dice: three six-sided dice (D6), one 3 Recover Tech or Artifact Rogue Robots
claustrophobic confines in exchange for a meager percentage eight-sided die (D8), and one four-sided die (D4). 4 Find Out What Happened Alien Infestation
of the profits. All you’ve got to light your way through the dark
ruins of these massive vessels is your trusty plasma torch — The D6s are for rolling when you try to do stuff. The D8 is for 5 Download Data Zombified Crew
and each other. rolling when your RESOURCES are HIGH; the D4 is for rolling when 6 Destroy the Derelict Eldritch Horror
To play, roll on the tables below to create your character. your RESOURCES are LOW.
Then, pick a name and a look. If you’re running the game as the D62 ROOM STATUS
NARRATOR, skip ahead. ROLLING TO DO STUFF 1-2 Corridor or Tunnel Sealed Shut
When you attempt to do stuff — cutting into a derelict’s hull, 3 Cargo or Utility Vented Atmo
D6 YOUR PAST slicing into a computer terminal to unlock an access hatch, 4 Armory or Hangar Signs of Distress
Retired Grunt: +1D when you shoot, strategize, or blow diving for cover to avoid enemy fire — you roll a single six- 5 Medbay or Engineering Hull Breach
1
stuff up sided die (D6). If you can justify utilizing your PAST and/or your 6 Bridge or Quarters Damaged Beyond Repair
Built These Things: +1D when you fix stuff or know GEAR, you add another D6 to the roll (maximum of three D6s).
2
things about space cruisers If you roll a 5 or a 6, you SUCCEED — you do the thing. D6 TROUBLE
Escaped Lockup: +1D when you sneak around, pick If you roll anything else, you FAIL — you screw up. 1-2 Strange readings point to danger elsewhere
3
locks, or intimidate someone 3-4 Environmental hazards block path
Been Around: +2D once per mission when you know If you have ample time to complete a task, don’t roll — just
4 5 Hostiles lurking inside or waiting in ambush
something vital tied to your past describe what happens. Only roll when the NARRATOR asks you
to, and only when there’s a challenge or something at stake. 6 Extreme conditions impede progress
Running From Something: +2D once per mission when
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your past catches up to you ROLLING RESOURCES INSTANTS
A Mystery: +2D once per mission when you reveal your garbled transmission • hissing vent • strange whispers •
6 Failing a roll means paying the price. Each player starts with
past to the others ruptured bulkhead • dwindling light • dead crewmember • distress
HIGH RESOURCES (D8). When you screw up, you roll that D8 to test
beacon • alien tech • venting atmo • combat elsewhere • distant
your RESOURCES: your stamina, O2-levels, supplies, and well-
D6 Your Gear being. If you roll a 1 or a 2, your RESOURCES become LOW, and
sounds • strange vibration • toppling crates • creaking steel •
1-3 Prybar: +1D to force stuff open or bash an enemy’s rattling chains • gravitational anomalies • deja vu • extra ammo •
you now roll a D4 instead of a D8.
skull dropped tools • humming engines • blaring klaxon • gravity shifts
If you roll a 1 or a 2 on with LOW RESOURCES, you are killed, lost, • incoming communication • unaware enemy • hanging gangways •
4-5 Data Pad: +1D to access computers, hack stuff, or defeated, or otherwise removed from the mission. difficult jump • forgotten meal • escape pod • machine gun • flame
interact with weird tech thrower • cargo containers • leaking reactor • bloodstained
At the NARRATOR’s discretion, when your RESOURCES are LOW,
6 Trusty Sidearm: +1D to damage an enemy at range you can attempt to salvage your surroundings to recover some uniform • dog tags • malfunctioning door • trapped crewmember
RESOURCES. Make a roll, and if you succeed, your RESOURCES • shattered helmet • final command • leaking coolant • escaped
NAMES: Ozcar, Treye, Nayel, Adrihan, Brack, Soren, Aeron,
Dorrinell, Yan, Emex, Eriska, Maianna, Adriaenne Madlyn, Arbelle, again become HIGH — but if you fail, you stumble upon bigger prisoner • ladder climb • drop ship • alien runes • glowing vials
Emesyn, Ayana, Meriya, Avae, Adlynn, Krish, Sylas, Keana, Ylena problems, and create a new TROUBLE you and your comrades • destroyed computer • data vault • spoiled rations • sealed
must deal with. airlock • forgotten game • spent shells • bullet holes • plasma
LOOKS: Towering, Scarred, Lithe, Bulky, Rugged, Stout, Tattooed
burns • raging flames • gravity well • self-destruct sequence

COPYRIGHT © 2021 MATT CLICK & ABSOLUTE TABLETOP, LLC • ABSOLUTETABLETOP.COM • PATREON.COM/MATTCLICK

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