dgb0012 xanadu galaxy
DESCRIPTION
RPG SCI FI SETTING XANDORIA GAIDEN II IS SCI FI SETTING AT ITS WELL UNIQUE AND RARETRANSCRIPT
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Xandoria Gaiden II: Marooned
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Xandoria Gaiden II: MaroonedWritten by
Jason Libby
Art by:
Jason Libby
Xandoria copyright 2004-2005 Dilly Green Bean Games
Table of Contents
Intro 2
Setting 2
Templates 2
Character Generation 4TBS Rules 11
Armor and Material 12
Weapons 14
Equipment 17
Special Abilities 18
Damage 19
Experience Points 20
Tech Levels 21Locations of Interest 22
Animosity Codex 24
Adventure Ideas 27
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Xandoria Gaiden II: Marooned
When the Xandorian system vanished it happened so suddenly that transport ships and
colony ships were left abandoned in space. Some made it to their destinations while others
were doomed without navigation abilities. This is a game about one of those doomed ships.
Xandoria Gaiden II is a mini role-playing game set in the Xandoria setting. This is poweredby The Basic System© and includes all you need to play. So get ready for some fun and
adventure! It’s time to be marooned!
Setting
This is the tale of the Proteus, a military
vessel used by the government of Santha
Prime to transport criminals out of the
Xandorian system. When everything went black
the navigation computers shut down and the
ship crashed on a world populated by a race of
highly evolved insects. But the insects werefar from civilized and soon most of the
military forces from the ship along with all the
inmates were dead. The planet they landed on was named Hive by the military commander.
The Proteus is not in working order and it is slowly being picked apart by the insects on
Hive. The scanners have detected to the north of the Proteus a large hive complex from
which most of the insects launch their raids. To the south is a large desert and on the other
side a large city with massive pyramids. To the east is a large unstable land mass made of
strange webbings. To the west there is a ship graveyard, with hundreds of large starships in
ruins.
Character TemplatesXandoria Gaiden II has only a few templates to select from. You won’t find anything
extravagant like you did in Xandoria Core Fuzion. The templates you have to choose from
are military based characters. So here we go:
Grunt
You signed up to go to war on far off worlds. Glory and death is all
you wish for. The first to jump into combat and the last to leave,
you are a one man war machine. The grunt is usually around 18 to 20
years old. They have no sense or mortality and will kick butt and
take names on command. Santha Prime trained their military off
world to make sure that their troops were hardened enough forunpredictable situations. The grunt gets the following:
+5 to STR
+5 to END
+3 to AGI
+5 to one combat skill
+3 to a second combat skill
Mesh Suit, Light Armor, Light Helm, Combat Knife, Laser Pistol, Laser Rifle
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Officer
You come from a family of nobles. Your desire to lead soldiers into war and make a name for
yourself has led you to this point. You spent years at the academy and then you went off
world for the physical training. As an officer you must make choices that aren’t always
popular. Some officers care about their men and others don’t. You have some combat
training, but you are stuck on the old ways. Guns are not something atrue hero uses. The officer gains the following:
+7 INT
+4 END
+3 AGI
+7 to Leadership
+5 to three other non-combat skills
+3 to two combat skills
Officer’s Uniform, Strike Saber, Laser Pistol
Veteran Warrant Officer
These are the bad boys of the military. The veteran warrant officer is a war hardenedsoldier who has seen some of the worst combat possible. They are all about death to all, and
will kill anyone who stands in the way of victory. They have been commissioned by King Cosak
to run the off world forces. One veteran warrant officer can hold his own against
unbelievable odds and will brag about it if they survive.
This makes battles intense to witness. The veteran warrant
officer gets the following:
+8 to STR
+7 to END
+5 to AGI
+8 to two combat skills
+7 to Leadership+5 to Survival
Ceramic Plate, Mega-Fist, Supreme Blade
Scout
You are part of a top elite team of soldiers. You are one with your
environment and can sneak up on the most vigilant of opponents. The
scout is like a ninja and trains pretty much the same way. During
training the scout must endure months of physical training and learn
that sometimes you cannot rely on the uncanny to help you. The scout
is responsible for patrolling and gathering intelligence on the enemy
and reporting back. This is the only template that is allowed to useSpecial Abilities. Scouts gain the following:
+8 AGI
+7 END
+7 SPD
Strike Katana (x2), Scout Armor, Special Ops Goggles, Scout Gear Pack (rope, grappling
hook, mini laser torch)
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Character Creation
Because Xandoria Gaiden II is a smaller RPG we don’t have the standard levels of play that
you will find in other TBS games. Players get 12 points to distribute to their Main Stats.
Let’s start with the seven basic Stats. We call them the Main Stats. Now in the Basic
System the average human Stat is 10. For each number over 10 that is your Main Stat
Bonus. So if you have a STR of 13, then your Main Stat Bonus is +3. When you have a statunder 10, then you have a Main Stat Negative. So if you have an INT of 7, then your Main
Stat Negative is -3. Players may subtract points from their Main Stats and raise other
Main Stats. The points given are how many points you may add to a base 10 stat. Here are
the Main Stats:
Main Stats
INT Intelligence: How smart you are. Use this Stat when using
brain power.
WILL Willpower: How well you can withstand psychological effects.
