Cats Have No Lord

Lucky Star (V 0.1)

Lucky Star is an in-development game and updates will be posted as I work on it. If you play the game and want to help out with any ideas please send any feedback to catshavenolordgames@gmail.com.

Lucky Star

Working Class Sci-Fi Horror Roleplaying

“You are my lucky star…” - Ellen Ripley, Alien (1979)

Principles

The following principles define this game and it’s intended playstyle.

Game Principles

Horror Focused - Lucky Star is a tabletop roleplaying game focused on working class sci-if horror to the exclusion of other flavors of sci-fi storytelling.

Small Scale - This type of horror is best experienced in restricted fictional spaces over short periods of time. Lucky Star is designed for one-shots or short campaigns set at a single fictional location.

Minimal - Only the minimal rules to support the intended focus and scale of play are included. Rules for character progression, starship navigation, space travel or other features of longer term play over a larger fictional space are intentionally excluded.

Non-Monetary - Lucky Star characters are stuck working low-wage jobs and encounter horror by accident. Equipment is provided to them by their employers or found in the course of an adventure. Prices for equipment are intentionally not included and players should not expect to earn money or buy things during adventures.

Adventure Centered - Lucky Star is made for running adventures written for it or other similar games, such as Mothership. It does not include a bestiary or guidelines for creating adventures or campaigns. I frankly couldn’t do better than the Mothership Warden’s Operations Manual for that anyway. I’m also an adventure write first and foremost, and I intend to write a lot of adventures for this.

Extensible - The game won’t break if new rules or procedures are added, and it is expected new content will be added through adventures or supplements as needed.

Compatible - Lucky Star is intended to be compatible with Mothership adventures with minimal conversion. A conversion guide will be included in a later update.

Free - I will not charge for this game or anything I make for it. I encourage anyone else who makes content for it to do the same.

Crewchief Principles

Facilitate - The Crewchief’s role is to facilitate the game by presenting the fictional situation neturally to the Crewmates and playing the role of any non-player characters (NPCs).

Converse - The game is a conversation between the Crewchief and the Crewmates. The Crewchief describes the situation and the Crewmates ask questions or state the fictional actions they wish to take.

Arbitrate - The Crewchief arbitrates the outcome of actions in the game either by common sense rulings of the outcome given the fictional circumstances or by requiring a save to determine the outcome. They determine the when saves are needed, if advantage or disadvantage apply, and what the potential outcome of the save is.

Fairness - The Crewchief is intended to arbitrate fairly without overly favoring the Crewmates or the forces opposing them.

Inform - The Crewchief should provide maximum reasonable information when describing the fictional situation or answering Crewmate questions. Learning information never requires a save, but may put Crewmates at risk due to the amount of time needed to learn the information. Crewmates with knowledge skills should know significantly more about those areas than other Crewmates.

Horror - The game works best when the Crewchief injects horror throughout play. Challenge the Crewmates with dangers and obstacles and do not hesitate to harm or kill characters so long as the risks are understood and it is fair.

Discover - The Crewchief and Crewmates discover what happens together through play and procedures. Do not pre-plan plot lines or outcomes.

Crewmate Principles

Decide - The core of gameplay for Crewmates is making meaningful decisions. Act and accept the consequences to drive the fiction forward.

Inquire - Good decisions require information. Ask many questions of the Crewchief and spend time exploring and learning about the fictional space.

Collaborate - The game works best when all the Crewmates collaborate to play to their strengths and enact plans that best leverage those advantages.

Use Tools - Equipment and skills can make new actions possible, remove the need for saves, provide advantage on saves, or lessen the negative outcome of saves. Keep all your resources in mind when making plans and taking actions.

Play to Lose - Most characters don’t survive a horror movie, and Lucky Star is intended to feel the same. Play to experience an interesting horror story, whatever the outcome, and don’t sweat the death and dismemberment that may come for your character.

Game Terms Glossary

The following specialized terms are used in this game text. Refer to this section for their definitions.

d - A polyhedral die with a number of faces equal to .
ϒd - A number of dice equal to ϒ with faces equal to , taking the sum of the dice as the result..
dꭓ + d (Advantage) - Two dice with faces equal to taking the best of the two results.
dꭓ - d (Disadvantage) - Two dice with faces equal to taking the worst of the two results.

Character Creation

Characters in Lucky Star are working class people stuck in bad situations in space.
To create a character:

  1. Roll their Stats
  2. Roll their Department and Specialization
  3. Roll their Relationships with other Crewmates
  4. Choose if they are human or androids

Stats

Characters are defined by four Stats:

Strength (STR) - Physical strength and fortitude
Dexterity (DEX) - Speed and agility
Resilience (RES) - Mental capacity to manage stressful situations
Evasion (EVS) - Ability to avoid serious physical harm

Stats reflect the Crewmate’s ability to accomplish actions under duress in stressful and horrific situations. This does not reflect their everyday physical and mental capacities and does not affect their ability to accomplish tasks outside of stressful conditions.

To determine stats:

  1. Roll 3d6 three times for STR, DEX, and RES in order; you may swap any two results
  2. Roll 1d6 for EVS

Inventory

Crewmates have an Inventory of 10 Slots. Slots are abstract, covering items worn, carried, or stored in bags and pockets.

Items generally take up 1 Slot each. Items marked bulky take 2 Slots, while items marked petty may be grouped in a Slot.

Conditions take 1 Slot each until they are cleared.

A Crewmate may exceed their 10 Slots up to a total of 12 Slots or a number equal to their STR, whichever is greater. When using more than 10 slots, the Crewmate’s EVS is 0.

Starting items are determined by the Crewmate’s Department and Specialization.

