Galaxy Xxx

  • Uploaded by: Alberto Carpintero Herrera
  • 0
  • 0
  • January 2021
  • PDF

This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA


Overview

Download & View Galaxy Xxx as PDF for free.

More details

  • Words: 21,640
  • Pages:
Loading documents preview...
Galaxy XXX!

1

Galaxy XXX Sneak Peek Created, Written & Designed by Jessica Kauspedas and John Wick

Additional Writing/Design Marissa Kelley

Cover Art Paulius Zakarauskas

This is a preview of the forthcoming RPG. It is not the complete game.

Galaxy XXX is (C) and TM Jessica Kauspedas and John Wick. All Rights Reserved. This special preview may be duplicated for personal reasons alone. No commercial re-printing rights are granted.

Galaxy XXX!

2

Introduction: Three Questions Back in 1999, I met a curious fellow by the name of Jared Sorensen. We met at a game convention, spending a few hours just chatting about games. This is when Jared introduced me to the concept of “the three questions.” Jared used his questions as a kind of compass to keep himself on track when designing games. It was at that time I started designing what I call my “Little Games.” Games like Cat, Yesterday’s Tomorrow and Wield were games with a single theme, razor focused and rarely over fifty pages long. Jared’s three questions proved very useful. Even when I began design on a Big Game such as Houses of the Blooded, the questions kept me headed in the same direction as when I started. Trust me, it’s easy to get lost in 400+ pages of game design. Very easy. I have started every new project with the three questions in mind. Except this one. I can’t tell you exactly why but... I think I got distracted by the boobs. Galaxy XXX began as an idea tossed around by Jessica Kauspedas and myself in a restaurant called Fuddruckers. (A name that practically begs to be mispronounced and stagger into an overt sexual innuendo.) I stumbled across a couple podcasters saying they wanted to play a game where, “The only resolutions to conflict were epic space battles and sex!” I told Jessica, “I want to design that game.” So, we started talking about it. The film Barbarella had a profound impact on my youthful libido and when I heard that line, a mostly naked Jane Fonda popped into my head. The film’s absurd nonsense stuck with me and still amuses me to no end. Now, make no mistake, it’s an awful film, but that doesn’t stop me from loving it. I know the whole thing almost line-by-line. But the one thing that struck me about the film is that only one person actually dies (Durand Durand) and it’s not from a gun or a sword or any kind of weapon. And that got me thinking. In most roleplaying games, a ten second fight scene takes four hours of real time to resolve, but seducing the bar maid is just a single roll. (This is where I make the obvious joke: “A game designed by virgins with sword fetishes.”) Could I design a game that did the opposite? Where fight scenes are completely incidental to the plot and sex is the main resolution mechanic? This is how Galaxy XXX started. But, it hit a few boobs. I mean, bumps. Stumbling blocks. Aw, you know what I mean. My main problem? I forgot to ask the three questions. Galaxy XXX!

3

I got so distracted by the goal, I forgot to lay the groundwork. I started walking without a map. I knew where I wanted to go, but I had no idea how to get there. And it wasn’t until late in the process—when I had a playtest document—that I realized I ended up someplace completely different than where I wanted to be. So, like the Boy Scouts trained me, I turned around and went back the way I came. I started from scratch. And when I got to the beginning, I asked myself the first question...

What is Your Game About? Galaxy XXX is a roleplaying game about exploring ideas that are different from your normal experience, learning from that exploration, and how important it is to recognize that beyond the superficial differences, we're all really the same. As you’ll find out, the 40th Century is filled with alien species with very different ideas than our own. Ideas about violence, sexuality, freedom, heroism and love. But if you look under the surface of these ideas, you’ll discover there are more similarities than differences. Too often, we get distracted by cultural differences. We see foreign customs that seem different and alien. Culture is a mask. If you look under the mask, you’ll always find a human face. Most roleplaying game fetishize violence. With initiative, speed factors, damage values, bleeding rules, fire damage, acid damage, poison damage... all of this is obsession over details. But if the issue of sex comes up... well, that’s taboo, fella. We don’t talk about sex at this table. This game is a little different. Keeping with the first question, we want to explore a game that focuses on sex and de-emphasizes violence to the point of triviality. But we also wanted players to have the option of playing characters who were not just aliens from another world, but different in an all-together human way. Thus, we made gender presentation and orientation mechanics in the game. You can choose to make your character a different gender than your own and a different orientation than your own. After all, isn’t one of the things that makes an RPG different from a table top board game is that your playing piece can be different than you? So, that’s what my game is about: putting players in a safe situation where they can play outside their comfort zones. Explore something different. Trying on someone else’s shoes and walking for a mile. Someone said you should do that. I’m forgetting his name... Finally, Galaxy XXX is a science fiction game. And part of the genre of science fiction I love the most is this idea: “We’re going to get better. We’re going to solve problems. We’re gonna sort this stuff out.” The game takes place in the 40th Century and keeping with that theme, mankind has indeed “sorted this stuff out.” We’ve come a long way since the time of constant warfare, bigotry, slavery and greed. Forgive me for getting political for a moment, and it’ll only be for a moment, but right Galaxy XXX!

4

now—right now—in the 21st Century, in the wealthiest country in the world, a significant percentage of our citizens go without food or shelter. In the wealthiest country in the world. Needless to say, that’s a problem. Fortunately, by the 40th Century, we’ve recognized that’s a problem and we took care of it. We’ve created technology that fixes those problems. We’ve created technology that fixes illness and injury. And we’ve bumped into alien species who have done the same thing. In fact, they got the tech to do so from the same source we did. More on that later. But the galaxy still has problems. Yes, we’ve sorted out illness and hunger and poverty, but there are still issues we have to deal with. That’s where the players come in. They’re going to be playing the roles of people who solve the galaxy’s problems. They’re “voyeurs” who have special authority granted by the intergalactic government. They travel around the stars dealing with pirates and slavers and smugglers and evil people who want to revert the galaxy back to the old ways of doing things. You see, in Star Wars, the heroes are trying to overthrow evil ideas. In Galaxy XXX, the heroes are protecting good ones. The galaxy is a great and wonderful place that cares about you. And the players represent that. They are agents of hope. They are good people looking out for others. Not for money or glory or fame. But because when you have super powers, that’s what you do. You help out wherever you can. When you get the awesome, you gotta share the awesome. And maybe that’s what Galaxy XXX is about, too.

How Does Your Game Do That? Designing a roleplaying game is a lot like designing a philosophy. When you design a philosophy, you’re saying, “I think this is how the world works.” Well, when you design an RPG, you’re doing the same thing. Except in an RPG, you aren’t speculating. You actually get to be the person who decides how the world works. Jessica and I thought about how the setting of Galaxy XXX works and we came to a few conclusions. Remember the old GI Joe cartoon from the ’80’s? How about The A-Team? You need something more modern? How about the Fast & Furious franchise? Well, all these things have something in common. Violence is background noise. Galaxy XXX!

5

The shootout scenes in GI Joe and the A-Team were full of sound and fury but really never amounted to anything. They usually ended when one side ran out of bullets. Nobody got shot, or if they did, it didn’t really matter. And injury? Hah! I remember watching Furious 7... ... wait a second. I should pause for a moment. Before I saw Furious 7, I had never seen a Fast & Furious movie before. My first time. When I walked out, it was clear to me this franchise takes place in an alternate universe where white males are not in charge of things, physics don't work the same, 9/11 never happened, people have actual character classes (the soldier, the clown, the bad ass, etc.), being an officer of the law or a criminal gives you mystical healing and fighting powers, federal governments have no real authority and have to operate clandestinely, and street shamans summon the power inside of magical cars. I also discovered I may be alone in this interpretation. But Vin Diesel is a gamer, so I’m maintaining my hypothesis. Okay, digression over. I remember watching Furious 7 and Dwayne Johnson’s character—who’s been sitting in a hospital for weeks with broken limbs—suddenly decides his injuries don’t matter anymore. He breaks his casts, flexes his muscles and his broken bones suddenly mend with the sound of cracking knuckles. It was at that moment I figured out how to do violence in our game. Injury and violence are incidental. In fact, players choose when their characters get injured. Not from the result of a roll, but because it makes the story more interesting. And when the injury doesn’t matter anymore... it just goes away. Violence is incidental. It’s the sex that matters. And it can take a long time to resolve it.

What Behaviors Does Your Game Reward? Sex. No, I mean it. We reward you for having lots and lots of sex. There’s this mechanic called “Sex Energy” that gives you tons of bonus dice. You get Sex Energy by having sex with other people. Well, specifically, you give people Sex Energy by having sex with them. The better the sex, the more Sex Energy you give. So, if you’ve got two people who have amazing chemistry and are great in the sack, they’re going to give each other a ton of Sex Energy. And you want Sex Energy because it gives you bonus dice. Like, a lot of them.

Galaxy XXX!

6

The game also rewards you for being a hero. We’ve got these things called “Hero Points.” The more hero you are, the more Hero Points you get. And you’ll want Hero Points. Trust me. Of course, if you choose to be an evil bastard, you lose your character. Straight up. So, don’t do that.

Are You Ready? So, with all that in mind, let’s get on with the game. It’s a game about sex and love and blind heroics. A game about seeing yourself in strange faces, a game about looking beyond the superficial to something deeper. And it’s a game about sex. A science fiction game that boldly predicts that we’re going to fix all these problems we have now and finally get along with each other. And, it’s a game about sex. Did we mention the sex?

Galaxy XXX!

7

Part 1: Welcome to Galaxy XXX A Brief History of the Universe by Olidack Splendig, Galactic Scholar Let’s start with our own history—human history—and when we get to the interesting parts, we’ll broaden our vision. Back in the 23rd Century, humanity finally made it to the edge of their own solar system. When they began colonizing the dwarf planet Eris, they discovered something amazing: alien technology. The object was approximately 30 centimeters all the way around and gave off a signal impossible to ignore on any frequency. When humans decoded the message inside the object, it told them, “Congratulations for getting this far. Here’s a little help to get a little further and find others like yourselves.” With the knowledge of this alien race—who called themselves, “zhun”—humans unlocked true genetic manipulation, intergalactic travel and other technological and biological marvels. “Azikawi Drives” (also known as “AZ Drives” or “AZtech Drives,” so named after Chloe Azikawi, the physicist who designed them) gave humanity the ability to travel vast distances in the blink of an eye and within a generation, mankind left its home galaxy behind, searching for extraterrestrial life. And they found it. And, as we discovered, these other star-faring races discovered the same technology around the same time humans did. Almost as if it was supposed to happen that way. Using the common language they discovered in their respective zhun beacons, humans and the other races bonded in a common cause: discovery, solidarity and peace. A kind of fellowship developed. It was clear the zhun intended the races to find their beacons and each other. These star-faring species began discovering other sentient species who had not yet discovered their own zhun outposts. This raised a question: whether or not to contact these species. This led to the establishment of an interspecies council. The council decided they would allow the other species to discover zhun tech at their own pace. Galaxy XXX!

8

When the species first established the Council, the nomessa called it “sisinian poleti ianai nat-natali” or “the agreement of all the species to assist each other.” Humans called it “the SPIN,” introducing the other species to the concept of anagrams.

The War of Sorrows Unfortunately, shortly after establishing the SPIN, two hundred years of interstellar warfare broke out, leaving all the races in ruin. Historians now call this period, “the War of Sorrows.” We nearly destroyed ourselves. Thankfully, we got over all that. Like most wars, this one had many causes. Conflicts over resources was one of them. Another was disagreement over how to interact with species who had not discovered zhuntech. Interspecies conflict started on a small scale but escalated quickly, enveloping nearly every species of the SPIN. Weapon creation and manufacturing were at an all time high. There were no clear “sides” in the war. Everyone seemed to be out for themselves, taking allies when they could and betraying those allies when the opportunity presented itself. The only distinctions were species, and even certain species had factions. The turning point for the war was at the Battle of Tzuki III. Armies from three hundred and forty species were present on the planet, battling for its oxygen, water, food and any other valuable commodity they could gather. Although it is unclear which species was responsible (everyone blames everyone else), a bomb detonated and cracked the core of the planet. Billions died in a heartbeat. No-one escaped. After that horrific event, a coalition of species started fighting for a common goal: restore peace to the galaxy. Nearly fifty years would pass before they reached that goal, but finally, the galaxy was at rest. No more war. Nor would there be another. Although, tensions still exist. Some anxiety, mistrust and anger remain and must remain. Blood was spilled. And even after a thousand years, there is no way to get it off our hands. We try—some more than others—but at least, we try. Now, we live in peace and plenty. But a mystery still remains: where did the zhun go? It’s obvious they went somewhere. And they gave us enough clues that we might someday follow. Some believe the zhun are still with us, existing as creatures of pure energy and mind. Others think they went to another universe, a blind jump of faith. Of course, whether or not there was something out there is another point altogether. We don’t know where they went, but we’ll figure it out. In the meantime, the races now all share technology and resources as we all work together toward that Big Uplift.

