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RPG SCI FI SETTING XANDORIA GAIDEN II IS SCI FI SETTING AT ITS WELL UNIQUE AND RARE

Transcript of DGB0012 XANADU gALAXY

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Xandoria Gaiden II: Marooned

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Xandoria Gaiden II: MaroonedWritten by

Jason Libby

Art by:

Jason Libby

Xandoria copyright 2004-2005 Dilly Green Bean Games

Table of Contents

Intro 2

Setting 2

Templates 2

Character Generation 4TBS Rules 11

Armor and Material 12

Weapons 14

Equipment 17

Special Abilities 18

Damage 19

Experience Points 20

Tech Levels 21Locations of Interest 22

Animosity Codex 24

Adventure Ideas 27

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Xandoria Gaiden II: Marooned

When the Xandorian system vanished it happened so suddenly that transport ships and

colony ships were left abandoned in space. Some made it to their destinations while others

were doomed without navigation abilities. This is a game about one of those doomed ships.

Xandoria Gaiden II is a mini role-playing game set in the Xandoria setting. This is poweredby The Basic System© and includes all you need to play. So get ready for some fun and

adventure! It’s time to be marooned!

Setting

This is the tale of the Proteus, a military

vessel used by the government of Santha

Prime to transport criminals out of the

Xandorian system. When everything went black

the navigation computers shut down and the

ship crashed on a world populated by a race of

highly evolved insects. But the insects werefar from civilized and soon most of the

military forces from the ship along with all the

inmates were dead. The planet they landed on was named Hive by the military commander.

The Proteus is not in working order and it is slowly being picked apart by the insects on

Hive. The scanners have detected to the north of the Proteus a large hive complex from

which most of the insects launch their raids. To the south is a large desert and on the other

side a large city with massive pyramids. To the east is a large unstable land mass made of

strange webbings. To the west there is a ship graveyard, with hundreds of large starships in

ruins.

Character TemplatesXandoria Gaiden II has only a few templates to select from. You won’t find anything

extravagant like you did in Xandoria Core Fuzion. The templates you have to choose from

are military based characters. So here we go:

Grunt

You signed up to go to war on far off worlds. Glory and death is all

 you wish for. The first to jump into combat and the last to leave,

 you are a one man war machine. The grunt is usually around 18 to 20

 years old. They have no sense or mortality and will kick butt and

take names on command. Santha Prime trained their military off

world to make sure that their troops were hardened enough forunpredictable situations. The grunt gets the following:

+5 to STR

+5 to END

+3 to AGI

+5 to one combat skill

+3 to a second combat skill

Mesh Suit, Light Armor, Light Helm, Combat Knife, Laser Pistol, Laser Rifle

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Officer

You come from a family of nobles. Your desire to lead soldiers into war and make a name for

 yourself has led you to this point. You spent years at the academy and then you went off

world for the physical training. As an officer you must make choices that aren’t always

popular. Some officers care about their men and others don’t. You have some combat

training, but you are stuck on the old ways. Guns are not something atrue hero uses. The officer gains the following:

+7 INT

+4 END

+3 AGI

+7 to Leadership

+5 to three other non-combat skills

+3 to two combat skills

Officer’s Uniform, Strike Saber, Laser Pistol

Veteran Warrant Officer

These are the bad boys of the military. The veteran warrant officer is a war hardenedsoldier who has seen some of the worst combat possible. They are all about death to all, and

will kill anyone who stands in the way of victory. They have been commissioned by King Cosak

to run the off world forces. One veteran warrant officer can hold his own against

unbelievable odds and will brag about it if they survive.

This makes battles intense to witness. The veteran warrant

officer gets the following:

+8 to STR

+7 to END

+5 to AGI

+8 to two combat skills

+7 to Leadership+5 to Survival

Ceramic Plate, Mega-Fist, Supreme Blade

Scout

You are part of a top elite team of soldiers. You are one with your

environment and can sneak up on the most vigilant of opponents. The

scout is like a ninja and trains pretty much the same way. During

training the scout must endure months of physical training and learn

that sometimes you cannot rely on the uncanny to help you. The scout

is responsible for patrolling and gathering intelligence on the enemy

and reporting back. This is the only template that is allowed to useSpecial Abilities. Scouts gain the following:

+8 AGI

+7 END

+7 SPD

Strike Katana (x2), Scout Armor, Special Ops Goggles, Scout Gear Pack (rope, grappling

hook, mini laser torch)

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Character Creation

Because Xandoria Gaiden II is a smaller RPG we don’t have the standard levels of play that

 you will find in other TBS games. Players get 12 points to distribute to their Main Stats.

Let’s start with the seven basic Stats. We call them the Main Stats. Now in the Basic

System the average human Stat is 10. For each number over 10 that is your Main Stat

Bonus. So if you have a STR of 13, then your Main Stat Bonus is +3. When you have a statunder 10, then you have a Main Stat Negative. So if you have an INT  of 7, then your Main

Stat Negative is -3. Players may subtract points from their Main Stats and raise other

Main Stats. The points given are how many points you may add to a base 10 stat. Here are

the Main Stats:

Main Stats

INT  Intelligence: How smart you are. Use this Stat when using

brain power.

WILL Willpower: How well you can withstand psychological effects.

