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From RoboCop to The Killer: How ’80s Action Fuels Galactic Battles
October 26, 2025
Game Master Resources
Worlds and Settings
From RoboCop to The Killer: How ’80s Action Fuels Galactic Battles

Welcome to the Blood-Slick, Neon-Lit ’80s

It’s the high tide of sci-fi action: RoboCop is ventilating boardrooms while ED-209 jams and malfunctions; The Terminator stalks through Tech Noir and turns a police station into a tomb; Predator chews a jungle full of commandos and spits bones under heat vision; and Total Recall throws bodies down escalators while Mars wheezes through a red storm. Now pour a double shot of John Woo—Hard Boiled’s hospital-on-fire oner with a baby in one arm, The Killer’s dove-strewn church shootout—and you get the operating temperature of Galactic Battles: dirty neon, hard choices, fast dice.

In this world, anyone can get shot (or worse) at any moment—and the rules don’t flinch. You don’t sponge damage. You plan the ambush or you become scenery. You average your Marksmanship + weapon subskill + AGL, roll under on the d100, and watch the physics of bad ideas happen in real time. Light wounds sting; serious wounds demand that END roll—or you black out on warm concrete. (Ask Murphy how fast a routine stop becomes a legend.) Cover matters. First hits matter more. In Durane City, the siren doppler is a metronome for regret; in Yara, the clean streets hide sentences sharper than bullets. If the Galactic Police show up, that’s not a fight—it’s a timer.

That’s the promise—then and now. A TTRPG tuned to the body-count poetry of ’80s sci-fi and the balletic carnage of Hong Kong gun-fu—where you decide how loud your legend burns before it gutters.

Space is a dangerous place.

“Rex Galaxy’s Message Left on Your Scrambler”

“Kid, you want the rundown—the dirty neon, the hard choices, the fast dice. Strap in.”

The mall screens are looping panic footage: five idiots with delusions of legend, smoke boiling out of the food court, a plaz-light glinting like a bad decision in noon sun. Ace Bill Stocklen’s voice cuts through the static—“the Fabulous Five… mall… guns out, hands sticky with loot”—like he’s reporting the weather, if the weather were bullets and cheap adrenaline. Somewhere between sirens and gossip: a “reformed” medic named Sandy buys a rifle, then ventilates a dozen bystanders when the clerk says no. Tabs love a villain, and Durane loves a story you can sell twice: once to the newsfeed, and once to the Guild who’ll pay for cleanup.

Welcome to Durane City—the part of Dorrin where freedom is a full-auto setting and consequences are just bills with late fees. The other planet in this system, Yara? Rules, suits, no guns. Clean streets, cold smiles. Durane might let you get away with murder (sometimes); Yara won’t let you get away with chewing gum (most days).

You don’t arrive to save the day here; you show up to survive, make a buck, and maybe leave a dent in the underbelly before the underbelly leaves a dent in you. That’s the game. That’s the fantasy.

My personal notes and files on the Original "Galactic Battles" RPG

Job: “The Paper Cut”

We were four and broke: a Human pilot with too many parking tickets, a Cleethar who introduced himself by polishing his claws on a bouncer’s chest plate, a Vlendoren with a voice like a canceled transmission, and me—Rex—trying to keep everyone’s debts alphabetized.

A fixer on the Guild line had a packet: walk it from a Durane pawn office to a Yaran courthouse, no questions, no prints, 4,000 credits. “Paper cut,” he called it, because it stings and then you bleed later.

We made it three blocks before Durane PD screamed overhead on hover cycles, five in formation, sirens strobing like angry bees. The city says they protect property and try not to bruise your feelings. Kidding—the slogan’s the other way around, but the priorities aren’t. The line between “warning” and “engagement” is mostly a timing issue out here.

Rules Beat — Movement & Space

When the bikes banked low, we bolted. Your jogging speed is AGL ÷ 5 ft/s; walk is half that, run is double. So with AGL 45, your jog is 9 ft/s, run 18 ft/s. Distance is life in Durane’s alleys—especially when loud sirens mean “paperwork later” if you’re lucky.