Galaxy XXX!

9

Citizens in the SPIN Your species is a part of the SPIN. Your people reached the edge of your own galaxy, discovered zhuntech and used it to reach out to further stars and contact other species. When you were born, part of your infant biology was nanotechnology coursing through your system. This not only protects you from disease and injury, it also links you to the Intergalactic Web. The same technology extends your life indefinitely. It also allows you to change certain elements of your basic anatomy. Want to go from blonde to brunette? Done. Want to have green eyes instead of blue? Done. Want to change your gender? ... okay, that takes a little longer, but within an hour, you can switch from male to female or vice versa. The biology of a SPIN citizen has other benefits as well. In 21st Century terms, each citizen is a “hot spot” capable of connecting to the Galactic Net. (No Intergalactic Net yet. But we’re working on it!) Because of that connection, each citizen can interface with another—with permission, of course— communicating via a method that less technologically savvy cultures might consider magical telepathy. You can even record thoughts and dreams and send them as direct downloads. You grew up in a culture that emphasized education, equality, understanding and peaceful resolutions to problems. Nobody goes hungry. Nobody has to sleep in the cold. If you need space for your people to grow, go find an empty planetoid, terraform it and make it your new home. You can do that. The technology is available and your government will probably help you out.

The Henta Enigma “Henta” (“hnt” in the original jnxs tongue) is a philosophy/religion brought by the jnxs, one of the more recent members of the SPIN. It is an amalgam of ancient spiritual rituals and zhun tech focusing on something the jnxs call “sayna.” Humans translate this as “sex energy.” A henta adept can focus her sayna to perform seemingly miraculous feats. These include telekinesis, energy transference and biological manipulation. In the ancient history of the jnxs, henta adepts were seen as kind of wandering warrior-priests who used their powers to promote peace, harmony and love. Henta means, “the unwounding sword” and henta adepts used henta to resolve conflicts without causing any physical damage. Within a decade of joining the SPIN, henta had become an intergalactic phenomenon. Members of every species flocked to jnxs planets to learn this new philosophy. At first, the jnxs were reluctant to teach their sacred techniques to aliens, but over time, those who showed genuine interest (and were considered worthy) found their way into henta academies. With all the wetware running in a 40th Century body, a henta-induced orgasm is the most disruptive event a body can endure. Most wetware focused on eliminating pain and discomfort, at least downplaying it, but pleasure was something else entirely. Most citizens used wetware that Galaxy XXX!

10

increased sexual pleasure. Using the wetware against itself, a henta adept overwhelms her target’s enhanced biology, turning their own bodies into traps. Even now, henta is still a mysterious technique with many explanations. While 40th Century tech may seem magical to a 21st Century audience, the Art of Henta seems magical to even to the 40th century mind. Some say it is a natural outgrowth of using nanotech and hotwire interfacing, nothing more. The mystery of “the Henta Enigma” is just a clever use of existing technology. “There is no magic here,” scientist and researcher Jacob Ransen wrote. “Henta is a true physical phenomenon. We see it, we can learn it, we can use it. But it is a mistake to ascribe mysticism to mystery. Just because we don’t know how it works doesn’t mean we won’t figure it out someday.” On the other hand, using henta can put the conscious mind in an altered state where the user (and target) experience visions (some say “hallucinations”) of an alien presence. This leads some to believe henta is a meditative technique that allows us to communicate with the vanished zhun. They believe the Forerunners uplifted themselves into beings of pure energy and the use of henta gives us a glimpse of the kind of power they command. “The zuhn are still with us,” they say, “waiting for us to join them.”

The Boccin Incident As the multitudes of species joined the SPIN, it quickly became clear that new races required a period of adjusting to their new fellowship. To assist with their acclimatization, the Council assigned “watchers.” These Officers of the Council were originally intended to help guide new cultures into the SPIN, but after the Boccin Incident, it became clear these watchers needed some sort of regulatory power. A few thousand years ago, a pre-zhun species known as the altavi reached the edge of their own solar system and discovered their zhun capsule. When they deciphered the technology inside, the altavi used it to create new species. Slave species. The people of the SPIN were outraged but could do nothing. The Council decided not to contact the altavi and ask them to join the SPIN. Such a species was not culturally ready. A few decades after their encounter with zhuntech, the altavi were overthrown by one of their servant races, the boccin. The boccin exiled their masters to deep space and began researching zhuntech on their own. Within a century, the Council contacted the boccin, offering them the opportunity to join the SPIN. The boccin agreed.

Galaxy XXX!

11

Voyeurs After the Boccin Incident, the Council admitted it had a hand in the boccins winning their independence. Certain members of the Council arranged for “special envoys” to assist the overthrow of the of the altavi. The operation’s codename (roughly translated) was “Voyeur.” Afterwards, the Council adopted a new policy to deal with issues like the Boccin Incident. They established a kind of investigation and law-enforcement agency. While the Council’s official name for the agency is the EAD (Eena Anatha Danvesh, or “Agency of Council Investigations”), they are more commonly known around the SPIN as “voyeurs.”

Training Any member of any species may become a voyeur. There was a time that only races who were members of the Council could serve, but that precedent was overruled when the Council accepted a flova—Jodad Djyn—as the first non-Council species voyeur. On one day of the galactic year, the Council accepts applications for the Voyeur Training Program. The Council receives an average of fifty million applications every galactic year. Only a few are chosen. Even fewer make it through the training process. Voyeurs are trained in teams that consist of individuals with complimentary strengths and weaknesses. Trainers assemble teams based on skills, personality and aptitude. The teams train together, succeed together and fail together. If a voyeur graduates from training, she does it with her team. If she flunks out, it’s because her team flunked out. Once a team graduates, they are assigned to a solar system where they monitor the inhabited planets for trouble. But how do they do this? With special powers granted by the Council.

Rights & Privileges Voyeurs have special rights and privileges unique in the SPIN. Unfortunately, these rights and privileges are rather ill-defined. The official charter describing a voyeur’s powers state, “Council Investigators have the right to investigate violations of galactic law.” Exactly what this means depends on the voyeur and the mood of the Council. In other words, voyeurs answer only to the Council. If a voyeur’s actions displease the Council, she can be stripped of her authority. In general, voyeurs are given wide berth to enforce the Laws of the SPIN. But with that freedom comes a great deal of responsibility... and consequences if they mess up. While Voyeurs may exercise great liberties while enforcing the law, they are also not above it. Voyeurs are accountable for their actions and those who are too indiscriminate are punished for rash actions that endanger the lives of innocents. Most importantly, Voyeurs are forbidden from killing. Forbidden. A Voyeur who indiscriminately takes a sentient life can be stripped of her authority forever.

Galaxy XXX!

12

The Spin Council The Spin Council is the governmental body that maintains peace and justice in the galaxy. Every ten years, each species in the SPIN sends an ambassador to the Council World of Cherviv, a neutral planet owned by no single species. This collection makes up what is known as the “Greater Council.” Once all the ambassadors arrive, they spend ten days discussing and debating who shall sit on the Prime Ministry: ten representatives who are the final adjudicators of questions, crimes and problems brought before the Council. The existence of the Prime Ministry is for expedience’s sake only. When someone places an issue before the Council, generally, the Prime Ministry handles it. The Greater Council gets involved if a majority (51%) of the Greater Council votes they want to be involved. For example, the kjori come before the Council with an issue. The kjori ambassador addresses the Greater Council, asking if the body of ambassadors wishes to vote. If the Greater Council does not muster a 51% majority, the issue moves on to the Prime Ministry. However, if the Greater Council does vote to hear the issue, the entire body hears arguments and then decides on the issue.

SPIN Embassies In order to address the Council, an individual or government must go through proper channels: you can’t just show up on Chrviv and expect the Council to hear your demands. (Although, that has happened in the past, but it’s the exception, not the rule.) The Council has an embassy on every SPIN world. Embassies assist local governments with problems and act as messengers to the Council. In addition to ambassadors, an embassy also includes a number of Voyeurs who assist with local law enforcement, peace-keeping and other duties. Jurisdiction is an issue on every SPINworld, and it seems every SPINworld is an exception in its own way. Most SPINworlds accept the assistance of a Voyeur with the understanding that the Voyeur is only there to assist and not lead. However, in some cultures, if a Voyeur becomes involved, the local law enforcement answer to her authority. Each world is different and Voyeurs must be careful to know the agreement between local government and the SPIN Council.

40th Century Crimes The Spin’s laws are based on the concept of rights. A crime occurs when one citizen violates another citizen’s rights. Murder is a violation of the right to live. Theft is a violation of the right to own property.

Galaxy XXX!

13

The Spin document, “The Declaration of Rights” outlines which rights its citizens have. Denying a citizen of these rights is a crime in the SPIN.

Article 1 The Spin recognizes that all citizens have the following rights regardless of species, religion, political affiliation, gender, sexuality or any other distinction. Article 1 raised many questions when first implemented, starting with asking who is a citizen, how they become one, and who gets to decide?  Is every individual from a world who is a member of the SPIN a citizen, and do juveniles count? What about individuals whose worlds aren’t members, but the individual wishes to join the SPIN, even if it may be against their world’s wishes? Can Citizenship be revoked, withdrawn, or forfeited, and if so, how?  What about individuals who aren’t from a world, but are born in deep space, without a world of origin, especially if they have multiple parentage, where some individuals may be from SPIN worlds, and some not? Eventually the courts decided the SPIN needed to recognize the rights of everyone and not just its own citizens. Any sentient creature had the rights enumerated in the Declaration, even if they weren’t aware the SPIN even existed. This had two very important implications. First, it meant any individual of any species anywhere in the galaxy could make an appeal to the Council, regardless of whether or not their world was a part of the Council or not. Second, it gave SPIN Voyeurs the authority to enforce Council law on worlds that were not part of the Council.

Article 2 Every Citizen has the right to life, liberty, property and privacy. The Council has decreed that the “right to life” includes basic basic necessities, such as food and water (or whatever other substances a life form may need), breathable atmosphere, affordable shelter and health care. “Liberty” means freedom and that means SPIN citizens have the right to travel, to leave any planet they wish and cannot be kept by that planet’s governing body or any other authority. Article 6 gives citizens a “right to culture,” but this article provides citizens a “freedom from culture” if an individual doesn’t want to participate in its own world’s cultural practices.

Article 3 Citizens have the right to dignity in both life and death. Also known as “the dignity clause,” it is one of the most controversial Articles in the Declaration. The original intent of the Article was to allow sentient species the right to make choices in their own lives, to reiterate the rights in Article 1, and to give citizens the rights to choose how their own lives would end, if possible. Galaxy XXX!

14

But what exactly does “dignity” mean? Is accepting charity undignified? Is not having a job undignified? Is having to face Council judgment after committing a crime undignified? Is imprisonment undignified? The Dignity Clause has caused more controversy than any other Article, specifically because of its vagueness.

Article 4 Every Citizen has the right to a fair trial by peers wherein they shall receive fair legal representation if requested. When first introduced, the meanings of the words “fair” and “peers” were brought into question. After much legal wrangling, the Council decided a citizen had the right to choose where he was tried and by which court: the Council or his local authorities. This does mean a criminal can appeal to a local court rather than be forced to travel to the SPIN Council or even face an ambassador on his home planet. He may also request a jury of his own species or a jury made up of citizens of his home world (if they are not entirely his own species).

Article 5 All accused are considered innocent until proven guilty in the eyes of the law. The most important element of this Article is the concept that the accused cannot be punished for alleged crimes until found guilty. This has come to mean that a citizen cannot be imprisoned unless it can be proven they are a flight risk. And in this galaxy, flight is very easy. The galaxy is a big place and folks can disappear fast. Thus, when a citizen is accused, the courts set tracking software in her biology, allowing them to find her if she does not appear for court. Of course, once you create technology, someone is going to create something to counter that technology. And this is where we talk about one of the most common activities of the SPIN voyeurs: tracking down criminals who have fled the court system.

Article 6 No citizen shall be deprived to their right of culture. They may participate in their own government, their own customs and rituals without interference from external authorities. Another hotly contested Article that raises important questions. First, in order to join the SPIN, a planet must accept the Declaration of Rights. But what if a citizen’s government, customs, or rituals violates any of the rights outlined in the Declaration? Does a “right to culture” supersede the rights enumerated herein, or does the culture have to conform to these requirements? If it does, what

Galaxy XXX!

15

happens if we didn’t find out until later that they don’t conform – do we kick them out, or do we force the world to change (and do we violate the “no interference” rule by doing so)? Also, what about freedom from your culture, if you don’t want to participate, or if your culture deems you dangerous. For example, what if Galileo could have demanded that the SPIN protect him from the Catholic Church? What if part of your culture is rampant xenophobia (or prejudice against one species in particular), and you fall in love with a member of the wrong species—how does that interact with Article 7? Some of these questions have been addressed by the SPIN Council, but some have not. Cultures go through rigorous screening to see if they are compatible with the Declaration of Rights. When the surveyors discover discrepancies, they bring them up to the culture’s leaders and hope an agreement can be met. If not, the culture does not join the SPIN. As for individuals having the right to be free from their culture, there have been instances of citizens appealing to the SPIN Ambassadors on such matters. Generally, the Ambassadors try to protect individual rights over the rights of a culture, but this is not always the case. It’s a delicate balance.