CHA Charisma: How charming you are and how well you can
interact with people.AGI Agility: How agile you are. Used for dodging, fighting, and
other agile acts.
STR Strength: As it says, how strong you are physically.
END Endurance: How healthy you are. Your ability to resist
disease, physical stress and how well built you are.
SPD Speed. How fast you can move.
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In order to understand where your character stands with their Main Stats:
Rank Name Stat
#
Description
Below Average 1-9 This is your person with some type of disability,
or they are elderly or maybe even a child.Average 10 Your typical adult stat. Most people are average.
Above Average 15 These are your people that work to improve
themselves and their work shows.
Excellent 20 This surpasses the above person making them
exceptionally outstanding.
Extraordinary 30 This is at the maximum limit of human
capabilities. Even that is pushing it.
Incredible 40 This belongs to those who have been augmented
or were born with special abilities that make
them this powerful.
Awesome 50 You are now passing the limits of mortality andheading into the ranges for anything but human.
Mighty 70 These stats are reserved for demi-gods and
cosmic servants. This is beyond human.
Supreme 90 The last light of human comprehension ends here.
Anyone with a stat this high is a God like those
of mythology.
Now let’s take a look at your Secondary. These are the results of your Main Stats. It helps
round out the character. You learn how much damage you can take, how quick you are and a
few other basics.
The Secondary
HP Hit Points: END times 2. How much damage you can take
before death.
SP Stun Points: END times 2. How much light damage you can
take before it starts to bleed or break bones.
IN Initiative: AGI MSB + SPD MSB. How well you get the jump
on the other guy or gal.
LFT Lift: STR times STR. This is how many pounds you can lift.
Punch Damage for punch is equal to your STR and only does light
damage.
Kick Damage for kick is equal to your STR +2 and only does light
damage.
RUN This is equal to your SPD times 2. This is how fast you can
move in MPH.
Jump STR+SPD/2: How many feet you can leap with a running
start.
MP Magic Pull: WILL MSB x10. Used to buy and use special
abilities.
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Natural Abilities
Here we have the Natural Abilities. People are born with these and they come in handy in
the real world. How do you gain Natural Abilities? For each point above 10 in the Main
Stats, you gain Natural Ability Points or NAP. Each Natural Ability costs 12 NAP. While
most players might only be able to buy one or two Natural Abilities, that is ok. There are
others ways to make up for it in the Basic System.Natural Abilities
Ambidexterity Your ability to use both hands equally. You suffer no penalty
for using either hand.
Bravery You can stand in the face of danger and not back down.
Players gain a +12 to all rolls involving fear checks.
Immune This person is immune to disease or toxins. May be bought
multiple times to cover different things.
Expertise This is an area you are best at. Choose a specific skill that
you are naturally an expert at. It must be a skill you have
already purchased. Players gain a +4 to that one skill.
Marksman You have the natural ability to hit the target. You gain a +5
when trying to hit something with a projectile or thrown
object.
Night Vision Players may see in the dark, but not in unnatural darkness.
Photographic
Memory
If you see it you don’t forget it. Great for detective
characters and such.
Speed Reading You can read really fast and retain 95% of what you have
read.
Superb Agility You are extra agile. You gain a +4 to any actions involving
AGI.
Superb END You are physically all there. Buff and rough. You gain +15 to your HP and +4 to any rolls involving your END.
Superb Immunity You body is just naturally immune to disease and toxins.
Anytime you are exposed to these, you gain a +4 to resist.
Superb Senses You are in tune with your senses. Most GMs will want you to
pick a specific sense. Anytime you are using those senses you
gain a +4 to any rolls involving them.
Skills
Everyone has skills. They help us live our day to day lives. Some are very obvious and others
aren’t. The Basic System uses Skill Headers to help players and GMs create characters and
they also offer direction as well. To determine how many Skill Points or SP you get, just
multiply your INT times 2. Each skill costs one SP per level. So if you were to buy a Sword
skill at level two, it would cost you two SP. People also have Common Skills. These skills
automatically start at level one free of cost. Even a cripple can try to dodge an attack. Use
this formula when using skills:
Main Stat Bonus/Main Stat Negative + Skill Level + 1d20
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Rank Skill Level Description
No Training 0 No Skill at all.
Average 2 The average person is at this level.
Above Average 7 You have some advanced training.
Expert 10 You have fantastic training and are an expertwith this skill.
Master 20 The Master of this skill.
Here are the Common Skills:
Common Skills
Basic Fight This is your raw fighting ability in unarmed
combat. Everyone can scrap when they need to.
AGI
Dodge This is the ability to get out of the way when
someone of something is about to hit you.
AGI
Perception This skill helps you notice the obvious and not soobvious. Use this skill for spot, listen and other
checks.
INT
Basic Education This covers basic math, science, English, and
artistic skills. Stuff you learn from common
knowledge and well as slight formal schooling.
INT
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Skill Headers
What is a Skill Header? These are main skill areas. They define what category skills fit into.
In some cases there are no Skill Headers because the skills don’t have them. Below is the
list of Basic Skill Headers for the Basic System. You may not buy a generic Skill Header.