Department

Crewmates are assumed to be part of a crew on a starship, space station, planetary base, or other location. Each is a member of a Department in which they have specific Specialization. The Crewmate’s Department and Specialization determine some items of their starting inventory, skills, and a special ability.

Roll (1d6) or chose from the Departments and then roll or choose from the tables in the Department:

  1. Command
  2. Science
  3. Medical
  4. Engineering
  5. Martial
  6. Deck

Command

Even space needs bureaucracy.

Inventory

All Command crew take the following:

1 - Random Snacks (3 packs)
2 - Pocket communicator
3 - Flashlight
4 - Stun Gun (d6, close, non-lethal)
5 - Datapad
6 - Command ID Badge

Special Ability

Translation - Spend time in a safe place to work out the basics of an unfamiliar language for written or spoken communication, as well as technical terms related to your specialization. In unsafe conditions, succeed on a RES save or mistranslate.

Specialization

Each Command Crewmate has a specialization in addition to their general bureaucratic training that provides additional equipment and skills. Roll or choose from:

1 - Communications - Long Range Communication Kit; Engineering (Communications) and Knowledge (Signal Processing) skills
2 - Diplomacy - Universal Translator; Diplomacy and Empathy skills
3 - Record Keeping - Transcription Bot; Attention to Detail and Knowledge (Institutional Memory) skills
4 - Navigation - Astronavigation Kit; Knowledge (Navigation) and Knowledge (Mental Math) skills
5 - Human Resources - Sedative autoinjector (3 uses); Unnatural Calm and Knowledge (Crew Secrets) skills
6 - Protocol - Handgun (d6, Close); Knowledge (Rules of Order) and Tactics (Prisoner Restraint) skills

Favorite Book Genre

Command Crewmates are widely read due to their general education, but each also has a favorite book genre. Take an appropriate book (petty) and and a Knowledge skill related to knowledge that could be gained from such books.

1 - Social Science
2 - Philosophy
3 - History
4 - Romance
5 - Action-Adventure
6 - Poetry

Science

Pushing forward the boundaries of research.

Inventory

All Science Crewmates take:

1 - Snacks (3 uses)
2 - Personal communicator
3 - Glowsticks (3 uses)
4 - Datapad
5 - Multitool (d6)
6 - Multispectral camera

Special Ability

Scientific Method - May spend time in a safe place to form and test hypotheses about an unexplained phenomenon and gain general insights about how it works. More specific insights are possible if the phenomenon relates to your specialization. If in unsafe conditions, roll RES save and draw false conclusions on failure. Requires datapad for statistical calculations and may require sample collection depending on the nature of the phenomenon.

Specialization

Each Science Crewmate has a specialization in addition to their general science training that provides additional equipment and skills. Roll or choose from:

1 - Biology - Biology Field Kit; Knowledge (Biology) and Bioweapons skills
2 - Chemistry - Chemistry Field Kit; Knowledge (Chemistry) and Explosives or Poisons skills
3 - Geology - Geology Field Kit; Knowledge (Geology) and Rockbreaking skills
4 - Archaeology - Archaeology Field Kit; Knowledge (Archaeology) and Excavation skills
5 - Physics - Physics Field Kit; Knowledge (Physics) and Knowledge (Laws of Motion) skills
6 - Psychology - Psychology Field Kit; Knowledge (Psychology) and Empathy skills

Surprising Talent

Each Science Crewmate has a surprising talent outside of science that grants them extra equipment and skills. Roll or choose from:

1 - Juggling - Throwing Knives (d6, Close); Throwing Accuracy skill
2 - Karaoke - Karaoke Party Speaker; Confidence skill
3 - Painting - Painting Kit; Attention to Detail skill
4 - Ballet Dancing - Ballet slippers (petty); Body Control skill
5 - Ventriloquism - Ventriloquist Dummy; Voice Throwing skill
6 - Fire Breathing - Fire Breathing kit (d8, Close, Burn); Strong Constitution skill

Medical

Keeping the crew healthy and fit for action.

Inventory

All Medical crew take the following:

1 - Random Snacks (3 packs)
2 - Penlight (petty)
3 - Pocket Mediscanner
4 - First Aid Kit
5 - Sedative Autoinjector (3 uses)
6 - Personal Communicator

Special Ability

Medical Care - Spend time in a safe place with a first aid kit to clear the wounded or broken condition for minor injuries or restore 1d4 STR to a human. Spend time in a safe place with a specialized medical kit to clear the wounded or broken condition for severe or special injuries relating to your specialization or restore 2d4 STR to a human. In unsafe conditions, succeed on RES save to provide care or inflict 1d4 STR damage instead.

Specializations

Each Medical Crewmate has a specialization in addition to their general medical training that provides additional equipment and skills. Roll or choose from:

1 - Trauma - Bleeding Control Kit; Medial Treatment (Trauma) and Surgery skills
2 - Decompression - Portable Hyperbaric Chamber; Medical Treatment (Decompression) and Pressure Laws skills
3 - Bone Fractures - Bone Setting/Growth Kit; Medical Treatment (Fractures) and Patient Calming skills
4 - Contagious Disease - Field Vaccine Synthesizer; Medical Treatment (Contagions) and Quarantine Protocols skills
5 - Radiation - Anti-Radiation Kit; Medical Treatment (Radiation) Treatment and Knowledge (Nuclear Science) skills
6 - Toxins - Field Antitoxin Synthesizer;Medical Treatment (Toxins) and Poisons skills

Unique Experience

Each Medical Crewmate has had a unique experience with a rare medical condition. They gain a skill related to recognizing and treating that condition and the ability to quickly improvise treatment supplies from standard medical equipment when needed.

1 - Medical Treatment (Alien Parasites)
2 - Medical Treatment (Exofungal Infection)
3 - Medical Treatment (Harmful Gasses)
4 - Medical Treatment (Unfamiliar Acids)
5 - Medical Treatment (Exobotanical Attacks)
6 - Medical Treatment (Mutations)

Engineering

Keeping the ship/base and all its equipment up and running.