We cut into a service arcade, neon dying overhead in fizzy pinks. The Vlendoren slid along the condensation trench like he’d been born in a gutter (which, for them, is basically a compliment). He slapped a palmful of gummy secretion on a back-door lock—sticky tricks—then hissed “in,” and the door believed him.

Inside: a cube farm of dead kiosks and a shuttered med-stall—the kind where the license is a rumor and the bed is a gurney with history. “Got gauze?” I asked the stall, out of habit. Never hurts to inventory the exit wound before you take the entry.

My High School drawing of my chatacter "Jordan" (1991)

Interrupting Broadcast: Freedom Games

Durane’s big show is the Freedom Games—Carnage Arena, two million spectators, three thousand criminals vying for a second chance at tomorrow’s headline. Names like Viper and Krendal get odds, and the claws on a Cleethar like Klintath make security tape look like abstract art. Civic event, they say; warning, we say. On Games days, PD breathes different: more eyes, more pressure, more sudden promotions for anyone who tags a “major threat.” Today, any five warm bodies in a shadow could be that threat.

Alley Physics: First Contact

We took the stairs to the garage roof—because the straight line is for people with armor. The door blew inward as we hit the landing. First bike crested the lip, blue lamp painting everyone’s crimes across their faces.

The Cleethar moved first—honor like a fuse. He braced behind an extractor fan and held position for the others to get past. People call them warcats for a reason; when a Cleethar says “go,” you either go or you watch him make the choice for you.

Combat: Quick, Mean, Memorable

The loop is Initiative → Hit → Damage. To hit with a pistol, average Marksmanship + Pistol + AGL, round, then roll d100 under that number. Cover matters. First hits matter more.

Our Cleethar (AGL 52) had Marksmanship 44 and Pistol 18 → (44+18+52)/3 ≈ 38% to tag the lead rider from behind steel vents.
He rolled 12. Clean hit. The rider’s Life Points dropped, and suddenly the sirens had harmony.

Life Points = (STR + END)/2, rounded. Light wounds are 10% of Life; serious are 3× that light number; critical is anything above. Serious or critical? Roll under END to resist shock or stay conscious. This is why Endurance isn’t just a number—it’s whether you fight on or black out on warm concrete.

The pilot snapped a shot at me through the doorway. It shaved a hole in the jamb and kissed my shoulder. 2 LP—light wound. Pain like a dentist with opinions, but nothing that slows the hands. A second later, our Human pilot took a 10-point plasma lick to the thigh—serious wound. He had to roll under END or go into a pain fugue. He made it—barely—and started crab-walking to cover, leaving half a swear and a short biography in blood.

The Vlendoren spat another gleam of mucous—slicking the stairwell—then hissed at me to move. We stacked, we shifted, we did not hero-pose. That’s how you get a plaque with your name spelled wrong.

Rules Beat — Healing & Time

When it’s over, your Heal Rate (HR) per restful day is 10% of END. Sandy with END 52 heals 5 LP/day—if she isn’t dodging warrants or gluing clinic gloves to someone else’s disaster first.

Yaran Paper

We made the Yaran line before sundown—the border smells like disinfectant and victory speeches. Guns stowed (you can own fashion on Yara, not firearms), we passed the packet through a chute and watched a clerk with perfect hair and no opinions stamp a receipt that looked like amnesty and felt like paperwork.

The credits cleared into hard coin (cash doesn’t gossip; Credx does), and the pilot joked about buying a new knee. Maybe he will. Maybe he’ll end up in the Games next year with a nickname and a diet of applause. Durane rolls those dice for you sometimes.

Debrief: Why This City Keeps Eating Your Legends

  • Clarity and stakes make choices mean something. Percentiles give you the truth fast; the wound tiers tell you if you’re limping, bleeding, or bargaining with your heart rate.
  • Setting pressure is a mechanic in all but name. Durane’s chaos, Yara’s order, GP’s omnipresence—every job lives somewhere inside that triangle, pushing you toward bad/good ideas with equal enthusiasm.
  • Mobility saves lives. Measure in ft/s because the difference between “cover” and “eulogy” is usually six steps and a breath you didn’t take.