CHA Charisma: How charming you are and how well you can

interact with people.AGI Agility: How agile you are. Used for dodging, fighting, and

other agile acts.

STR Strength: As it says, how strong you are physically.

END Endurance: How healthy you are. Your ability to resist

disease, physical stress and how well built you are.

SPD Speed. How fast you can move.

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In order to understand where your character stands with their Main Stats:

Rank Name Stat

 #

Description

Below Average 1-9 This is your person with some type of disability,

or they are elderly or maybe even a child.Average 10 Your typical adult stat. Most people are average.

Above Average 15 These are your people that work to improve

themselves and their work shows.

Excellent 20 This surpasses the above person making them

exceptionally outstanding.

Extraordinary 30 This is at the maximum limit of human

capabilities. Even that is pushing it.

Incredible 40 This belongs to those who have been augmented

or were born with special abilities that make

them this powerful.

Awesome 50 You are now passing the limits of mortality andheading into the ranges for anything but human.

Mighty 70 These stats are reserved for demi-gods and

cosmic servants. This is beyond human.

Supreme 90 The last light of human comprehension ends here.

Anyone with a stat this high is a God like those

of mythology.

Now let’s take a look at your Secondary. These are the results of your Main Stats. It helps

round out the character. You learn how much damage you can take, how quick you are and a

few other basics.

The Secondary

HP Hit Points: END times 2. How much damage you can take

before death.

SP Stun Points: END times 2. How much light damage you can

take before it starts to bleed or break bones.

IN Initiative: AGI MSB + SPD MSB. How well you get the jump

on the other guy or gal.

LFT  Lift: STR times STR. This is how many pounds you can lift.

Punch Damage for punch is equal to your STR and only does light

damage.

Kick Damage for kick is equal to your STR +2 and only does light

damage.

RUN This is equal to your SPD times 2. This is how fast you can

move in MPH.

Jump STR+SPD/2: How many feet you can leap with a running

start.

MP Magic Pull: WILL MSB x10. Used to buy and use special

abilities.

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Natural Abilities

Here we have the Natural Abilities. People are born with these and they come in handy in

the real world. How do you gain Natural Abilities? For each point above 10 in the Main

Stats, you gain Natural Ability Points or NAP. Each Natural Ability costs 12 NAP. While

most players might only be able to buy one or two Natural Abilities, that is ok. There are

others ways to make up for it in the Basic System.Natural Abilities

Ambidexterity Your ability to use both hands equally. You suffer no penalty

for using either hand.

Bravery You can stand in the face of danger and not back down.

Players gain a +12 to all rolls involving fear checks.

Immune This person is immune to disease or toxins. May be bought

multiple times to cover different things.

Expertise This is an area you are best at. Choose a specific skill that

 you are naturally an expert at. It must be a skill you have

already purchased. Players gain a +4 to that one skill.

Marksman You have the natural ability to hit the target. You gain a +5

when trying to hit something with a projectile or thrown

object.

Night Vision Players may see in the dark, but not in unnatural darkness.

Photographic

Memory

If you see it you don’t forget it. Great for detective

characters and such.

Speed Reading You can read really fast and retain 95% of what you have

read.

Superb Agility You are extra agile. You gain a +4 to any actions involving

AGI.

Superb END You are physically all there. Buff and rough. You gain +15 to your HP and +4 to any rolls involving your END.

Superb Immunity You body is just naturally immune to disease and toxins.

Anytime you are exposed to these, you gain a +4 to resist.

Superb Senses You are in tune with your senses. Most GMs will want you to

pick a specific sense. Anytime you are using those senses you

gain a +4 to any rolls involving them.

Skills

Everyone has skills. They help us live our day to day lives. Some are very obvious and others

aren’t. The Basic System uses Skill Headers to help players and GMs create characters and

they also offer direction as well. To determine how many Skill Points or SP you get, just

multiply your INT times 2. Each skill costs one SP per level. So if you were to buy a Sword

skill at level two, it would cost you two SP. People also have Common Skills. These skills

automatically start at level one free of cost. Even a cripple can try to dodge an attack. Use

this formula when using skills:

Main Stat Bonus/Main Stat Negative + Skill Level + 1d20

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Rank Skill Level Description

No Training 0 No Skill at all.

Average 2 The average person is at this level.

Above Average 7 You have some advanced training.

Expert 10 You have fantastic training and are an expertwith this skill.

Master 20 The Master of this skill.

Here are the Common Skills:

Common Skills

Basic Fight This is your raw fighting ability in unarmed

combat. Everyone can scrap when they need to.

AGI

Dodge This is the ability to get out of the way when

someone of something is about to hit you.

AGI

Perception This skill helps you notice the obvious and not soobvious. Use this skill for spot, listen and other

checks.

INT 

Basic Education This covers basic math, science, English, and

artistic skills. Stuff you learn from common

knowledge and well as slight formal schooling.

INT 

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Skill Headers

What is a Skill Header? These are main skill areas. They define what category skills fit into.

In some cases there are no Skill Headers because the skills don’t have them. Below is the

list of Basic Skill Headers for the Basic System. You may not buy a generic Skill Header.

Players must pick specific skills that fit their character. We have provided examples of

skills, but it’s up to the player to be creative. If you want a Drug Chemistry skill so you canmake Crack, it fits underneath the Advanced Education Skill Header. If a Skill Header has

an AGI/STR or Varied that means that the player needs to draw from one of those Main

Stats. Driving requires smarts, like how to hotwire it, but an AGI to maneuver it.

