Core Mechanics

Free Spacer uses a task system; these mechanics are player-facing, the players roll all the dice. Everything you do during gameplay use this core mechanic. I designed the system this way to make it streamlined, it is easy to learn and give it consistency. The mechanic is player-facing to free the Gamemaster from having to play with the same sort of crunch as...

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Calibration

As part of performing any task, you often utilise your ship’s Ether Systems or personal multitools, such as shields, blaster, and Scanner. These advanced tools have a couple of static features, plus a 1 to 5 point rating and a selection of available features. You must calibrate the tool before each task, distributing its points to advantage or features....

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Resources

You have four distinct resources to boost your crewmember tasks. You can add these resources to your roll as points for Calibration or Advantage. These resources represent power from your personal Reactor, Ship Reactor, Rep, and Local Credits; each boosts a distinct set of tasks. Power from your Reactor can boost any task that uses your multitools; likewise,...

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Armour & Conditions

After you roll the dice you have two options to mitigate the results or outcome of your task. This is extremely important when your life or mission is on the line. You may alter the roll result towards 0 by spending Armour. Armour is a bit like traditional hit points, you spend armour points to reduce a negative result; the more negative the result the more...

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Projects

While Free Spacer enables adventure with fast and exciting encounters, I also wanted to put science in my sci-fi game. To handle science in the game I added an advanced more structured type of scene, Projects. In a Projects you and your crew work together to plan, prepare, and resolve your objective. These are situations where you will succeed at your objective...

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