Players must pick specific skills that fit their character. We have provided examples of
skills, but it’s up to the player to be creative. If you want a Drug Chemistry skill so you canmake Crack, it fits underneath the Advanced Education Skill Header. If a Skill Header has
an AGI/STR or Varied that means that the player needs to draw from one of those Main
Stats. Driving requires smarts, like how to hotwire it, but an AGI to maneuver it.
Skill Headers
Advanced Fight Choose a fighting style for unarmed combat.
This includes: Boxing, Karate, Judo, Kung Fu and
other styles.
AGI
Melee/Firearms
Combat
Choose a melee weapon that you are proficient
in. This can be anything from swords to baseball
bats. Or choose a firearm or projectile weapon
that you are proficient with. This can beanything from laser pistols, regular pistols, bows
and others.
AGI
Physical Choose a physical activity that your character is
good at. This can include sports or other body
exercises.
AGI/STR
Advanced Education Here is where you get your high education and
trade skills. This includes First aid, Mechanics,
sciences and such.
INT
Social Interaction Choose skills that help you in the social arena.
This includes: Leadership, Conversation,
Streetwise, Interrogation and such.
CHA
Extra-Curricular Does your character like to cook, paint, sew or
do artsy things? This includes musical skills as
well.
Varied
Skills with no Headers
Driving Pick a vehicle you are good at driving. This
includes bikes as well.
AGI/INT
Pilot Pick a flying machine that you are good at
piloting. This includes: Helicopters, Planes, and
such.
AGI/INT
Boating Pick a watercraft you are proficient in piloting.
This includes: speed boats, sail boats and
others.
AGI/INT
Riding Pick an animal you are good at riding. This
includes: Horses, cows, dragons and other
creatures.
AGI
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The Extras
In every game you have to have extras. The ally, friend, sidekick and such. You also have to
have certain uppers as well. Wealth, contacts, memberships and maybe that license to thrill.
Below is the chart players roll on to see if they get any of these extras. Roll once. Roll 1d6:
1 Contacts Roll 1d4. This is how many contacts you have.When you need information these are the people to
go to. Players must specify who the contact is. This
may include: police, military, librarian, janitors and
more.
2 Friends Roll 1d4. These is how many close friends one has.
These are people that can help you or be victims of
your enemies.
3 Sidekick This is the sucker who thinks that your character
is the one. The person who can do something so
fantastic, that they want to be there when it
happens. Sidekicks are rolled up like normalcharacters, but may not be as powerful as the main
character.
4 Ally This is someone who will work with you for a
common cause. The Ally is created by the GM and
will assist in times of great need.
5 Membership Roll 1d10 for rank. You belong to some
organization. The higher the rank the better you
are. Rank one is equal to the mailroom boy. Rank ten
is the head of command.
6 Not a Bloody
Thing
You stink!
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The Aging Rule:
As player grow older of course they will become more skilled, but they will also begin to fail
in health. Below is the Age Rules table which tells the benefits and problems that come with
age. For every year if age over 20, players gain 1 Skill Point per year in addition to regular
Skill Points. Xandoria Gaiden is meant to be a game for the young. Players should be around
17 to 20 years old. But GMs can let players be older if they wish.
Age Benefit Problem
25 5 Skill Points None
30 10 Skill Points None
35 15 Skill Points -1 to one Main Stat
40 20 Skill Points -2 to two Main Stats
45 25 Skill Points -2 to three Main Stats
50 30 Skill Points -2 to four Main Stats55 35 Skill Points -4 to ALL Main Stats
60 40 Skill Points -5 to All Main Stats
65 45 Skill Points -5 to All Main Stats
70 50 Skill Points -7 to all Main Stats
75 55 Skill Points -8 to all Main Stats
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How the system works
The Basic System is real basic. Whenever you take an action it’s called a turn. Each turn
lasts about five seconds. When doing something that is either difficult enough to warrant a
die roll, or if someone is acting against you, the player needs to roll their twenty-sided dice.
If they are taking an action against someone or if they are dodging they use this formula:
Main Stat Bonus/Main Stat Negative + Skill Level + 1d20Whoever rolls higher gets the dibsies. Now if you are just making a skill check, GMs can use
the chart below:
Difficulty Chart
Difficulty Levels
10 Easy (this is that task you might not be able to do on the first try)
15 Challenge (you might not be able to easily do this task)
20 Difficult (this means you might not be cut out to do this action)
25 Very Difficult (ok, you’re now getting into the miracle stage of things,
good training will pull you through)30 Heroic (only a hero can pull this off)
35 Legendary (ok, we’re heading out of the normal range of man or
woman)
40 Insane (good luck, you’ll need it)
If a player has a Stat or a skill that is above a difficulty value they Do Not need to roll for
it. It is assumed it just happens. For GMs that want to see if a player royally screws up have
them roll a d20 and if they roll a one then they fail. Other than that you follow the
standard TBS rules.
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Material Strengths and Armor Classes
To give people a better understanding of material strengths we have thrown together this
quick table with ranking to make it basic. The AC for each material is given. To determine
the Hits for these materials multiply the AC times the AC.
So if a brick has an AC of 10 , then a brick wall has 100 Hits .