Article 7 Every adult citizen has the right to engage in consensual relations of any kind with any other adult citizen. Citizens of the SPIN have the right to freedom of peaceful assembly and association. A great example of an unintentional consequence: What was originally intended to strip a government’s right to “govern love,” Article 7 opened the door to the commercial sex trade which is an active part of the galaxy’s economy. The second sentence—also known as the “association clause”—allows citizens the right to associate with any other member of the SPIN. This clause has been one of the most contentious in societies with rigid caste systems.

Article 8 Citizens of the SPIN have the right to freedom of peaceful assembly and association. Article 8 used to stand alone, but was merged with Article 7 centuries ago.

Article 9 Because citizens have the right to have a voice in their own government, the SPIN only recognizes governments formed by the will of the governed. Free elections and universal suffrage are rights of the people.

Galaxy XXX!

16

This Article presents an opportunity to talk about exceptions, otherwise known as “reasonable limits.” While the Council sees every government in the SPIN as “open,” the fact of the matter is that not every government has free elections. Some governments exclude criminals from elections while they are incarcerated: if you commit a crime, you lose your right to vote. Some cultures put an age limit on when a person can hold a seat in the government. That’s a limit the SPIN Council sees as “a reasonable limit.” And that’s the language that the Council uses for almost all exceptions to every Article in the Declaration. “Reasonable limits.” That compromise allowed many cultures to join the SPIN without completely adhering to the Declaration of Rights.

Article 10 Every citizen has the right to perform safe and meaningful work, to charge fairly for it, and to cease when they reasonably choose. A citizen has the right to housing, sustenance, health care, and other needs appropriate to their species. In a post-scarcity society, there is little need to protect the rights of workers. After all, if you need something, you can generally get it. However, many cultures within the SPIN still adhere to some form of currency—even if the person on the other side of the counter is a voyeur. When this is the case, the SPIN enforces this Article, ensuring that labor is treated fairly and employers provide safe working conditions.

Article 11 Because democracy requires an informed consent of the governed, citizens have the right to access education and information. Governments shall not limit the press nor put statues on marketplace of ideas. This one is a doozy. Does this Article address state secrets? Hate speech? Public invasion of privacy and defamation? Do citizens have the right to access the interstellar network? What about cultures or religions where keeping secrets from outsiders is part of the culture or religion, and do they have a right to punish outsiders for learning them? The real issue with Article 11 is the use of the term “democracy.” The Spin is not a true democracy, it’s a compromised democracy. There are limits what citizens can do and citizens must be willing to surrender certain rights for the democracy to work. Just which rights they surrender is part of the whole “informed consent of the governed.” Citizens have to understand their choices. Otherwise, their uninformed choices only sabotage the intent of having a democracy in the first place.

Galaxy XXX!

17

Article 12 These Articles enumerate only some of the rights of the citizens of the SPIN. As further rights are recognized, they shall be added. These Articles shall not be used to limit, subvert or destroy the rights of the citizens. In order to add a “recognized right” to the Declaration of Rights, a government or citizen must make an official petition to the SPIN Council. The Council hears arguments from all sides and then decides.

Ally & Outlaw Worlds Some worlds who have discovered zhuntech have joined the SPIN. Some worlds see the SPIN as an ally but are unwilling to subject themselves to the SPIN’s authority. Others view the SPIN as nothing more than a soulless bureaucracy enforcing its self-appointed authority on willing victims. There are worlds, for example, that have discovered zhuntech but have not joined the SPIN. These “outlaw worlds” do not recognize the SPIN Declaration of Rights. Some of these worlds are species-centric (the species native to the world found the zhun beacon and still control the world) and some are non-species centric. These are dangerous places for voyeurs. While they may have the authority of the Council behind them, that authority holds little sway on an outlaw world. A voyeur could vanish and never be heard from again. Sure, the Council could send more voyeurs to investigate or even do something more drastic... but will they? Probably not. Too much politics and the possibility of open conflict.

Thinven: An Ally World Thinven has a curious history with the SPIN. After they discovered their zhun beacon, they reached outside their own solar system, bumped into a Voyeur and caused a galactic incident.

Goridor: A Species-Centric Outlaw World Goridor is home to the gorlang, a warlike species who discovered their zhun beacon three thousand years ago. The gorlang never joined the SPIN, nor do they have any intention of doing so. For the first five hundred years after finding the beacon, the gorlang used the tech to conquer other, less technological worlds. They turned the natives of those worlds into slaves and used mined the planets to near uninhabitable states. Finally, the SPIN intervened. After a brief but intense encounter, the gorlang agreed to only expand to non-inhabited planets. Unfortunately, the Council could not liberate the gorlang slaves.

Galaxy XXX!

18

Today, the gorlang travel through the SPIN, welcome so long as they do not break any of its laws... with the exception of slavery. The gorlang bring their slaves with them wherever they travel. The Council permits it... even tolerates it... but does not approve.

Sephen 3: A Non-Species Centric World Humans first colonized Sephen 3 in the early part of their galactic expansion. However, over the centuries, the planet has become more of a melting pot of different species and cultures. As the centuries passed, Sephen 3 became more unlawful, attracting the worst kinds of criminals. Its central government collapsed, leaving the local governments to fend for themselves. Finally, the Council declared Sephen 3 an outlaw world and no longer protected by the SPIN’s laws. Sephen 3 didn’t notice and didn’t care. Since then, the world has become a cesspool of unlawful behaviors and ecological disasters. The phrase “Sephen run” has come to mean “running from the law.” “Go to Sephen” is the galactic equivalent of telling someone to “Go to Hell.” And if you want to undermine someone’s character, just say they were “Sephenborn.” Criminals often flee to Sephen 3 when hunted by Council voyeurs and corporations (yes, some cultures still allow corporations) run their unethical business on the outlaw world. The planet has no central government and most local governments are corrupt as rotten apples. Gangs rule on Sephen, not governments. But, if you want to find someone who knows their way around the law (and a lock), this is the best place to look.

Slavery One of the biggest problems in the galaxy is slavery. Most species are, essentially, immortal and their biology contains trillions of nanobots working to maintain their health. These facts make SPIN Citizens the perfect workers. Slavers invade both SPIN Worlds and non-SPIN Worlds, snatch up whatever they can get then send these poor souls off to illegal mining planets. Needless to say, one of the chief duties of a Voyeur is rescuing slaves.

Galaxy XXX!

19

Part 2: Character This chapter shows you how to make a character. Making a character requires a few steps and should be done with the other players, rather than alone.

Step 1: Species Pick your species and one Benefit.

Step 2: Gender & Orientation List your gender presentation and sexual orientation. Your Orientation gives you additional bonus points to spend in Step 8.

Step 3: Details & Kinks Your physical appearance and style choices have an impact on the game. Choose how you appear (Details) and then pick your Kinks (other people’s Details that turn you on).

Step 4: Traits Spend 10 points on the five Traits: Action, Sex, Sneak, Talk and Tech. These Traits reflect your strengths and weaknesses. You also get to pick Specialties which individualize your Traits.

Step 5: Gear Your team gets a basic set of Gear and you get to pick one or two items that are important to you.

Step 6: Henta Powers All characters gain one Rank in the Overwhelm Power, then gain three more points to spend on Henta Powers.

Step 7: Little Things This last step is pretty much filling in dots and not making choices. It includes your Sex Energy Points, Bliss Points and other fiddly bits.

Galaxy XXX!

20

Step 8: Bonus Points You now get to spend 5 Bonus Points (plus points you get for your Orientation choice) to spend. ●

Increasing a Trait costs 3 Points



Buying a new Benefit costs 2 Points



Buying or Increasing a Specialty costs 1 Point



Buying or Increasing a Henta Power costs 1 Point



Buying or Increasing Gear costs 1 Point



Buying or Increasing Heat with another GXXX Player costs 1 Point

Step 1: Species Please list your Species. There are thousands of sentient species in the universe, so please be specific. Also, when listing your Species, choose one of your Species’ Benefits. You may chose another later, but for now, just pick your strongest Benefit.

Akatian Trait Bonus: +2 Talk or +1 Talk and +1 Action Benefits: Prehensile Tail, Quadrupedal, Watchful Akatians are a feline race that may walk on its hind legs but also runs on all fours. They speak two languages (verbal and nonverbal) and are incredibly perceptive, capable of reading involuntary movements and gestures in others with keen accuracy.

Habasha Trait Bonus: +2 Tech or +1 Tech and +1 Talk Benefits: Flexible, Shapeshifting, Synthetic The habasha are a synthetic race of artificial intelligences. Their “bodies” are actually billions of nanobots working together, allowing them to take any shape they like. They are also highly skilled with technology.

Galaxy XXX!

21

Human Trait Bonus: +2 Tech or +1 Action and +1 Tech Benefits: Adaptable, Bipedal and Opposable Thumbs A bipedal primate species from the planet Earth in the Milky Way galaxy, humans are highlyadaptable and inventive.

Jnx Trait Bonus: +2 Sex or +1 Sex and +1 Talk Benefits: Agile, Henta Adept, Sensual A bipedal, mammalian race from the planet rsk, the jnx have soft, reptilian skin that comes in many colors. They are a species with a complex culture and language. They are the originators of the henta mystical tradition.

Nomessa Trait Bonus: +2 Action or +1 Action and +1 Sneak Benefits: Fast, Flexible, Glide To humans, nomessa appear as an uplifted form of the terrestrial fox, although they also have a patagium that allows them to glide. The nomessa have a highly-structured caste system but are also incredibly quick and nimble.

Vel’nor Trait Bonus: +2 Tech or 1 Tech and +1 Action Benefits: Chameleon, Tentacles, Warlike Best known for their warlike nature, the vel’nor are an octopoid race who use hover technology to move about or adjust their anatomy to become bipedal.

Benefits All Species have Benefits. Pick one that is your strongest.

Adaptable Your species are strangely capable in almost any circumstance. You gain one bonus d6 per game session that you may use on any risk. Once you use it, it’s gone for the rest of the session.

Galaxy XXX!

22

Adorable For whatever reason, other species find members of your species very attractive. Add a bonus die (1d6) to all Talk rolls.

Advanced Adrenal Gland You gain a bonus Action Specialty (see Traits, below).

Agile Your species moves with speed and alacrity. Gain +1 Speed on any Sneak rolls.

Armored Hide You have a heavy carapace over your flesh, giving you a natural defense against injury and stun weapons. When you gain a Consequence for physical injury or stun weapons, you can

Bipedal Bipedal species have a unique advantage: their lungs are not affected while you are walking (or running) which provides more endurance than other species. During any Action Risk, if you roll a 10 on a d10, you may add another d6 to your roll. This rule applies to 1d10 per risk.

Born Pilot Some species are better than others at piloting. You’re one of them. You gain a bonus die whenever in the cockpit, behind the wheel or otherwise steering.

Chameleon Your skin can change colors and tones, making hiding very easy. Add a d6 to any attempt to stay out of sight (Sneak rolls).

Claws Claws assist with climbing and ripping things apart. Gain a d6 when doing so.

Cunning Linguist You gain a bonus Talk Specialty (see Traits, below).

Fast-Talker During Action Scenes, you have +1 Speed for all Talk rolls.

Flexible Your limbs and joints can bend in twist in really odd ways. Gain a bonus die (d6) when this helps you out.

Henta Adept You have additional Henta Powers because of your devoted studies. Gain 6 Points (instead of 3) when choosing Henta Powers.

Galaxy XXX!

23

Iron Teeth We’re not talking your typical canines here. We’re talking a jaw that can bite through metal. Use it wisely. Oh, and gain a bonus d6 on any rolls that use your teeth.

Network Your species shares an internal network. If you are within range (usually sight) of another of your species, the two of you can share bonus dice for any rolls. For example, if another of your species is present, he can use your Trait Specialty dice.

Opposable Thumbs While all the races can use tools, your species developed them at an early part of your evolution. Gain 1d6 on all Tech rolls.

Patagium You have a membranous structure between your limbs that allows gliding.

Prehensile Feet You can use your feet just as well as other species use hands.

Prehensile Tail You have a tail that can grasp and use objects with as much accuracy as your hands.

Radar Sense You can send out small, subliminal sounds that help you track objects. You suffer no penalty while in the dark, blinded or otherwise visually impaired.

Quadruped Your species runs on all fours. While this does make using tools difficult, it also makes you very fast. Gain a bonus die (1d6) when outrunning another character.

Quick You gain +1 Speed for all Action rolls.

Sensual Your species has a deep understanding of the desires of others. Gain a bonus die (1d6) on all Sex rolls.

Sexpert You gain a bonus Sex Specialty (see Traits, below).

Sexual Intuition You gain +1 Speed on all Sex rolls.