One Last Thing From Rex

If the Galactic Police had shown—heavy toys, no patience—we wouldn’t be sharing a drink right now. You don’t beat them. You do your job under them and pray your flux logs read like a weather report. If they arrive, it means you did something big enough to be interesting, which is also big enough to be terminal.

So keep your credits liquid, your routes dirty, and your blaster warm. And if a tabloid voice tells you the mall is on fire again, believe it—this world’s always been a little flammable.

Trailers & Reviews

RoboCop (1987)

  • Official trailer — MGM Studios (YouTube). YouTube

The Terminator (1984)

  • Official trailer — MGM (YouTube). YouTube
  • “30 Minutes On: The Terminator” — Matt Zoller Seitz @ rogerebert.com. Roger Ebert

Predator (1987)

  • Official trailer — 20th Century Fox Throwback (YouTube). YouTube
  • Collider retrospective on heat-vision tension & macho myth (Collider). Collider

Total Recall (1990)

  • Official trailer — Sony Pictures Entertainment (YouTube). YouTube

Hard Boiled (1992)

  • Official trailer — Fortune Star (YouTube). YouTube

The Killer (1989)

Galactic Battles (Original) — Player-Focused Rules Overview

The Core Vibe

This is fast, lethal, street-level sci-fi. Neon signs, cheap blasters, and big consequences. You’re not saviors—you’re survivors who want to get paid without getting burned. The default playground is the Thasous system:

  • Durane City (Dorrin): high freedom, high danger, cops on hover cycles who care more about property than your feelings.
  • Yara: clean streets, strict laws, and a negative attitude toward personal firepower.
  • Galactic Police: interplanetary muscle with long reach and no patience.

That triangle—chaos (Durane), order (Yara), oversight (GP)—drives every decision: where you operate, who you cross, and how loud you get.

What You Do

You’re hustlers, medics, pilots, scientists, smugglers—small crews carving space between the law and the grave. The rules hit hard and resolve fast. If a character dies, you roll the next legend sharper and meaner. The game rewards planning, teamwork, and bold moves at the right time.

Jordan, of the Fabulous Five

Character Creation

1) Choose a Species

  • Human: Flexible baseline—no built-in bonuses or penalties; widest freedom to specialize.
  • Cleethar: Honor-wired warcats—fast, strong, proud; natural front-liners who can clash with plans when “honor” costs money.
  • Vlendoren: Reptilian survivors—excellent in water, slower on land; great for ambush, environment play, and soaking hazards others can’t.

Table tip: Use species to sharpen your role. Cleethar brawler? Lead the breach. Vlendoren scout? Control terrain and the clock.

2) Roll Your Abilities (Seven Big Levers)

STR, INT, INST, AGL, LUCK, END, PER

  • Most start at 35 + 2d10 (roll and add).
  • Instinct (INST) and Luck (LUCK) are percentile stats and typically don’t change.

What they do at the table:

  • STR — lifting, shoving, breaking; affects carry and raw durability.
  • INT — knowledge, analysis; boosts how capable you start in specialist skills.
  • INST — sixth sense; catches what you almost missed.
  • AGL — coordination and speed; your accuracy and your ability to stay upright.
  • LUCK — swingy fortune; turns near-misses into table stories.
  • END — stamina and pain tolerance; the difference between “still moving” and “drag me.”
  • PER — looks, presence, and social leverage; your first impression and your last warning.
Calaptus of the Fabulous Five

3) Pick a Profession Template

Templates like Fighter Pilot, Starship Gunner, Combat Medic, Scientist, Smuggler, etc. Each suggests the mainskills and subskills you’ll want. Mix and match—these are on-ramps, not handcuffs. Your “pilot” can be an ace stick jockey, a cool-headed negotiator, or both.

4) Buy/Assign Skills (Two-Tier System)

  • Mainskill (broad field) + Subskill (specific specialty).
  • Skills are percentile values. A competent starter usually sits around ~40–55% in their core areas, lower elsewhere.