Rank AC Material
Below Average 1-9 Cloth, glass, paper, ice, crystal, rubber,
soft metals
Average 10 Mortared brick, aluminum, light
machinery
Above Average 15 Some types of armors, meshes
Excellent 20 Concrete, iron, bullet proof glass
Extraordinary 30 Reinforced concrete, steel
Incredible 40 Solid stone, advanced metals
Awesome 50 Steel alloys, graniteMighty 70 Diamond and heavy super alloys
Supreme 90 Aliens metals, magical material
Cosmic 1 110 Light star matter
Cosmic 2 500 Medium star matter
Cosmic 3 1,000 Super heavy star matter
Infinity 00 Duh……….Why bother?
Armor
Most games will allow players to use some type of armor. There are many different types of
armor which cover specific areas of the body. Let’s get the terms out of the way, shall we?
-Armor Class: How much damage the armor can take before you receive damage. Each time
the damage goes over the AC, the Armor Class is reduced by that much. So if Tom gets shot
with a rifle and he is wearing a vest that offers 10 AC and the damage is 13, then the AC is
reduced to 7 (AC (10)-Damage (13)=3 damage and AC reduced to 7). Armor also has Hit
Points (HP) and it is HP that is taken away which makes the AC drop. If something is Armor
Piercing then you just take off the HP from the armor until it is gone.
-Max Agility: Armor can sometimes limit your Agility. This number represents that
maximum AGI MSB one can use with this specific type of armor.
-Location: What part of the body the armor protects.
-Special: Any special qualities that the weapon might have.
-Cost: How much an item costs.
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Armor Examples
Armor AC Hits Max AGI Location Cost
Mesh Vest 15 15 8 Chest 75 panz
Mesh Suit 25 25 7 Neck Down 125 panz
Scout Armor 30 30 10 All 350 panz
Ceramic Plate 40 40 8 All 400 panz
Light Armor 15 15 7 Neck Down 300 panz
Light Helm 10 10 -- Head 15 panz
Light Cloak 15 15 6 All 40 panz
Ceramic Shield 30* 30 -- Varies 1300 panz
Language Helm 2 2 -- 3-5 15 panz
Mesh Vest
This vest was designed to have armorattached to it. While it is expensive to
upgrade, the armor reduces Armor
Piercing attacks in half! The only
available upgrade is the Grettle Vest.
Mesh Suit
This is a full body suit that works like the
Mesh Vest. It is designed to be upgraded
with the Grettle Suit.
Scout ArmorMade from a very fine mesh material, the
scout armor is the most versatile armor
out there. Unfortunately only a scout may
use it.
Ceramic Plate
This armor reduces energy attacks by
half and also can take a serious pounding
from physical attacks. It is woven into a
mesh uniform and almost looks like extra
muscle tone. The ceramic plate issomething that must be earned normally.
To wear it means you are a hero or a very
formidable warrior.
Light Armor & Helm
Made of light plastics, this armor is
favored by travelers and adventurers.
Colonists are most commonly found
wearing this type as well. It is prettycommon on Santha Prime. The helmet is
made of the same material with the same
properties.
Light Cloak
Unlike the armor, the cloak is made of
mesh material that can withstand damage.
It is commonly used by Psychic Adapts
and users of magic.
Ceramic Shield
This shield is light and offers great
protection especially against lasers. It
cuts laser damage in half. A lot of
warriors choose this shield over all
others. Great for battles with machines.
Language Helm
Because not everyone is psychic, the
Metans designed the language helm. It is
small, and not meant to be used as a pieceof armor.
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Weapons
Weapons are a common thing in most role-playing games. Let’s jump right into the
terms.
Melee Weapon Terms
-Damage: As it says. Add your STR MSB to your damage. So if you have a STR of
13, then you’d gain a +3 to the final damage.-Number of hands: How many hands it takes to use this weapon.
-Special: Any special qualities that the weapon might have.
-Cost: How much an item costs.
Melee Weapon Damage Cost Notes Hand
Combat Knife 1d6 15 panz 1
Strike Knife 2d6 40 panz AP 1
Short Sword 2d56 35 panz 1
Sword 3d6 35 panz 2Strike Sword/
Saber
6d6 75 panz AP 2
L-Sword 7d6 2000
panz
+5 DC to organic
targets /AP
2
Supreme Blade 10d6 5000
panz
2
Mega-Fist 5d10 400
panz
Increases STR x2 2
Combat KnifeThis is the standard side weapon of any normal person. The blade was designed for
harsh use and is very durable. Any sane person will arm themselves with a combat
knife when they don’t have much money.
Strike Knife
Just like the combat knife, but armor piercing. The blade is made up of unstable
alloys which allow it to cut through armor like it was butter.
Short Sword
This blade is the most common ‘rebel’ weapon. The blade is easily concealed in
jackets and armor. While it doesn’t offer much for damage, it’s a good start toarming your characters.
Strike Sword
The most favored weapon on Santha Prime is the Strike Sword. It packs damage and
makes short work of armor. Made up of unstable alloys that allow it to cut through
the toughest armors, this three to four foot blade is the prime choice for anyone.
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L-Sword
This blade is made of light. It is built on Meta Prime and the only place you can get
it is there. It was designed to deal with the Justice Guild’s Android Police. The
weapon produces a beam of light so hot that it can cut through the toughest armors.
Against flesh it is overkill, burning through with no resistance. Only Metans who are
responsible for the security of Meta Prime carry these weapons.
Supreme Blade
This weapon was forged on Vasck Prime, the volcano world. There are very few of
them in existence, because the Justice Guild closed off the world centuries ago.