Inventory

All Engineering crew take the following:

1 - Random Snacks (3 packs)
2 - Headlamp
3 - Work Gloves (Petty)
4 - General Toolkit
5 - Utility Knife (d6)
6 - Pocket communicator

Special Ability

Repair - Spend Time in a safe place with a general toolkit to repair the Broken condition for common items and systems or restore 1d4 STR to androids. Spend time in a safe place with your specialized toolkit to repair the Broken condition for uncommon or complex items related to your specialization or restore 2d4 STR to androids. In unsafe conditions, succeed on RES save to make the repair or break the item or system permanently.

Specializations

Each engineering Crewmate has a specialty in addition to their general engineering training that provides additional equipment and skills. Roll or choose from:

1 - Electrical - Specialized Toolkit (Electrical); Engineering (Electrical) and Hotwiring skills
2 - Mechanical - Specialized Toolkit (Mechanical); Engineering (Mechanical) and Improvised Machinery skills
3 - Computers - Specialized Toolkit (Computers); Engineering (Computers) and Hacking skills
4 - Nuclear - Specialized Toolkit (Nuclear Devices); Engineering (Nuclear Energy) and Medical Treatment (Radiation) skills
5 - Robotics - Specialized Toolkit (Robotics); Engineering (Robotics) and AI Friendship skills
6 - Hydraulics - Specialized Toolkit (Hydraulics); Engineering (Hydraulics) and Knowledge (Fluids) skills

Special Interest

Each engineering Crewmate has a special interest outside of work that provides additional equipment and skills. Roll or choose from:

1 - Model Building - Set of tiny tools (petty); Attention to Detail skill
2 - Astronomy - Pocket telescope (petty); Knowledge (Navigation) skill
3 - Trivia - Electronic pocket encyclopedia (petty); Knowledge (Obscure) skill
4 - Animals - Pocket guide to known extraterrestrial species (petty); Knowledge (Xenozoology) skill
5 - Sports Statistics - Specialty pocket calculator (petty); Knowledge (Mental Math) skill
6 - Roleplaying Games - Pocket copy of Exoplanets & Xenomorphs 7.5E (petty); Improvisational Acting skill

Martial

Ensuring safety and security.

Inventory

All Martial Crewmates take the following:

1 - Snacks (3 uses)
2 - Communication earbud (petty)
3 - Multispectral goggles
4 - Handgun (d6, Close)
5 - Body Armor (+2 armor)
6 - Stimulants (3 uses)

Special Ability

Improvised Weaponry - Combat training makes Martial Crewmates more proficient in dealing damage with improvised weapons. Any improvised weapon deals d4+d4 damage.

Specialization

In addition to their general combat training, each Martial Crewmate has a combat specialization that grants them an extra weapon and skills.

1 - Sharpshooting - Sniper Rifle (d12, Extreme, Bulky); Long Range Shooting and Called Shot skills
2 - Demolitions - Plastic Explosives (3 uses, d10+d10, Close, Blast); Tactics (Breaching) and Improvised Explosives skills
3 - Fire Support - Submachine Gun (d6+d6, Medium, Automatic); Suppressing Fire and Tactics (Zone Clearance)
4 - Defensive - Machine Gun (d12, Medium, Bulky, Automatic); Tactics (Barricades) and Tactics (Area Control) skills
5 - Hostile Insertion - Assault Rifle (d8, Medium, Burst); Calm Under Pressure and Tactics (Beachhead) skills
6 - Stealth - Crossbow (d8, Medium, Quiet); Stealth and Quiet Neutralization skills

Martial Art

Each Martial Crewmate has training in a particular martial art. Their unarmed attacks deal d6 damage while employing this martial art in addition to the listed special effect.

1 - Zero-G - Roll DEX Save during combat to precisely push an opponent to a point in space where they are immobilized and cannot reach any surfaces
2 - Grappling - Grapple an opponent as part of an unarmed attack
3 - Acrobatic - Roll DEX save during combat to maneuver to an optimal position and make an unarmed attack with Advantage
4 - Disarming - Disarm an opponent as part of an unarmed attack, either taking or discarding their weapon
5 - Offensive - Push an opponent to the ground as part of an unarmed attack
6 - Defensive - Unarmed or Melee attacks against you are Impaired

Logistics

Ensuring the other departments have what they need (those ungrateful jerks).

Inventory

All Logistics Crewmates take:

1 - Snacks (3 uses)
2 - Personal Communicator
3 - Heavy-duty flashlight (d6)
4 - Autowinch (50 ft. cable)
5 - Padded coveralls (+1 armor)
6 - Electronic lockbreaker

Special Ability

Let Me Check in the Back - Once per day 4-in-6 chance of finding supplies hidden in an unlikely location. Crewchief determines the rarity of supplies that may be found this way.

Specializations

In addition to their general training, each Logistics Crewmate has a specialization that grants them an extra tool and skills.

1 - Machinery Operator - Machinery Key; Driving and Organization skills
2 - Loader - Back brace; Heavy Lifting and Balance skills
3 - Stocker - Inventory scanner; Attention to Detail and Supply skills
4 - Quartermaster - Datapad; Negotiation and Call in a Favor skills
5 - Fabricator - 3D Printer; Fabrication and Schematics skills
6 - Delivery - Delivery Drone; Navigation and Stealth skills

Secret Stash

Each Logistics Crewmate has a stash of supplies they have been putting aside for a rainy day. Roll a die each time you take an item from the stash. Start with a d8. On a result of 1, reduce to a d6, then a d4. On a result of 1 from a d4 the stash is exhausted. Roll or choose from:

1 - Food
2 - Spare Batteries
3 - Stimulants
4 - Medical supplies
5 - Ammunition and 1 handgun
6 - Alcohol

Relationships

To facilitate roleplaying, establish your relationship with each other member of the crew. Roll or choose from the prompts below for each other crewmate and record your answer to the prompt.

