Skip to main content

Solar Blades & Cosmic Spells - Vehicle and Starship Combat - Part VI

Before we get into the list of main actions the crews can perform during starship combat, let's revise a few minor details and rules.

Powerful Opponent

A more experienced crew can prove to be quite a challenge to the adventurers, even if they are inside a worse vehicle. As such, the Powerful Opponent rule is applied just as it is on normal combat. The Overlord can determine a Crew Level for each ship, and the sample vehicles in this chapter provide a standard Crew Level for each ship in case it’s needed. The Crew Level of specific opponents are used just as HD in the Powerful Opponents rule in the Chapter 4: Rules of the Game.

The Crimson Nebula was used to outrunning pirate ships in the Outer Regions. These bloodthirsty criminals were a common problem there, but this particular assault ship was proving to be a problem. The ship captain was no other than Phikun, the Shadow Claw. Having 5 HD, the Difficulty to outrun his ship was a lot higher! Since the Crimson Nebula’s pilot was only 2nd level, the Maneuverability test had a Difficulty of 3.


As it is done with character to character combat, movement is dealt with in an abstract way in vehicle and starship combat. During a round, a pilot can move the vehicle to a short distance and still act, or move to a medium distance and forego his Action in that round.

During a great battle when a Void Destructor tried to obliterate the independent forces of Iazharan, instead of moving only to a short distance and trying to attack, the Crimson Nebula’s pilot opted to forego his Action to move further away to a medium distance.


Chases are a big part of any action story of adventurers in the space or in the ruinous worlds of a desolate future. In these action scenes, vehicles are not only trying to outrun each other, but are also dodging obstacles, firing weapons, making faints, and all other sort of maneuvers.

In game terms, the Overlord may choose to determine the result of the whole scene with just one roll, or choose to stipulate a number of successes a participation must achieve above his opponent to “win” the chase (either escape the pursuer or catch the pursued). This mean participants will be making Maneuverability tests to outrun their rivals, to avoid crashing into asteroids, Intellect tests to find a safe path through the city map or a cosmic storm, or all sorts of crazy stunts they can come up with.

For most chases, the participant who gets 3 successes ahead of the others accomplishes their objective (be it to escape, or to catch the rival). However, the Overlord may decide that more important or more dramatic chase scenes require 5 or more successes over their opponents, or even come up with other victory requirements.

Kaylia and her companions were exploring the depths of the great planet metropolis of Khran, where old streets and tunnels laid abandoned, and obscured by the shadows of the upper layers of the mega city. Then, suddenly a gang of the feared mutant cannibals of the sewers showed up on motorcycles. Kaylia stepped on the gas and a chase began. Kaylia first action was to try faint a maneuver to confuse the pursuers, and the Overlord asked for an Difficulty 3 Intellect test. With a success, some of the mutants were left behind. A few more these great ideas would surely save their skin.

If you like what you've just read, check out my books over RPGNow and Lulu.

Popular posts from this blog

Solar Blades & Cosmic Spells - Complete RPG in Draft Text

Solar Blades & Cosmic Spells IndieGoGo campaign ended about a month ago. It was my first crowdfunding campaign by my own (we made one for the Brazilian version of Sharp Swords & Sinister Spells to pay for a print run and some other stuff), and so far I am really happy with it (even though the currency exchange is quite bad for me, as I receive less for the dollar than I pay for it).

Anyway, one of the last goals of the project was to release a artless version of the game for free too, to make the game more accessible and easy to use. So why not share the current draft of the rules here too with character sheets to go with it. This way you all can play the game while we wait for it to be ready!

So grab the complete Draft Text of Solar Blades & Cosmic Spells RPG here! It takes some time to load all the content, but it's worth it, I promise you!

Grab the Character Sheets here, and here!

If you don’t know what exactly Solar Blades & Cosmic Spells is, check out the proj…

Alternate Vancian Magic System for OSR Games

Okay, let me get his out straight away. I am not an Jack Vance scholar, literature major, or real wizard. I just love OSR games, love what I’ve read of The Dying Earth Series and other Appendix N books and really like to tinker with game systems (as well as create stuff). So I’ve come up with an alternate Vancian Magic System that makes spellcasting more flexible, leveless (even though you can still use the standard spell list in your game of choice) and insert some risk in the sorcery art (which I think is essential, as we are dealing with unnatural forces).

In the stories I’ve read, magicians, when they were imparting the spell energies in their minds to cast them later, would make increasingly greater effort to put as many spells as they could in their memory. There was not definite limit. Some could impart more, some less, and this could vary. They could risk filling their minds with spells, but if they pushed too hard, they could lose and release all that energy uncontrollably. …

How to never describe a dungeon!

I've heard it a thousand times. You probably heard it too. Some people, I don't know why, say that dungeons, especially large ones, are boring. The endless repetitions of rooms and corridors and having to choose to go left, right, north or south depresses them. I don't know why. Actually, I do know why.

Because they don't really know how to run a dungeon in play. It seems easy, effortless. Just say what's in the room the PCs are in and where the passages going out of it go. But it's not. They get bored with the "you get to a intersection and there is a door to the north and two passages, one going east and one going west" because that's a terrible way of describing a dungeon environment and gives nothing really useful to the players to choose from.

You never describe a dungeon like that. There's a lot more going on that we can initially see. A good referee will take all the context of what the dungeon was, what it is now, who lived there, who…