Several of these powerful swords made it to Santha Prime and Meta Prime. The
blades are about five feet long, but very light weight. The metal that they are
forged out of came from a volcano on Vasck Prime. It can’t be replicated.
Mega-Fist
When you are off world you need to have a backup plan, or even better one of these
powerful weapons. The mega-fist is a large gauntlet that doubles the user’s STR forthat hand. With it someone can rip through the side of a ship or crush an enemy
with the flick of the wrist. It glows and sparks with powerful energies that power it.
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Shooting Weapon Terms
-Damage: As it says.
-Range: How far the weapon can shoot.
-Ammo: How much ammunition the weapon has in a clip and such.
-Firing Rate (FR): How many rounds can be fired in one turn. When firing more than
one round players roll the damage times the number of rounds fired. So if a riflefires three rounds, then the damage would be 6d6 times three.
-Number of hands: How many hands it takes to use the weapon.
-Special: Any special qualities that the weapon might have.
-Cost: How much an item costs.
Weapons Damage RNG FR # of
Hands
Ammo Cost
Laser Pistol 3d6 AP 100 2 1 50 1400 panz
Laser Rifle 5d6 AP 500 1 2 100 5000 panz
Heavy Laser Cannon 10d10AP
1000 5 2 PowerPack
MilitaryONLY
Laser Pistols
A weapon used by Metans and pirates. The pistol fires a concentrated beam of light
that can cut through the toughest creatures. They are illegal on Santha Prime, but
the colony agents were trained in their use.
Laser Rifles
Just like the laser pistol but a rifle version. Agents and colony guards were trained
how to use these deadly weapons.
Heavy Laser Cannon
This heavy laser weapon was designed for infantry on the battlefield. It requires a
harness to use and it plugs into a backpack power unit. The weapon can cut down the
largest of enemies and is used sparingly because they require so much power to use.
The light from the cannon can damage the naked eye as a residual effect. Anyone
using it MUST have a special set of goggles that block out the light upon release.
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Equipment
Name Cost Notes
Medical Port 100
panz
This small coin sized device teleports the user to the nearest Hospital.
It has a one mile limit, however. It also only works in dungeon and the
underworld. Once activated it transports the user and then selfdestructs ten seconds after arrival causing 1d6.
Distress
Port
100
panz
This small device the size of a silver dollar is a small port. It scans out
the location and teleports the user to a safe location. This can only be
used in enclosed spaces and self destructs after use causing 1d6 to
anyone holding it.
Healing Fluid 10 panz This basic black liquid heals 10 HP to anyone who drinks it. Healing
fluid is sold in cans, much like soda is. It is very common in almost all
cities and towns.
Healing Chow 40
panz
This shrink wrapped food pack actually has several healing drugs
mixed into it. Overall, no one has complained about the taste. The
drugs heal up to 40 HP of damage. It can be found in most cities and
towns.
Cure Shot 20
panz
This syringe is filled with an all purpose anti-toxin. It can cure the
toughest poisons.
Protective
Goggles
40
panz
These goggles can be used to block out bright lights and sun. Great for
traveling in deserts.
Language
Hat
20
panz
This hat works just like the helm, but it is much lighter and doesn’t
offer any protection. Anyone wearing this hat can understand and
speak any language.
Flashlight 20
panz
These cheap flashlights can only be turned on once before they need
to be recharged. They last for about one hour. Why anyone would wantone is a mystery, but they light the way in the underworld.
Perm Lamp 1300
panz
The perm lamp is powered by a light gem from Meta Prime. It is
encased in a metal tube that can be open and shut. The perfect source
of light.
Travel Pack 35
panz
Includes 50 feet of rope, bed pack, matches, tent
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Special Abilities
Special abilities are bought with your Magic Pull. In order to use any special abilities
you must use Magic Pull or MP points. MP is determined by multiplying your WILL
MSB times ten. MP may be gained back by resting for a 24 hour period or MP equal
to a player’s END MSB per hour. Rolling for special abilities is a raw 1d20 roll added
to a player’s WILL MSB.*For Xandoria Gaiden II only Scouts may use Special Abilities!
Spell Type MP DV Description
Evac Defensive 3 20 Teleports caster out of dangerous area
and relocates them to a safe zone.
Talk Defensive 3 20 Allows user to communicate with
creatures.
Heal Defensive 11 25 Heals 4d6 HP to self or others.
Assist Defensive 11 30 Summons 1d6 friendly creatures.
Shield Defensive 11 20 Provides 40AC for 10 turns
Telepathy Defensive 5 25 Allows caster to communicate with
their minds
Fireball Attack 5 20 Creates fireball 5d6, 50 RNG
Grapple Attack 5 15 Entangles target for one turn.
Fear Attack 5 20 Target must make WILL save Difficulty
20 or run away.
Lightning Attack 17 25 Lightning attack 10d6, 100 RNG
Tornado Attack 13 20 Wind attack STR 25
Flight Movement 9 20 30 mph
Escape Movement 5 15 Allows caster to escape from combat
Contain 3 25 Traps creatures for 1d6 turns
Open 5 25 Opens locked doors
Cure Recovery 7 25 Cures all poisons
Raise Recovery 13 30 Raises dead party members
Grou Omni 10 40 May be added to any spell, causing a
group effect. So attacks hit more than
one target and so on,
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The Location Table & Taking Damage
When locked in combat, you’re not always going to hit where you want to. Sometimes
if you hit them, it doesn’t matter where. Let’s look at some quick terms.