Skill Headers

Advanced Fight Choose a fighting style for unarmed combat.

This includes: Boxing, Karate, Judo, Kung Fu and

other styles.

AGI

Melee/Firearms

Combat

Choose a melee weapon that you are proficient

in. This can be anything from swords to baseball

bats. Or choose a firearm or projectile weapon

that you are proficient with. This can beanything from laser pistols, regular pistols, bows

and others.

AGI

Physical Choose a physical activity that your character is

good at. This can include sports or other body

exercises.

AGI/STR

Advanced Education Here is where you get your high education and

trade skills. This includes First aid, Mechanics,

sciences and such.

INT 

Social Interaction Choose skills that help you in the social arena.

This includes: Leadership, Conversation,

Streetwise, Interrogation and such.

CHA

Extra-Curricular Does your character like to cook, paint, sew or

do artsy things? This includes musical skills as

well.

Varied

Skills with no Headers

Driving Pick a vehicle you are good at driving. This

includes bikes as well.

AGI/INT 

Pilot Pick a flying machine that you are good at

piloting. This includes: Helicopters, Planes, and

such.

AGI/INT 

Boating Pick a watercraft you are proficient in piloting.

This includes: speed boats, sail boats and

others.

AGI/INT 

Riding Pick an animal you are good at riding. This

includes: Horses, cows, dragons and other

creatures.

AGI

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The Extras

In every game you have to have extras. The ally, friend, sidekick and such. You also have to

have certain uppers as well. Wealth, contacts, memberships and maybe that license to thrill.

Below is the chart players roll on to see if they get any of these extras. Roll once. Roll 1d6:

1 Contacts Roll 1d4. This is how many contacts you have.When you need information these are the people to

go to. Players must specify who the contact is. This

may include: police, military, librarian, janitors and

more.

2 Friends Roll 1d4. These is how many close friends one has.

These are people that can help you or be victims of

 your enemies.

3 Sidekick This is the sucker who thinks that your character

is the one. The person who can do something so

fantastic, that they want to be there when it

happens. Sidekicks are rolled up like normalcharacters, but may not be as powerful as the main

character.

4 Ally This is someone who will work with you for a

common cause. The Ally is created by the GM and

will assist in times of great need.

5 Membership Roll 1d10 for rank. You belong to some

organization. The higher the rank the better you

are. Rank one is equal to the mailroom boy. Rank ten

is the head of command.

6 Not a Bloody

Thing

You stink!

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The Aging Rule:

As player grow older of course they will become more skilled, but they will also begin to fail

in health. Below is the Age Rules table which tells the benefits and problems that come with

age. For every year if age over 20, players gain 1 Skill Point per year in addition to regular

Skill Points. Xandoria Gaiden is meant to be a game for the young. Players should be around

17 to 20 years old. But GMs can let players be older if they wish.

Age Benefit Problem

25 5 Skill Points None

30 10 Skill Points None

35 15 Skill Points -1 to one Main Stat

40 20 Skill Points -2 to two Main Stats

45 25 Skill Points -2 to three Main Stats

50 30 Skill Points -2 to four Main Stats55 35 Skill Points -4 to ALL Main Stats

60 40 Skill Points -5 to All Main Stats

65 45 Skill Points -5 to All Main Stats

70 50 Skill Points -7 to all Main Stats

75 55 Skill Points -8 to all Main Stats

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How the system works

The Basic System is real basic. Whenever you take an action it’s called a turn. Each turn

lasts about five seconds. When doing something that is either difficult enough to warrant a

die roll, or if someone is acting against you, the player needs to roll their twenty-sided dice.

If they are taking an action against someone or if they are dodging they use this formula:

Main Stat Bonus/Main Stat Negative + Skill Level + 1d20Whoever rolls higher gets the dibsies. Now if you are just making a skill check, GMs can use

the chart below:

Difficulty Chart

Difficulty Levels

10 Easy (this is that task you might not be able to do on the first try)

15 Challenge (you might not be able to easily do this task)

20 Difficult (this means you might not be cut out to do this action)

25 Very Difficult (ok, you’re now getting into the miracle stage of things,

good training will pull you through)30 Heroic (only a hero can pull this off)

35 Legendary (ok, we’re heading out of the normal range of man or

woman)

40 Insane (good luck, you’ll need it)

If a player has a Stat or a skill that is above a difficulty value they Do Not need to roll for

it. It is assumed it just happens. For GMs that want to see if a player royally screws up have

them roll a d20 and if they roll a one then they fail. Other than that you follow the

standard TBS rules.

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Material Strengths and Armor Classes

To give people a better understanding of material strengths we have thrown together this

quick table with ranking to make it basic. The AC for each material is given. To determine

the Hits for these materials multiply the AC times the AC.

So if a brick has an AC of 10 , then a brick wall has 100 Hits .