1 - You begrudgingly respect something about their personality. What is it?
2 - They have a habit that annoys you greatly. What is it?
3 - You two had an awkward moment once and try to avoid talking about it. What happened?
4 - They saved you from danger once (or you saved them). What happened?
5 - You were friends from childhood. How did you end up working together?
6 - You are part of the same family. How are you related?
7 - You quickly bonded over a shared interest. What is it?
8 - You were friends once, but not anymore. What happened?
9 - You have hated each other from the day you met. Why?
10 - You secretly have a crush on them. Why do you keep it secret?
11 - You spend your downtime working on a project together. What is it?
12 - This is the first day you have met. What is your first impression?

Androids vs. Humans

Crewmates are human by default. Any crewmate may choose to be an android rather than a human. Androids are created like other characters but are different from humans in several key ways:

  1. They do not require sleep, oxygen, food, or water for survival. This means they can survive in the vacuum of space or underwater. They also cannot take the Fatigue or Deprived conditions due to lack of sleep, food, or water.
  2. They are programmed for calm in stressful situations and may roll twice for RES saves related to Stress and Panic, taking the better result.
  3. They are programmed to help humans above all else and, when reasonable, can roll a Save instead of a nearby human, suffering the negative outcomes on failure. This does not apply to RES saves as a result of Panic.
  4. They are programmed to not harm living creatures. They cannot carry weapons or serve in the Martial Department. They may cause harm in the pursuit of aiding a human, but only after succeeding on a RES save.
  5. Their energy source may be drained by physical damage and vigorous activity. They require batteries or access to a power supply to regain EVS while resting.
  6. They cannot heal STR or DEX damage with equipment and medicine intended for humans, and instead require repair shops with specialized equipment.
  7. They cannot forget things. Stressful memories stay with them, and their only way to recover RES is with a memory reset.

Skills List

This list defines the skills noted in the section above. In addition to any explicit mechanical effects noted here, the Crewchief must consider skills when arbitrating Crewmate actions. Skills should allow a Crewmate to accomplish actions that are impossible or difficult for Crewmates without that skill and should remove the need for a Save or mitigate the potential negative consequences for a Save related to those actions. Skills are intended to be broadly interpreted as agreed upon by the Crewchief and Crewmates through Conversation and should not be restricted to the specific descriptions listed here. New skills may be added as needed.

AI Friendship - Excellent at making friends with robots and other artificial intelligence systems and getting them to do what you want.

Attention to Detail - Notice important information that would normally require spending time to inspect a space without spending time or notice extra information when spending time to inspect a space.

Balance - Avoid or minimize risk of DEX saves in situations requiring balance.

Bioweapons - Proficient in developing improvised biological weapons from available materials or designing countermeasures and treatments for effects of bioweapons.

Body Control -Avoid or minimize risk of DEX saves in situations requiring precise body control.

Called Shot - May target specific body parts or objects when attacking with firearms. If the attack deals STR damage, target takes a wound on that specific part or the object is broken or destroyed. May choose to deal non-lethal damage (DEX) with firearms when firing from medium or close range.

Call in a Favor - Once per day you may contact someone who owes you for help.

Calm Under Pressure - Roll stress-related RES saves with advantage.

Confidence - Project confidence in tough social situations.

Diplomacy - Communicate effectively in high-stakes situations without offending.

Driving - Excellent at driving most vehicles. Advantage on driving related DEX saves.

Empathy - Understand emotions and recognizing when others are withholding information.

Engineering (Type) - Proficient at troubleshooting and repairing technology of the listed type

Excavation - Proficient in precise excavation techniques and can dig faster.

Explosives - Proficient in using and defusing explosives.

Fabrication - Proficient in fabricating new tools and weapons.

Hacking - Proficient at gaining access to restricted computer systems.

Heavy Lifting - Can carry up to 20 slots of items for 10 minutes to move them short distances.

Hotwiring - Can rewire electric devices to change their function or start them without access.

Improvised Explosives - Create improvised explosives (d8+d8, close, blast) after spending time in safe conditions or after rolling RES save in unsafe conditions.

Improvised Machinery - Create small machines from scavenged parts to solve problems fter spending time in safe conditions or after rolling RES save in unsafe conditions.

Improvisational Acting - Good at playing a roles and improvising in stressful social situations.

Juggling - Throw improvised weapons with advantage on the damage roll.

Knowledge (Type) - You have deep knowledge of the stated type, which comes in useful in understanding and solving problems

Long Range Shooting - You may fire weapons from one range greater than their maximum effective range without disadvantage.

Medical Treatment (Type) - Proficient at diagnosing and treating conditions of the stated type

Negotiation - Proficient at getting what you want/need out of social interactions.

Patient Calming - Excellent at calming people in pain and distress.

Poisons - Proficient in creating and using poisons or treating poison-related illnesses.

Quiet Neutralization - Spend time or roll DEX save to kill or incapacitate an opponent without alerting nearby hostiles.

Rockbreaking - Proficient in breaking through rock and concrete structures and walls.

Schematics - Proficient at drawing up schematics of machinery and tools to make copies of them.

Stealth - Avoid or minimize risk of DEX saves related to moving stealthily or hiding.

Strong Constitution - Gain advantage on STR saves related to resisting the effects of poisons and other physical ailments.

Surgery - Proficient at conducting surgery to fix medical conditions.

Supply - Knowledgeable about how to obtain supplies when needed.

Tactics (Type) - Proficient in tactics of the stated type and may gain advantage or cause disadvantage to opponents when employing those tactics.