-Location: As it says.
-Damage Modifier (or DM): Does a hit to this location do more damage than other
locations?-Hit Modifier (HD): What penalties do you get when trying to hit locations?
Here is a random hit location chart using a Twenty-sided die.
Damage
In RPGs you are bound to get hurt. Any damage done by a fist or a fall less than ten
feet only does Stun Damage. Any damage done by a weapon, vehicle, or a fall from
more than ten feet does Killing Damage. When you run out of Stun Points or S*P
you begin to take damage to your Hit Points or HP. When your HP reaches zero youare down for the count, but not dead. Once your HP reaches -10 you die. At zero HP
you are in need of serious medical care. Without treatment, players will take one
point of damage each hour until they reach -10. Skills like First Aid and Paramedic
can quickly put a stop to this. Only someone with a Paramedic skill or higher can
stabilize someone who is under zero HP. Anyone who is bleeding from an injury takes
one point of damage each round until the bleeding has stopped. Anyone with the
First Aid skill or higher can stop bleeding.
Roll 1d20 Location DM HD
1 Head X2 -6
2 Neck X2 -6
3-5 Chest 0
6-8 Torso 09 Right Upper Arm -3
10 Right Lower Arm -3
11 Right Hand -4
12 Left Upper Arm -3
13 Left Lower Arm -3
14 Left Hand -4
15 Left Upper Leg -3
16 Right Upper Leg -3
17 Right Lower Leg -3
18 Left Lower Leg -3
19 Right Foot -4
20 Left Foot -4
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The Knockout Rules
When a player takes enough stun damage that it goes over their S*P, then they
must make an END save or be knocked out cold. You calculate the save like this: Roll
1d20 plus the number of points over your S*P. If the results are more than
your END you are out cold for 1d6 rounds. So if Buster gets hit for 15 points of
stun damage and he only has 10 points left, he’d roll 1d20, add 5 from that and lookat his END. Buster has an END of 12. He rolls a 16 plus 5, and that leaves him out
cold. If he had rolled anything lower than a 6 and he could still be standing. 1d20 +
damage over Stun Points= END save difficulty level.
Healing
Healing is the most important part of any game. Sometimes you will have spell caster
and other time you’ll have super healing potions. For those of you who are playing
real world games, there is down time. Players heal their END MSB per day. With
medical attention (meaning in hospital stay) they gain their END MSB times two per
day. Anytime damage is done to one area that goes over 15 points of damage there is
a good chance of being scarred. For each day that an injury goes without medicalcare that area will become scarred and the player will lose -1 CHA per day until
treated. Plastic surgery can fix up to 3 points of CHA.
Gaining Experience
Experience Points are usually based on the settings. Some ways to determine
Experience Points or XP are to divide the opponent’s Hit Points by two. This doesn’t
mean you need to kill them. A subdued adversary rewards XP the same way. In
general for the Basic System, we determine XP in the following ways:
-Divide Hit Points by 2= XP
-Scale XP with awesome actions with values 10 to 50. Award 10 to 50 XP.
-Award XP for teamwork. Hand out anywhere from 10 to 20 XP.-Everyone who games really well and is not disruptive, hand out 10 XP.
-You can pretty much hand out XP for anything. It’s always up to the GM.
Using Experience
In a point based system, Experience is used to upgrade characters. This allows more
skills to be purchased and stats to be raised. Here’s a simple way of doing it:
-To raise a Main Stat, multiply the Stat number desired by 15. So if you have a
STR of 13 and you want to raise it to 15, you multiply 15x15=the number of XP
needed. You may not skip numbers. So if you have a 15 STR and you want to make it
17, you’ll need to make it 16 first.-For every 100 XP you gain 1 NAP.
-For every 100 XP you gain 1 SP
-For every 200 XP you may buy one Extra or level an Extra you already have up by
one rank.
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Experience Levels
Levels go up like this:
Combat Class: Every 1,000 XP
Thought Class: Every 2,000 XP
Trade Class: Every 1,500 XP
*so keep these in mind when you gain experience. Each character gets to roll foradditional HP depending on their class.
The Experience Chart below help show where players stand when it comes to ranks
in their character types. This is only used to determine ranking in the game.
XP Chart
Rank Experience Points
Novice 0
Expert 3000
Master 6000
Technology Levels
Not every town is high tech on the colonies. Many have taken to leaving technology
behind and living without power. The tech levels below will show up in town
descriptions.
Tech Levels
Tech Level Description
1 No Technology
2 Cavemen (They had the wheel)
3 Medieval
4 Pre-Industrial5 Industrial
6 Modern Man
7 Near Future
8 Far Future
9 Technology so far advanced they
don’t need toilets
10 Ummm well….hmmmm…….Magic
Techno! Let’s dance!
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Locations of Interest
Eastern Waste
When the insects first came to Hive they ravaged the
landscape and made parts of it very unstable. The land
cannot support the weight of anything human or bigger.Only flying insects are able to enter this area. The waste
stretches for hundreds of miles with no sight of solid
land anywhere.