Galaxy XXX!

24

Sly Your species is known for being

Strong Breaking things down, lifting things up, throwing stuff across the room. You’re good at that. So good, you gain a bonus die (1d6) when you do.

Superior Olfactory Glands You can recognize others by scent rather than sight or hearing their voice. You can also identify targets trying to hide. Throw in all the other stuff you could do if you had a dog’s nose.

Synthetic Because you aren’t an organic life form, you have body parts that are actually tools. You gain a bonus die (1d6) for all Tech rolls.

Shapeshifting Your species can instantly change its appearance to another species of similar height and weight. You cannot change any organs, however.

Stealthy Gain a bonus die for any Sneak rolls.

Tech Specialist You gain a bonus Tech Specialty (see Traits, below).

Technically Advanced You gain +1 Speed for all Tech rolls.

Tentacles Tentacles have a very long reach and can wrap tightly around arms and legs, immobilizing enemies. They can also do... other things. Gain a bonus d6 when using your tentacles appropriately. Yes, this includes Sex rolls.

Translator Your species is particularly adept at learning new languages. In fact, you can start speaking a new language fluently after only a few minutes of study.

Warlike You gain one bonus die (1d6) all Action rolls.

Wallcrawling You have tiny suckers or hairs on your skin that allow you to climb walls and corridors.

Galaxy XXX!

25

Watchful You’ve got the eyes of an eagle, capable of seeing minute details and distances far, far away. Gain a bonus die (1d6) on all appropriate rolls.

Wings You can fly. Sure, your wings are hard to hide, but why hide them? You don’t really get any bonus dice, because, you know, you can fly.

Step 2: Gender & Orientation Now you pick your Gender Presentation and Sexual Orientation. Let’s start with gender. Pick a pair of adjectives for your gender, one from column A and one from column B:

Column A

Column B

Masculine

Male

Feminine

Female

Androgynous

Androgynous Hermaphrodite

Column A Masculine/Feminine/Androgynous Masculine and feminine are not issues of behavior, but of physical appearance. Masculine could mean sharp and angular and possibly muscular. Feminine could mean soft, curvy and voluptuous. This does not mean that someone cannot be muscular and feminine, for example. They could also include elements such as pheromones and voice. These are short-cut terms. First impressions. Without any other information, at first glance, would you describe the character as masculine or feminine? These are descriptors, not definitions. An androgynous character shows both masculine and feminine traits or is too ambiguous to determine one way or the other.

Male/Female/Androgynous/Hermaphrodite Male means you have physical male sex traits. Galaxy XXX!

26

Female means you have physical female sex traits. Androgynous means you don’t have male or female sex traits. Hermaphrodite means you have both male and female sex traits.

Column B Pansexual You are attracted to all genders. This means you are vulnerable to Henta powers regardless of the adept’s gender. Gain 7 bonus points during Step 8.

Bisexual You are attracted to male and female gender presentations. While not as encompassing as pansexuality, you are still vulnerable to powers from both male and female adepts. Gain 5 bonus points during Step 8.

Monosexual You are only attracted to a single gender. This category includes heterosexuals, homosexuals and lesbians. Because you are only attracted to a single gender, Henta adepts who don’t fall into the “right” gender have a large penalty when trying to use powers on you. Gain 3 bonus points during Step 8.

Asexual You are not attracted to any gender. This provides you an incredible defense against Henta powers but also makes Henta powers incredibly difficult for you to use. Gain 0 (zero) bonus points during Step 8.

Step 3: Details & Kinks Details are physical characteristics. In other words, what you look like and what you typically wear. Details are important because they trigger Kinks (see below).

Details Pick five Details to describe yourself. Clothes: Leather, Velvet, Spandex Voice: Soft, hard, smoky, arid, stern, wispy Hair: What color hair do you have? Blonde? Brunette? Blue? None? Also consider the amount of hair. That sometimes triggers Kinks. Galaxy XXX!

27

Eyes: Blue, brown, white, grey, silver, orange? Height: Tall, short, medium Build: Athletic, voluptuous, hefty, muscular, slender, “like a tank” Skin Color: blue, green, tan, orange Personality Traits: assertive, meek, sensual How you dress: sexy, modest, suits, scarves, dresses Body: quadruped, tentacles, furry, scaled

Kinks Kinks represent the things that turn you on. Pick three Details as your Kinks and then choose a Detail from two other teammate as your fourth and fifth Kink.

Step 4: Traits & Specialties Traits represent your abilities. Each Trait has a Rank from 0 to 5. All Traits begin at rank 0. Please designate your strengths and weaknesses by applying 10 points to your Traits. Each Trait may increase to 3 at this time. After you have applied your points, you may apply your Species Trait Bonus. Applying your Species Trait Bonus may increase a Trait above rank 3.

Action Action covers jumping, climbing, swinging from the ceiling or dangling bits of rope, fighting, using weapons or any other acts of derring-do. When using firearms, Action covers weapons you use in a firefight (such as handguns and shotguns) but not weapons such as sniper rifles and ship’s cannons.

Sex Sex represents how good you are in the sack. It’s also important for Henta Powers.

Sneak When you want to do something without being seen, use Sneak.

Galaxy XXX!

28

Talk Talk is the Trait you use when you’re practicing verbosity.

Tech Tech is handy when trying to use, fix or fiddle with technology. When using firearms, Tech covers weapons such as sniper rifles and ship’s cannons. Action covers weapons you use in a firefight (such as handguns and shotguns).

Specialties Once you’ve determined your Trait Ranks, you get to choose Specialties. A Specialty represents a particular skill you have with a Trait. For example, under Action, you could have the Specialty “Jumping,” “Hand-to-Hand” or “Climbing.” Talk could have the “Intimidate” Specialty or “Persuade” or “Seduce.” You get 1 Specialty per Trait if you have at least one Point in that Trait. If you have a Trait at Rank 5 or higher, that Trait gets an additional Specialty. A Specialty should not be too broad or narrow. It should give you a bonus in one thing. Consult with your GM if you want to come up with your own Specialty and use the lists below for inspiration.

Action Jumping Climbing Dodging Hand-to-Hand Shotguns Pistols

Sex Henta Power (Specific) Sex Duel Friendly Sex

Sneak Move Through Shadows Galaxy XXX!

29

Sneak Attack Slight of Hand Vanish in a Crowd

Talk Bluff Convince Diplomatic Flirt Lie Seduce Sell

Tech Repair Tinker Engines Weapons Ships Ship Cannons Sniper

Step 5: Gear Gear is all the stuff you’ll be using on missions. Every Team starts with a standard Team Gear Pack which includes a number of Basic Gear items. Basic Gear gives you one bonus die (d6) when you roll dice for an appropriate risk.

Team Gear Pack (All Basic) 1 Stun Pistol per Team member

Galaxy XXX!

30

1 Special Weapon (Rifle, Shotgun, Sword, etc.) per Team Member 1 Scanner 1 Repair Kit 1 Secure Team Interface per Team member (for encrypted communication) 1 Ship

Gear Suggestions Scanner Medpac Vacuum Suit Grappling Gun Stun Weapons PCD (Personal Cloaking Device) Tracking Device Scrambler Personal Shield

Step 6: Henta Powers Even if you are not a henta adept, everyone in the universe has dabbled with Henta Powers. All characters begin with one Rank in the Overwhelm Power. After that, you have 3 points to spend on Powers. Spend one point to gain the Henta Power at Rank 1 and spend more points to increase the Ranks of your Powers. You may only increase Henta Powers up to Rank 3 at this time. Each Rank you have in a Henta Power gives you a bonus die (d6) to roll when you use that power. Thus, if you have a Power at Rank 3, you roll three bonus dice (3d6).

Absorb You can absorb energy weapon blasts and convert them into sexual energy.

Galaxy XXX!

31

Armor You create a personal shield of sexual energy around your body protecting you from energy weapons.

Arouse This power allows you to transfer a Sex Point to any other target.

Come Hither You can draw an object or person about the size and weight of an average human toward yourself.

Inspire Using sexual energy, you restore a single Bliss Point in your target. Each Bang restores an additional Bliss Point.

Nova You discharge a large explosion of sexual energy that knocks back anything within the radius.

Overwhelm (All starting characters receive a free Rank in this Power.) This is the standard Henta attack: a powerful and erotic assault on the senses causing a Bliss Point.

Lift You can lift something up to the size of a standard human off the ground and hold it there for a round.

Quickness Spending some of your Sex Energy gives you a momentary boost of speed.

Repel Summoning your Sex Energy, you can toss a target up to average human size away from you.

Resist This Power allows you to resist other Henta Powers, giving you a kind of shield against their use. Galaxy XXX!

32

Sense You can identify the Orientation and Kinks of other characters.

Shield You create a large bubble around yourself and others that protects you from energy weapon attacks.

Telepathy You can communicate one sentence or memory to another character without speaking.

Step 7: Other Stuff This last step essentially fills in the details.

Complications You don’t have any Complications yet, but you will. Complications are the result of failed rolls. When you fail a roll, you get to pick a Complication. We’ll explore these more in the Moments & Scenes chapter.

Heat Heat represents your attraction to other characters and their attraction to you. Check with your teammates. If any of them has a Detail that fits your Kinks, write their name down on your sheet and fill in one Heat Point dot for each of their Kinks that the other person fulfills.

Sex Energy Sex Energy represents inner power which can be used during the game. Your starting Sex Points equal your Sex Trait. At any point during the game, you can spend a Sex Point to add 4 bonus dice (d6) to your roll (unless otherwise stated, you can only spend one Sex Point per roll). You can earn Sex Points by having sex with characters (max equal to your Sex Trait).

Galaxy XXX!

33

Step 8: Bonus Points You now get to spend 5 Bonus Points (plus points you get for your Orientation choice) to spend. If you received 7 Bonus Points from Orientation, that gives you a total of 12 Points to spend. If you received 3 Bonus Points, that gives you a total of 10 Bonus Points to spend. ●

Increasing a Trait costs 3 Points



Buying a new Benefit from Your Species costs 2 Points



Buying or Increasing a Specialty costs 1 Point



Buying or Increasing a Henta Power costs 1 Point



Buying or Increasing Gear costs 1 Point



Buying or Increasing Heat with another character costs 1 Point

Galaxy XXX!

34

Part 3: Moments & Scenes In this chapter, we’re going to talk about rules. Problem is, there’s a lot of heavy weight that comes with a word like “rules.” When I use that word, it sounds binding. As if I’m saying, “This is the way to do things.” And while that’s true, I don’t want you to think the rules I’m about to spell out for you are the only way of doing things. These rules are elastic. They have some stretch to them. You can bend them, twist them and even throw them away if you want. I’d like you to think of the rules in this chapter as solid suggestions based on experience. As you read through the chapter, I want you to hear the subtext of, “This is how we came up with ways to deal with conflict in the game. We did a lot of work testing them out and they work really well for us. We liked them and we’re sharing them with you, but you may come up with something that works better for your group. If you do, use those rules instead.” Got it? Okay, let’s get on with the rest of the chapter.

Say “yes” or “Roll Dice” Galaxy XXX is a roleplaying game. (Third time I’ve said that I think.) That means you sit around a table with a bunch of friends and tell stories about your characters. One player takes the role of the Game Master (or “GM”) who takes on the roles of characters your other friends don’t play and narrates the outcome of important actions. She’s both a storyteller and a referee all rolled up into one. Whenever your character takes an interesting or dramatic action with an uncertain outcome, the GM has a choice. She can either say, “Yes, that works!” or she tells you, “Roll dice!” There are times when the outcome of an action is clear. For example, turning on the coffee machine. Simple. No big deal. But then there are times when you have to face off against your greatest nemesis in a Henta sex duel while the ship you’re on is exploding all around you! Yeah, no telling how that’s gonna turn out. It’s not just that the outcome is uncertain, but also that the outcome is interesting and dramatic. Again, the coffee machine. Unless someone has strapped a bomb to the coffee machine and the bomb will detonate if you hit that power switch... then, we’ve got an action that is interesting and dramatic. So, these are your guidelines for knowing when to roll dice.

Galaxy XXX!

35

Is the action interesting? Is the action dramatic? Is the outcome uncertain? If you answer “Yes” to at least one of these questions, it’s probably time to roll dice. And if it’s time to roll dice, it’s also time to decide if this is a Moment or a Scene. A Moment is a singular interesting and/or dramatic action with an unknown outcome. A Scene is a set of Moments all happening at the same time. Getting by a guard standing watch at a door is a Moment. How the players choose to do this (with Action, Tech, Sex, Sneak, or Talk) is up to them. A room full of guards with a ticking time bomb and a hole in the hull sucking out oxygen while the villain escapes with the princess... that’s a Scene. It’s a bunch of Moments (the guards, the bomb, the hull and the villain) all happening at the same time. Let’s look at each one, starting with Moments.