Rank AC Material

Below Average 1-9 Cloth, glass, paper, ice, crystal, rubber,

soft metals

Average 10 Mortared brick, aluminum, light

machinery

Above Average 15 Some types of armors, meshes

Excellent 20 Concrete, iron, bullet proof glass

Extraordinary 30 Reinforced concrete, steel

Incredible 40 Solid stone, advanced metals

Awesome 50 Steel alloys, graniteMighty 70 Diamond and heavy super alloys

Supreme 90 Aliens metals, magical material

Cosmic 1 110 Light star matter

Cosmic 2 500 Medium star matter

Cosmic 3 1,000 Super heavy star matter

Infinity 00 Duh……….Why bother?

Armor

Most games will allow players to use some type of armor. There are many different types of

armor which cover specific areas of the body. Let’s get the terms out of the way, shall we?

-Armor Class: How much damage the armor can take before you receive damage. Each time

the damage goes over the AC, the Armor Class is reduced by that much. So if Tom gets shot

with a rifle and he is wearing a vest that offers 10 AC and the damage is 13, then the AC is

reduced to 7 (AC (10)-Damage (13)=3 damage and AC reduced to 7). Armor also has Hit

Points (HP) and it is HP that is taken away which makes the AC drop. If something is Armor

Piercing then you just take off the HP from the armor until it is gone.

-Max Agility: Armor can sometimes limit your Agility. This number represents that

maximum AGI MSB one can use with this specific type of armor.

-Location: What part of the body the armor protects.

-Special: Any special qualities that the weapon might have.

-Cost: How much an item costs.

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Armor Examples

Armor AC Hits Max AGI Location Cost

Mesh Vest 15 15 8 Chest 75 panz

Mesh Suit 25 25 7 Neck Down 125 panz

Scout Armor 30 30 10 All 350 panz

Ceramic Plate 40 40 8 All 400 panz

Light Armor 15 15 7 Neck Down 300 panz

Light Helm 10 10 -- Head 15 panz

Light Cloak 15 15 6 All 40 panz

Ceramic Shield 30* 30 -- Varies 1300 panz

Language Helm 2 2 -- 3-5 15 panz

Mesh Vest

This vest was designed to have armorattached to it. While it is expensive to

upgrade, the armor reduces Armor

Piercing attacks in half! The only

available upgrade is the Grettle Vest.

Mesh Suit

This is a full body suit that works like the

Mesh Vest. It is designed to be upgraded

with the Grettle Suit.

Scout ArmorMade from a very fine mesh material, the

scout armor is the most versatile armor

out there. Unfortunately only a scout may

use it.

Ceramic Plate

This armor reduces energy attacks by

half and also can take a serious pounding

from physical attacks. It is woven into a

mesh uniform and almost looks like extra

muscle tone. The ceramic plate issomething that must be earned normally.

To wear it means you are a hero or a very

formidable warrior.

Light Armor & Helm

Made of light plastics, this armor is

favored by travelers and adventurers.

Colonists are most commonly found

wearing this type as well. It is prettycommon on Santha Prime. The helmet is

made of the same material with the same

properties.

Light Cloak

Unlike the armor, the cloak is made of

mesh material that can withstand damage.

It is commonly used by Psychic Adapts

and users of magic.

Ceramic Shield

This shield is light and offers great

protection especially against lasers. It

cuts laser damage in half. A lot of

warriors choose this shield over all

others. Great for battles with machines.

Language Helm

Because not everyone is psychic, the

Metans designed the language helm. It is

small, and not meant to be used as a pieceof armor.

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Weapons

Weapons are a common thing in most role-playing games. Let’s jump right into the

terms.

Melee Weapon Terms

-Damage: As it says. Add your STR MSB to your damage. So if you have a STR of

13, then you’d gain a +3 to the final damage.-Number of hands: How many hands it takes to use this weapon.

-Special: Any special qualities that the weapon might have.

-Cost: How much an item costs.

Melee Weapon Damage Cost Notes Hand

Combat Knife 1d6 15 panz 1

Strike Knife 2d6 40 panz AP 1

Short Sword 2d56 35 panz 1

Sword 3d6 35 panz 2Strike Sword/

Saber

6d6 75 panz AP 2

L-Sword 7d6 2000

panz

+5 DC to organic

targets /AP

2

Supreme Blade 10d6 5000

panz

2

Mega-Fist 5d10 400

panz

Increases STR x2 2

Combat KnifeThis is the standard side weapon of any normal person. The blade was designed for

harsh use and is very durable. Any sane person will arm themselves with a combat

knife when they don’t have much money.

Strike Knife

Just like the combat knife, but armor piercing. The blade is made up of unstable

alloys which allow it to cut through armor like it was butter.

Short Sword

This blade is the most common ‘rebel’ weapon. The blade is easily concealed in

 jackets and armor. While it doesn’t offer much for damage, it’s a good start toarming your characters.

Strike Sword

The most favored weapon on Santha Prime is the Strike Sword. It packs damage and

makes short work of armor. Made up of unstable alloys that allow it to cut through

the toughest armors, this three to four foot blade is the prime choice for anyone.

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L-Sword

This blade is made of light. It is built on Meta Prime and the only place you can get

it is there. It was designed to deal with the Justice Guild’s Android Police. The

weapon produces a beam of light so hot that it can cut through the toughest armors.

Against flesh it is overkill, burning through with no resistance. Only Metans who are

responsible for the security of Meta Prime carry these weapons.

Supreme Blade

This weapon was forged on Vasck Prime, the volcano world. There are very few of

them in existence, because the Justice Guild closed off the world centuries ago.

