After some incredible feedback, both here and on Google Plus, SPACE DEMONS…IN SPACE is expanding in ways I did not originally foresee. The next iteration of the rules are being worked on right now (well not right now because I am typing this post) and will be released at some point in the future.

Here are my top priorities for this next version:

1) Setting Details. On Google Plus, +Sky Hernstorm (go and read “Thune’s Vision” if you haven’t yet!) gave me some really good ideas that expand the game universe.
2) Re-working the Ex-Cultist class into a less magical class. See below.
3) Re-skinning the Combat Medic better. It is heavily based on the cleric, but I want to make the Medical Experiments more…”scientific-y sounding”.
4) A better title.
5) Fixing some issues with the ammunition system. As part of my KISS* design philosophy, I want to rework the ammunition system so it is always 1 ammo per shot, except when dual-wielding.
6) Add a Chainsaw???
7) Adding traps / secrets / powerups

@Oghma_EM on Twitter / Gab, the person who runs Searching for Dragons has given me some fantastic ideas about re-working the Ex-Cultist.

Below, is an attempt to remake the Ex-Cultist into something less magical:

Sometimes when a person goes through a Thorvald Gate, they come back a little…different. In most cases, the person does not even know that they have changed. It starts innocently enough, with weird little occurrences such as household objects randomly moving when you are not looking, but over time, the person becomes a threat to those around them. When a fire can spontaneously break out or a heavy object fly across a room, the person becomes a danger. The government tries to find these troubled people and train them. They are taken to secret government camps for months and they come back as trained Dark Matter Wielders.

Now never seen without their distinctive armor, even around family and friends, the Dark Matter Wielders have full control over their strange powers. However, they are changed men and women. Their attitude is much more grim than before, but they will refuse to say precisely why. A Dark Matter Wielder never speaks about the training or the long absences when a government agent comes to collect them for a mission. The armor never comes off, so no one is ever completely sure if their loved one is still in there, or if anyone is actually in there. (The truth of the matter is up to the GM)


Prime Attribute: Intelligence, 13+ (+5% experience bonus)
Hit Dice: 1d4
Armor Permitted: Only the special armor they wear. It covers the whole body and has the same stats as a Light Vest: -2 [+2] AC
Weapons Permitted: Only the Pistol, Shotgun, Sawed-Off Shotgun, Grenades, and Laser Rifle.


Dark Matter Points per Day: A Dark Matter Wielder’s ability to manifest powers is limited by the dark matter points he or she has available. His or her base daily allotment of Dark Matter Points is given on the table below:

A Dark Matter Wielder begins play knowing three Dark Matter Wielder powers of your choice. Each time he or she achieves a new level, he or she unlocks the knowledge of new powers. Choose the powers known from the Dark Matter Wielder power list (basically a re-skinned Ex-Cultist spell list).

The number of times a Dark Matter Wielder can manifest powers in a day is limited only by his daily Dark Matter Points. For example, a 9th-level Dark Matter Wielder (with a total of 72 Dark Matter Points) could manifest a power costing 1 Dark Matter Points seventy-two times in one day, a power costing 9 Dark Matter Points eight times in one day, or any other combination of powers that does not exceed 72 Dark Matter Points in total.

A Dark Matter Wielder simply knows his powers; they are ingrained in his or her mind. He or she does not need to prepare them (in the way that Combat Medics prepare their Medical Experiments), though he or she must get a good night’s sleep each day to regain all his or her spent Dark Matter Points.

Maximum Power Level Known: A Dark Matter Wielder begins play with the ability to learn 1st-level powers. As he or she attains higher levels, a Dark Matter Wielder may gain the ability to master more complex powers—for example, a 3rd-level Dark Matter Wielder can learn powers of 2nd level or lower, a 5th-level Dark Matter Wielder can learn powers of 3rd level or lower, and so on.

Each level of power costs a certain number of points.

1st: 1
2nd: 3
3rd: 5
4th: 7
5th: 9

What do you think? Is this a step in the right direction?

* Keep It Simple Silly


7 thoughts on “Expanding SPACE DEMONS…IN SPACE

  1. searchingfordragonsblog

    I’m still writing them! Have a few ‘divine magic’ spells reskinned as well. Bless example. Combat Sensory Attunement
    Spell level 2 Range: Target PC or NPC
    Duration 1 Earth Standard Hour
    +1 bonus to all attack rolls, improves morale.
    CSA is a standard temporary upgrade for the Combat Medic to dispense. It adds processing power to the marines targeting algorithms for a brief duration that makes lining up shots much easier. It also flushes the mind with patriotism and fortitude for these troubled times!

    Liked by 1 person

      1. searchingfordragonsblog

        Okay, I’m putting in some custom spells too that I think will jive with the theme. Couple of items too.

        “Nanite Slab”
        This 5 kilogram bar when placed on a damaged suit of armor will begin a rapid series of repairs, depending on the severity the bar may be used several times.

        Got the idea from running over the armor suits to restore your armor percentage.
        Now I’m wondering if armor should be ‘temporary hit points’ or damage reduction that fails after x damage.

        Sorry, I’m just thinking out loud, or on text.


  2. Pingback: White Box Spells: Doomified | Searching for Dragons

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