Moments A Moment is a singular interesting and dramatic action with an unknown outcome. You’re standing in the shadows near a locked door. In front of the door is a guard. On the other side of that door is the hostage you’ve come to this planet to save. What do you do? You’re at the hub of a machine designed to pull all the energy from this planet’s sun and turn it into a black hole, destroying the planet and everyone on it. You’ve got sixty seconds to decrypt the firewall and re-write the code to stop the machine. Can you do it? You’re standing in front of one of the galaxy’s greatest villains and she says the only way you’re going to capture her is with a Henta duel. Are you up for it? These are Moments. A Moment is a9 dramatic and interesting action with an unknown outcome. Generally, a Moment begins when a new problem presents itself to a player (or the players). When an impediment puts itself between the character and her goal. If you ask yourself, “How am I going to deal with this situation?”, that’s a Moment. Either the GM or the player says, “Let’s have a Moment.” When that happens, grab your dice and follow these steps.

Galaxy XXX!

36

Resolving Moments When your character wants to Resolve a Moment, you roll dice. Go through the following steps. • Step 1: Motivation. Tell the GM what you want to happen. • Step 2: Bangs. The GM tells you how many Bangs you need for your Moment. • Step 3: Consequence or Dice. Decide to Resolve the Moment with a Consequence OR Roll a number of 10-sided dice equal to the appropriate Trait plus any bonus dice (d6’s). • Step 4: Outcome. If you rolled enough Bangs, your character succeeds. If you did not roll enough Bangs, something interesting happens. Let us, you and I, look at each of those steps in detail.

Step 1: Motivation You tell the GM how you want to Resolve the Scene. This could be jumping across a small ravine, repairing the engines, flying a hovercar, seducing the woman holding you hostage or just about any action that has an uncertain outcome. If the GM decides your solution is valid, move to Step 2.

Step 2: Bangs When the GM tells you to take a Moment, he gives you a number of Bangs you need to succeed.

Step 3: Consequence or Dice As a player, you may either roll dice OR choose a Consequence. Let’s do Choose a Consequence first.

Choose a Consequence If you Choose a Consequence, you don’t need to roll. Your character succeeds in Resolving the Moment, but something interesting happens. Usually, this means your character pays some kind of price for her success or you further complicate the current issue. Either your character damages the ship, gets kidnapped by bad guys, breaks her arm, gets shoved off a cliff and disappears into the misty waters below or you somehow make the current situation more interesting. If you choose to take a Consequence before rolling dice, the player gets to say how the Moment is resolved. Keep that in mind for later.

Galaxy XXX!

37

If you choose to take a Consequence rather than roll dice, you make the story more interesting. We reward you for this choice by telling the GM to add a Hero Point to the Hero Pool. We’ll talk about that below.

Roll Dice If you choose to Roll Dice to Resolve the Moment, you roll a number of ten-sided dice (d10s) equal to the appropriate Trait. If you want to break through a plate glass window to get to the bomb on the other side, roll a number of ten-sided dice equal to your Action Trait. If you want to crack a bank vault’s security system, roll a number of 10-sided dice equal to your Tech. Convince another character to trust you? Roll a number of 10-sided dice equal to your Talk. And, if you’re gettin’ busy with that hot alien guy, make a Sex roll. You may also get bonus dice from a number of sources. Bonus dice are always six-sided dice (d6). Gear always adds at least one bonus die and sometimes more, depending on what rank of Gear you have. Benefits sometimes add bonus dice if the situation is appropriate as does Heat under certain circumstances. Check your character sheet to see if you get any bonus dice and add them to your Trait dice. Just to make that clear: Traits give you d10s and bonus dice are always d6s.

Step 4: Outcome Now, the moment of truth. Roll your dice. Use your dice to “make Bangs.” That is, add dice together to make a sum of 10. When you use dice to make 10s, any remainder is left off. For example, I use an 8 and a 2 to make a 10. That’s a Bang. But I can also use a 6 and an 8 to make a 10, even though the sum of 6 and 8 is 14. The remaining 4 points are lost. I can’t use “left over” points from one combination of dice to add to another dice combo to make 10. If you cannot make a Bang, the GM gets to choose a Consequence. Remember how we said that if you Choose a Consequence before you roll dice, the player gets to choose the Consequence? Well, if the player fails the roll, the GM chooses the Consequence. It may mean you get hit by a stungun blast, it could mean you further damage the FTL drive, it could mean you unintentionally offend the diplomat you’re trying to charm. It could also mean you completely charm the diplomat and now she’s obsessed with you. Rolling low does not necessarily mean failure, it means complication of the current problem. Let me say that again in bold letters to make the point clear. Rolling low does not necessarily mean failure, it means complication of the current problem which may mean you fail the action.

Galaxy XXX!

38

We’ll talk more about Consequences in a moment.

Bangs You get a Bang for every 10 points you roll. If you only need one Bang to Resolve the Moment, don’t stop counting dice. That’s because each additional Bang you make gives you additional cool mojo. You’re a big, damn hero. You do seven amazing things before breakfast. Another one isn’t a big deal. You can use Bangs in four important ways.

Additional Effect You can get people to agree to additional terms, get more Sex Points from having awesome sex, hit additional targets with your stungun... If any die roll gets you an effect, you can spend Bangs to get additional ranks of effect.

Hero Points Every Bang you do not use goes into the Hero Point Pool. We’ll talk about Hero Points a little later, but for now, just know that Hero Points help your character get better at the end of the adventure.

Increase Heat You can also use Bangs to increase your Heat with other characters. Increasing Heat costs one Bang per point of Heat. What you do is offer your Bang to the player who controls the character you want to increase Heat with. If the player accepts your Bang, their character is impressed with your awesome action and their Heat for you increases by one Rank per Bang. Needless to say, characters have to see you do this awesome thing in order for their Heat to increase.

Narration You can also use a Bang to add a detail to the GM’s narration of the outcome. Each Bang allows you to add one detail. That’s a single sentence: subject+object+verb. Nothing more. If you have to add “and,” “or,” “but,” or any other conjunctive, you’re getting too much out of the Bang. If you use your Bangs for Narration, take turns going around the table, each player using one Bang at a time until all players have used their Bangs.

Galaxy XXX!

39

Sex Energy Before rolling a Moment, a player can spend one Sex Energy to boost his roll. Spending a point of Sex Energy adds four bonus dice (d6s) to your roll. You may only spend one Sex Energy for each roll.

Example Let’s use the guard at the door again. Our crew wants to get by him. How do they do that? After a little discussion, they decide Valeria is going to use Henta Powers. The GM says, “All right, you need one Bang.” I look at my character sheet and see Valeria has 4 Sex. That’s 4d10s. She also has 2 Overwhelm, so that gives her 2d6. I roll the dice. I get: 8, 8, 5, 4, 3, 2. I use the 2 and the 8 to hit 10 and get a Bang. I Resolve the Scene. I can also use my left over dice for additional Bangs: 8, 5, 4 and 3. I use the 8 and 3 to make a 10 (with some left over). Unfortunately, the 5 and 4 aren’t enough to make another 10. So, I have one Bang. The GM says, “The guard passes out from your Henta attack.” I spend the Bang: “And he doesn’t make a sound.”

Scenes Sometimes, a Moment isn’t big enough. Sometimes, the story calls for something more complicated. Instead of a single action resolving the problem, multiple actions are needed. This is when a Moment becomes a Scene. In a Scene, characters have multiple Moments to overcome. If this is the case, the GM assigns a TN for each Moment needed to Resolve the Scene. Remember, all TNs are 10. So, if a Scene includes: • Moment 1: A group of guards, • Moment 2: A ticking time bomb, and • Moment 3: An escaping villain ... this Scene requires three tens if the players want to Resolve the Scene.

Galaxy XXX!

40

So, how do the players overcome this Scene? They must use their dice to overcome all the Moments. Here’s how they do it.

All the Dice Players can apply all their dice to a Scene to overcome it. If a player wants to use Action to take out the guards and Tech to take out the time bomb, she can add dice from both Action and Tech to do so. She can also add any bonus dice that may be appropriate. If the player wants to throw in a Henta Power to Pull the villain away from the door, she can do that, too. But each Moment requires a 10. That means after the player rolls all her dice, she has to make enough 10s to overcome each Moment.

Working Together A group of characters can work together to overcome the Moments in a Scene. For example, one player can have her character focus on the guards while another character can focus on the bomb while the third can focus on the escaping villain. All of them roll dice and apply their dice to the appropriate Moment. Players can even help each other overcome the same Moment. If two players want to defuse the bomb, they roll and use each other’s dice to make 10s. Players can also help each other take out multiple Moments. Valeria and Anton can take out the guards and chase the villain while another character defuses the bomb.

Example Same room. We’ve got a group of guards, a bomb and an escaping villain. Each of these Moments has the same TN 10. How do our players react? John says that Valeria is going after the villain, trying to stop him with a Henta Power: Pull. “I’m going to pull him away from the door!” A Sex Moment. Jessica says that her character, Kelly, is going after the bomb. She’ll be putting her Tech skills to use. Marissa announces her character Del’vin will be taking care of the guards. An Action Moment. Each player rolls dice. All of them beat their TN. John has one Bang while Jessica and Marissa have two each. During a Scene, all Moments happen at once and at the same time (unless Speed is involved). Therefore, the villain gets pulled away from the door, Kelly defuses the bomb and Del’vin disables the guards. Now, for the Bangs.

Galaxy XXX!

41

John uses his Bang to do additional Hit Points against the villain. The villain is already taking one Hit Point from the Pull, but one more Bang means one more Hit Point for a total of two. Jessica has two Bangs. She says, “Not only did I diffuse the bomb,” she spends her Bang, “but I was able to re-arm it.” The GM tells Marissa, “You take out the guards,” and then Marissa says, “And I offer two Bangs to increase my Heat with Kelly.” Jessica accepts the Bangs and her Heat for Del’vin goes up by one Rank.

EXAMPLE MomentS Listed below are some of the standard Moments you’ll be taking as a player in Galaxy XXX. I’ve given suggested systems for them.

Action Action covers a lot of different things including jumping, climbing, dodging, hand-to-hand fighting and shooting. Let’s look at all of those things one-by-one.

Movement Normal movement isn’t a Moment. But jumping across a bottomless pit, running between stungun blasts, climbing up a building while it’s on fire... these sorts of things require taking a Moment. Climbing, running and jumping are all Moments only if the outcome is important. Difficulty is only one factor: very simple action can also be very important.

Dodging and Getting Out of the Way If a character takes an Action roll, assume the character is ducking, dodging, taking cover or otherwise making sure they don’t get hit. This is only true for Action rolls. If you roll 10 or higher on your Action roll, you suffer no Consequences. If you roll 9 or less, you do suffer a Consequence. And, if you choose a Consequence rather than rolling dice, you suffer a Consequence.

Galaxy XXX!

42

Violence This includes fisticuffs, swords, guns and other weapons. Success means you get to narrate the outcome of the Moment. Taking out one bad guy is just the same as taking out a group of bad guys. The TN is always 10. If you want to shoot at someone (or something), it’s the same: roll a number of dice equal to your Action Trait. If you roll 10 or higher, you take out the opposition. 9 or less means you might take out the opposition, but there’s a Complication and the GM decides how it goes. And if you decide not to roll and take a Complication, you decide how the Moment or Scene resolves.

Sex You can use Sex for more than just getting busy (although, just using it to get busy is perfectly acceptable). You can also use Sex to fuel various Henta Powers.

Recovering Sex Energy The real purpose of having sex is getting Sex Energy. When you get busy, you get Sex Energy Points. To do so takes time: at least twenty minutes. You can try a quickie, but that boosts the TN (see below). Both you and your partner make Sex Moments. Again, appropriate Benefits, Advantages and Gear can give you bonus dice. The TN for Sex is based on the importance of the Moment. Do you need it right now? Are you hiding in a closet in desperate need for Sex Energy to face the Henta on the opposing team? Or, are you just hanging out on the ship killing time? Now, here’s the trick: If you succeed, your partner gets a Sex Energy point. If you don’t succeed, they get nothing. If you both succeed, you both get a Sex Energy point.

Bangs When you help your partner recover Sex Energy, every Bang is another point of Sex Energy recovered.

Henta Powers The Henta Chapter talks more about these, but in the meantime, just know that all Henta Powers use the Sex Trait in some way.

Galaxy XXX!

43

Sneak Use Sneak when you want to do things without other people seeing you. Underhanded, devious things.

Stealth The most obvious use of Sneak will be getting by guards without them seeing you, moving through a slaver’s ship undetected and stalking through an alien jungle without making a sound. Now, some folks might use technology to get by security systems. That would be a Tech roll. Stealth is using good old fashioned timing and quickness.

Slight of Hand Put something in your hand. Now, make it vanish. Or switch out one object for another without anyone else knowing. that’s tricky. And, it’s Sneak.

Picking Pockets This also falls under the perview of Sneak. Getting something off someone else’s person without them knowing it. This also includes putting something in someone’s pockets without knowing it. Also a useful skill.

Forgery Need fake paperwork to prove you are who you aren’t? Sounds sneaky to me.

