Character creation demo
Resources:
Ships (p. 7):
Row | Class | Description |
---|---|---|
1 | Ancient Tech | Built by an unknown species, these ships are rare and often unique. This class of ship holds many secrets and may be highly sought after by many factions, including warlords, governments, and crime syndicates. |
2 | Envoy | Built for luxury, these ships are typically decked out with the finest interiors for maximum comfort and style. This class of ship is often used by diplomats and the wealthy, so they’re the prized target of pirates. |
3 | Freighter | Built for transporting goods, these ships are relatively bulky. This class of ship is typically favored by smugglers and often targeted by pirates. |
4 | Prototype | Built for a specific purpose, this ship is the only known one of its kind. As a result, it may be highly sought after by many factions, including warlords, governments, and crime syndicates. |
5 | Science Vessel | Built for deep space voyages, these ships are equipped with the tech and tools to perform all manor of scientific research. This class of ship is typically funded by corporations or governments. |
6 | Scout | Built for short-range or long-range reconnaissance, this smaller class of ship is typically arrayed with strong sensors and is used by corporations and governments to gather intelligence in unknown regions. |
7 | Stealth Vessel | Built for covert missions and espionage, this smaller and less noticeable class of ship is often used on missions by governments or military. |
8 | Warship | Built for battle, these ships fl y faster, have stronger shields, and wield a variety of weaponry. This class of ship is often part of military or peacekeeping forces but is also common among pirates and crime syndicates. |
Species (p. 73):
Row | Species | Description |
---|---|---|
01 | Abysseans | Water-breathing humanoids who explore space in exoskeletons. |
02 | Ananos | Bulky, mole-like creatures tantalized by the treasures found below-ground. |
03 | Benthosa | Sentient bodies of water composed of the consciousnesses of the life forms within them. |
04 | Calceans | Mechanical recreations of an extinct species. |
05 | Cephalons | Gelatinous, tentacled beings that share a symbiotic relationship with their host bodies. |
06 | Chimaven | Bird-like beings obsessed with the sky. |
07 | Cimexeans | Insect-like humanoids who share a hive mind. |
08 | Cumulusareans | A friendly, cloud-like species of artists. |
09 | Espereans | Psionics advocating for intergalactic peace. |
10 | Frigoreans | Resurrected humanoids who value equality. |
11 | Herbaceans | Sentient plants who rarely leave their collectives. |
12 | Humans | The restless explorers of the cosmos. |
13 | Informeans | Gelatinous spheres who poop fuel and are super nice to everyone. |
14 | Loricatoreans | Tiny humanoids who travel the galaxy in android exoskeletons. |
15 | Mystarians | Nomadic, all-female mystics who wield The Bind. |
16 | Neozo | Animals given human qualities and, generally, bad attitudes. |
17 | Pantheros | Once worshiped as gods, now sought for their ability to create energy. |
18 | Proeleans | Warlike humanoids who seek galactic domination. |
19 | Pugnarean | Tricksy, technologically-advanced shapeshifters. |
20 | Quillarians | Tiny bio-organic engineers, healers, and fuzzy hug monsters. |
21 | Raskog | Sleeping hominids, frozen in time. |
22 | Reptilnae | Small, reptilian creatures with 360 vision and a flair for blending in. |
23 | Skitchlings | Mouthless, gangly beings often hired for covert missions or their skills at dance. |
24 | Sollemneans | Serious, emotionally-cold humanoids. |
25 | Squillians | Bipedal shrimp originally bred for consumption. |
26 | Therinians | Intelligent bears who live in peaceful, rule-driven collectives. |
27 | Throggofel | Diminutive, often-cyborg tinkerers obsessed with technology. |
28 | Viscoseans | Symbiotic gels looking for a willing host. |
Stats (p. 23):
Stat | Description | Verbs |
---|---|---|
Brains | This stat determines how book-smart a character is, as well as how well they understand and solve intellectual problems. | calculate, confuse, learn, remember, repair, solve |
Fight | This stat determines how good a combatant a character is with whatever weapons or fighting skills you decide your character knows. While a character with a high Fight stat won’t be able to pick up a blaster and use it effectively having never fired one before, this stat will make them good with weapons that they have experience with. Also, they’ll be able to learn how to use new weapons and fighting skills more easily if given the proper training. | blast, cut, hit, shoot, parry, punch, wrestle, restrain |
Flight | This stat determines how fast a character is on their feet (or whatever they have to move them around the universe). Most importantly, it determines how good they are at piloting ships and all other manner of vehicles. | drive, fly, maneuver, pilot, run, steal |