Several of these powerful swords made it to Santha Prime and Meta Prime. The

blades are about five feet long, but very light weight. The metal that they are

forged out of came from a volcano on Vasck Prime. It can’t be replicated.

Mega-Fist

When you are off world you need to have a backup plan, or even better one of these

powerful weapons. The mega-fist is a large gauntlet that doubles the user’s STR forthat hand. With it someone can rip through the side of a ship or crush an enemy

with the flick of the wrist. It glows and sparks with powerful energies that power it.

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Shooting Weapon Terms

-Damage: As it says.

-Range: How far the weapon can shoot.

-Ammo: How much ammunition the weapon has in a clip and such.

-Firing Rate (FR): How many rounds can be fired in one turn. When firing more than

one round players roll the damage times the number of rounds fired. So if a riflefires three rounds, then the damage would be 6d6 times three.

-Number of hands: How many hands it takes to use the weapon.

-Special: Any special qualities that the weapon might have.

-Cost: How much an item costs.

Weapons Damage RNG FR # of

Hands

Ammo Cost

Laser Pistol 3d6 AP 100 2 1 50 1400 panz

Laser Rifle 5d6 AP 500 1 2 100 5000 panz

Heavy Laser Cannon 10d10AP

1000 5 2 PowerPack

MilitaryONLY

Laser Pistols

A weapon used by Metans and pirates. The pistol fires a concentrated beam of light

that can cut through the toughest creatures. They are illegal on Santha Prime, but

the colony agents were trained in their use.

Laser Rifles

Just like the laser pistol but a rifle version. Agents and colony guards were trained

how to use these deadly weapons.

Heavy Laser Cannon

This heavy laser weapon was designed for infantry on the battlefield. It requires a

harness to use and it plugs into a backpack power unit. The weapon can cut down the

largest of enemies and is used sparingly because they require so much power to use.

The light from the cannon can damage the naked eye as a residual effect. Anyone

using it MUST have a special set of goggles that block out the light upon release.

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Equipment

Name Cost Notes

Medical Port 100

panz

This small coin sized device teleports the user to the nearest Hospital.

It has a one mile limit, however. It also only works in dungeon and the

underworld. Once activated it transports the user and then selfdestructs ten seconds after arrival causing 1d6.

Distress

Port

100

panz

This small device the size of a silver dollar is a small port. It scans out

the location and teleports the user to a safe location. This can only be

used in enclosed spaces and self destructs after use causing 1d6 to

anyone holding it.

Healing Fluid 10 panz This basic black liquid heals 10 HP to anyone who drinks it. Healing

fluid is sold in cans, much like soda is. It is very common in almost all

cities and towns.

Healing Chow 40

panz

This shrink wrapped food pack actually has several healing drugs

mixed into it. Overall, no one has complained about the taste. The

drugs heal up to 40 HP of damage. It can be found in most cities and

towns.

Cure Shot 20

panz

This syringe is filled with an all purpose anti-toxin. It can cure the

toughest poisons.

Protective

Goggles

40

panz

These goggles can be used to block out bright lights and sun. Great for

traveling in deserts.

Language

Hat

20

panz

This hat works just like the helm, but it is much lighter and doesn’t

offer any protection. Anyone wearing this hat can understand and

speak any language.

Flashlight 20

panz

These cheap flashlights can only be turned on once before they need

to be recharged. They last for about one hour. Why anyone would wantone is a mystery, but they light the way in the underworld.

Perm Lamp 1300

panz

The perm lamp is powered by a light gem from Meta Prime. It is

encased in a metal tube that can be open and shut. The perfect source

of light.

Travel Pack 35

panz

Includes 50 feet of rope, bed pack, matches, tent

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Special Abilities

Special abilities are bought with your Magic Pull. In order to use any special abilities

 you must use Magic Pull or MP points. MP is determined by multiplying your WILL

MSB times ten. MP may be gained back by resting for a 24 hour period or MP equal

to a player’s END MSB per hour. Rolling for special abilities is a raw 1d20 roll added

to a player’s WILL MSB.*For Xandoria Gaiden II only Scouts may use Special Abilities!

Spell Type MP DV Description

Evac Defensive 3 20 Teleports caster out of dangerous area

and relocates them to a safe zone.

Talk Defensive 3 20 Allows user to communicate with

creatures.

Heal Defensive 11 25 Heals 4d6 HP to self or others.

Assist Defensive 11 30 Summons 1d6 friendly creatures.

Shield Defensive 11 20 Provides 40AC for 10 turns

Telepathy Defensive 5 25 Allows caster to communicate with

their minds

Fireball Attack 5 20 Creates fireball 5d6, 50 RNG

Grapple Attack 5 15 Entangles target for one turn.

Fear Attack 5 20 Target must make WILL save Difficulty

20 or run away.

Lightning Attack 17 25 Lightning attack 10d6, 100 RNG

Tornado Attack 13 20 Wind attack STR 25

Flight Movement 9 20 30 mph

Escape Movement 5 15 Allows caster to escape from combat

Contain 3 25 Traps creatures for 1d6 turns

Open 5 25 Opens locked doors

Cure Recovery 7 25 Cures all poisons

Raise Recovery 13 30 Raises dead party members

Grou Omni 10 40 May be added to any spell, causing a

group effect. So attacks hit more than

one target and so on,

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The Location Table & Taking Damage

When locked in combat, you’re not always going to hit where you want to. Sometimes

if you hit them, it doesn’t matter where. Let’s look at some quick terms.

