BX Space – Space Treasure Items

For good measure we will first repeat the tables from the previous article for context, note that the column at the far right gives the % Chance of Space Treasure Items. The body of this article then presents the tables which detail the Space Treasure Items.

BX-Space Treasure Types

There are 26 numbered treasure types. The following table illustrates Space Treasure Types 22 through 26.

Type

100’s of Copper

100’s of Silver

100’s of Electrum

100’s of Gold

100’s of Platinum

Gems & Jewelry

Space Treasure Items

22

25% 1-4

20% 1-4

15% 1-4

10% 1-4

5% 1-6

25% 1-6

25% 2

23

100’s of Copper, 25% 1-6

100’s of Silver, 20% 1-4

100’s of Electrum, 15% 1-4

100’s of Gold, 10% 1-4

100’s of Platinum, 5% 1-6

25% 1-6

20% 3

24

Nil

Nil

Nil

Nil

Nil

Nil

25% 2

25

2-8 coins per individual

2-8 coins per individual

Nil

Nil

Nil

Nil

Nil

26

2-8 coins per individual

2-8 coins per individual

10% 1-4 coins per individual

15% 1-4 coins per individual

Nil

Nil

Nil

The following table may be used to convert treasure type numbers to letters.

1

2

3

4

5

6

7

8

9

10

11

12

13

A

B

C

D

E

F

G

H

I

J

K

L

M

14

15

16

17

18

19

20

21

22

23

24

25

26

N

O

P

Q

R

S

T

U

V

W

X

Y

Z

Space Treasure Items

In the Category Space Treasure Items roll d100 on the following tables to determine what they are:

Space Treasure Subtable

d100

Space Treasure Subtables

01-20

Roll on a Known Rules d100 Magic Subtable

21-40

Weapon

41-60

Armour

61-80

Gadget

81-90

Data

91-00

Ancient Gadget

Weapon Subtable

d8

Weapon

1

Firearm +1

2

Firearm +1, +2 vs. Monster Type

3

Grenade, Damage +1 vs. Monster Type

4

Grenade, Paralysing +1 vs. Monster Type

5

Magazine, Firearm

6

Ray Gun +1, Paralysis

7

Ray Gun +1, Disintegrating

8

Ray Gun +1, Paralysis & Disintegrating

Armour Subtable

d4

Armour

1

AC Force Field

2

Space Suit 3

3

Space Suit 5

4

Space Suit 7

Gadget Subtable

d12

Gadget

1

Beamtorch

2

Firearm

3

Goggles, Darkvision

4

Jump Harness

5

Lung, Artificial

6

Packet, Extinguisher

7

Packet, Firestart

8

Perimeter Ward (1)

9

Rocket Pack

10

Rocket Pack Fuel

11

Tele-Radio, Personal

12

Timepiece

Data Subtable

d4

Data (Units of Information)

1

Space Spell: Lvl 1 magic-user/elf spell [any]1

2

Space Spell: Lvl 2 magic-user/elf spells [any]1

3

Space Spell: Lvl 3 magic-user/elf spells [any]1

4

Security Code

5

Space Map with Route Numbers

6

Secret or Unknown Information

7

Bounty

8

Treasure

Note 1 – There is a 25% chance the data is a clerical spell

Ancient Gadget Subtable

d8

Ancient Gadget

1

Atomic Glue

2

Booster

3

Brain Jolt

4

Cloak (Rocket Ship System)

5

Perimeter Ward (1)

6

Re-Life

7

Stasis Chamber

8

Whatever You See

Explanation of Space Treasure Items

Some items are the same as those found in equipment lists, with a bonus. Others may require a little explanation:

AC Force Field: These are relics of The Ancients. The exact principles which make them work have not been discovered but this does not make them any less useful. They never need to be recharged. The Armour Class Force Field creates a moderately protective barrier of force (AC5) which surrounds a Character when it is worn and activated.

Atomic Glue: This is a relic of the Ancients. Atomic Glue comes in a dispenser containing a single drop of this powerful glue. The glue will permanently join two surfaces together regardless of what they are, except that it will of course not stick to its own dispenser. What the dispenser is made of is a mystery. Two surfaces joined together by Subatomic Glue cannot be parted by any means but the items joined in this way may themselves break.