Tech Use Tech Moments when using or trying to analyze, repair, sabotage or tinker with technology.

Components All Gear has Components: technological bits that make the Gear work. Components include things like Capacitors, Superchargers, Field Inhibitors, Wave Sensors and Anderson Coils. For each rank the Gear has, it has a Component. Rank 2 Gear has two Components, rank 3 Gear has three Components, etc. When you create Gear, you can either choose or roll which kind of Components it has. Components are important for repairing and tinkering with Gear.

Galaxy XXX!

44

Components 1.

Veritax Conduit

2.

Supercharger

3.

Field Inhibitor

4.

Wave Sensor

5.

Anderson Coil

6.

Nexus Capacitor

7.

Nano-Generator

8.

Power Coupling

9.

Ventral Stabilizer

10.

Quantum Compensator

Malfunction Gear can malfunction over the course of your adventures. When it does, you need to repair it (see below). Whenever you use Gear, it malfunctions whenever you roll more 1’s (ones) than any other number. The GM determines which Component is damaged and needs replacement/repair.

Repair/Replacement The first Rank for all Gear is a rank in Durability. All Gear has a Durability Rank of 1. That means whenever you use Gear and you roll more 1‘s than anything else, your Gear malfunctions. You cannot use it until you repair it. When Gear gets damaged, you need to make repairs before it works again. Whenever Gear gets damaged, you have to repair or replace the damaged Components. Replacing Components is easier than repairing them. You can take Components from one Gear to replace Components from your damaged Gear. Of course, once you take a Component from one Gear, it stops working. If you have a replacement Component, gain a bonus die to your Tech roll. If you don’t have a replacement Component, you gain no bonus die.

Galaxy XXX!

45

Tinkering Tinkering allows you to improve existing Gear by adding Components. When you improve Gear, make a Tech Moment (TN 10). If you succeed, you improve the Gear by one rank and can add the Component and new Improvement. The TN increases by 5 for each existing Improvement. Thus, if you want to improve a stungun that has two Improvements, the TN goes up by 10 (from 10 to 20). If you fail, you do not improve the Gear. You can only improve Gear a number of times equal to your Tech rank. So, if you have a Tech of 3, you can only add three Components, and thus, three Improvements.

Accuracy You add a number of bonus dice when using this Gear equal to the rank of its Effect.

Durability You can add to your Gear’s Durability. This increases the number of times you ned to roll a Malfunction before it breaks. Thus, if your stungun has Durability 3, you need to roll three Malfunctions (more 1’s than anything else) before it breaks and needs repair.

Reliability You may re-roll a number of dice you make with this Gear equal to the rank of its Reliability.

Speed You can add +1 Speed to this item for each rank of Speed making all actions taken with this item a little faster.

Sabotage When you sabotage Gear, you sabotage specific Components. The TN for sabotaging Gear depends on the importance of the moment. Also, for each Bang you get, you can sabotage another Component.

Consequences Consequences represent the unfortunate things that happen when a character tries resolve a Moment. Perhaps she gets shot or knocked unconscious. Bad guys capture her, she breaks her leg, she becomes seduced by a villain and turns against her teammates. Consequences make the story

Galaxy XXX!

46

more... complicated. There’s also something involving Hero Points, but we’ll talk about that in a moment.

When Do Consequences Happen? A Consequence occurs when a player either chooses not to roll or fails a roll. When that happens, a Consequence occurs.

Who Chooses the Consequence? If the player chooses not to roll and take a Consequence, the player gets to describe the Consequence. If the player fails the roll, the GM chooses the Consequence.

Who is Affected by the Consequence? Generally, I’ve found that players choose to take the Consequence onto themselves rather than make the Moment more complicated for everybody else, but that’s up to the player. For example, players choose to injure themselves, get themselves kidnapped or otherwise get their own characters in trouble rather than choosing something that gets everybody in trouble. Likewise, the GM has the option to use a Consequence to make the whole party get in trouble. She doesn’t have to do that—she could choose to use the Consequence just to make the single character’s life more difficult—but she could use her Consequence to make the whole situation worse than it was before the roll occurred. I’ve found that playing it player-by-player is the best option. Some groups don’t mind getting in trouble if a single player messes up, but others do have a problem with it. I’ve also found individual players feel better if only their character suffers a Consequence rather than making the whole party suffer. Do whatever is most fun for your group. Pay attention and ask questions. “How do you feel about this?” If a player speaks out and says, “I don’t feel comfortable with that,” then don’t do it.

What is the Effect of a Consequence? Let’s say the GM presents a Moment to the players. “You have to climb up this ladder to turn the oxygen back on.” The player in question looks at her Consequences and sees she has an injured leg. She says, “I try climbing the ladder, but my injured leg gives out and I fall back down to the deck of the ship.” That’s a player invoking her Consequence in response to the GM’s Moment. When this happens, if a character chooses not to Resolve a Moment because of a Consequence, the GM adds a Hero Point to the Hero Pool.

Galaxy XXX!

47

In other words, if your character is blinded by an explosion and that blindness affects your character’s actions, the GM puts a Hero Point in the Hero Pool. You can’t see the target to shoot at them, you can’t fly the ship, you can’t deactivate the bomb... any time you choose to say “My character fails” because of a Consequence, the GM throws a Hero Point in the Hero Pool. Now, who determines that your character can’t make a roll? You do. You determine whether or not your character’s Consequence prevents your character from succeeding. Once you decide the Consequence no longer applies to your character, the Consequence is gone and the GM stops adding dice to the Hero Pool.

How Long Does a Consequence Last? A Consequence lasts as long as the Consequence is relevant or when the player affected by the Consequence decides it is no longer relevant. Use the blindness bit again. Your character can’t see due to some explosion. A few hours later, your group is taken out by a villain and his thugs. You stand up—the blind guy—with a gun in your hand. The villain has one of your friends, pointing a gun at his head. “Surrender, you fool!” the villain shouts. “You cannot win! I know you’re blind!” You smile and say, “Not as blind as you think.” And you roll dice. Players decide when and how their Consequences no longer matter. The more dice rolls they don’t get to roll because of the Consequence, the more Hero Points the GM puts in the Hero Pool.

Why Do I Want a Consequence? Two reasons. First, Consequences make the story interesting. Second, you get Hero Points. Whenever a Consequence is appropriate to a Moment or Scene, anyone can Invoke the Consequence. The person who does—player or GM—gets to say how the Consequence makes things more difficult for the group or for that character. Mistakes, misunderstandings and sometimes just plain bad luck. Consequences from Action rolls could include jumping from here to there, knocking down an important piece of machinery that causes a chain reaction, filling the room with noxious gas. Or while shooting at guards, you accidentally hit something that doesn’t react well to stunguns and you

Galaxy XXX!

48

blow a hole in the wall, causing all the atmosphere to suddenly rush out of the room. Trying to break down a door could jam it even worse, preventing it from opening all together. Consequences from Sex rolls usually involve Henta Powers. A missed Throw or Come Hither could cause all kinds of Complications. And what happens when you miss a Sex roll when trying to restore Sex Energy? Awkward... Missing a Stealth roll means catching the wrong person’s attention at the wrong time. A missed Talk roll could result in a misunderstanding that switches an ally into a possible enemy. Missed Tech rolls also give lots of opportunities for Complications. Trying to repair the engines, they go from damaged to overloading. Trying to hack into a secure computer system and you suddenly make every camera in the building turn your direction. Or, how about a failed Sex roll: the villain of the story has seduced your character and commands you to attack your friends. That makes things awkward. This is also Invoking the Consequence.

Supporting Cast Any character the GM plays is part of the Supporting Cast. They are “NPCs” or “non-player characters.” In Galaxy XXX, we have three kinds of NPCs.

Nobodies First, there’s Nobodies. These are characters who have not been named and/or are generally unimportant to the plot. They’re background noise, sometimes providing a hero with a momentary setback or obstacle. They are, quite literally, walking-talking Moments ready to be dealt with by the heroes with a single Bang.

Allies Second, we have Allies. Allies are named characters who are important to the plot or just considered important by the players. Players can promote a Nobody, let’s say a security guard, to an Ally quite easily: someone has to have sex with him.

Villains Lastly, we have Villains. These are the really, really bad people who want to topple the SPIN and subvert all it stands for. Usually, the GM provides Villains for our heroic Voyeurs, but with the GM’s say so, players can come up with Villains as well.

Galaxy XXX!

49

Ranks Allies and Villains have character sheets which means they have Traits, Sex Energy, Gear and all the rest. More importantly, each Ally and Villain has a Rank from 2 to 10. An Ally or Villain’s Rank indicates how many Consequences they can take before they’re knocked out of a Scene. For Allies, that means they can take a number of Bangs equal to their Rank. Once they do, they become Helpless. A Helpless character cannot take any actions. For Villains, it’s the same thing. In order to stop a Villain, the Heroes have to deliver a number of Bangs equal to her Rank. Which is why Villains are always trying to escape... they want to get out of there before the Heroes can deliver that last Bang.

Hero Points During the game, your character may make an action that’s particularly noteworthy. An action that puts yourself between danger and others, for example. An action where you stand up for the rights of others even if it means sacrificing your own. A selfless act of heroism. For example, if the players resolve a Moment without directly causing injury to any other characters, the GM should add a Hero Point to the pool. Another example: instead of knocking out the guard in front of that door, what if the players distracted him in some way, getting him to leave his post? This kind of behavior merits a Hero Point. When your character performs a valiant, bold or daring act in the name of protecting others—or the Spin, in general—the GM adds a Hero Point to the pool.

The Hero Pool Now, you don’t get to keep Hero Points for yourself. Instead, the GM puts the Hero Point in a pool at the center of the table. The Hero Points there belong to the group, not to any individual. At the end of each game session, players divide the the pool. So, if there are three Hero Points in the pool and three players, each player gets one Hero Point.

Unheroic Actions If a player wants to take an unheroic action—such as torture, killing an unarmed opponent, lying to cause injury or harm—he may do so, but before he does, he has to remove a Hero Point from the Hero Pool. Here’s how it works.

Galaxy XXX!

50

A player announces he wants to do a non-heroic action. The GM says, “In order to do that, you have to take a Hero Point out of the Hero Pool.” The player then decides whether or not he wants to perform the action.

Divvying Up the Points At the end of each game session, players divide up the Hero Points. If there are not enough Hero Points for everyone, the GM “banks” the Hero Points and at the start of the next game session, puts the current bank in the Hero Pool. For example, at the end of tonight’s game session, I look at the Hero Pool. I have four Hero Points and five players. There aren’t enough Hero Points for everyone to get one. Thus, I mark down how many Hero Points are in the Pool, and next game session, the game begins with that many Hero Points. Also, if you have an excess of Hero Points after dividing them equally, the GM banks those Points as well and adds them to next game’s Hero Pool.

Spending Hero Points Players use Hero Points to improve their characters. Hero Points work just like the points you spent to make your character, but you have to spend twice as many Hero Points as Free Points. The cost is doubled. That is... • Increasing a Trait costs 6 Points • Buying a new Benefit costs 4 Points • Buying or Increasing a Specialty costs 2 Points • Buying or Increasing a Henta Power costs 2 Points • Buying or Increasing Gear costs 2 Points • You cannot use Hero Points to increase Heat with another character.

Heat Heat represents your character’s attraction to other characters and their attraction to you. You may have Heat with a character who has no Heat with you and vice versa. Heat boosts certain Henta Powers and gives you bonus dice for Moments that help that character.

Galaxy XXX!

51

Heat represents sexual tension. The more Heat you have with someone, the more that tension pays off when you consummate the relationship.

Beginning Heat: Kinks Whenever you meet a character, make a Heat Check. This determines how attracted you are to that character. Both players check their Kinks and fill in one Heat Point dot for each of their Kinks that the other person fulfills. For example, if one of your Kinks is “Blonde,” and their character is blonde, you fill in a dot. If you fill in no dots, you have zero Heat for this character. If you have dots, you do have sexual attraction for that character. For example, if you have the Kinks: “blue hair,” “green eyes,” and “blue skin,” and your teammate Alvera has those three Details, she fulfills three of your Kinks. Your Heat with Alvera is 3. Write down her name in the Heat section and fill in three dots.

Current vs. Minimum Heat Heat fluctuates during play, so let’s make sure you understand the difference between Current Heat and Minimum Heat. Your Current Heat is how much Heat you currently have for another character. Because Heat can go up and down, it may be as low as one or two or as high as six or seven. Your Heat for another character cannot exceed that character’s Sex Trait. Not yours, but theirs. Your Minimum Heat with another character equals the number of your Kinks they fulfill. Because this character fulfills your Kinks, your Heat for this person cannot go below this level. When you establish Heat with another character, draw a line in the Heat bar (series of dots) to distinguish your minimum Heat with that character. Using the previous example, your Heat with your teammate Alvera is 3 because she fulfills three of your Kinks. Draw a line after the third dot after her name on your character sheet. This is your minimum Heat with Alvera.