5) Derived Bits

  • Health/Resilience: driven by STR and END. Don’t expect to sponge bullets.
  • Movement & Encumbrance: AGL (speed) and STR (carry) decide whether you sprint or stagger.
  • Social Edge: PER frames reactions; gear, reputation, and context matter.

6) Gear

Grab a primary weapon that matches your subskill (Pistols, Rifles, SMGs, etc.), a backup, basic armor if you can afford it, a medkit, and at least one job-critical tool (lockbreakers, scanners, drones, field computer).

Alana of the Fabulous Five

Core Resolution (How You Roll)

Standard Action Check

  1. Pick the relevant mainskill and subskill.
  2. Pick the governing ability (e.g., AGL for shooting, INT for hacking, PER for fast-talk).
  3. Average those three numbers to get your target percentage (round as your table prefers).
  4. Roll d100. Rolling under your target = success.

Example:
Breach a corp lock with Computer Specialist (46%) + Hacking (17%) + INT (50%) → 38% target.

  • 37 or lower: You’re in.
  • 38 or higher: Trace lights up. Run.

Modifiers

  • Good tools/prep/position: raise the target.
  • Time pressure/hostile conditions: lower the target.
  • Assists: teammates make smaller checks to add a modest bump to your main roll.

Opposed Checks

Both sides roll their respective targets. Highest successful roll wins; if only one side succeeds, that side takes it.

Bill of the Fabulous Five

Combat (Quick, Mean, Cinematic)

Sequence

  1. Initiative — establish order.
  2. Act — move, attack, patch, reload, or reposition.
  3. Attack Roll — for guns, average Marksmanship + Weapon Subskill + AGL; roll under to hit.
  4. Damage — apply weapon damage; cover/armor may reduce or negate based on type and angle.
  5. Consequences — log wounds; severe hits trigger checks to stay conscious/functional.

Why It’s Deadly

  • First hits matter—ambush and cover win fights.
  • Aiming and range meaningfully shift odds; make the shot easy before you take it.
  • Critical swings (great/awful rolls) keep violence unpredictable and memorable.
  • Medical play is real: stabilize fast or watch your buddy fade.

Survival mantra: Plan the breach, take the angle, stack the odds, then strike.

Streets, Law, and Space (Play Fuel)

  • Durane PD: shows up hot, escalates fast. If they’re on you, your stealth plan failed.
  • Yara Law: zero tolerance; a social scene can turn into a stealth op the second a scanner chirps.
  • Galactic Police: they’re pressure and plot, not loot. If they arrive, something big just happened.
  • Starships: treat dogfights like firefights—position and advantage first, then the trigger pull (same skill math: main + sub + ability → roll under).

Sandy of the Fabulous Five

How the Game Wants You to Roleplay

  • Be a person, not a spreadsheet. Your choices drive the fiction; the dice decide if the universe lets you get away with it.
  • Instinct is a nudge, not a mind-reader—use it to catch the obvious under stress.
  • Luck is spice, not armor—expect swing, not safety.

Quickstart Table Checklist

  1. Species (Human, Cleethar, Vlendoren).
  2. Abilities (roll 35 + 2d10; Instinct & Luck as percentiles).
  3. Profession template (to guide skills).
  4. Pick mainskills & subskills (lean into your concept).
  5. Note derived stats (health, carry, move).
  6. Grab gear (primary, backup, armor, med, mission tool).
  7. Crew goal (heist, rescue, courier run).
  8. Play: when it’s risky, build the target (main + sub + ability), roll d100 under, narrate the outcome.

Ready-to-Run Hooks

  • “Freedom Games” Sting: Prove the city’s biggest arena is rigged before the fixers erase you.
  • Yara Paper Cut: A tiny legal misstep snowballs into a surgical manhunt through spotless streets.
  • The Guild Sandbag: Guard a shipment both sides plan to steal; pick your devils and keep your soul.

Why Players Still Love It

  • High clarity, high stakes: simple math, real danger, meaningful choices.
  • Setting pushes play: Durane, Yara, and GP pressure force strategy and hard calls.
  • Modular builds: templates get you “competent and cool” fast without boxing creativity.

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