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  BLOOD�IN�SPACE
  BLOOD�IN�SPACE
  BLOOD�IN�SPACE
  BLOOD�IN�SPACE����
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  ““““Boot�Camp
  Boot�Camp
  Boot�Camp
  Boot�Camp””””����
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  www.bloodinspace.info����
  
   
  Chapter�
  Chapter�
  Chapter�
  Chapter�1111����
  INTRODUCTION�
  ______________________________ 
  ���� 
  Welcome�to�Blood�in�Space
  Welcome�to�Blood�in�Space
  Welcome�to�Blood�in�Space
  Welcome�to�Blood�in�Space 
   
  Allow me to be the first to welcome you to the 
  world of Blood in Space. This is a Fudge product 
  made as a tribute to the years of science fiction. 
  From H.G. Wells War of the Worlds published in 
  1884 to John Cameron's Avatar. 
   
  This game is written to not be a copy of these 
  worlds but brings across staples of science 
  fiction history into one setting; tributes to 
  popular and iconic concepts brought to us 
  through the 19th and 20th century.  
   
  So, please enjoy this book and the worlds that 
  lay beyond. 
   
  The�Big�Thank�you�
  The�Big�Thank�you�
  The�Big�Thank�you�
  The�Big�Thank�you�����
   
  No RPG book is created by just one person and I 
  must thank three of the most important people 
  that helped me create this book.  
   
  The first goes to Wolf “SirWolf” Bergenheim for 
  his input into the content of this book, but his 
  love of science fiction to make sure that no idea 
  was lost and also for his article Tips for New 
  GMs! 
   
  The second is to Jonas “Fudgebob” Susara and 
  his excellent work in looking over the rules in 
  past editions and bringing new ideas to me to 
  make the following game easier and more 
  flexible for the Game Master. 
   
  Last, but not least is our resident geek girl, 
  Sophie “Sophiru” Lindström who drew many of 
  the basic concepts of Blood in Space and 
  fashioned the first parts of the world. With her 
  great imagination and marvelous characters, 
  Sophie would be responsible for creating the 
  feel of the universe. She also took the time out 
  of her schedule to write Tips for New Players for 
  me to include in this book. 
   
  For those, I have forgotten to mention because 
  of my bad memory. I do thank you from the 
  bottom of my heart for the input, advice, and 
  work that you have done putting this book 
  together.  
   
  Blood�in�Space�COPYRIGHT�Information
  Blood�in�Space�COPYRIGHT�Information
  Blood�in�Space�COPYRIGHT�Information
  Blood�in�Space�COPYRIGHT�Information 
   
  As the universe is published under a standard 
  copyright I wanted to put this on paper for all 
  those who want it.  
   
  Owners of this book are free to reproduce the 
  contents of these pages for an unlimited amount 
  of times for use in running their adventures.  
   
  If there are other things you are interested in 
  using it for please go ahead and reach out to 
  me. You can find my email address on the 
  official website www.bloodinspace.info. 
   
  ����
  Where�are
  Where�are
  Where�are
  Where�are����all�the�Races?
  all�the�Races?
  all�the�Races?
  all�the�Races? 
   
  Reading through this book you have probably 
  noticed that there are some races mentioned 
  that are not in this book. The reason for this is 
  because the Blood in Space universe is so large 
  that to add all the major races would not only 
  take forever to get done but also make the book 
  size costly for the average gamer to buy.  
   
  My goal with this book is to present not only 
  online but make it available to those who just 
  love flipping pages.  
   
  After this book is released I do plan to work on 
  the other side of the galaxy and bring the rest 
  of the major races to you, but right now I think 
  the ones here will give you a lot to work with. 
   
  I have attempted to minimize all the mentions 
  of the races to make it easier to read, but also 
  explain to you if the information is needed.  
   
  So stay tuned for more Blood in Space in the 
  future! 
  �
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   3 
   
   
  How�to�Use�This�Book
  How�to�Use�This�Book
  How�to�Use�This�Book
  How�to�Use�This�Book����
   
  This book is broken up into chapters by subject. 
  All racial information is kept in one area. This 
  leaves the GM the ability to flip back and forth 
  to the information he wants. 
   
  You can use the tables of contents or the index 
  in the book to find anything specific. 
   
  This book does not contain all that is available in 
  the Blood in Space universe but only the Terrans 
  and one mission. You can find more in the Blood 
  in Space: Core Rulebook available at 
  www.bloodinspace.info or on RPGNow.com. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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   4 
   
   
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  Chapter�
  Chapter�
  Chapter�
  Chapter�2222����
  CHARACTER�CREATION
  CHARACTER�CREATION
  CHARACTER�CREATION
  CHARACTER�CREATION����
  ______________________________ 
   
  Introduction�to�Characters
  Introduction�to�Characters
  Introduction�to�Characters
  Introduction�to�Characters 
   
  Characters are the lifeblood of storytelling and 
  role playing games. At first, this may sound like 
  an obvious statement, but if you stop and think 
  about it, we can see how important a good 
  character is to make a story work. Without 
  them, it's just a series of action with nothing 
  memorable. 
   
  The part of this section is to teach you how to 
  create a character which there are two methods 
  presented. The Levels Method and the Template 
  Method.  
   
  The basics of character design are the Attributes 
  and the Skills. If you are not familiar with RPGs 
  these are the most important things that tell 
  you and the GM how good your character is at 
  things. In most cases, Attributes is a way to 
  describe your character's personality while skills 
  are what knowledge and trade he has learned. 
   
  Each Attribute and Skill is also accompanied 
  with a level and the GM will use that to 
  determine how well your character did against 
  certain difficulties. More about task difficulties 
  and the rolling of the dice will be covered in 
  Section 4.0. 
   
  Le
  Le
  Le
  Levels�Chart
  vels�Chart
  vels�Chart
  vels�Chart 
  +4 Legendary 
  +3 Superb 
  +2 Great 
  +1 Good 
  0 Fair 
  -1 Mediocre 
  -2 Poor 
  -3 Terrible 
  -4 Abysmal 
  About�Your�Character
  About�Your�Character
  About�Your�Character
  About�Your�Character 
   
  Attributes represent what the character is, what 
  their personality is and the unique strengths 
  and weakness. Skills refer to things that they 
  have learned either by training or in school. This 
  would include their jobs and inherent skills of 
  their species. 
  �
  TEMPLATE�METHOD
  TEMPLATE�METHOD
  TEMPLATE�METHOD
  TEMPLATE�METHOD 
   
  The template method is a more simple way of 
  creating a character instead of coming up with 
  all the points and skills. All the player does is to 
  pick the skills at the levels pre-determined for 
  the sheet.  
   
  In Chapter 20 there are characters that you can 
  use for your players and also adventures in 
  Chapter 19. 
   
  LEVELS�METHOD
  LEVELS�METHOD
  LEVELS�METHOD
  LEVELS�METHOD����
  ����
  The levels method is a slightly time consuming 
  but allows a player to design their character the 
  way they want. As a GM, you will decide ahead 
  of time how many free levels the player is given 
  and if there is a cap of the type of levels 
  available. (Ex. You can give them three free 
  levels to raise attributes and 10 free levels to 
  raise skills attributes. Players can have only 1 
  superb trait to start). The reason that the GM 
  needs to decide this is to make sure a character 
  is not more powerful than the opponents he will 
  be facing in the mission.  
   
  Once the player knows what they want, they will 
  raise a level based on the relative difference 
  between the present level and the desired level. 
  An example would be a Fair level being raised to 
  Great, the level good is between it so that will 
  cost to levels. Most of the time, the GM starts 
  attributes at Fair and skills at Poor.  
   
  The player should continue to assign the 
  remaining free levels until they have nothing 
  left. Once that is done, they have the option of 
  
   
   
   5 
   
   
  lowering an attribute or skill to gain back a level 
  to place somewhere else. The GM should make 
  sure that the player's character sheet is fair and 
  balanced because a too powerful or too weak 
  character will zap the fun from the game.  
   
  The last step is to allow the player to choose a 
  gift and a fault. If the GM prefers, they can 
  allow the player to take an extra fault to get two 
  levels to spend. Again, be careful on how many 
  faults you allow them to take because of the 
  balance and fun factor.  
   
  After all that has been done, the GM has 
  approved it, then the work is done and the story 
  can start!  
   
