Astroprisma Session 0!
Character and Ship creation!
Hello and welcome to the first installment of my Astroprisma solo actual play series. Currently we’ll be following the adventures of Uplink as he traverses the universe!
We’re going to get this kicked off by explaining a bit of the rules and the character creation process so you can get to know the Gameplay and the character!
Astroprisma is a retro-futuristic table top tole playing game that you might’ve read about here last week! The setting takes place potentially centuries after the age of humanity. A universe once teeming with human life is now vastly deserted. empty mega cities cover barren worlds. massive starships drift on aimlessly. what humanity is left is scattered. Opting to live in space stations called settlements(although there are those who were unlucky enough to be born into a hostile planet side life).
Distinct factions fight for power and fight over what precious little is left of the old world (the time before the calamity that saw the end of humanities reign.
The future is ours. As players, as spacefarers we will explore the vast untamed universe. Our choices will mean the difference between the lives and deaths of many. So come along and let’s see what the stars have in store for us!
The Rules
Astroprisma is all about exploration using the Star System Map we’ll go on unique adventures.
The game itself takes place in Cycles once per cycle we will move our ship, explore a new location, and record what happens. We’ll be playing in what the book refers to as Journaling mode in order to have more narrative focused playthrough.
Assisting us with guidance through our adventures we will have the ORACLE System. An in-game virtual intelligence from the old world that has been reworked to help spacefarers in their journeys. Mechanically, the oracle system helps build out the narrative by answering both yes/no and open ended questions by using a 2d6 system.
ORACLE, do you think Uplink will survive long enough to form a full crew?
Answer: (first die rolled a 4) Yes, But… (second was a 3) Noise.
Perhaps we can interpret this as yes, Uplink will for a full crew but they’ll be a rowdy rambunctious bunch of people. That’s not too bad an outcome, I hope you’re as excited as I am to see if the ORACLE system was right in it’s answer!
Character Creation
When a character is made we decide their Origin, Role, and Starship.
This time around I am making a Glitchblade character! (shown above)
Uplink
HP: 20 / ENERGY: 20
Vigor: 1 (Pertains to strength, survival, weapons, brute force)
Grace: 3 (Pertains to piloting, dodging, agility, stealth, precision)
Mind: 2 (Pertains to hacking, decrypting data, reasoning, knowledge)
Tech: 0 (Pertains to piloting drones, repairing, interacting with technology, using cybertech)
Gear
Memory Slots (space where a character keeps their HACKs)
Hack_Shadow (2 energy)
Weapon:
Carbon Dagger (1d6 + G)
Mods: Heat Chamber
Starship
I’ll be using a premade ship for my first playthrough, the Smuggler Speeder. It has the following components:
Aurora Cockpit: Skill- If your ship is in CRITICAL CONDITION enemy attacks deal -2 damage to your ship
Hover Propulsors: Roll two d6 action dice every turn. you can reroll one action die per turn.
Berserk turrets: X - Deal X damage to all ships can only be used once per turn
O.G.R.E Missiles: 5-6 - deal 6 damage
At this point we’re all set to start playing Astroprisma! Before we fully wrap up here I’ll explain how the combat works for this game.
Combat
In Astroprisma you may find yourself in either ground or space combat.
In ground combat the following moves are available to you
Weapon: Attack with one of your equipped weapons rolling the dice to do your damage (you always hit, but so do your enemies)
Hack: Roll MIND against the enemy. If you succeed the HACK takes effect.
Cybertech: Use an ability from an installed cybertech module
Escape: Sometimes you gotta just run. To flee roll GRACE against the enemy, if you succeed you escape.
What if an enemy finds you amongst the stars?
When it is your turn roll a number of d6 according to your engine(Action dice). This will tell you how much power you can allocate to your modules on the ship.
Escape: If things get dire you can spend 2 action dice to try to flee. roll GRACE against your enemy and add the enemy ships number of actions to the challenge die instead of their GRACE
Boost Escape: you can spend 5 FUEL to perform a boost escape instantly. Even during an enemy turn
Boarding Ships: some mods let you teleport into enemy ships. When you do this you must fight the captain, if you win you also defeat the ship.







Never heard of this system before, but I’m interested! Looking forward to reading more.
Astroprisma is so cool. Glad you’re writing about it, I’ll be interested to see where it takes you