The Nest
Scale: 1:1000
Armor Class: 50 (x1000 for scale)
Insect Types: 1000 flying, 2000 ground, 10,000 eggs, 1 queen
North of the Proteus is a large nest belonging
to the insects. Inside there are thousands of
insects working constantly to improve thestructure of the nest. The nest itself is made
up of everything for mud to scrap metals from
the ship graveyard. The upper levels are
dedicated to the winged insects while the
ground levels are dedicated to the walking
insects. Below the ground level is where the
Queen and the eggs rest. The Queen is
protected by hundreds of ground insects. The
walls inside the nest are made from mud and
dried plant life. When you walk through the tunnels the ground crunches under your
feet. The structure is very unstable and there is always a change of stepping on asoft spot and falling through. The insects also have a feeding chamber where they
cocoon their food and feed on it slowly. After they are done with the bodies, the
remains are cast into a chamber where they are used in the construction of the egg
chamber.
The Proteus
Scale: 1:1000
Armor Class: 100 (x1000 for the scale)
Crew: 200 Soldiers, 50 Officers, 75 Warrant
Officers, 30 Scouts, 1,000 Inmates
Survivors: 100 Soldiers, 34 Officers, 43Warrant Officers, 23 Scouts
Facilities: 20 Healing Vats (4 HP per hour),
Solar Generator, Mess hall, Engineering Bay, Prison Block
The Proteus was the third in a series of prison ships to be built by King Cosak’s
government. It was designed to travel far outside of the Xandoria system. The
whole ship was automated, but carried a large contingent of soldiers to make sure
that the prisoners didn’t escape. When the Proteus lost contact with Santha Prime
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it began to drift until it crashed on Hive. Because the Prison Block was located on
the bottom of the ship the inmates suffered the most casualties. Those who didn’t
die were taken by the insects through a breach in the hull. The soldiers onboard
suffered their casualties when they tried to seal the breach in the prison block. The
insects poured through and attacked in large numbers. By the time the battle was
done the breach was blocked, but at a great cost. The soldiers left began closing upthe ship and consolidating their positions into a more secure fortification. The ship
has minimal scanners left and the computer functions erratically. There is no real
leader, the computer is still considered in charge. It barks orders when it is working
and remains silent when it isn’t. The floors are like this:
Top Level: Bridge, Computer Control Center, Scanner Room, Briefing Room
Middle Level: Berthing, Hospital, Engine Room, Engineering Bay, Mess Hall, Docks
Bottom Level: Prison Block
The Pyramid Necropolis
Scale: 1:1000
Armor Class: 100 (x1000 for scale)Long before the insects came to Hive, the planet
was populated by humans. They built the Pyramid
Necropolis as a way to celebrate their dead.
When the insects arrived the planet’s entire
population fell victim to the invaders. In his last
great act, the lord of the planet cast a spell upon
the Pyramid Necropolis. His dying words were
“May our ancestors be eternal!” Soon after he
died the insects tried to enter the Pyramid to scavenge for parts. They were met by
an army of the undead, the ancestors who died before the insect invasion. The
insects were driven out and never returned. Inside the walls of the PyramidNecropolis the dead walk. The will not leave the pyramid. Surrounding the Pyramid
Necropolis are four smaller pyramids that house the bodies of those who fell
against the insects. At the center of the Pyramid Necropolis is a large sarcophagus
with the body of the lord of the planet. His hatred powers the curse on the pyramid.
Ship Graveyard
To the west is a large space ship graveyard. It is not
known exactly how this all came to be. The insects seem
to avoid the ship graveyard considering that the hundreds
of androids and machines that used to maintain the shipsare still functional and slightly deranged. There are
around 100 large ships in the graveyard. Most are beyond
working order. The androids that take care of the
graveyard are not friendly to outsiders. Most of them are
however dormant. Only if you enter a ship and set off an activation sensor, would
you encounter an angry machine.
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Southern Desert
South of the Proteus is a large desert
filled with hidden dangers. The
biggest are the desert insects, crafty
creatures who have adapted to their
environment. There is no water supplyand the desert stretches over 100
miles across the southern part of the
planet. During the daytime
temperatures reach over 150 degrees
Fahrenheit and at night they drop to 10 degrees Fahrenheit.
The Animosity Codex
Welcome to the Animosity Codex, a very small collection of creatures on HIVE.
Unlike the other Xandoria material, this world is pretty darn small but has plenty of
room for creativity. GMs can carry over Races and creatures from Xandoria Gaiden.
The androids are not from this world, the insects are invaders and the Necropolitesare natives of HIVE.
Androids
Androids are found in the ship
graveyard. They are unusually large
for an android, but they refer to
themselves as such. Their sole
purpose is to defend their ships
and they do it well. They have a
cyclopean eye which changes color.
Most have interchangeable handswhich make them very
unpredictable until they are on you.
There is no reasoning with these
machines. They have all been
programmed not to negotiate until
their rescue ships arrive. There
hasn’t been one yet.
Location: The Ship Graveyard
Size: 7ft.