-Location: As it says.

-Damage Modifier (or DM): Does a hit to this location do more damage than other

locations?-Hit Modifier (HD): What penalties do you get when trying to hit locations?

Here is a random hit location chart using a Twenty-sided die.

Damage

In RPGs you are bound to get hurt. Any damage done by a fist or a fall less than ten

feet only does Stun Damage. Any damage done by a weapon, vehicle, or a fall from

more than ten feet does Killing Damage. When you run out of Stun Points or S*P

 you begin to take damage to your Hit Points or HP. When your HP reaches zero youare down for the count, but not dead. Once your HP reaches -10 you die. At zero HP

 you are in need of serious medical care. Without treatment, players will take one

point of damage each hour until they reach -10. Skills like First Aid and Paramedic

can quickly put a stop to this. Only someone with a Paramedic skill or higher can

stabilize someone who is under zero HP. Anyone who is bleeding from an injury takes

one point of damage each round until the bleeding has stopped. Anyone with the

First Aid skill or higher can stop bleeding.

Roll 1d20 Location DM HD

1 Head X2 -6

2 Neck X2 -6

3-5 Chest 0

6-8 Torso 09 Right Upper Arm -3

10 Right Lower Arm -3

11 Right Hand -4

12 Left Upper Arm -3

13 Left Lower Arm -3

14 Left Hand -4

15 Left Upper Leg -3

16 Right Upper Leg -3

17 Right Lower Leg -3

18 Left Lower Leg -3

19 Right Foot -4

20 Left Foot -4

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The Knockout Rules

When a player takes enough stun damage that it goes over their S*P, then they

must make an END save or be knocked out cold. You calculate the save like this: Roll

1d20 plus the number of points over your S*P. If the results are more than

your END you are out cold for 1d6 rounds. So if Buster gets hit for 15 points of

stun damage and he only has 10 points left, he’d roll 1d20, add 5 from that and lookat his END. Buster has an END of 12. He rolls a 16 plus 5, and that leaves him out

cold. If he had rolled anything lower than a 6 and he could still be standing. 1d20 +

damage over Stun Points= END save difficulty level.

Healing

Healing is the most important part of any game. Sometimes you will have spell caster

and other time you’ll have super healing potions. For those of you who are playing

real world games, there is down time. Players heal their END MSB per day. With

medical attention (meaning in hospital stay) they gain their END MSB times two per

day. Anytime damage is done to one area that goes over 15 points of damage there is

a good chance of being scarred. For each day that an injury goes without medicalcare that area will become scarred and the player will lose -1 CHA per day until

treated. Plastic surgery can fix up to 3 points of CHA.

Gaining Experience

Experience Points are usually based on the settings. Some ways to determine

Experience Points or XP are to divide the opponent’s Hit Points by two. This doesn’t

mean you need to kill them. A subdued adversary rewards XP the same way. In

general for the Basic System, we determine XP in the following ways:

-Divide Hit Points by 2= XP

-Scale XP with awesome actions with values 10 to 50. Award 10 to 50 XP.

-Award XP for teamwork. Hand out anywhere from 10 to 20 XP.-Everyone who games really well and is not disruptive, hand out 10 XP.

-You can pretty much hand out XP for anything. It’s always up to the GM.

Using Experience

In a point based system, Experience is used to upgrade characters. This allows more

skills to be purchased and stats to be raised. Here’s a simple way of doing it:

-To raise a Main Stat, multiply the Stat number desired by 15. So if you have a

STR of 13 and you want to raise it to 15, you multiply 15x15=the number of XP

needed. You may not skip numbers. So if you have a 15 STR and you want to make it

17, you’ll need to make it 16 first.-For every 100 XP you gain 1 NAP.

-For every 100 XP you gain 1 SP

-For every 200 XP you may buy one Extra or level an Extra you already have up by

one rank.

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Experience Levels

Levels go up like this:

Combat Class: Every 1,000 XP

Thought Class: Every 2,000 XP

Trade Class: Every 1,500 XP

*so keep these in mind when you gain experience. Each character gets to roll foradditional HP depending on their class.

The Experience Chart below help show where players stand when it comes to ranks

in their character types. This is only used to determine ranking in the game.

XP Chart

Rank Experience Points

Novice 0

Expert 3000

Master 6000

Technology Levels

Not every town is high tech on the colonies. Many have taken to leaving technology

behind and living without power. The tech levels below will show up in town

descriptions.

Tech Levels

Tech Level Description

1 No Technology

2 Cavemen (They had the wheel)

3 Medieval

4 Pre-Industrial5 Industrial

6 Modern Man

7 Near Future

8 Far Future

9 Technology so far advanced they

don’t need toilets

10 Ummm well….hmmmm…….Magic

Techno! Let’s dance!

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Locations of Interest

Eastern Waste

When the insects first came to Hive they ravaged the

landscape and made parts of it very unstable. The land

cannot support the weight of anything human or bigger.Only flying insects are able to enter this area. The waste

stretches for hundreds of miles with no sight of solid

land anywhere.