  Attributes
  Attributes
  Attributes
  Attributes 
   
  As explained earlier, attributes are the way of 
  knowing your character's personality and are 
  used to test the mettle of your character against 
  feats and problems that may appear in a story. 
  The basic attributes used for Blood in Space is: 
   
  Strength 
  Stamina 
  Agility 
  Charisma 
  Intelligence 
  Perception 
  Psionic 
   
  Depending on the system you are using (either 
  the template or the levels method) that will 
  denote what abilities are what in strength. 
   
  Attributes usually never change through a 
  scenario as it's the base of your character, but it 
  one of the few things that could change if you 
  were playing in a campaign and we going to use 
  a character in another part of the story. 
   
  The list of attributes above are the ones that are 
  recommended for this game, but you can take 
  away or add as many as you wish.  
   
  Skills
  Skills
  Skills
  Skills 
   
  Skills are the necessity of life and for your 
  character, the way they handle their 
  environment and how well they do their jobs. 
  Things like how well a Bug can hide in the dark 
  or how well a Marauder can utilize his smart disc 
  against enemies. 
   
  Though in fudge, any skill can be added, for 
  ease, this book provides a range of skills that 
  will be enough to complete any of the missions 
  provided.  
   
  Armor�Proficiency�
  Armor proficiency is the skill that is used to 
  determine if a character is talented enough to 
  use armor of different types. All armor has a 
  minimum Armor Proficiency that has to be met 
  for the character to gain the advantage. Any 
  armor usage with not enough skill will a -3 on 
  all actions and all Armor special abilities will not 
  be available. 
  �
  Awareness�
  To be able to spot anything out of order or the 
  general look around, Awareness is the skill to be 
  used. This represents the situational awareness 
  of the character and how he perceives his 
  environment.  
  �
  Bluff�
  Much like the word itself, bluff allows a 
  character to attempt to bluff another character 
  into doing reacting or not reacting in any way.  
   
  If a character has anything that may look like 
  evidence to support his bluff, he receives a +1 
  on his roll. (The GM decides if item evidence 
  receives the adjustment.) 
  �
  Dodge�
  This skill covers all the actions that would be 
  quick movement. This can be tumbling, diving 
  out of the way and other such skills.  
   
  Armor can hamper this ability. Check the armor 
  statistics for the specific penalty.  
  �
  Disable�(Computer,�Mechanical,�Electrical)�
  Disabling items can fall into three overarching 
  categories. Those are Computer oriented, 
  mechanical, or electrical.  
   
  When this skill is picked, the player must choose 
  a disable that his character is specialized in. If 
  the character is specialized in more than one, it 
  must be a separate skill entry.  (Ex. Disable 
  (Computer) and Disable (Mechanical) 
  �
  Disguise�
  There are times when a character must hide 
  either by camouflage or blend in with a crowd. 
  
   
   
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  The Disguise skill covers how good a character 
  is in hiding no matter the type of hiding.  
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  First�Aid�
  People get injured. It is a fact of life. This skill 
  shows how good a character is in using first aid. 
  This skill may be used on any species the player 
  is familiar with as it simply trying to stop the 
  bleeding or binding a wound.  
  ����
  Knowledge�(History,�Engineering,�Stellar,�
  Science)�
  Knowledge of things explains how well learned a 
  character is. It is broken into subcategories of 
  what specific information they are using.  
   
  History 
  This is how well the character is familiar with 
  commonly known historical facts that are 
  available to anyone who completed a decent 
  education.  
   
  Stellar 
  This is how well they are familiar with stellar 
  geography, the location of planets, and 
  information about these worlds.  
   
  Engineering 
  There are many different types of machines in 
  the galaxy and the Knowledge (Engineering) is 
  how well they can understand the technology 
  they are looking at. Attempting to repair is 
  based on this skill.  
   
  Science 
  Science is the lifeblood of many species and this 
  skill is how smart they are in the field. It is 
  important when trying to understand life forms 
  and other natural encounters.  
  �
  Melee�Proficiency�
  Some species still carry bladed or melee 
  weapons into combat and this skill represents 
  how good they are at using them. The minimum 
  level to carry a melee weapon is located in the 
  stat block of the specific weapons.  
  �
  Piloting�
  Piloting covers the ability to pilot a vehicle, 
  starship, fighter, or anything that moves. It 
  refers to their general knowledge of the subject. 
  A proper knowledge check may be in order to 
  use more exotic machines.  
   
  Sense�Purpose��
  Motives and purpose are important and it is 
  very important for diplomats and others to be 
  able to understand what their opponents are 
  doing. Sense motive is able to counter bluff. 
  �
  Stealth�
  Unlike Disguise, stealth is the ability to move 
  silently and undetected through installations, 
  locations, and past other characters.  
  �
  Survival�
  A galaxy is a hostile place and there are times 
  that a character may find themselves struggling 
  to live. The survival skill represents how good 
  they are in keeping themselves alive.  
  �
  Use�Device�(Computer,�Mechanical,�Electrical)�
  Also broken up into the computer, mechanical, 
  and electrical, Use Device is how proficient a 
  character is at using their appropriate category. 
  Devices have a minimum usage level listed in 
  their stat block.  
  �
  Weapon�Proficiency�
  Weapon proficiency covers how well they are at 
  using non-melee weapons like pistols, rifles, and 
  other such equipment. All weapons have a 
  minimum usage level that is listed in their stat 
  block. �
  �
  Gifts�and�Faults
  Gifts�and�Faults
  Gifts�and�Faults
  Gifts�and�Faults 
   
  Gifts and faults are just what they sound like. 
  Special gifts that your character may have or 
  faults that influence their personality. In this 
  system, it is used to take certain hard parts of a 
  character's personality that do not fit into a 
  signal attribute or skill and make them available 
  in case the GM wishes to use them.  
   
  For more information on Fudge Gifts and Faults 
  see Fudge 10th Anniversary Edition, page 83. 
   
  GIFTS
  GIFTS
  GIFTS
  GIFTS����
   
  Ambidextrous�
  A character is able to use both hands with little 
  to no penalty. This will allow a character to duel 
  wield a weapon giving the second weapon a +2 
  on the ODF. 
   
  Attractive 
  Beautiful in their own way, characters that have 
  this gift are well prepared for social interactions. 
  They are not only favorably received by NPCs, 
  
   
   
   7 
   
   
  but they receive a +1 on all persuade and sense 
  purpose in social situations. 
   
  Charisma�
  There are just some people that would follow a 
  good leader anywhere. Characters with the 
  Charisma gift are able to inspire that confidence 
  and get a +1 on their awareness and leadership 
  skills. 
   
  Combat�Reflexes�
  Be it from years of training or experience on the 
  battlefield, characters have honed their skills to 
  perfection. A character with this gift receives a 
  +1 on both ODF and DDF.   
   
  Concentration�
  Trained to focus their minds, characters that 
  have the concentration gift are able to ignore 
  distractions while performing tasks require their 
  skill. GMs should decide when and where that 
  this bonus should come into play. (Example 
  would be allowing a character with this skill to 
  be able to perform a task while under fire much 
  easier than others without it.) 
   
  Contacts�
  Knowing people can be the road to survival at 
  times. Characters that have the gift of contacts 
  may be able to find help in the most remote of 
  places. GM should decide when this gift is to be 
  available. 
   
  Danger�Sense�
  Being able to sense danger is a very important. 
  Those with this gift get a +1 one their 
  awareness skill. They may be able to sense 
  danger before it is upon them at the GM’s 
  discretion. 
   
  Empathy��
  Caring is a very important part of this 
  character’s life. They are able to empathize with 
  those around them. The character gains +1 on 
  their sense purpose role.  
  �
  Excellent�Reputation�
  The character’s reputation proceeds them. NPCs 
  are much more open to speaking with this 
  character if their goals and beliefs are close.  
  (NOTE: This gift may also function as a 
  fault if their reputation is faction based and 
  the opposite faction is reacting. GM 
  Discretion advised) 
  �
  Great�Memory�
  Having a great memory is very beneficial to 
  characters. A character who takes this gift 
  receives +1 in a knowledge, use device, or 
  disable skill of their choice. This only affects one 
  skill. The gift must be taken again to receive the 
  bonus in another skill. 
  �
  Tough�Hide�
  Be it because the character has been through 
  rough times or the character is just good at 
  dealing with their pain, characters with this feat 
  get one extra wound in their scratch, and hurt 
  boxes.  
  �
   
  Faul
  Faul
  Faul
  Faults
  ts
  ts
  ts����
   
  Arrogant�
  The character incessantly talks about himself 
  and portrays himself as the best at everything 
  while others are below his skill or consideration.  
   