Throwing Accuracy - Gain advantage on the damage roll when throwing weapons or copy the effect of the Called Shot skill when throwing a weapon.

Unnatural Calm - You remain calm in stressful social situations and don’t give away more information to others than you want to.

Voice Throwing - Can make your voice sound like it is coming from another location.

Taking Action

The core of Lucky Star gameplay is that the Crewchief describes the fictional situation to the Crewmates who make decisions and take action. Most actions can be resolved through Conversation, but actions with significant risk require Saves, and there are special rules for Combat.

Conversation

For most actions, the Crewchief and Crewmates can decide on a reasonable outcome or conditions related to a proposed action without requiring a Save. This should rely largely on common sense and the fictional situation, but is guided by these principles:

  1. If it is an action in a non-risky situation that any person could reasonably accomplish, it will usually be successful.

  2. If it is an action requiring specialized training or skills, only Crewmates with a relevant Department, Specialization, or Skills may attempt it. This does not require a save in a non-risky situation, but may in a risky situation.

  3. There is often a trade-off between risk and the time needed to accomplish an action. Crewmates may take extra time to complete the action carefully without rolling a Save at the risk of danger that may occur during that time (such as via a random encounter roll).

  4. If an action is possible but in a risky situation, the crewmate most at risk should roll a Save to determine if they accomplish the task without negative consequences.

  5. If an action is not reasonably possible, it cannot be attempted.

Saves

A Save is a die roll to determine if a Crewmate accomplishes a risky action without suffering negative consequences. The Crewchief determines which Stat is most appropriate. The Crewmate rolls 1d20, succeeding on a result equal to or less than their Stat.

A Save is not a measure of success or failure on the action itself, but rather if the action is accomplished without negative consequences. The Crewchief determines the most appropriate consequences and states them prior to the Crewmate rolling the Save. When determining the consequences, the Crewchief should consider the fictional circumstances as well as the Crewmate’s Department, Specialization, and Skills and how these would mitigate potential consequences.

Consequences may include fictional setbacks, damage to or loss of equipment, damage to Stats, or taking a Condition.

The crewmate may take advantage or disadvantage on the save based on the fictional situation, their department, specialization, skills, or at the discretion of the Crewchief.

Combat

Special rules apply to running combat in Lucky Star.

Time

Combat is structured into a series of rounds lasting one minute each in which the Crewmates and their opponents alternate actions. By default, the opponents take the first round unless the Crewmates have surprised them (as determined by the Crewchief). At the start of combat, each Crewmate rolls a DEX save and may take one action prior to the opponents’ round on a success.

All actions in the round are resolved simultaneously. Crewmates select their targets for attacks or state the action they intend to take prior to making any attack rolls or Saves. Once all Crewmates have chosen, they roll at the same time and resolve their attacks or actions.

Attacks

To attack, a Crewmate selects a target and rolls the damage die for the weapon they are using. The result is dealt in damage to the target.

Damage is first reduced by the target’s Armor. Damage is then subtracted from the target’s EVS. If any damage remains, it is subtracted from the target’s STR for lethal damage or DEX for non-lethal damage (see Harm for effects of Stat damage).

If multiple attackers have the same target, only the highest result among their attack rolls applies.

Range and Movement

There are five range bands for combat:

  1. Engaged - Close enough for melee attacks; can touch the opponent
  2. Close - Close enough for throwing and small weapon attacks; can easily talk to the opponent
  3. Medium - Close enough for larger weapon attacks; must yell to talk to opponent
  4. Far - Close enough for long range weapon attacks; can clearly see but not talk to opponent
  5. Extreme - Only specialized weapon attacks; must use telescopes or other tools to see opponent clearly

Range is measured from each Crewmate relative to each opponent or other Crewmate, and will be different depending on how they move around the area. It can be helpful to use tokens on a map to track relative positions in complex combats.

Each weapon has a listed effective range. Crewmates may use the weapon at one range greater than its effective range but must roll damage with disadvantage.

A crewmate may move closer or further away from an opponent during a round:

  1. At Medium, Close, or Engaged range, the Crewmate may move one range band closer or further away during the round and also take another action or attack.
  2. At Far or Extreme range, the Crewmate must use the entire round to move one range band closer or further away, and they cannot take another action or attack.

Blocking Damage

If an attack would inflict STR or DEX damage to a Crewmate, any Crewmate in close range of them (including themselves) can choose to block that damage and apply it to a specific body part or piece of equipment instead.

Blocking only applies to the portion of the damage that would affect the STR or DEX. The damage taken to EVS still applies.

The body part or piece of equipment used to block takes the Broken condition. A Crewmate may choose to do this multiple times until they have no more available body parts or equipment.

Other Actions in Combat

Instead of or alongside attacks Crewmates may take other actions. These may include, but are not limited to:

  1. Moving to a position to gain a combat advantage against an opponent
  2. Grappling or otherwise physical moving an opponent
  3. Taking cover
  4. Interacting with equipment or other features of the combat area
  5. Blowing things up, setting things on fire, or other environmental actions
  6. Providing medical treatment
  7. Talking to opponents or crewmates

The Crewchief decides if such actions take the entire round or if the Crewmate may also make an attack. The Crewchief also decides if a save is required by the Crewmate or an affected opponent related to the action.

Advantage and Disadvantage

Attackers may roll damage with advantage if they have taken an action to gain an advantage on their target or in any other case where it is logical given the fictional circumstances.

Attackers roll damage with disadvantage if their target has taken cover or otherwise is more difficult to hit (e.g., in darkness, smoke, or fog).

Critical Damage

When an attack deals STR damage, the target must then roll a STR Save to check for Critical Damage.

On success they suffer no other effects and remain in combat.

On failure for an NPC, the NPC dies.