Charm | This stat determines how socially adept a character is and how good they are at reading the emotions of another creature or group of creatures. Characters with a high Charm will be able to talk themselves out of tough situations and into good ones with relative ease—within reason. | convince, entice, lie, seduce, talk, trick, persuade |
Grit | This stat determines how hard it is to break a character emotionally or physically. It also determines how much physical damage they can take before feeling it. Characters with a high Grit will be good at rolling with, dodging, and even taking the punches. Finally, Grit also determines how “street-smart” a character is. | brace, dodge, endure, haggle, resist, take a hit, track |
Dice (p. 24):
Die | Explanation |
---|---|
d20 | Superb |
d12 | Impressive |
d10 | Above Average |
d8 | Below Average |
d6 | Bad |
d4 | Terrible |
Stat Checks (p. 26):
Difficulty | Explanation |
---|---|
20+ | A task at which only the most incredible could even possibly succeed—but if they succeed, it will be one of the most impressive things a creature has ever done. This is a nearly guaranteed failure. |
17-19 | A task where success would be incredible and impressive. This, too, is a nearly guaranteed failure. |
13-16 | A task where success is extraordinary—but decidedly possible for those who are truly skilled at it. |
10-12 | A task where success is impressive—but completely expected for those skilled at it. |
7-9 | A task where success is certain for those very skilled at it—but not for those who aren’t. |
3-6 | A task where success is likely for all but those who aren’t skilled or have a low stat in that field. |
1-2 | A task where success is nearly guaranteed except in extreme cases. |
Failure or Success (p. 28):
Result | Guidelines |
---|---|
10 or higher | The character succeeds smoothly and easily. |
+5 to +9 | The character succeeds quite impressively. |
+1 to +4 | The character succeeds, but not impressively. |
0 | The character succeeds but just barely. |
-4 to -1 | The character fails, but not too badly. |
-9 to -5 | The failure is bad but not a disaster. |
-14 to -10 | The failure is profound. |
-15 or lower | The failure is staggering and catastrophic. |
Tropes (p. 108):
Row | Trope | d20 d12 d10 d8 d6 d4 |
---|---|---|
01 | Captain | Grit Brains Flight Charm Fight Brawn |
02 | Diplomat | Charm Flight Brains Grit Brawn Fight |
03 | Do-Gooder | Charm Brawn Grit Brains Flight Fight |
04 | Dreamer | Flight Charm Brains Grit Brawn Fight |
05 | Engineer | Brains Grit Brawn Flight Fight Charm |
06 | Exiled Royalty | Flight Brains Charm Fight Brawn Grit |
07 | Experiment | Fight Brains Flight Grit Brawn Charm |
08 | Explorer | Grit Flight Brains Brawn Fight Charm |
09 | Face | Charm Flight Brawn Brains Fight Grit |
10 | Flyboy | Flight Fight Brains Grit Charm Brawn |
11 | Hitchhiker | Flight Grit Charm Fight Brains Brawn |
12 | Lone Survivor | Grit Fight Flight Brawn Brains Charm |
13 | Medic | Brains Grit Flight Brawn Charm Fight |
14 | Merc | Fight Grit Brawn Flight Brains Charm |
15 | Missionary | Brains Charm Grit Flight Brawn Fight |
16 | Newbie | Flight Charm Brawn Fight Brains Grit |
17 | Profiteer | Brains Charm Flight Grit Fight Brawn |
18 | Scholar | Brains Charm Grit Flight Brawn Fight |
19 | Scoundrel | Charm Grit Flight Brains Fight Brawn |
20 | Ship-Born | Flight Grit Brawn Charm Brains Fight |
21 | Soldier | Brawn Fight Grit Brains Charm Flight |
22 | Tech Wizard | Brains Charm Flight Grit Fight Brawn |
23 | Traveling Celebrity | Charm Brawn Brains Flight Fight Grit |
FTL (p. 9):
Row | FTL Technology | Description |
---|---|---|
01 | Fuel | Convert some kind of incredibly dense or powerful fuel into energy to propel the ship at incredible speeds. |
02 | Mystical | Draw from some mystical force that binds the universe together to power the engine and propel the ship at incredible speeds. |
03 | Fold | Fold space itself through some scientific or mystical means. |
04 | Gates | Travel through “gates” that are set up around the universe for ships to travel through. These gates could have been created by society, could have just mysteriously appeared, or could have existed for as long as anyone can remember. |
05 | Fictional | Exploit weird, totally fictional loopholes in physics that definitely wouldn’t work, like traveling through a black hole or using the gravity of stars to propel them. As long as you’re having fun, the science doesn’t matter. |
06 | Unknown | Push a button and have it work—who cares how! |
- Tao Zero: Fuel (hydrogen scramjet).
- Star Trek: Fuel (Anti-matter+matter / deuterium).
- Dark Matter: special PCI-E bus card: assumed Fictional
- Star Wars' hyperspace: a type of folding space (jumping to another space/dimension).
- Babylon 5: gates, but some ships also have gates.
- Dune: folding
Math:
- Ties: Ties go to the defender.
- Exploding dice: If you roll the maximum possible number on a die, it allows you to reroll and add the result.
- Modifiers do not explosed.
- Planned action: use one-half the die.
- Using IP to enhance stats (p. 17):
Enhancement | IP Cost |
---|---|
+1 | 1 |
+2 | 1 + 2 = 3 |
+3 | 1 + 2 + 3 = 6 |
+4 | 1 + 2 + 3 + 4 = 10 |
Glossary:
- IP: Improvement Points (p. 17)
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