  Clumsy�
  The character struggles in accomplishing things 
  without making mistakes or inadvertently 
  knocking this over. The characters struggle with 
  completing tasks without incident.  
   
  Greedy�
  The character loves money, and will always 
  attempt to obtain more. This may include 
  dishonest methods, such as theft, and it may be 
  necessary for the character to roll to avoid 
  stealing something of value if the opportunity 
  arises. 
   
  Ugly�
  The character is ugly. Negative reactions, 
  especially to the opposite sex.  
   
  (GMs are caution in using this descriptor as a 
  fault if the reaction is from different species. 
  What one species might consider ugly could be 
  considered beautiful by another. This should 
  refer to within their own species.) 
   
  Youth�
  The character suffers from being younger than 
  average – being denied certain rights and 
  privileges, and possibly suffering reduced 
  attributes (Strength for example). 
   
  �
  Wanted�
  
   
   
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  The character is wanted by another 
  governmental power for a crime. The character 
  must be cautious with who he speak with as 
  they could be arrested on sight.  
   
  Slow�Healing��
  The character heals at a reduced rate (such a 
  half) due to fragile health, a chronic disease, or 
  a non-human heritage.  
   
  Phobia��
  Phobias are the fear of a particular thing and 
  are not necessarily rationally based on potential 
  harm. The character will avoid the object of the 
  phobia whenever possible. If a character is 
  exposed to his phobia, he may be required to 
  make a roll overcome his fear in order to act. 
  Examples of phobias include Acro-(heights), 
  Arachno-(spiders), Claustro-(closed spaces), 
  Herpeto-(snakes), and Xeno-(strangers).  
   
  Scale�
  The character is of lower mass than the racial 
  norm. The character suffers a -1 to Strength 
  and a – to DDF. (This may be worth more than 
  one fault.)  
   
  Obsession�
  The character is obsessed with a goal, such as 
  obtaining revenge, achieving the love of a 
  particular person, converting the heathen, or 
  freeing his homeland. The character will set all 
  other activities aside when an opportunity for 
  furthering that goal occurs.  
   
  Loyalty�
  The character has a strong sense of duty to 
  companions, an organization, friends, or other 
  persons. The character will be reluctant to 
  betray anyone, regardless of the evidence 
  presented towards someone’s wrongdoing.  
   
  Initial�FUDGE�Poin
  Initial�FUDGE�Poin
  Initial�FUDGE�Poin
  Initial�FUDGE�Points
  ts
  ts
  ts 
   
  Fudge points are Meta prizes that do not exist in 
  the game but is a way for the player to be able 
  to do something heroic or to avert some 
  disaster. In essence, it is the plot twists they 
  can use to change a result in the story. The 
  prices of things to change are the decision of 
  the GM.  
   
  More on fudge points in Chapter 3. 
   
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  Psionic�Abilities
  Psionic�Abilities
  Psionic�Abilities
  Psionic�Abilities 
   
  Psi power is the ability of some individuals to 
  use their mind to do different abilities not 
  normally able to do like telekinesis or 
  communicate with a telepathic creature.  
   
  To keep things simple, Psi is simplified in Blood 
  in Space to levels. There are Level one to ten 
  (with some species ranging up into twelve and 
  thirteen, but that will be stated in the racial 
  profiles.)  
   
  Characters can use their Charisma attribute to 
  resist a psi attack against them while using their 
  Psionic Ability attribute for offensive use.  
   
  Psionic�Level�Chart
  Psionic�Level�Chart
  Psionic�Level�Chart
  Psionic�Level�Chart 
   
  To make things easier, the Psionic Level chart is 
  made available to compare how good someone 
  is by the FUDGE levels against their Psionic 
  Level. 
   
  PSIONIC�LEVELS�CHART
  PSIONIC�LEVELS�CHART
  PSIONIC�LEVELS�CHART
  PSIONIC�LEVELS�CHART 
  Level 0 
  N/A 
  Level 1 
  Abysmal 
  Level 2 
  Terrible 
  Level 3 
  Mediocre 
  Level 4 
  Poor 
  Level 5 
  Fair 
  Level 6 
  Good 
  Level 7 
  Great 
  Level 8 
  Superb 
  Level 9 
  Legendary 
  Level 10 
  Legendary+ 
   
  Because of the possibility of Psionics 
  unbalancing the game, it is highly 
  recommended that Psi Levels cannot be 
  purchased like normal attributes, but are 
  assigned by the GM based on whatever the GM 
  feels is a good measurement (ex. The better-
  designed character a player makes to allowing 
  Fudge points to purchase levels).  
   
  Note in the character descriptions they give the 
  species max Psi levels as some species do not 
  get into the top charts. For example, humans 
  
   
   
   9 
   
   
  barely get above Level 3 though the most elite 
  Earthlings are level 5. 
   
  ����
  If�you�are�Fa
  If�you�are�Fa
  If�you�are�Fa
  If�you�are�Familiar�with�Fudge
  miliar�with�Fudge
  miliar�with�Fudge
  miliar�with�Fudge 
   
  This book has been designed to be compatible 
  with the Fudge 10th Anniversary Edition 
  Rulebook by Steffan O’Sullivan. Paragraphs that 
  have an italic number surrounded by 
  parenthesis ex. (23) represents the page 
  number in the Fudge rulebook.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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   10 
   
   
  ����
  Chapter�
  Chapter�
  Chapter�
  Chapter�3333����
  RULES�TO�LIVE�BY
  RULES�TO�LIVE�BY
  RULES�TO�LIVE�BY
  RULES�TO�LIVE�BY����
  ______________________________ 
  The�Rules�of�the�Game�
  The�Rules�of�the�Game�
  The�Rules�of�the�Game�
  The�Rules�of�the�Game� 
   
  Don't be alarmed. I'm not going to write up 
  some forty page treatise on how the game 
  system works or go in depth about how many 
  different variations and possibilities that 
  FUDGE's robust RPG system can provide.  
   
  This will be a quick introduction to the basics of 
  FUDGE dice (also known as 4DF) and how they 
  work in this game system. Fudge dice look like 
  the standard six-sided dice except instead of 
  dots to represent numbers they are pluses, 
  minuses, and blanks to represent levels. Ex. 
  (+) (+)(-)(-)(0)(0) 
   
  The method of the core mechanics is extremely 
  simple they are simple: 
   
  • 
  Start with your character's appropriate Skill, or in 
  some instances Attribute level 
  • 
  Roll 4 Fudge dice (shown as 4dF), you can spend 
  Fudge Points to affect these as explained later 
  • 
  Move up or down one level per the dice (to get 
  rolled level) 
  • 
  Compare to the target level as set by your GM 
   
  Depending on what you rolled is called your 
  Margin of success (MoS) or if you did not do 
  well it would be Margin of Failure (MoF).  
   
  Example: James is sure that a Xar is stalking 
  him and so is looking closely at the surrounding. 
  It is a competition between James' Perception of 
  his surroundings (which is Good) and the Xar's 
  Great Stealth ability to hide in the dark. James 
  Rolls  a (+)(-)(0)(0) against the Bug which 
  means to go up one level, then go down one 
  level returning James's skill to Good as it was. 
  As the difficulty was Great, the GM decides that 
  James has not noticed the Xar hiding in the 
  darkness. Unbeknownst to James, the Alien can 
  now continue to stalk him. 
   
  There is also the contested roll and this is 
  usually done against another player or in 
  combat. Steps 1 through 3 are the same and 
  only in step 4 do you compare against each 
  other’s levels to see who wins. 
   
  Example: James is running from the Marauder, 
  Claws, and it is trying to catch him.  The GM 
  decides that each need to at least roll Fair rolls 
  to keep after each other. James is a Good 
  runner while Claws is only a mediocre runner. 
  James rolls at (+)(-)(-)(0) which drops him 
  down one level to Fair and Claws rolls a 
  (+)(+)(+)(0) which results in a Good result. 
  The GM decides that Claws had closed in on 
  James and if the Terran doesn't do well in the 
  next few rolls, the Marauder may just catch 
  him. 
    
  Simultaneous�Combat�Rounds�
  Simultaneous�Combat�Rounds�
  Simultaneous�Combat�Rounds�
  Simultaneous�Combat�Rounds�����
  �
  In simultaneous combat rounds, all offensive 
  and defensive maneuvers happen at the same 
  time.  
  The GM determines which traits the combatants 
  should roll against. This depends largely on 
  which weapon they are using, which might 
  simply be a fist.  
   
  Each combatant makes an opposed action roll. 
  On a relative degree of zero, the combat round 
  is a stand-off-- the fighters either circled each 
  other looking for an opening or exchanged 
  blows on each other's shields, etc. -- nobody is 
  hurt. 
   