On failure for a Crewmate, they are incapacitated until they receive aid. They take the Wounded Condition, and they take any other Effects or Conditions specified for Critical Damage in their opponent’s statblock.

Scars

If a Crewmate takes damage (after reduction by armor) that reduces their EVS to 0 but does not affect their STR, they take a Scar (roll d12):

  1. Lasting Scar - Lasting Scar: Roll 1d6. 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear. Roll 1d6. If the total is higher than your max EVS, take the new result.
  2. Rattling Blow - You’re disoriented and shaken. Describe how you refocus. Roll 1d6. If the total is higher than your max EVS, take the new result.
  3. Walloped - You’re sent flying and land flat on your face, winded. Take Deprived effect. After clearing the effect, roll 1d6. Add that amount to your max EVShy.
  4. Broken Limb - Roll 1d6. 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max EVS, take the new result.
  5. Diseased - You’re afflicted with a gross, uncomfortable infection. When it is treated, roll 2d6. If the total is higher than your max EVS, take the new result.
  6. Reorienting Head Wound - Roll 1d6. 1-2: STR, 3-4: DEX, 5-6: RES. Roll 3d6. If the total is higher than your current attribute, take the new result.
  7. Hamstrung - You can barely move until you get medical treatment and rest. After recovery, roll 3d6. If the total is higher than your max DEX, take the new result.
  8. Deafened - You cannot hear anything until you get medical treatment. Make a RES save. If you pass, increase your max RES by 1d4.
  9. Re-brained - Some hidden part of your psyche is knocked loose. Roll 3d6. If the total is higher than your max RES, take the new result.
  10. Sundered - An appendage is torn off or broken. Roll 1d12 (odds are torn off, evens are broken): 1-2 Left Leg, 3-4 Right Leg, 5-6 Left Arm, 7-8 Right Arm, 9-10 Hand, 11-2 Foot. It does not work until you get medical treatment or a mechanical replacement. Then make a WIL save. If you pass, increase your max WIL by 1d6.
  11. Mortal Wound - You are deprived and out of action. You die in one hour unless you get medical treatment. Upon recovery, roll 2d6. Take the new result as your max EVS.
  12. Doomed - Death seemed ever so close, but somehow you survived. If your next save against critical damage is a fail, you die horribly. If you pass, roll 3d6. If the total is higher than your max EVS, take the new result.

Morale

When a group of NPCs loses half their number or when a single NPC takes STR damage in combat they must roll a RES save. On failure they lose their morale and flee the fight.

Harm

EVS Damage

EVS damage is temporary and represents weariness from battle rather than physical harm. After combat, Crewmates may recover all their EVS by resting for at least 10 minutes in a safe place with snacks, water, or other food available.

STR and DEX Damage

Physical harm is represented by reduction of STR and DEX. If either stat is reduced to 0, the Crewmate dies.

Damage during combat is reduced by armor and EVS prior to affecting STR or DEX. Damage outside of combat, such as from traps, environmental effects, or surprise attacks, is subtracted directly from the relevant Stat without reduction.

Healing

STR and DEX may be recovered at a rate of 1 point per week with natural rest and no medical assistance. Stats recover at a rate of 1d4 points per day with field medical assistance, such as at a ship’s medbay or as provided by a field medic with appropriate equipment. Stats recover at a rate of 1d6 points per day with full medical assistance, such as at a hospital.

First Aid and Stimulants

Stat loss may be temporarily overcome through first aid and stimulants.

Use of a first aid kit by anyone regardless of training restores 1d4 points of STR or DEX for 2d6 hours. Use of a first aid kit by someone with medical training restores 2d4 points for 2d6 hours. A crewmate may only benefit from such care once per injury, after which point it must be healed at the rates described above.

Stimulants restore all lost stats for 1d4 hours and may be used multiple times for the same injury. Overuse of stimulants is dangerous. If using stimulants more than once in 24 hours, roll 1d12, on a result equal to or less than the number of doses in the past 24 hours, you overdose. Your STR is reduced to 0 and you will die within 10 minutes without receiving a stimulant blocker, which is included in first aid kits.

Stress and Panic

Stress and other mental damage is represented by reduction of RES. If RES is reduced to 0 the crewmate is alive but unable to act due to mental paralysis.

Crewmates suffer stress as follows:

Each point of Stress reduces the Crewmate’s RES by 1. The Crewchief determines when Crewmates take stress for witnessing horror and what level of horror they have witnessed.

Recovery

Crewmates may recover RES by resting for at least 10 minutes in a safe place with access to snacks, water, or other sources of food. They may then make a RES save and recover RES equal to their result on success. If they have access to items or activities to aid in stress reduction (e.g., alcohol, meditation, or time with close friends) they may roll twice and take the better result for their RES save.

Panic

Crewmates must also sometimes make a RES save to avoid Panic. The Crewchief determines when a save for Panic is required. Situations possibly requiring a RES save for panic include:

On a success, regain 1d4 RES. On a failure, roll d10 on the Panic table below:

1 - Memory Loss - Forget everything that has happened in the past 12 hours
2 - Rage - Attacks you make and attacks against you are Enhanced
3 - Overcaution - Attacks you make and attacks against you are Impaired
4 - Flight - You must make a RES save when facing danger and run on failure
5 - Shaking - Roll all DEX saves twice and take the worse result
6 - Numbness - You are numb to pain, roll all STR saves with your maximum STR value regardless of your current STR
7 - Dizziness - Roll a DEX save to move at a normal speed or move at ¼ your normal speed to avoid falling over
8 - Nausea - Roll a STR save to avoid vomiting when taking any vigorous physical action
9 - Hyperventilation - You can’t stop breathing heavily and loudly, alerting nearby enemies to your position
10 - Calling it Quits - You decide you’re done with this and make your best attempt to leave (take over an NPC or roll up a new character)

Each Panic effect lasts for 1d4 hours minimum, after which point the Crewmate may clear the effect by resting in a safe place for at least 10 minutes with access to snacks, water, or other food.