The Nest

Scale: 1:1000

Armor Class: 50 (x1000 for scale)

Insect Types: 1000 flying, 2000 ground, 10,000 eggs, 1 queen

North of the Proteus is a large nest belonging

to the insects. Inside there are thousands of

insects working constantly to improve thestructure of the nest. The nest itself is made

up of everything for mud to scrap metals from

the ship graveyard. The upper levels are

dedicated to the winged insects while the

ground levels are dedicated to the walking

insects. Below the ground level is where the

Queen and the eggs rest. The Queen is

protected by hundreds of ground insects. The

walls inside the nest are made from mud and

dried plant life. When you walk through the tunnels the ground crunches under your

feet. The structure is very unstable and there is always a change of stepping on asoft spot and falling through. The insects also have a feeding chamber where they

cocoon their food and feed on it slowly. After they are done with the bodies, the

remains are cast into a chamber where they are used in the construction of the egg

chamber.

The Proteus

Scale: 1:1000

Armor Class: 100 (x1000 for the scale)

Crew: 200 Soldiers, 50 Officers, 75 Warrant

Officers, 30 Scouts, 1,000 Inmates

Survivors: 100 Soldiers, 34 Officers, 43Warrant Officers, 23 Scouts

Facilities: 20 Healing Vats (4 HP per hour),

Solar Generator, Mess hall, Engineering Bay, Prison Block

The Proteus was the third in a series of prison ships to be built by King Cosak’s

government. It was designed to travel far outside of the Xandoria system. The

whole ship was automated, but carried a large contingent of soldiers to make sure

that the prisoners didn’t escape. When the Proteus lost contact with Santha Prime

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it began to drift until it crashed on Hive. Because the Prison Block was located on

the bottom of the ship the inmates suffered the most casualties. Those who didn’t

die were taken by the insects through a breach in the hull. The soldiers onboard

suffered their casualties when they tried to seal the breach in the prison block. The

insects poured through and attacked in large numbers. By the time the battle was

done the breach was blocked, but at a great cost. The soldiers left began closing upthe ship and consolidating their positions into a more secure fortification. The ship

has minimal scanners left and the computer functions erratically. There is no real

leader, the computer is still considered in charge. It barks orders when it is working

and remains silent when it isn’t. The floors are like this:

Top Level: Bridge, Computer Control Center, Scanner Room, Briefing Room

Middle Level: Berthing, Hospital, Engine Room, Engineering Bay, Mess Hall, Docks

Bottom Level: Prison Block

The Pyramid Necropolis

Scale: 1:1000

Armor Class: 100 (x1000 for scale)Long before the insects came to Hive, the planet

was populated by humans. They built the Pyramid

Necropolis as a way to celebrate their dead.

When the insects arrived the planet’s entire

population fell victim to the invaders. In his last

great act, the lord of the planet cast a spell upon

the Pyramid Necropolis. His dying words were

“May our ancestors be eternal!” Soon after he

died the insects tried to enter the Pyramid to scavenge for parts. They were met by

an army of the undead, the ancestors who died before the insect invasion. The

insects were driven out and never returned. Inside the walls of the PyramidNecropolis the dead walk. The will not leave the pyramid. Surrounding the Pyramid

Necropolis are four smaller pyramids that house the bodies of those who fell

against the insects. At the center of the Pyramid Necropolis is a large sarcophagus

with the body of the lord of the planet. His hatred powers the curse on the pyramid.

Ship Graveyard

To the west is a large space ship graveyard. It is not

known exactly how this all came to be. The insects seem

to avoid the ship graveyard considering that the hundreds

of androids and machines that used to maintain the shipsare still functional and slightly deranged. There are

around 100 large ships in the graveyard. Most are beyond

working order. The androids that take care of the

graveyard are not friendly to outsiders. Most of them are

however dormant. Only if you enter a ship and set off an activation sensor, would

 you encounter an angry machine.

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Southern Desert

South of the Proteus is a large desert

filled with hidden dangers. The

biggest are the desert insects, crafty

creatures who have adapted to their

environment. There is no water supplyand the desert stretches over 100

miles across the southern part of the

planet. During the daytime

temperatures reach over 150 degrees

Fahrenheit and at night they drop to 10 degrees Fahrenheit.

The Animosity Codex

Welcome to the Animosity Codex, a very small collection of creatures on HIVE.

Unlike the other Xandoria material, this world is pretty darn small but has plenty of

room for creativity. GMs can carry over Races and creatures from Xandoria Gaiden.

The androids are not from this world, the insects are invaders and the Necropolitesare natives of HIVE.

Androids

Androids are found in the ship

graveyard. They are unusually large

for an android, but they refer to

themselves as such. Their sole

purpose is to defend their ships

and they do it well. They have a

cyclopean eye which changes color.

Most have interchangeable handswhich make them very

unpredictable until they are on you.

There is no reasoning with these

machines. They have all been

programmed not to negotiate until

their rescue ships arrive. There

hasn’t been one yet.

Location: The Ship Graveyard

Size: 7ft.