  A minimum result of Poor is needed to hit a 
  (roughly) equal-sized opponent. That is, a 
  human needs to score a Poor blow (and still win 
  the opposed action) in order to hit another 
  human. If both opponents roll worse than Poor, 
  the round is a standoff. 
   
  If one opponent is significantly bigger than the 
  other (of a different Scale, at least), he needs a 
  
   
   
   11 
   
   
  Mediocre or even Fair result to hit his smaller 
  foe, while even a Terrible result will allow the 
  small fighter to hit the larger. (Of course, such a 
  blow must still win the opposed action.) 
  Extremely small targets, such as a pixie, may 
  require a Good or even a Great result. Examples 
  include humans fighting giants or very large or 
  small animals. 
   
  If the result is a relative degree other than zero, 
  and the minimum level needed to score a hit is 
  achieved or surpassed, the winner checks to see 
  if he hit hard enough to damage the loser. In 
  general, the better the hit (the greater the 
  relative degree), the greater the likelihood of 
  damage. 
   
  If one combatant is unable to fight in a given 
  round (possibly because he's unaware of the 
  attacker, or because of a critical result in the 
  previous round), the combat may become an 
  Unopposed Action for the active fighter, usually 
  with a Poor Difficulty Level. If a character can 
  defend himself in some way, such as using a 
  shield, it is still an Opposed Action, but the 
  defending character cannot hurt the other 
  character even if he wins the combat round. 
   
  Combat often takes more than one combat 
  round. Characters are not limited to attacking 
  each round-- they may attempt to flee, 
  negotiate, try a fancy acrobatic stunt or any 
  other appropriate action.  
  ����
  What�is�Fudge?
  What�is�Fudge?
  What�is�Fudge?
  What�is�Fudge?����
  �
  What is Fudge? Fudge is a Roleplaying system 
  created by Stephan O'Sullivan back in 1995 that 
  focuses on using words instead of numbers. 
  Instead of being a Level 2 Hero, you could be a 
  Great Hero or a Superb Hero.  
   
  The system is not set in stone like others, but 
  more of a toolkit where Game Masters are able 
  to take parts they like and put them into their 
  worlds and games they wish to run.  
   
  The Fudge system uses four dice that have 
  Pluses (+), Minuses (-), and blanks ( ). This 
  affects your levels.  
   
  ����
  Fudge�Dice
  Fudge�Dice
  Fudge�Dice
  Fudge�Dice 
   
  Fudge dice are not like any normal type of dice. 
  A Fudge die is a 6 sided die marked (+) (+) (0) 
  (0) (-) (-). You can find these at some of the 
  gaming stores, but the easiest way to get them 
  is to purchase them online. You can start by 
  visiting Grey Ghost Games website and begin 
  your quest by perusing the companies that sell 
  fudge-related items.  
   
  If you can't or don't wish to get fudge dice you 
  can use a standard 6 sided die counting 1-2 as 
  (-), 3-4 as (0), and 5-6 (+).  
  ����
  ����
  Unopposed�Actions
  Unopposed�Actions
  Unopposed�Actions
  Unopposed�Actions����
  ����
  An unopposed action is an action that does not 
  require a counter-roll. This would be doing 
  things like climbing a cliff, swimming a lake, etc. 
  An unopposed action has a difficulty level set by 
  the GM that the players have to meet to 
  succeed the action. The higher the level the 
  harder it is to complete an action.  
   
  There can be actions that are too high of a 
  difficulty for a character to complete. ����
  ����
  Opposed�Actions
  Opposed�Actions
  Opposed�Actions
  Opposed�Actions����
  ����
  Opposed actions are actions that pit one 
  attribute or skill against another set of skills or 
  attributes. This can be another enemy or try to 
  sneak by somebody who is looking for you. 
  These actions are resolved either with standard 
  combat die rolls or simultaneous combat 
  rounds. 
   
  Opposed actions are the most common in Fudge 
  games and they are very easy to resolve. 
   
   ����
  Using�Fudge�points�
  Using�Fudge�points�
  Using�Fudge�points�
  Using�Fudge�points� 
   
  A Fudge point is a method of allowing players to 
  “fudge” the results in a way that he/she wishes 
  to make the story more interesting.  
   
  They can allow things like: 
    
  A complete re-roll of all 4 Fudge dice  
  Or, changing any one die to read +  
  Or, increasing the rolled level by + 
  Or, just fudge the complete action. 
   
  All this though is up to the GM on not only how 
  fudge points are awarded, but how much it 
  
   
   
   12 
   
   
  costs to change actions and when they can be 
  used. 
   
  An example would be to have the GM award a 
  fudge point for players who are willing to take a 
  penalty or allow their character's fault to 
  influence the storyline. It's a way of a GM to 
  show extra appreciation to a player.   
   
  Basic�Description
  Basic�Description
  Basic�Description
  Basic�Description 
   
  Where would a story be without a way for a 
  character to test their mettle and to see if they 
  can come out on top? Fudge rules allow combat 
  rules to be as simplistic to the GM deciding 
  based on stats who wins and what happens to a 
  complete round by round bout with fudge dice 
  telling the score. 
   
  In this section, we will be covering how to give, 
  take, and record damage against the characters 
  and others.  
   
  ����
  Scale
  Scale
  Scale
  Scale 
   
  To reflect size differences in species and 
  creatures in the galaxy, Fudge has a system 
  called scale that deals with it. A creature or 
  species is assigned a plus, equal, or minus value 
  that effects the roll against it.  
   
  In an example, a human is 0 and a Tavrek is a -
  1 in scale. This means that every action the 
  human does against the Tavrek that size would 
  matter, gets +1 (as the Tavrek is one level 
  below humans). A Good knife attack would 
  become a Great. It works the opposite as the 
  human is larger than a Tavrek its physical 
  attacks get a -1 because it is smaller. A Superb 
  bite is only a Great bite to the human.  
   
  There are some attacks that are exempt from 
  this rule, but that would be mentioned in the 
  description. 
   
  Scale 
  Mass(US) Mass(Kg) 
  Example 
  -6 
  13 lbs. 
  6 kg. 
  Cat 
  -5 
  20 lbs. 
  9 kg. 
  Fox 
  -4 
  30 lbs. 
  13 kg. 
  Badger 
  -3 
  45 lbs. 
  20 kg. 
  Coyote 
  -2 
  68 lbs. 
  30 kg. 
  Med. Dog 
  -1 
  100 lbs. 
  45 kg. 
  Cheetah 
  0 
  150 lbs. 
  68 kg. 
  Human 
  +1 
  225 lbs. 
  100 kg. 
  Leopard 
  +2 
  333 lbs. 
  150 kg. 
  Black Bear 
  +3 
  500 lbs. 
  225 kg. 
  Utahraptor 
  +4 
  750 lbs. 
  333 kg. 
  Grizzly Bear 
  +5 
  1125 lbs. 
  500 kg. 
  Alligator 
  +6 
  1687 lbs. 
  750 kg. 
  Bison 
  +7 
  1.25 tn. 
  1.1 t 
  Gr White 
  Shark 
  +8 
  2 tn. 
  1.7 t 
  Orca 
  +9 
  3 tn. 
  2.6 t 
  Allosaurus 
   
   
  Wounds�
  Wounds�
  Wounds�
  Wounds� 
   
  With a system of damage selected, it would be 
  good to cover how to record damage caused by 
  the character against another. The following is 
  an example of a “Wound Track”: 
    
  The effect is how much the damage reduces all 
  of the character’s abilities until they are healed. 
  The out of combat result means something 
  serious has happened to the character and they 
  are unable to continue fighting. This can range 
  from a dismembered limb to death, the exact 
  details are left to the GM to determine.  
    
  When a character receives a wound of the 
  stated severity one of the boxes is marked, once 
  all of a wound categories boxes are filled any 
  further wounds are passed onto the next wound 
  category. So if a character receives three 
  wounded results the third is transferred to the 
  serious wound box, and if those are filled then 
  the incapacitated box. Once a character is 
  incapacitated they are out of the fight, so they 
  can only ever receive one mark in this box. In 
  contrast, a character can receive multiple 
  scratches and never pass them up to the 
  wounded level, hence no boxes.  
    
  For a more cinematic game feel free to add 
  another box to the wounded category, this will 
  prolong your fights and your heroes!  
   