Statuses and Conditions

Statuses are short term effects lasting only for the listed duration or under the listed circumstances. Conditions are a long term effect lasting until the requirements to clear them are met. Statuses and Conditions may be created by the Crewchief as needed, but several examples are provided below.

Statuses

For each Status there is a statement of its trigger, its effect, and the duration or circumstances under which it applies. Statuses may also be applied as determined reasonable by the Crewchief. Statuses do not take an inventory slot.

Burning
Trigger: Exposure to fire
Effect: Deals 1d4 STR damage when triggered and every minute after. Roll STR Save after each STR loss and take the Wounded (Burn) condition on failure. Multiple copies of the condition represent extensive burning.
Duration: Lasts until fire is extinguished.

Deprived
Trigger: When deprived of a critical need (e.g., food or rest) for at least 12 hours.
Effect: Crewmate is unable to recover EVS or other stats. Take 1 Fatigue each day after becoming Deprived until cleared.
Duration: Until fulfilling the need that caused the crewmate to become deprived.

Freezing
Trigger: Exposure to extreme cold
Effect: Deals 1d4 STR damage when triggered and every minute after. Roll STR Save after each STR loss and take the Hypothermia condition on the first failure.
Duration: Lasts until Crewmate is warmed or they contract Hypothermia.

Irradiated
Trigger: Exposure to radiation
Effect: Nausea, vomiting, and serious headache interfere with functioning. Take Radiation Poisoning condition after 10 minutes. Death after 30 minutes.
Duration: Until death or end of exposure to radiation.

Conditions

For each condition, there is a statement of its trigger, it’s effect, and the requirement to clear it. Conditions may also be applied whenever determined reasonable by the Crewchief. Each Condition takes up one inventory slot.

Fatigue
Trigger: When Deprived for more than one day.
Effect: No effect except loss of inventory slot.
Clear: Rest for at least 8 hours in a safe place.

Hypothermia
Trigger***:** When failing a STR save for the Freezing status
*Effect
: Death within 1 hour if not treated. Extreme confusion after 15 minutes. Compulsive undressing after 30 minutes. Compulsive hiding/burrowing after 45 minutes.
Clear: Warming and medical care

Broken
Trigger: When a body part of piece of equipment is broken.
Effect: Body part or item does not function.
Clear: Fix via medical or mechanical care.

Radiation Poisoning
Trigger: Exposure to radiation for more than 10 minutes
Effect: Hair loss, dizziness, bloody vomit, death within d6 hours if not treated.
Clear: Fix via appropriate medical care

Wounded (Type)
Trigger: When failing a STR save after taking STR damage
Effect: Difficulties taking actions determined reasonable by Crewchief given type
Clear: After receiving appropriate medical care for the type from a trained care provider

Adventure Procedure

The following procedure is recommended for adding tension to gameplay by forcing Crewmates to balance the risk of negative outcomes with how they spend their time. It may be replaced by adventure-specific procedures or your own procedures as desired. This procedure relies on having prewritten random encounter and environmental effects relevant to the adventure you are running.

Every time Crewmates move between locations, spend time accomplishing an action in a location, or bring attention to their actions (e.g., being noisy), roll 1d6 to determine if something occurs during that time.

1 - Close Encounter - Roll an encounter and place in the same location as the Crewmates
2 - Far Encounter - Roll an encounter and place in a nearby location to the Crewmates with signs (e.g., sound or smell) that alert them to the encounter
3 - Environmental Effect - Roll an environmental effect
4 - Equipment Failure - Battery runs out, weapon jams, or equipment otherwise fails
5 - Exhaustion - Crewmates must rest or take 1 Fatigue
6 - Quiet - Nothing happens

Equipment

A sample of equipment is listed below. Add new equipment as needed or from adventures.

Tools

All tools may be used for the listed uses, as well as any other uses determined reasonable by the Crewchief.

3D Printer - Print mechanical components or tools as needed. Requires minimum of 10 minutes to print.

Autowinch (50 ft. cable) - Motorized winch can pull up to 20 slots of weight attached to the cable.

Back Brace - Allows you to carry 2 extra slots above your maximum for up to 1 hour without ill effects.

Command ID Badge - Provides access to restricted functions for computers and machinery controlled by your organization.

Communications Earbud (petty) - Same function as personal communicator but fits in your ear.

Datapad - Portable computer tablet with general software and anything specific to your department and specialization. Can interface with other systems.

Delivery Drone - Autonomous drone delivers up to 5 slots of items up to 1 km away and returns to you.

Electronic Lockbreaker - Spend time to break all but the most secure locks.

Field Antitoxin Synthesizer - Spend time to develop an anti-toxin based on a sample of the toxin. Requires 10 minutes to produce a dose of the antitoxin after the initial synthesis.

Field Vaccine Synthesizer - Spend time to develop a vaccine for an infection based on a sample of the infection source. Requires 10 minutes to produce a dose of the vaccine after the initial synthesis.

Flashlight - Illuminates a cone 40 ft. in front of you.

Glowsticks - Illuminates an area 20 ft. around you for up to 1 hour.

Headlamp - Illuminates a cone 40 ft. in front of you. Hands Free.

Heavy Duty Flashlight - Illuminates a cone 40 ft. in front of you and doubles as a bludgeoning weapon (d6).

Inventory Scanner - Scans new items and has access to the inventory of supplies for your organization.

Karaoke Party Speaker - Large speaker with colorful lights and a microphone.

Long Range Communication Kit - Backpack of equipment allowing communication up to 50 km away.