INT: 25

WILL: 20CHA: 10

AGI: 10

STR: 25

END: 30SPD: 10

HP: 60

SP: 60

IN: 0Attack: +10

Dodge: +5

Smarts: 20

Perception: 10Armor: 60 AC

Weapons: Saw Hand: 5d6+15 AP, Axe Hand: 4d6+15, Pincher Claw: 3d6+15, Blaster

Hand: 5d6, range 1000 feet, 6 shots per burst

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The Insect Race

From the depths of space came the insects, a race bent on the consumption of every

world they come across. There is no real origin of these creatures. Some say they

are spawned from chaos energies but the theory has been questioned since the

insects are fearful of mystical energies. The insects hide on cargo ships and travel

to other worlds. Once there they create a nest and wait for a queen. Once a queenarrives or an egg hatches as a queen the insects begin a massive campaign against

the natives of that world. It only takes about a month for the insects to accomplish

complete domination of a continent. After that they may wage a war for centuries

without fear of failure. Insects are afraid of mystical energies and will avoid these

forces at any cost. Unfortunately they tend to scout out worlds that lack these

energies.

Desert Insects (AKA

Desperados)

It is thought by the marooned

that the desert insect mighthave been an infiltrator class

that was sent to Hive before the

initial invasion. These insects are

crafty as can be and are able to

disguise themselves as humans to

a degree. It’s kind of hard when

they have four legs. The desert

insect has one thing on its mind,

kill. They either hide below the

sand or dress as humans and

ambush their target. The desertinsect communicates by chirping

to its brethren.

Location: The Southern Desert

Size: 6ft.

INT: 10

WILL: 14

CHA: 5

AGI: 23

STR: 18

END: 18

SPD: 16

HP: 36

SP: 36

IN: 19

Attack: +15

Dodge: +10

Smarts: 15

Perception: 20

Special Abilities:

Disguise: The desert insect has been known to disguise itself in a sombrero and

cloak in order to get close to its prey. They do this with +10 skill.

Armor: 30 AC (carapace)Weapons: Large Pincher Claws: 4d6+8, Stinger: 4d6 AP (poison END save 25 or be

paralyzed for 20 rounds)

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Ground Insect

These are the foot soldiers of the insect race. They charge across the battlefield

until they have achieved their goal or died. They also act as protectors of the queen

and workers. Once a winged insect finds a suitable salvage prospect the ground

troops march out to acquire and

conquer. They are much like thedesert insects but lack the large

pincher claws and ability to

disguise themselves.

Location: The Nest

Size: 6ft.

INT: 10

WILL: 14

CHA: 5

AGI: 18

STR: 15

END: 18SPD: 15

HP: 36

SP: 36

IN: 13

Attack: +10

Dodge: +8

Smarts: 3

Perception: 5

Armor: 15 AC

Weapons: Pinchers: 3d6+5, Tail

Spine: 2d6+5 AP, Bite: 2d6+5 AP

Winged Insect

Used by the queen as scouts and attack troopers, the winged insect is probable one

of the deadliest forms of life on Hive. It flies from location to location looking for

prey. If it is able to the winged insect will attack and bring back the food. If not

they will return to the nest and get help. It’s never a good thing to see a winged

insect. They have large wings and huge bladed arms.Location: The Nest

Size: 5ft.

INT: 15

WILL: 18

CHA: 5

AGI: 25

STR: 16

END: 20

SPD: 20

HP: 40

SP: 40

IN: 25

Attack: +20

Dodge: +10

Smarts: 7

Perception: 10

Armor: 10 AC

Special Abilities: Flight: The winged insect

has a flying SPD of 40.

Weapons: Blade arms: 5d6+6, Bite: 2d6+6 AP

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Pyramid Necropolites

Our ancestors walk and protect us.

That is exactly the case. The

Necropolites are protectors of the

Pyramid Necropolis. They are nothing

more that skeletons and rottedbodies with armor. Some are still

wrapped in their funeral bandages.

When they speak it is in an ominous

voice that sounds like it comes from

the depths of hell. They are armed

with a variety of weapons too. The

only way to kill a Necropolite is to

obliterate the entire body otherwise they just get up and put themselves back

together.

Location: Pyramid Necropolis

Size: 6ft.INT: 20

WILL: 25

CHA: 8

AGI: 15STR: 18

END: 40

SPD: 10

HP: 80SP: 80

IN: 5

Attack: +15

Dodge: +3Smarts: 10

Perception: 10

Armor: 30 AC (20 AC natural): 50 total

Special Abilities: Pulling Together: They are able to put themselves back together

as long as there are parts available.

Weapons: Hook: 2d6+8, War Hammer: 5d6+8, Sword: 4d6+8, Eldritch Pistol: 4d6 AP

(50 range, 2 shots per burst)

Adventure IdeasHere are some simple missions for GMs:

Defend: The insects are attacking the ship! Players have to fight them deck to deck

until the ship is secured.

Destroy: It’s time to head to the nest and kill the queen!

Explore: Those pyramids might have some way to return home. Players head south

to discover the mysteries of the Pyramid Necropolis.

Raid: The insects have a huge food cache. It’s time to go to the nest and get some

food.

Rescue: One of your crewmates or officers has been grabbed by the insects! You

must venture out into the wild and bring them back before it’s too late.Retrieval: The ship’s power source is starting to fail. The only solution is to make

 your way to the ship graveyard and try to find the parts you need to fix it.

Don’t forget to check out Xandoria Core Fuzion/Xandoria Gaiden in print!

www.dillygreenbeangames.com

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