  Cinematic�Combat�(Optional)
  Cinematic�Combat�(Optional)
  Cinematic�Combat�(Optional)
  Cinematic�Combat�(Optional)����
  ����
  Let's face it. Some of the races attack en masse 
  while at times the heroes want to get into the 
  middle of a fight with great foes outnumbering 
  them. That is the fun of epic, larger than life 
  adventures found so commonly in nowadays 
  Science fiction.  
   
  When the GM begins a battle that will be 
  
   
   
   13 
   
   
  cinematic in nature, the attacking enemies 
  become what we will call bit players. Do not 
  treat them like normal NPCs, but consider 
  anything more than a scratch as incapacitating.  
   
  For each enemy defeated in this way is a -1 on 
  any action he tries to commit.  
   
   
  Character�Advancement
  Character�Advancement
  Character�Advancement
  Character�Advancement 
   
  Character advancement is probably the most 
  interesting to players at the end of their gaming 
  session, but also the simplest. The GM is free to 
  award whatever he thinks is best for the 
  character for what they did. If it's a campaign 
  you can give them more attribute points to 
  spend for the next gaming session or even hand 
  out some fudge points.  
   
  Character advancement how much and how far 
  is absolutely up to the GM.  
   
   
  Fear�(Optional)
  Fear�(Optional)
  Fear�(Optional)
  Fear�(Optional) 
   
  You can find the fear rule in the Blood in 
  Space: Core rulebook.  
  Morale�(Optional)
  Morale�(Optional)
  Morale�(Optional)
  Morale�(Optional)����
   
  You can find the morale rule in the Blood in 
  Space: Core rulebook.  
  ����
  THE�PSIONIC�ABILITY
  THE�PSIONIC�ABILITY
  THE�PSIONIC�ABILITY
  THE�PSIONIC�ABILITY����
  ����
  Psi is a term used by most species to describe 
  the ability to manipulate the physical world with 
  the mind. Scientists believe that some species 
  developed an ability to enhance an unknown 
  energy that exists between dimensions. This 
  allows them the ability to manipulate the 
  physical dimension.  
   
  No species has yet been able to isolate the 
  commonality in the DNA that allows one to have 
  psi, but every race has tried to find some way to 
  enhance their own capabilities.  
  ����
  Combat�with�Psi�Powers
  Combat�with�Psi�Powers
  Combat�with�Psi�Powers
  Combat�with�Psi�Powers����
  Each level of Psi denotes how much energy 
  points the character has to use in a task 
  requiring their mind. Please refer to Appendix 2 
  – Psionic Abilities List for a list of Psionic abilities 
  and the minimal Psi Level to learn the ability. 
  The steps to use Psi powers is to first state that 
  you will be using the ability and the GM will 
  minus the amount of points from the reservoir 
  to use it. Next step is to take the ability of the 
  Psi power. Someone resists the power by using 
  their Charisma. At that point, a combat roll is 
  taken and the results scored by the GM.  
  Physical attacks would be rolled against the 
  defender's appropriate attribute. 
  (Ex. Sally is an Earthling Psi soldier with the 
  amazing registered Psi level of 5 and she is in 
  combat against a Rin'aka standard marine who 
  naturally has a Psi Level of 6.  
  Sally is forced to use her Psi powers as the 
  Rin'aka have disabled their weapons. It costs 2 
  points to generate the energy wave she wants 
  to emit so she subtracts 2 from 5 with 3 left 
  over. As her Energy Wave skill is Good, she has 
  to take a penalty of -1 (6-5=1) as the enemy is 
  of a higher Psi power. 
  She attacks with the wave rolling a () () (-) (-) 
  which is two levels down from Good scoring a 
  mediocre strike. Since the Rin'aka's strength 
  attribute was at Fair to resist the strike, she just 
  caused him to stumble from the blast and only 
  now Sally has 2 points or Psi power left. 
  Sally's backup, the new psi soldier Phil who has 
  a low rating Psi Level of 3 decides to give Sally 
  a chance to escape retaliation by clouding the 
  mind of the Rin'aka. Using Mind Clouding 
  technique, his skill is fair, but he is at a 
  disadvantage being a Level 3 and his opponent 
  is a level 6.  
  The ability costs 2 points and it almost 
  consumes his whole reservoir. He rolls against 
  the good Charisma of the Rin'aka and gets (+) 
  (+) (+) (0) scoring a Superb effort, but has to 
  take a -3 from the level difference making his 
  skill fair. It is still not enough to beat the good 
  charisma and now both Sally and Phil are 
  opened to the retaliation from the Rin'aka.) 
   
  When working with psionic characters there are 
  a few things you and your players should take 
  
   
   
   14 
   
   
  into consideration when allowing them in your 
  campaign. 
   
  The first is that they can be very disruptive. 
  Make sure that the character is very well 
  planned and they understand what is going on. ����
   
  Character�Augmentation
  Character�Augmentation
  Character�Augmentation
  Character�Augmentation 
  With the advent of augmentation technology, 
  humans adopted the act of replacing body parts 
  that have been lost. Though starting out as a 
  medical tool to restore mobility. The GEU 
  military realized the application of using this 
  new augmentation technology for military 
  purposes. The era of augmentation even saw 
  healthy people replacing good limbs and body 
  parts for cyborg pieces to improve their 
  efficiency. This time, period lasted for a few 
  decades before the military decided to phase 
  them out. In 2351, GEU HQ declared the project 
  over. Though cyborgs still exist among many 
  walks of human life, they are not as common as 
  they once were.  
  ����
  Non
  Non
  Non
  Non----Human�
  Human�
  Human�
  Human�����cyborgs
  cyborgs
  cyborgs
  cyborgs��������
  All races except the Xar experimented with a 
  form of augmentation, though it was mostly 
  common among the Humans and the Atelak 
  Clans. Though the Rin'aka also had a few, they 
  found it did not help them out the way it did 
  other races. 
     
  More detail about Augmentation and how to 
  apply it to characters is available in the Blood 
  in Space: Core Rulebook. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ����
  ����
  ����
  ����
  ����
  ����
  ����
  ����
  ����
  ����
  ����
  ����
  
   
   
   15 
   
   
  ����
  Chapter�
  Chapter�
  Chapter�
  Chapter�4444����
  Humanity�of�the�Future
  Humanity�of�the�Future
  Humanity�of�the�Future
  Humanity�of�the�Future����
  ______________________________ 
  Prepare�to�Drop
  Prepare�to�Drop
  Prepare�to�Drop
  Prepare�to�Drop����
   
  The roar of the plasma engines of the troop 
  transport was deafening even through the black 
  combat helmet of Sergeant Johns, but the man 
  had grown accustomed to it a long time before. 
  The wind whipped along the aerodynamic hull 
  tugging at him as he leaned out the open hatch 
  to see the pockmarked ground approaching. 
  With one swift movement, the transport came 
  to a stop two meters from the ground.  
   
  "Go! Go! Go!" he roared as the grizzled sergeant 
  shoved a luckless private out. His green troops 
  were still hesitating as they stepped off. 'Fine 
  time for command to give me newbies.' 
   
  “Come on you girls! It’s only a short jump. 
  Look! Vasquez is making you look like children.” 
   
  The Latino woman gave a thumbs up as her 
  helmet visor tinted and unhesitatingly stepped 
  off. 
   
  Once the last of his troops were out, Johns 
  jumped and landed in the loose dirt. The stiff 
  breeze blew the loose topsoil around them in 
  little cyclones.  
   
  The Xar had been hard at work with the skeletal 
  remains of both human and animal strewn 
  about them.  
   
  “Pattern Alpha. Move.”  
   
  This was the day that it would change for 
  Morkuth. The Stellar Navy was supporting a big 
  operation to kill the queen who controlled this 
  sector’s infestation.  
   
  The HUD computer tracked the movement of his 
  squad. He knew they were approaching the Hive 
  entrance by the fresh Xar carcasses scattered 
  about. His marines were efficient and ruthless. 
  They had a lot of anger pent up after seeing 
  what the monsters had done to a colony of over 
  ten thousand souls.  
   
  “In position to breach.” the other squad called 
  over the communications terminal.  
   
  “Bravo Squad ready,” Johns said after keying 
  his speaker.  
   
  “Go!” 
   
  Bringing his pulse rifle up and a vicious shout, 
  Bravo Squad charged into the back entrance of 
  their enemies. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ����
  ����
  ����
  
   
   
   16 
   
   
  ����
  ����
  Humans�in�Space
  Humans�in�Space
  Humans�in�Space
  Humans�in�Space����
   
  Humans, though new to space, were not 
  welcome. It has been their lot in life to fight for 
  a fair share of space while older and more 
  ancient races vie for continual control over their 
  domains. Earth’s first introduction to life truly 
  being out there was in 2100 when an alien 
  spacecraft was discovered in the remains of 
  Edwards Air Force Base near the southern most 
  part of Groom Lake. 
   