Building Heat: Encounters If you want to increase your Heat with another character, you need to have an Encounter. An Encounter is a scene where either character says something or takes an action that increases the sexual tension between both of them. When that happens, both players make a Sex roll. Each Kink counts as a bonus die. Use the standard TN (20). If you roll a success, the other person’s Heat increases by one point. Galaxy XXX!

52

If you don’t roll a success, the other person loses a point of Heat. If you both roll a success, both of you gain a Heat Point. Characters do not necessarily always have the same Heat score for each other. Valeria Vex may have 3 Heat with Anton but Anton has 6 Heat with Valeria. That’s the way it works sometimes.

Sex: The Blow Off Having sex with other characters restores Sex Energy Points. Having sex with characters your character has Heat with makes getting Sex Energy even easier. First, gain a number of bonus dice (d6) equal to the Current Heat. Second, erase all the Heat you have for that character down to the Minimum Heat. If this is the first time you’ve had sex with that character, check off the “Sex?” Box at the end of the Heat bar and increase Minimum Heat for that character by one. Only do this the first time you have sex with that character.

Competing Heat If you look at the character sheet, you’ll see there are only seven spaces for Heat. That means there are only seven people you can list on your character sheet. If you meet a new character and have Heat for that character and you already have seven spots filled, you have to remove one character with whom you have Heat to add this new character to your sheet. For example, if you meet Valeria Vex and she fulfills three of your Kinks, you could add her to your character sheet. But to do so, you have to remove someone from your sheet.

Galaxy XXX!

53

Part 4: Henta Powers Henta (“hnt”) is an ancient art developed and perfected by the jnxs. It uses ancient techniques coupled with 40th century technology and its powered by something the jnxs call “sisva” (ssv, or “sex energy”). Henta powers work on everyone, but the enhanced biologies provided by zhuntech seem to enhance their effects. The “powers” Henta Adepts use look like magic: telekinesis, energy transference, levitation and other effects. Scientists have been struggling to explain exactly how these powers work but so far, they’ve only scratched the surface of understanding. All the species can use Henta Powers. All you need is a teacher.

About Henta Henta is like a secret art protected by the practitioners. Most Henta Adepts keep their techniques secret, although the nature of secrets has made more than a few of the techniques known to the public. There are two kinds of people who use Henta Powers. The first are adepts, those properly trained in henta academies who follow the philosophy and adhere to its code. The second are casual users who have picked up a trick here and there but don’t actually practice the rigors and disciplines. The “correct” way of becoming a Henta Adept is learning from one of the many academies. To join an academy, you must make a petition and interview with the instructors. Once they accept your petition, you suffer months of indignity as you prove your devotion to the art. Those who survive such an ordeal then undergo rigorous training at the hands of masters who want to protect their school’s reputation. You can’t let some numbskull go around the galaxies losing every duel. And so, Henta Academies protect their secrets and only accept students who show true promise. Training can take anywhere from a few months to many years, depending on the school and the student. Or, you can find a drunk, disreputable and dishonorable ex-adept to train you. That happens from time to time. And he’ll show you everything you need to know in a single afternoon. Once a student graduates, she receives the Academy’s tattoo. She is forever marked. And she carries the school’s pride and reputation wherever she goes.

The Code Henta was originally a quasi-religious discipline created by the jnxs thousands of years ago. In jnxs culture, henta were a kind of law enforcement agency and their existence greatly influenced the creation of SPIN Voyeurs. Galaxy XXX!

54

The Henta Code has undergone many changes since it was first created, but it remains a standard for Henta Adepts and even some Voyeurs. Those who practice pure Henta—as opposed to those who merely use the Powers—follow these dictates. If a Henta Adept breaks the Code, she can face discipline from her academy and mentors. The Code is not a list of commands, but rather, a song, consisting of only four words. nvn (“nih-ven” or “recognize”) slsv (“sah-loo-sehv” or “observe”) pvn (“pah-ven” or “consent”) vlsv (“vah-loo-sehv” or “serve”)

Recognize The jnxs word “nihven” means “recognize.” It refers to the ancient jnxs belief that every life form— sentient or otherwise—is part of a larger divine energy. The belief has evolved from the original to mean that life itself is sacred and should be respected. Some henta academies even change the word from nvn to vtn (“ee-ven-ten”) which is closer to the word “respect.” To practice nvn means to both protect and cherish life: both yours and the lives of others. An adept never uses her Powers or skills to harm or injure. The great crime of nvn would be taking a life. A Henta Adept always finds a way. Taking life is not an acceptable solution to any problem.

Observe In many Henta Academies hangs a banner with two words: “act” and “react.” Students learn the difference quickly. Saloosev translates as “observe,” but a more accurate translation may be “be patient and watch.” Henta Adepts are taught to know as much about their situation before acting. A Henta Adept has incredible powers that, if misused, can lead to disaster. Thus, those who possess these powers must be careful in how they use them. Patience and discretion go hand-in-hand. Beasts react. Saloosey demands we be more than beasts. We watch, think and finally, act. The Henta Adept must learn how to train his mind and his body to act as quickly as others react. As quickly, if not quicker.

Consent Sentience is not as rare as humans thought it to be, but it is still precious. The jnxs word “pihven” often translates as “consent” but the meaning is deeper than that. It is the ability to consent. The power to choose good or evil. Sentient creatures, armed with self-knowledge can overcome Galaxy XXX!

55

instinct and choose long-term goals over short term pleasures. We can ignore fear. We can be heroes. Freedom to choose is sacred. A henta must never interfere with that choice. Those with pvn must be free to choose their own paths, determine their own destinies. And face their own consequences.

Serve Sometimes, valoosev is mis-translated as “charity,” missing an important nuance within the word. The Code teaches that those born with benefits should use them to assist others. Those who have much also have an obligation to assist those with less or nothing. Valoosev also recognizes an important part of the Code: that the adept recognizes she is part of something larger than herself. It is a delicate balance: the needs of the individual and the needs of the many. Societies must find this balance and so must the Henta Adept. When do the needs of the individual trump the needs of society? And what of the reverse? The Adept must know when one is more important than the other. Unfortunately, the case is not always clear, but an Adept is expected to put the needs of others over her own. She serves society because she can.

The Powers All Henta Powers are are Sex Risks. Roll a number of dice equal to your Sex Trait. Like Traits, Henta Powers have ranks. When you learn a new Power, you learn it at rank 1. Each Rank you have in a Henta Power gives you a bonus die (d6) to roll when you use that power. Thus, if you have a Power at Rank 3, you roll three bonus dice (3d6).

Armor Target: Self Bangs: Each Bang protects against an additional hit or increases duration Duration: One round Heat: N/A You create a personal shield of sexual energy around your body protecting you from energy weapons. (Energy weapons only.) Your armor protects you from one successful hit and then collapses. Bangs allow you to either strengthen the armor (take additional hits before it drops) or duration (one more Round per Bang).

Galaxy XXX!

56

Arouse Target: Other Bangs: Each Bang allows you to transfer another Sex Energy Point Duration: Instantaneous Heat: Bonus dice equal to their rank of Heat for you. This power allows you to transfer a Sex Point to any other target. The target must be within sight. If successful, you lose one Sex Point and they gain one Sex Point. Bangs allow you to transfer additional Sex Energy Points: one per Bang. If you use this power on another character, you gain bonus dice equal to their rank of Heat for you.

Come Hither Target: Other Bangs: Speed, Duration Duration: Instantaneous Heat: Bonus Dice You can draw an object or person about the size and weight of an average human toward yourself. The speed of the lure is about 10’ per round which can be increased with Bangs. Every Bang allows you to increase the speed by 10’. Targets larger than human size may be drawn to you as well with GM’s discretion. Such actions probably require additional bangs. If you use this power on another character, you gain bonus dice equal to their rank of Heat for you.

Inspire Target: Other Bangs: Each Bang gives another bonus die Duration: Instantaneous Heat: Bonus Dice Using sexual energy, you give a bonus die to another character for their next action. Each Bang gives an additional bonus die.

Galaxy XXX!

57

If you use this power on another character, you gain bonus dice equal to their rank of Heat for you.

Nova Target: Other Bangs: Each Bang extends the radius 10’ Duration: Instantaneous Heat: N/A You discharge a large explosion of sexual energy that knocks back anything within the radius. The standard radius is 10’ but each Bang extends the radius another 10’. All within the effect gain a GM Consequence, friends and foes.

Overwhelm Target: Other Bangs: Each Bang causes an additional Consequence Duration: Instantaneous Heat: Bonus Dice This is the standard Henta attack: a powerful and erotic assault on the senses. If successful, your target becomes overwhelmed by your attack and takes a GM Consequence. If your target has Heat for you, gain bonus dice equal to Heat rank.

Lift Target: Other/Self Bangs: Each Bang increases the duration by one round Duration: One round plus one round per Sex Energy or Bang Heat: Bonus Dice You can lift something up to the size of a standard human off the ground and hold it there for a round. Each Bang allows you to hold it there for an additional round. Targets larger than human size may be Lifted as well with GM’s discretion. Such actions probably require additional bangs.

Galaxy XXX!

58

If you use this power on another character, you gain bonus dice equal to their rank of Heat for you.

Quickness Target: Self Bangs: Each Bang adds another rank of Speed Duration: Instantaneous Heat: N/A Spending some of your Sex Energy gives you a momentary boost of speed. This does not count as an action. Gain +1 Speed for your next action. Every Bang adds another rank of Speed to your next action.

Repel Target: Other Bangs: Each Bang allows you to Repel an additional target or increase distance by 10’ Duration: Instantaneous Heat: Bonus Dice Summoning your Sex Energy, you can toss a target up to average human size away from you. The target flies 10’, plus 10’ for every Bang you use. You can use Bangs to throw additional targets: every Bang allows you to throw a target up to 10’ away. Targets larger than human size may be Repelled as well with GM’s discretion. Such actions probably require additional bangs. If you use this power on another character, you gain bonus dice equal to their rank of Heat for you.

Resist Target: Self Bangs: Each Bang increases the duration by one round Duration: One round plus one round per Sex Energy or Bang Heat: N/A

Galaxy XXX!

59

This Power allows you to resist other Henta Powers, giving you a kind of shield against their use. You must announce your use of this Power at the beginning of the Round. This is your action for the Round and you may perform no other. Roll Sex + Bonus Dice. Your total is added to the TN for any Henta Power directed at you.

Shield Target: Other/Self Bangs: Each Bang increases the duration by one round or increases Shield Hit Points Duration: One Round plus one Round per Bang Heat: N/A You create a large bubble around yourself and others that protects you from energy weapon attacks. The TN for this Power increases by 5 for each person other than yourself you are trying to protect. Also, you cannot move while using this Power unless you spend an additional Sex Point. The Shield protects all within from a single Hit Point before collapsing. To increase the strength of the Shield, you must use Bangs. Each Bang increases the Shield’s strength by one, protecting all within from another Hit Point. You can also use Bangs to increase the duration of the Shield by one Round per Bang.

Telepathy Target: Other Bangs: Each Bang increases the message by one sentence Duration: Instantaneous Heat: Bonus Dice You can communicate one sentence or memory to another character without speaking. If you have physical contact, you have an automatic Bang. Communicating a sentence is pretty straight forward: subject + verb + object. Communicating a memory is a bit more abstract. You can communicate a single moment of a memory, giving the receiver a sense of your emotions at the time, what you saw, what you heard, etc. But only a moment. For each Bang you have, you can communicate an additional sentence or memory. If your target has Heat for you, gain bonus dice equal to the Heat.

Galaxy XXX!

60

The Henta Duel A Henta Duel is a mutually agreed upon contest of Sexual Energy. I say “mutually agreed upon” because dueling techniques are usually only taught to properly trained Henta Adepts. Properly trained Henta Adepts follow a code that prevents them from dueling anyone but properly trained Henta Adepts. Of course, there are always exceptions... Both contestants try to use their sexual prowess to force their opponent to expend Sex Points. The loser collapses unconscious while the winner is filled with their opponent’s Sex Energy. We break the Duel down into Phases. During a Phase, each side picks a Tactic. The end of each Phase determines who has won the Phase and who has Advantage going into the next one. Sometimes, neither side has Advantage. A Duel is an attempt to steal the Sex Energy from an opponent. When an opponent runs out of Sex Energy, they fall unconscious. A character’s Sex Trait determines her amount of Sex Energy: you have a number of Points equal to your Trait. Thus, if you have a 4 Sex, you have four Sex Energy.

Heat If you have Heat for your opponent, they gain a number of bonus dice (d6) equal to your Heat for them. Likewise, if your opponent has heat for you, you gain a number of bonus dice equal to that Heat.

Phase Example Step 1: Both players secretly pick a Tactic. Step 2: Both players reveal their Tactics. Step 3: Both players roll dice equal to their current Sex Energy. If one player has Advantage based on chosen Tactics, she rolls one bonus d6. Step 4: The player who rolled higher wins the Phase. Follow the resolution according to the Tactics chosen. The player who wins has Advantage and gains a bonus die for Phase 2. In the First Phase, neither duelist has Advantage.