INT: 25
WILL: 20CHA: 10
AGI: 10
STR: 25
END: 30SPD: 10
HP: 60
SP: 60
IN: 0Attack: +10
Dodge: +5
Smarts: 20
Perception: 10Armor: 60 AC
Weapons: Saw Hand: 5d6+15 AP, Axe Hand: 4d6+15, Pincher Claw: 3d6+15, Blaster
Hand: 5d6, range 1000 feet, 6 shots per burst
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The Insect Race
From the depths of space came the insects, a race bent on the consumption of every
world they come across. There is no real origin of these creatures. Some say they
are spawned from chaos energies but the theory has been questioned since the
insects are fearful of mystical energies. The insects hide on cargo ships and travel
to other worlds. Once there they create a nest and wait for a queen. Once a queenarrives or an egg hatches as a queen the insects begin a massive campaign against
the natives of that world. It only takes about a month for the insects to accomplish
complete domination of a continent. After that they may wage a war for centuries
without fear of failure. Insects are afraid of mystical energies and will avoid these
forces at any cost. Unfortunately they tend to scout out worlds that lack these
energies.
Desert Insects (AKA
Desperados)
It is thought by the marooned
that the desert insect mighthave been an infiltrator class
that was sent to Hive before the
initial invasion. These insects are
crafty as can be and are able to
disguise themselves as humans to
a degree. It’s kind of hard when
they have four legs. The desert
insect has one thing on its mind,
kill. They either hide below the
sand or dress as humans and
ambush their target. The desertinsect communicates by chirping
to its brethren.
Location: The Southern Desert
Size: 6ft.
INT: 10
WILL: 14
CHA: 5
AGI: 23
STR: 18
END: 18
SPD: 16
HP: 36
SP: 36
IN: 19
Attack: +15
Dodge: +10
Smarts: 15
Perception: 20
Special Abilities:
Disguise: The desert insect has been known to disguise itself in a sombrero and
cloak in order to get close to its prey. They do this with +10 skill.
Armor: 30 AC (carapace)Weapons: Large Pincher Claws: 4d6+8, Stinger: 4d6 AP (poison END save 25 or be
paralyzed for 20 rounds)
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Ground Insect
These are the foot soldiers of the insect race. They charge across the battlefield
until they have achieved their goal or died. They also act as protectors of the queen
and workers. Once a winged insect finds a suitable salvage prospect the ground
troops march out to acquire and
conquer. They are much like thedesert insects but lack the large
pincher claws and ability to
disguise themselves.
Location: The Nest
Size: 6ft.
INT: 10
WILL: 14
CHA: 5
AGI: 18
STR: 15
END: 18SPD: 15
HP: 36
SP: 36
IN: 13
Attack: +10
Dodge: +8
Smarts: 3
Perception: 5
Armor: 15 AC
Weapons: Pinchers: 3d6+5, Tail
Spine: 2d6+5 AP, Bite: 2d6+5 AP
Winged Insect
Used by the queen as scouts and attack troopers, the winged insect is probable one
of the deadliest forms of life on Hive. It flies from location to location looking for
prey. If it is able to the winged insect will attack and bring back the food. If not
they will return to the nest and get help. It’s never a good thing to see a winged
insect. They have large wings and huge bladed arms.Location: The Nest
Size: 5ft.
INT: 15
WILL: 18
CHA: 5
AGI: 25
STR: 16
END: 20
SPD: 20
HP: 40
SP: 40
IN: 25
Attack: +20
Dodge: +10
Smarts: 7
Perception: 10
Armor: 10 AC
Special Abilities: Flight: The winged insect
has a flying SPD of 40.
Weapons: Blade arms: 5d6+6, Bite: 2d6+6 AP
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Pyramid Necropolites
Our ancestors walk and protect us.
That is exactly the case. The
Necropolites are protectors of the
Pyramid Necropolis. They are nothing
more that skeletons and rottedbodies with armor. Some are still
wrapped in their funeral bandages.
When they speak it is in an ominous
voice that sounds like it comes from
the depths of hell. They are armed
with a variety of weapons too. The
only way to kill a Necropolite is to
obliterate the entire body otherwise they just get up and put themselves back
together.
Location: Pyramid Necropolis
Size: 6ft.INT: 20
WILL: 25
CHA: 8
AGI: 15STR: 18
END: 40
SPD: 10
HP: 80SP: 80
IN: 5
Attack: +15
Dodge: +3Smarts: 10
Perception: 10
Armor: 30 AC (20 AC natural): 50 total
Special Abilities: Pulling Together: They are able to put themselves back together
as long as there are parts available.
Weapons: Hook: 2d6+8, War Hammer: 5d6+8, Sword: 4d6+8, Eldritch Pistol: 4d6 AP
(50 range, 2 shots per burst)
Adventure IdeasHere are some simple missions for GMs:
Defend: The insects are attacking the ship! Players have to fight them deck to deck
until the ship is secured.
Destroy: It’s time to head to the nest and kill the queen!
Explore: Those pyramids might have some way to return home. Players head south
to discover the mysteries of the Pyramid Necropolis.
Raid: The insects have a huge food cache. It’s time to go to the nest and get some
food.
Rescue: One of your crewmates or officers has been grabbed by the insects! You
must venture out into the wild and bring them back before it’s too late.Retrieval: The ship’s power source is starting to fail. The only solution is to make
your way to the ship graveyard and try to find the parts you need to fix it.
Don’t forget to check out Xandoria Core Fuzion/Xandoria Gaiden in print!
www.dillygreenbeangames.com
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