  The remnants of the United States with 
  assistance from NATO countries began to 
  work in conjunction with each other 
  to begin to research the technology 
  against the wishes of the UN, but it 
  came to a halt ten years later 
  when a fleet of ships like the 
  one they were researching 
  appeared in orbit and 
  completely decimated 
  the site and attempted 
  to take over that part 
  of the United States.  
   
  Earth’s response was large 
  and loud. The last of the 
  nuclear missiles were 
  launched up into the sky 
  against the alien invaders 
  and within three months of 
  fighting, the human tenacity 
  scored three destroyed enemy 
  ships and a fleeing enemy 
  licking their wounds.  
   
  It originally looked like Earth’s 
  dreams of space were finally 
  destroyed except for Doctor Johann Von 
  Schneider coming forward and offering the 
  research to the United Nations. He was a spy for 
  Russia and after realizing Earth’s chances 
  against the evil in space would be to have the 
  whole world share in the knowledge that he had 
  inadvertently saved. 
   
  The alien race that attacked them, the Rin’aka 
  thought they had destroyed all the knowledge 
  and so never paid attention to earth allowing 
  the Galactic Earthlings Union to form and launch 
  into space. 
   
   
  ����
  Potential�of�Earthlings
  Potential�of�Earthlings
  Potential�of�Earthlings
  Potential�of�Earthlings 
  Humans have the Psi Potential from Level zero 
  to Level five with an extreme rarity of a level 
  six. The average seen in humans is zero to 
  three. The toxic pollution index of humans is 
  5. 
  ����
  Life�among�the�Earthlings
  Life�among�the�Earthlings
  Life�among�the�Earthlings
  Life�among�the�Earthlings����
   
  After the attack by the Rin'aka, Earth's 
  optimistic outlook on life in space 
  faded and died. Replacing it was the 
  militaristic stance that earth's 
  presence must be protected at all 
  costs. The initial explosion of 
  starship factories and humans 
  enlisting in droves created an 
  economic boon and the first great 
  expansion as earthling starships left 
  earth in search of worlds and colony 
  ships soon after.  
   
  The human condition improved as the world 
  pulled together to face the faceless enemy that 
  could strike back at them at any time and 
  patriotism to the Earthling cause was drilled 
  into the children as they grew.  
   
  The normal life of a human was filled with the 
  same day to day items that everybody had 
  except they had gotten used to the sounds of 
  warships lifting off from the surface and 
  entering space plus the continued 
  bombardment of propaganda about settling 
  the outer colonies.  
  ����
  Serving�in�the�Terran�Milita
  Serving�in�the�Terran�Milita
  Serving�in�the�Terran�Milita
  Serving�in�the�Terran�Military
  ry
  ry
  ry����
   
  Many young earthlings decided right out of high 
  school that serving in the Unified Earthling 
  Military would be the best way to live their lives. 
  Some staying in for a few years while others 
  decided to make it a career.  
   
  The U.E.M. was broken up into three branches, 
  the Stellar Navy, Earthling Star Army, and the 
  Space Force. 
   
  Military�Basic�Training
  Military�Basic�Training
  Military�Basic�Training
  Military�Basic�Training����
   
  Military Basic Training was consolidated by Earth 
  
   
   
   17 
   
   
  for ease of training and now all members of all 
  branches go to the same training camp to learn 
  the art of war.  
   
  The twenty-two-week basic training course is 
  broken up into three phases.  
   
  The first phase is basic courses where soldiers 
  learn fighting techniques, works on their 
  physical fitness, and learn the principles of war.  
   
  The second phase is the technical course where 
  the specific job that the person was going to 
  learn is taught. These courses are centered on 
  the world where the specialty schools are 
  located. 
   
  The third and last phase are On hand courses 
  where the trainees will serve in an apprentice 
  period for a preset time to make sure they can 
  handle the job they have been assigned.  
   
  After that graduation is held back at the Military 
  camp where they are handed their branch's 
  emblem, duty badge of their job, and their 
  rank. 
   
   
  Stellar�Navy
  Stellar�Navy
  Stellar�Navy
  Stellar�Navy����
   
  The Stellar navy was the branch of the military 
  that took over the duties of launching, running, 
  and maintaining earth's starship fleet. This was 
  the second largest expense in the Earthling 
  Military second only to the E.S.A (Earthling Star 
  Army).  
   
  Every military space faring vessel was registered 
  under the Star Navy or the Terran Merchant 
  marines. 
   
  From the smallest police skiff to the largest 
  super dreadnought, the fleet is considered the 
  vital part of controlling earth space.  
   
  Run by the Admiralty made up of four admirals, 
  each representing the four different clusters the 
  stellar Navy is broken in.  
   
   
  Earthling�Star�Army
  Earthling�Star�Army
  Earthling�Star�Army
  Earthling�Star�Army����
   
  The Earthling Star Army is the boots on the 
  ground soldiers. If a military post needs a setup 
  on a planet or soldiers are needed to board and 
  take a ship, the ESA are called into action.  
   
  The ESA are the largest branch of the Unified 
  Earthling military as all planets need to be held 
  by someone.  
   
  The marine is the backbone of the military and 
  the full fighting force on the ground. Without 
  marines, the Terran companies nor the 
  civilization would have lived as long as it had. 
  The bad part of being a marine was that you 
  were expendable.  
   
  Marines showed great courage and tenacity on 
  the battlefield and are armed with a plethora of 
  weaponry. One thing marines were not short on 
  was ammunition and things to shoot at.  
   
  Covert ops primary job is to go where marines 
  cannot. The elite of the elite, Terran Covert Ops 
  function as Special Forces and information 
  collection units to collect as much Intel as 
  possible.  
   
  Covert Ops were able to infiltrate and locate a 
  Xar Queen in the battle of Rule Prime and have 
  an orbital bomber drop precision munition on 
  her. Though this job usually has a short lifespan, 
  just the reputation is enough to get volunteers. 
   
  Space�F
  Space�F
  Space�F
  Space�Force
  orce
  orce
  orce����
   
  The Earth Space Force is the primary spatial 
  defense unit against all intergalactic threats to 
  Earth space. 
   
  A descent of the Earth's navy and Air Force, 
  many of the ranks have been carried across. 
  The difference between the Space Force and the 
  Stellar Navy is that Space Force units guard 
  planets and are not used often in fleet actions 
  against enemy strongholds.  
   
  The space force is divided into five different 
  fleets that are numerically numbered. There is 
  more of Earthling Fleet structure in Chapter ##. 
   
  Pilots are considered by much as a cocky and a 
  very flippant group of individuals, but this does 
  come from their job of fighting enemy ships in 
  nothing, but a one-man fighter craft or a six-
  man star bomber. From shuttle pilots to the 
  
   
   
   18 
   
   
  experimental test planes this unique set of 
  individuals faces the galaxy with a grit and 
  bravery that rivals all others.  
  FLEET LOCATIONS 
   
  1st Fleet 
  Inner-colonies 
  2nd Fleet  
  Inner-colonies 
  3rd Fleet 
  Mid-colonies 
  4th Fleet 
  Outer-colonies 
  5th Fleet 
  Outer-colonies 
   
  Eart
  Eart
  Eart
  Earthling�science�division
  hling�science�division
  hling�science�division
  hling�science�division����
   
  If the marines were the backbone of the 
  military, scientists are responsible for giving 
  them the new technologies and abilities to fight. 
  The Terran Science Command is filled with many 
  brilliant minds studying all the different life 
  forms they can get their hands on.  
   
  They also have specialized in experimental 
  weapons. What scientists lack the ability to fight 
  they make up for in medical and scientific 
  breakthroughs. 
   
  Give them a computer to hack or files to recover 
  and technicians are on the way of learning the 
  secrets of your adversaries. Tech experts can be 
  civilian or military with their primary duties of 
  hacking into computer systems and tracking 
  software. Only a fool of a command would leave 
  these excellent tools behind on a mission into 
  enemy territory.  
   
  Some tech experts are good at foreign 
  languages and been able to hack alien systems 
  for access. The rule of war is always to make 
  sure your techie is kept occupied and doors will 
  open to you! 
   