Machinery Key - Electronic key starts all machinery controlled by your organization. May be reprogrammed to control equipment for another organization by someone with relevant skills.

Multispectral Camera - Camera records images of things in infrared, ultraviolet, etc… that may not normally be visible.

Multispectral Goggles - Googles allow viewing in infrared, ultraviolet, etc…, showing things that may not normally be visible and allowing visibility in dark spaces up to 40 ft. away.

Multitool (d6) - Tool with screwdriver, bottle opener, pliers, a knife (d6) and other tools.

Personal Communicator - Handheld device allows communication with other devices on the same frequency up to 5 km away.

Penlight (petty) - Small flashlight illuminates a cone 20 ft. in front of you.

Pocket Mediscanner - Handheld device does medical imaging and scanning to identify injuries and illnesses.

Pocket Telescope - Folds up small and lets you see further away.

Portable Hyperbaric Chamber - Rollable plastic tube fits most humans for treating decompression sickness. Comes with oxygen cylinder with 2 hours of oxygen supply.

Specialty Pocket Calculator (petty) - Calculator for complex mathematical functions.

Transcription Bot - Clip-on device listens and transcribes notes of any conversations you tell it to. Light indicates it is recording.

Universal Translator - Device translates automatically between known human languages.

Utility Knife (d6) - Retractable razor-blade knife

Work Gloves (petty) - Protect your hands

Kits

Kits combine a number of items related to a single task or specialty into a single slot. The list of included equipment is intentionally not defined, as they are intended to allow the Crewmate to perform the specific related action rather than serve as general purpose tools. However, the Crewchief may determine what is reasonable to be included if the Crewmate wants to use a specific tool for another task. If the Crewchief is uncertain, roll 1d6 and the item will be available on a result of 1 or 2. In general, all the included items should be able to fit in a small backpack together.

Archaeology Field Kit
Anti-Radiation Kit
Astronavigation Kit
Biology Field Kit
Bleeding Control Kit
Bone Setting/Regrowth Kit
Chemistry Field Kit
Computers Toolkit
Electrical Toolkit
Emergency Patching Kit
First Aid Kit
General Toolkit
Geology Field Kit
Hydraultics Toolkit
Mechanical Toolkit
Nuclear Toolkit
Robotics Toolkit
Painting Kit
Physics Field Kit
Psychology Field Kit
Tiny Toolkit
Ventriloquist Dummy

Books

Electronic Pocket Encyclopedia (petty)
Exoplanets & Xenomorphs 7.5E
Pocket Guide to Known Extraterrestrial Species (petty)

Clothing/Armor

Regular clothing does not take a slot, but specialized clothing and armor do.

Ballet Slippers (petty)
Body Armor (+2 Armor)
Padded Coveralls (+1 Armor)

Weapons

Weapon descriptions include the damage die size, range, and sometimes weapon tags. New weapon tags may be added as needed. Those listed here are:

Automatic - May attack all targets in range but roll damage with disadvantage.
Blast - Deals damage to all targets in range.
Burst - May attack up to 4 targets in the same round but roll damage with disadvantage.
Burn - Target takes the Burning effect.
Non-Lethal - Deals DEX damage
Quiet - If fired from cover outside of combat it does not alert others to your presence

Assault Rifle (d8, Long, Burst)
Crossbow (d8, Medium, Quiet)
Fire Eating Kit (d8, Close, Burn)
Handgun (d6, Close)
Machine Gun (d12, Medium, Bulky, Automatic)
Plastic Explosives (d10+d10, Close, Blast)
Stun Gun (d6, Close, Non-Lethal)
Submachine Gun (d6+d6, Medium, Automatic)
Sniper Rifle (d12, Extreme, Bulky)
Throwing KNives (d6, Close)

Medicine

Sedative - Incapacitates or calms the target for d4 hours
Stimulants - See section on stimulant use

Snacks

Snacks are shelf-stable food in sealed pouches that all Crewmates typically carry to supplement the otherwise bland pastes and bars that provide most of their calories. Snacks or another source of food are required in order to effectively rest to restore Stat loss.

Three bags of snacks occupy one 1 slot.

Roll or choose from the table below for snacks. All have the same effect in game, but reflect the personality of the Crewmate.

1 - Spicy Lime Corn Tubes
2 - BBQ Ridged Potato Slices
3 - Cheezy Corn Puffs
4 - Salt n’ Vinegar Artificial Cracklins
5 - Freeze Dried Pickles
6 - Kimchi Clusters
7 - Roasted Gim (Seaweed)
8 - Caramel Pretzels
9 - Butter-Flavored Popcorn
10 - Pizza-Flavored Potato Crisps
11 - Mixed Nutz (Artificial)
12 - Creme-Filled Choco Biscuits
13 - Mixed Berry Yogurt Tube
14 - Puddin’ Cup
15 - Chicken Biscuits
16 - Rainbow Fish Crackers
17 - Curry Potato Sticks
18 - Spicy Bean Curd Skewers
19 - Granola Bar
20 - Corn Nuts

Credits

Lucky Star is © 2025 Luke Simonds/Cats Have No Lord. It is licensed CC-BY-SA 4.0.

Lucky Star uses or adapts ideas and text from the following games:

Cairn - Yochai Gal - CC-BY-SA 4.0
Liminal Horror - Goblin Archives, Josh Domanski, and Zach Hazard Vaupen - SRD 3.0 CC-BY 4.0.
Mausritter - Isaac William/Losing Games - CC-BY 4.0.
Grok?! - Lester Burton/Gander Gaming - CC-BY-SA 4.0.
Monolith - Adam Hensley - CC-BY-SA 4.0.
Meteor - Awkward Turtle - CC-BY-SA 4.0.
Mothership - Tuesday Knight Games - All Rights Reserved.