Attack Attack is a direct assault against your opponent’s Sex Points. If you succeed, you also steal one Sex Point from your opponent. Attack has Advantage over Feint.

Galaxy XXX!

61

Feint Feint represents feigned weakness. This lures your opponent into a false sense of security allowing you to steal the Advantage. If you succeed with Feint, you gain Advantage in the next Round and your opponent loses one Sex Point. If your opponent picked Protect, he loses a total of two Sex Points. Feint has Advantage over Protect.

Protect Protect is an attempt to wall up against a perceived attack. If you succeed in Protect, you lose no Sex Points. You can gain no Sex Point from a successful Protect but you also lose no Sex Points. Protect has Advantage over Attack.

Counterattack Counterattack represents a surprise assault against your opponent. If successful, you not only gain Advantage next Round, but your opponent can choose no Tactic other than Protect. You always lose one Sex Point when you choose this Tactic regardless of its success or failure. To use Counterattack, you must have used Protect in the previous Phase. Counterattack has no Advantage.

Galaxy XXX!

62

Part 5: Game Master The Game Master (or GM) is the person who “runs the game.” If you’re the GM, you play all the characters not run by players, you provide narration for the scenes and come up with plots and missions for the player characters. In other words, your players have the lead roles and you’re the Supporting Cast of Galaxy XXX. And that’s important to reiterate. You are the supporting cast. Your job is help the players’ characters look like heroes. We have a few rules for you. Yes, you have to know a few more rules than the players, but that’s okay. You’re smarter than they are. Wanna know how we know this? Because you chose to be the GM. And this is where the fun is.

Themes At the very beginning of the game, I asked three questions: “What is your game about?”, “How does your game do that?” and “What behaviors does your game reward?” These questions are the core to the themes of Galaxy XXX. While on the surface, it may seem the game is about sex, but that’s really just one of the behaviors we reward. Still, sex and sexuality are important mechanics... but why are they important mechanics? Also, GXXX has a lot of action, exploration and other stuff going on. Again, these aren’t themes, they’re just what the characters are doing. Saying that Galaxy XXX is about sex and outer space is like saying Moby Dick is about whaling. Yes, the Pequod is a whaling ship, but there’s so much going on under all the whaling, and that’s the stuff that makes the book so fascinating. Let’s take a look at some of the themes of Galaxy XXX because getting command of these makes writing adventures for your players easy as pie.

The Other One of my favorite (purely apocryphal) anecdotes is the story of Christian missionaries encountering an Eskimo tribe for the first time. As the missionaries stay with the Eskimos, they are horrified by a seemingly cruel and heartless ritual. They watch as middle-aged Eskimos tie rocks to their bodies and throw themselves in the water.

Galaxy XXX!

63

This ritual makes no sense to the Christian missionaries until it is explained to them. “We believe we go into the afterlife with the bodies we die in.” Thus, the Eskimos threw themselves into the water with the body they wanted. Joseph Campbell was fond of talking about seeing beyond the “mask of god.” He explained that all gods had similar duties, but their masks were products of their cultures. Every trickster god has similar features with every other trickster god: it’s just the physical form the god takes that makes them different. Many trickster gods bring man fire and most of them are marked in some way because of it. What does this represent? What does it mean? The mask may be different, but the meaning behind the mask is almost always the same. For Campbell, peering beyond the mask, “piercing the veil,” is the key to understanding a foreign culture. Take a close look at the species in this game. Each of them as a distinction that stands out. Something that makes them distinctly non-human. At first glance, this distinction is truly alien: something that makes no sense. But once you get closer to it, once you understand its meaning, it becomes far less alien than when you first saw it. The first time I met a gay man... well, let me start that again. The first time I met a man I knew was gay, I was uncomfortable. Even though I knew it was all societal conditioning informing me to feel uncomfortable, I still had that emotional hurdle to get over. As we became friends, the weird emotions gave way. As it turned out, John (yeah, we had the same name) and I had a lot more in common than we didn’t. The same was true for the first transsexual person I met. That was harder. Here was an experience that was completely foreign to me. I knew my emotions were unjustified; I just had to get over them. And I did. Meeting transsexuals is a lot less awkward for me because I intellectually understand they are just like me. Once you peer beyond the mask, there’s a shared energy. Roleplaying games are an opportunity to explore and discover scary things about ourselves that we would not feel comfortable exploring on our own. Sure, you can play a character who’s gender and orientation are the same as yours, and there’s nothing wrong with that, but take a chance. Play someone different. And don’t stop with the physical differences. Yes, you can play a “war octopus” from another world, but how about a war octopus with a completely alien gender and orientation? In other words, don’t stop at 10. Go to 11. Play something completely different from yourself. And in doing so, discover how not different the other really is.

A Place Worth Protecting Hemmingway wrote, “If we win here we will win everywhere. The world is a fine place and worth the fighting for and I hate very much to leave it.” This little slice of optimism is key to one of the most important themes in Galaxy XXX. There is little room for snark, sarcasm or cynicism in this game. Sorry, but if you want that kind of attitude, there’s a whole world of darkness for you to enjoy right over there.

Galaxy XXX!

64

In this galaxy, people make a difference. The galaxy is a place of light. Sure, there’s darkness, but people are fighting against it. More than that, they can win. This is a game where being a hero gets you a reward, and we’re talking more than just points that can make your character more powerful. In Star Wars, the heroes are trying to resurrect something that was once great. In Galaxy XXX, we’re doing the opposite: we’re fighting against the powers of evil to protect something that’s awesome. The SPIN is not corrupt, inept or cowardly. Neither are the folks trying to protect it. The SPIN doesn’t want people to conform to its way of thinking. Instead, it celebrates difference and diversity. It respects traditions—as long as those traditions don’t include slavery, murder and other violations of what it recognizes as “rights”—and encourages its citizens to participate in cultures other than their own. It is a true melting pot of a thousand different species. It’s a place where justice has a happy home, where the poor, sick and hungry are taken care of. But, of course, there are those who want to destroy that. Those who see the SPIN as a limit on their own freedom to exploit others. They see life as a PVP sport where you have to put others down in order for you to get ahead. There are also slavers and thieves, robbers and pirates. Those who exploit the weak and marginalized, make victims of the trusting and backstab their supposed allies. You know... Corporate America. And thus, protecting the SPIN from corruption is one of the major themes of this game. Players take the roles of Voyeurs to help root out the corruption and bring criminals to justice.

Injury & Death I want to talk a moment about these two things. Largely because I had so much problem with them while designing the game. Then, I saw the movie, Furious 7. (The seventh movie in the Fast and Furious series.) There’s a scene where The Rock’s character, Hobbs, is in the hospital with a broken arm. He’s watching the TV and sees his (sometimes) allies fighting for their lives on the streets of Los Angeles. Hobbs decides they need his help, so he just flexes his arm, the cast pops off and he jumps into the action scene. I loved that moment. And right there, I knew how to handle injury and death in Galaxy XXX. First off, we have an in-game reason that injury isn’t a serious issue in the galaxy: nanomachines running through your system, fixing any injuries you may have. Sure, you may take so many injuries that they have trouble keeping up (which explains Complications), but they’ll eventually fix you. That’s the point. Injuries are only problems until you decide they aren’t.

Galaxy XXX!

65

You’re The Rock in the hospital, watching your friends in trouble, and you decide, “enough is enough.” It’s time to jump in. Injuries (as Complications) give you Hero Points not because they make things harder for you to do but because you make the situation more dramatic for your choice. You can, at any time, with a reasonable explanation, ditch a Complication. Because you choose not to—and thus, make the story more dramatic—is why you get a Hero Point. While Galaxy XXX is not a comedy game, it is sometimes a silly game. When you think of firefights with lasers blasting this way and that, I want you to think of The A-Team TV show and the G.I. Joe cartoon from the ‘80‘s. In those shows, characters rarely got shot. Sure, there were lots of explosions and bullets flying everywhere, but at the end of the scene, one side gave up because they got surrounded and/or ran out of ammo. If cars or helicopters or planes exploded, you always saw a parachute or someone jumping out at the very last moment. The perfect example of non-violent violence. This doesn’t mean that I think violence has no place in the game, but I do think its place is different. Violence helps move the plot forward. You’re not rolling dice to determine where you hit, how much damage you do, what kind of damage you do and all that other stuff. You’re rolling dice to find out what happened in the Moment or the Scene. Focus on the big picture rather than the details. Now, let’s spend a moment talking about death. But first, a quick anecdote. When I run game design seminars, I usually find an opportunity to ask this question: “Can characters die in your game?” The person in the audience usually looks at me strangely and says, “Yeah. Of course.” I follow that up with, “Why?” The response is usually something akin to, “Because if characters can’t die, their actions have no real meaning.” That’s when I usually remind them that there are worse fates waiting for characters than death. (For reference, see “Dracula,” “Anakin Skywalker,” Brad Pitt’s character in Se7en... the list goes on and on.) In this game, however, I had to ask that question for myself. Can characters die? Well... yes. But rarely. Why? Because throwing the possibility of death into a game like this is like making a lemon meringue pie and replacing the sugar with garlic. (My friend Steve Swarner did this once. Never do this.)

Galaxy XXX!

66

I can think of a dozen different ways to threaten characters without ever invoking death. Take away/ threaten/destroy the things they care about. Put them in moral dilemmas where they have to pick between two awful choices. Voyeurs are expected to act certain ways, so put them in a situation that would expedite their progress if they broke some of those rules. “Look, you can catch the villain or let him go. You just have to spend a Hero Point...” Death? That’s the least of their worries.

Missions As Voyeurs, your players’ characters help maintain peace and order in the galaxy. The SPIN Council sends them on missions to do just that. Here are some example missions for your players. Tinker with them, use them as inspirations for new missions, etc. Be sure to tailor missions to your group!

22nd Century Astronaut Location: Somewhere in the Anvanis Cluster Hook: Deep space scanners have found an artifact floating around in the Anvanis Cluster. It’s too small to see exactly what it is, but it appears artificial. Perhaps it is some remnant zhuntech? Make sure you get it before any pirates do. Twist: Floating in the Anvanis Cluster is a small, one-man ship. It’s from the 22nd Century. Inside the ship is an astronaut from the past, frozen in antiquated cryo-tech. Rescuing this 22nd Century person (male or female) is obviously the priority. Fortunately, modern medical technology will resuscitate the frozen biology. But this find is worth billions on the black market. That’s billions with a “b.” Lot of people with criminal elements in their blood will be looking to get there first. And even if they don’t get there first, they’ll be looking to take this treasure by hook or by crook.

Dungeon Crawl XXX Location: Ruins of Gygaxia, Planet Ga’hree Hook: On the very edge of the Galaxy lies the ruined planet of Ga’hree. Once a prosperous and thriving trading community, over-mining polluted its atmosphere making it impossible for anything to live there. But deep in those mines rests a secret. Unseen alien ruins. Ancient technology. Twist: Of course, you have to get by all the mutants who now populate the place. And they’ve filled it with traps. They worship the zhuntech like its a god and they aren’t about to let you just walk away with it. And don’t forget all the looters and pirates who may be looking for the exact same thing... Galaxy XXX!

67

R&R Location: Floating Off the Rings of Perseus Hook: The Vasquez, a rest and recreation ship, has lost power near the planet Perseus in the Alta Cluster. You must go and rescue it before gravity forces it to crash into the planet’s atmosphere. Twist: The reason the ship went offline is a virus that’s struck the crew and the passengers. The virus turns all living creatures into mindless and violent zombies. Can you rescue the ship without harming the crew? After all, they don’t know what they’re doing...

Where Did We Put the Princess? Location: City of Vau, Planet Kornis Hook: The King of Vau wants you to escort his daughter to the planet Tcau Valir. There, she will marry the Prince and establish a diplomatic peace between the two planets. Twist: Unfortunately, Princess D’alor doesn’t want to marry someone she’s never met before. She’d rather join you and your Team and find adventure throughout the Galaxy! Twister: Meanwhile, the Prince has plans of his own. He knows she doesn’t want to marry him, so he’s sent pirates to kidnap the Princess and hold her hostage. He knows the Princess wants to escape, so he’s giving her the opportunity.

Galaxy XXX!

68

playtest

HENTA POWERS

HEAT

char acter

sheet

COMPLICATIONS

GEAR

Sex

A CTION

SEX

SNEAK

TALK

TECH

Sex E Bliss

hell yeah

extra dice for them

meh +15 +3 +3 +3 +3 +3 defense bonus

BASICS

Name

Species

Benefits

THREE THINGS TRUE

GENDER PRESENTATION

DETAILS

ORIENTATION

KINKS

Gender

69

Galaxy XXX!

Related Documents

Galaxy Xxx
January 2021 1
Xxx
January 2021 4
Xxx
January 2021 5
Xxx Apartments Episode 10
January 2021 1

More Documents from "James Myers"