  The ESD did also make breakthroughs in 
  artificial intelligence with the creation of 
  Cyborgs. These artificial beings, though rare 
  have been used in all walks of life. They were 
  later declared “sentient” by the stellar congress 
  and began to serve normally in the fleet. 
   
   
  Colonial�Council
  Colonial�Council
  Colonial�Council
  Colonial�Council����
  ����
  As many of the colonial worlds are not big 
  enough to be represented in the Stellar 
  Congress, they are monitored and maintained 
  by the Colonial Council.  
   
  This council is assigned under the legislative 
  branch of the government and is headed by a 
  committee of senators. 
   
  Colonies�
  Colonies�
  Colonies�
  Colonies�––––����The�inner�worlds
  The�inner�worlds
  The�inner�worlds
  The�inner�worlds����
   
  The inner colonies are the star systems that are 
  closest to earth. The inner worlds are usually 
  the strongest, most developed worlds that bring 
  the best of the GEU. 
   
  The inner colonies are heavily defended not only 
  by the fleets, but many space stations, 
  automated defense satellites, and planetary 
  cannons. 
   
  Colonies�
  Colonies�
  Colonies�
  Colonies�––––����The�middle�Systems
  The�middle�Systems
  The�middle�Systems
  The�middle�Systems����
   
  The Middle colonies are the most expansive of 
  all the groups in the Galactic Earthling's Union. 
  The middle colonies range in richness, size, and 
  scope. The middle colonies are considered the 
  most important of the whole union as they 
  bring in the most versatile and different people, 
  cultures, and supplies to the government. 
   
  ����
  Colonies�
  Colonies�
  Colonies�
  Colonies�––––����The�outer�reach�of�Earthlings
  The�outer�reach�of�Earthlings
  The�outer�reach�of�Earthlings
  The�outer�reach�of�Earthlings����
   
  The outer colonies are the catch name for 
  planets and homes on the edge of Earthling 
  space. Many people crave to go to these 
  locations for the solitude and a chance to start a 
  new life, but it is also the most dangerous place 
  to be.  
   
  Any enemy attack or unknown menace could 
  strike at colonies before a sizable response force 
  could stop them. 
  Such disasters have been common and many 
  colonies have disappeared. It does show though 
  the tenacity of humans as they have built up 
  again on the ruins of a previous world.  
   
   
  The�gover
  The�gover
  The�gover
  The�government�of�Earth
  nment�of�Earth
  nment�of�Earth
  nment�of�Earth����
   
  After the attack of the Rin'aka and the world 
  realized the extent of a threat other species 
  
   
   
   19 
   
   
  posed to their existence, the major 
  governments of the world created a republic 
  that represented every country in the world.  
   
  Like a republic, there are three branches of 
  government, the Legislative, Executive, and 
  Judicial.  
   
  ����
  Stellar�Congress
  Stellar�Congress
  Stellar�Congress
  Stellar�Congress����
   
  The stellar congress is made up of two members 
  from each country in the world. They are led by 
  an elected member of the congress which is 
  approved by the President and are elected every 
  three years.  
   
  The stellar congress has the responsibility to 
  make decisions governing the people of the 
  Earthlings Union. 
   
  Being a congressman in this government body is 
  quite prestigious and comes with its own 
  benefits and ample salary.  
   
  The�Courts�of�Earth
  The�Courts�of�Earth
  The�Courts�of�Earth
  The�Courts�of�Earth����
   
  The Courts of Earth is the judicial part of the 
  government that takes care of violators of the 
  law. They also govern the setup of colonial 
  courts, and handle policy of appeals and other 
  judicial activities.  
   
  As with old earth, there is a Colonial court, low 
  court, high court, and the highest authority, the 
  Stellar Court.  
   
  Unlike previous governments, judicial courts are 
  elected positions with a tenure of ten years on 
  the bench.  
   
  Only the Stellar court is able to rule a law 
  passed by the government as illegal. 
  ����
  President�of�the�Earthlings�Union
  President�of�the�Earthlings�Union
  President�of�the�Earthlings�Union
  President�of�the�Earthlings�Union����
   
  The position of the president has not changed 
  over time with the job being leading the country 
  and the branches of the government in a 
  mutually beneficial and forward goal for 
  humanity. 
   
  The president is elected every five years and 
  lives in Lexington D.C., a city of Pennsylvania 
  after the Rin'aka destroyed the original capital.  
   
  The president is elected by a vote of the people 
  with the Electorate Commission balancing the 
  views of the people.  
   
  The electoral commission is an artificial 
  intelligence programmed to watch the world and 
  then to receive input by a representative from 
  each county before decided who should be 
  president. 
   
  The A.I. uses the idea of how the president will 
  be for the people to who has the most votes.  
   
  ����
  ORGANIZATIONS�OF�THE�EARTHLINGS
  ORGANIZATIONS�OF�THE�EARTHLINGS
  ORGANIZATIONS�OF�THE�EARTHLINGS
  ORGANIZATIONS�OF�THE�EARTHLINGS����
   
  The military and the government of earth are 
  not the only organizations that are at work in 
  the galaxy. Many covert organizations exist to 
  help along Earth's goals.  
   
  The�Black�C
  The�Black�C
  The�Black�C
  The�Black�Cluster
  luster
  luster
  luster����
   
  The Black cluster is a covert unit that is backed 
  by the Stellar Congress. They are considered 
  highly classified and their missions are very 
  secret.  
   
  The Black Cluster's primary goal is to find and 
  eliminate unusual threats that face the Earthling 
  government. They also have their hands into 
  setting up secret scientific outposts for 
  Springfield Institute or themselves. 
   
  The Black Cluster has been considered by many 
  politicians as an organization with too much 
  power and not enough oversight.  
   
   
   
  Red�
  Red�
  Red�
  Red�Dragon
  Dragon
  Dragon
  Dragon����
   
  When it comes to information collection, Red 
  Dragon is where Earth relies on. Masters of 
  collecting information, Red Dragon operators 
  seem to know everything about the galaxy 
  around them from open source facts to secret 
  information.  
   
  Their primary job is to put together enemy plans 
  
   
   
   20 
   
   
  from information to supply to Black Cluster to 
  carry out an op against. 
   
  Red Dragon is not steeped in mystique like Black 
  Cluster but is highly respected by Earth.  
   
  There is always a Red Dragon operative aboard 
  every installation Earth controls. 
  ����
  Springfield�Institute
  Springfield�Institute
  Springfield�Institute
  Springfield�Institute����
   
  The Springfield Institute is the place you will go 
  if you care about science and brand new state-
  of-the-art technology. 
   
  Springfield Institute continues to design and 
  reverse-engineer technology from around the 
  galaxy.  
   
  Based in Stockholm, Switzerland, the institute is 
  very secure, but the most open of the 
  organizations. 
   
  Psionic�Defense�Initiative
  Psionic�Defense�Initiative
  Psionic�Defense�Initiative
  Psionic�Defense�Initiative����
   
  One of the deadliest and the mysterious branch 
  of the ESA is the Psionic Defense Initiative 
  (PDI). A collective of Psi potential troops that 
  are trained in covert Operations and Special 
  forces actions. 
   
  Members of the PDI are readily identifiable in 
  uniform by the symbol of the Earth Star Eagle 
  with a red circle. 
   
  Cyborgs�&�Augments
  Cyborgs�&�Augments
  Cyborgs�&�Augments
  Cyborgs�&�Augments����
   
  Cyborgs are humans that have been augmented 
  by technology and machinery. Their status has 
  always been respected though for some, 
  suspicious of the enhanced abilities. Augmented 
  individuals can be found in many walks of life 
  and the military, but most prefer either the 
  military or one of the intelligence organizations 
  due to the acceptance of their abilities. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ����
  ����
  ����
  ����
  ����
  
   
   
   21 
   
   
  ����
  BLACKWATER�REVOLT
  BLACKWATER�REVOLT
  BLACKWATER�REVOLT
  BLACKWATER�REVOLT����
  A�Blood�in�Space�Adventure�
  �
  By�Jonathan�Snyder�
  ______________________________ 
  �
  Introduction
  Introduction
  Introduction
  Introduction����
   
  Though Mannik-Kruste was one of the 
  many colonies seeded outside of the main 
  GEU borders, many considered it an 
  important symbol and triumph for the 
  species. So when the colony leadership 
  was overthrown by the blackwater 
  terrorists, they had no choice but to send 
  a ship to respond and try to secure it for 
  the safety of GEU citizens. 
   