Bomb: Bombs are explosive devices which may be used to cause damage. Bombs have a timepiece which may be set in Days, Turns, or Rounds. When the set time elapses the bomb detonates.

Booster: This is a relic of the Ancients. The Booster is a device which has one charge. When applied to a Character it permanently grants special abilities which the Ancients must have considered useful traits in their servants. Wisdom and Intelligence were not traits they valued in their servants it would appear for this relic permanently deducts 1 point of INT and WIS with each use.

Booster Special Abilities

2d4
Dice Roll

Special Abilities

2

+1 to Saving Throws vs. Virus

3

+1 to Saving Throws vs. Radiation

4

+1 to Saving Throws vs. Poison

5

+1 to Saving Throws vs. Paralysation

6

+1 to Saving Throws vs. Poison

7

+1 to Saving Throws vs. Radiation

8

+1 to Saving Throws vs. Virus

If the device is used multiple times and the result is the same, increase a +1 value to +2, then +2 to +3. No value may be greater than +3.

Brain Jolt: These are relics of The Ancients. The Brain Jolt grants a +1 increase to the attributes Intelligence or Wisdom but at the price of deducting 1 point of Strength and Constitution. A Brain Jolt has only one charge, that is it may only be used once after which it burns out and may not be repaired.

Cloak (Rocket Ship System): These are relics of The Ancients. The cloak is a device which connects to a Rocket Helm System and permits a rocket ship to become temporarily invisible. If the Rocket Ship Helm, or Rocket Ship Motor are damaged the Rocket Ship cannot be made invisible. There is a chance that a Cloak may become permanently inoperative if the Helm becomes inoperative. Make an additional System Saving Throw for the Cloak and a failure means that it is rendered permanently inoperative.

Re-Life: These are relics of The Ancients. Re-Life is an aid with one charge which when applied to a character halts the countdown to death and/or the effects of death. Re-Life grants the character consciousness and enables them to act much as they normally would for 4 +1d4 Days. That is the character’s actions are self determined. The character is un-dead. They need not eat, breathe, etc. The body of the character does not decay but it is obviously an animated corpse.

Note that the Space Master secretly makes the dice roll to determine the duration of Re-Life and is under no obligation to inform the character how long the duration of Re-Life will be. Upon the expiry of the duration of Re-Life any progress to death, state of death, and decay are resumed.

During the duration of Re-Life the character is temporarily granted the same Hit Dice and attack capability as a Zombie, that is they are temporarily granted an alternate HD and d6 based Hit Points, and they attack last in any round. Note that the reduction of Hit Dice affects a character’s spell casting ability potentially resulting in a significant loss of capability if the Character is a high level spell caster.

A Character may not be healed or raised from the dead while under the influence of Re-Life. If the character is killed while under the influence of Re-Life they permanently lose 1 point of CON and the charge of Re-Life is used up regardless of any unused time.

Stasis has no effect upon the duration of Re-Life.

Further units of Re-Life may be applied to a dead character but their alignment changes permanently to Chaos and they permanently lose 1 point of CON with each additional application. The resulting Chaotic un-dead Character is then subject to the turning ability of Clerics as if they were a Zombie.

Whatever You See: These are relics of The Ancients. They are two button sized discs which are separated and placed on the craniums of any two living creatures embed themselves under the skin and grant each character the ability to see whatever the other is viewing at will. If only one character is granted darkvision the other character without that capability can still see whatever it is they behold. No sound is conveyed by the relic nor is there any other communication between them. Characters may write messages which the other can view but the viewer must be able to understand the writing system and read the language.

There is a caveat, the embedded discs attach permanently and may not be removed from a living character by any art currently known without potentially causing the death of said character, a saving throw. vs Death is granted. Once removed, either of the discs may be reused.


Next BX-Space Article – Space Suits

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GregMacKenzie

Greg MacKenzie is the author of the novella Seven Crows a Secret, the Fenris 2d6 role playing game, adventure modules Gloomland, and Wildwood, as well as countless other adventures.

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