  The�story
  The�story
  The�story
  The�story����
   
  The planet of Maanik-Kruste, in the 
  Lavendra System, is a typical jungle world 
  set up by colonists and has been forgotten 
  by their corporate sponsor. A small 
  contingent of GEU soldiers has been 
  stationed to protect the farmers from 
  attacks and pirates. 
   
  The Blackwater district has finally had 
  enough of perceived slights and has led a 
  revolt against the Marines. The whole 
  southern islands have been plunged into a 
  bloodbath as farmers, ex-soldiers, 
  colonists, and mercenaries have picked up 
  weapons to fight. 
   
  The heroes of this mission are coming in 
  on drop ship shuttle to attempt to stop the 
  revolt before any more people die.  
   
  ����
  GM�NOTES
  GM�NOTES
  GM�NOTES
  GM�NOTES����
   
  This is a basic mission of going in and 
  trying to stop the enemy from destroying 
  the primary base. There are multiple ways 
  for this story to end. The best place for 
  the GM to choose is with the 
  capture/death of their leader Derrick 
  Malcor or a negotiated peace. This should 
  leave enough in the hands of the players 
  so they can follow the path they want.  
   
  MAANIK
  MAANIK
  MAANIK
  MAANIK----KRUSTE�
  KRUSTE�
  KRUSTE�
  KRUSTE�(S:�1,1,1�C:�-1,1,1)����
  �
  ~Lavendra�System�~
  ~Lavendra�System�~
  ~Lavendra�System�~
  ~Lavendra�System�~����
   
  Spectral Class: K7V 
  Mass: 0.522154 sol 
  Radius: 0.594619 sol 
  Luminosity: 0.102 sol 
  Political: Galactic Earthlings Union 
  Planet(s): 14 
   
   
  Maanik
  Maanik
  Maanik
  Maanik----Kruste
  Kruste
  Kruste
  Kruste����((((4444th�Planet)
  th�Planet)
  th�Planet)
  th�Planet)����
   
   
  Distance: 36,244,400km 
  Radius: 2,369km 
  Gravity: 0.9G 
  Orbit Period: 60.24 days 
  Rotation: 22 hrs 
  Mean Temp: 360k/87C 
  Atmosphere: Breathable 
  Water/Ice Index: 65% 
  Population: 61,432 
   
  Moon(s): 
      Smaller bodies 
   
  Non
  Non
  Non
  Non----Playable
  Playable
  Playable
  Playable����Characters
  Characters
  Characters
  Characters����
   
  Here is a list of NPCs for the GM to use in 
  his campaign. The place only has two 
  Primary NPCs besides basic soldiers. 
   
  ����
  ����
  ����
  
   
   
   22 
   
   
  BBBBlackwater�Soldier
  lackwater�Soldier
  lackwater�Soldier
  lackwater�Soldier����
   
  The Blackwater Soldier is the standard 
  farmer, colonist, etc. that has picked up a 
  gun to fight their oppressors and have 
  either the minimum or non-existent 
  training. 
   
  ~Attributes~ 
   
  Strength: Fair 
  Agility: Mediocre 
  Stamina: Mediocre 
  Charisma: Fair 
  Intelligence:  Fair 
  Perception: Mediocre 
   
  ~Skills~ 
  Weapon proficiency: Mediocre 
  Armor proficiency: Fair 
   
   
  BBBBlackwater�Sniper
  lackwater�Sniper
  lackwater�Sniper
  lackwater�Sniper����
   
  ~Attributes~ 
   
  Strength: Mediocre 
  Agility: Fair 
  Stamina: Good 
  Charisma: Good 
  Intelligence:  Good 
  Perception: Great 
   
  ~Skills~ 
  Weapon Proficiency: Great 
  Disguise: Good 
  Armor Proficiency: Good 
  Dodge: Mediocre 
  ����
  ����
  ����
  ����
  DERRICK�MALCOR
  DERRICK�MALCOR
  DERRICK�MALCOR
  DERRICK�MALCOR����
   
  The leader of the Blackwater revolt, 
  Derrick Malcor felt that the continued 
  ignorance of the Galactic Earthlings Union 
  has jeopardized the survival of the colony.  
   
  ~Attributes~ 
   
  Strength: Good 
  Agility: Good 
  Stamina: Fair 
  Charisma: Great 
  Intelligence: Great 
  Perception: Good 
   
  ~Skills~ 
  Weapon Proficiency: Good 
  Armor Proficiency: Good 
  Sense Purpose: Great 
  Dodge: Fair 
  ����
  ����
  ����
  ����
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   23 
   
   
   CHARACTER�SHEET
  CHARACTER�SHEET
  CHARACTER�SHEET
  CHARACTER�SHEET 
         -BASIC INFORMATION-                                                                                                               
  Name: _______________________ 
  Race: __________ 
  Player: ______________________ 
  Fudge Points: ________   XP:__________ 
  -ATTRIBUTES-                -LEVELS-             
  Strength 
   
  Stamina 
   
  Agility 
   
  Charisma 
   
  Intelligence  
  Perception 
   
  Psionic 
   
   
            -SKILLS-                       -LEVELS-                     -SKILLS-                       -LEVELS-                      
  Armor Proficiency 
   
  Use Device (Electrical) 
   
  Awareness 
   
  Use Device (Mechanical) 
   
  Bluff 
   
  Weapon Proficiency 
   
  Dodge 
   
   
   
  Disable (Computer) 
   
  GIFTS 
  Disable (Electrical) 
   
  Disable (Mechanical) 
   
   
  Disguise 
   
   
  First Aid 
   
   
  Knowledge (Engineering) 
   
   
  Knowledge (History) 
   
   
  Knowledge (Science) 
   
  FAULTS 
  Melee Proficiency 
   
  Piloting 
   
   
  Sense Purpose 
   
   
  Survival 
   
   
  Use Device (Computer) 
   
   
  © 2015 by Jonathan Snyder – Some Rights Reserved 
  BLOOD�IN�SPACE
  BLOOD�IN�SPACE
  BLOOD�IN�SPACE
  BLOOD�IN�SPACE����
  Character�Portrait
  Character�Portrait
  Character�Portrait
  Character�Portrait����
  
   
   
   24 
   
   
  -WOUND TRACK- 
   
  - 
  O  O  O 
  OO 
  OO 
  O 
  O 
  Damage 
  0 
  1-2 
  3-4 
  5-6 
  7-8 
  9 
   
  None 
  Scratch 
  Hurt 
  Very Hurt 
  Incapacitated 
  Near Death 
   
   
  -CHARACTER HISTORY- 
   
   
  -NOTES- 
   
  © 2015 by Jonathan Snyder – Some Rights Reserved 
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  
   
   
   25 
   
   
  About�This�Fudge�Roleplaying�Game�Document: 
  The text content of this document is released under the terms of the Open Game License, which can be found at 
  http://fudgerpg.com/about/legalities/ogl.html and is incorporated here by reference. 
   
  About�Fudge: 
  Fudge is a roleplaying game written by Steffan O’Sullivan, with extensive input from the Usenet community of 
  rec.games.design and other online forums. The core rules of Fudge are available free on the Internet at 
  http://www.fudgerpg.com and other sites. Fudge was designed to be customized, and may be used 
  with any gaming genre. Fudge gamemasters and game designers are encouraged to modify Fudge to suit their 
  needs, and to share their modifications and additions with the Fudge community. 
  The Fudge game system is copyrighted ©2000, 2005 by Grey Ghost Press, Inc., and is available for use under the 
  Open Game License. See the fudgerpg.com website for more information.” 
  The Fudge [or Fudge System] logo is a trademark of Grey Ghost Press, Inc., and is used under license. Logo design 
  by Daniel M. Davis, www.agyris.net. 
  Open Game License Compliance: 
  In accordance with the Open Game License Section 6 “Notice of License Copyright,” the following is the required 
  and updated Section 15 “Copyright Notice.” 
   
  15�COPYRIGHT�NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann 
  Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, 
  Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn 
  Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, 
  William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin 
   
  Blood in Space: Boot Camp Copyright 2013-2016, Jonathan Snyder 
   
  In accordance with the Open Game License Section 8 “Identification” the following designated Open Game Content 
  and Product Identity: 
   
  OPEN�GAME�CONTENT 
   
  This book's content from Chapter One to Chapter Three are designated and released as Open Game Content as per 
  the Open Game License.  
   
  PRODUCT�IDENTITY 
   
  The Blood in Space universe text and background information, Blood In Space Art, Fudge Swoosh Dice, and 
  JTGames logo are protected by standard copyright law.  
   
  The font Nasalization free is owned by Typodermic Fonts and used with permission. http://typodermicfonts.com/ 
   
  
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