Character Creation
Roll 2d6 down the line for
the four Stats: Strength (STR), Speed (SPD), Intellect (INT), Privilege (PRV).
HP is average of STR
and PRV, rounded down.
Every character
starts at Level 0.
Privilege
Bonus
Characters with a PRV score of 11+ receive material bonuses in a personal estate on their homeworld OR an 8-person starship, and Sector-wide corporate contacts OR connections to government officials.
Skills
Allocate 5 rolls between the Regular, Special, Streetrat, Landlord,
or Institutional Skill tables to determine Skills. For example, a player can roll 3 times on Common Skills and twice on Specialized.
For each skill, allocate an inventory item
appropriate to said skill.
After the first 5 Skills, players may choose to make a Death Save to survive another 5 years of life and gain a new Skill.
Common Skills
- Melee Combat (Specify weapon)
- Ranged Combat (Specify weapon)
- Survival (Specify Worlds or Void)
- Piloting (Specify vehicle type)
- Tech Repairs
- Computing
Specialized Skills
- Medical
- Admin
- Cultural Studies
- Pharmacology
- Astrobiology
- Engineering
Streetrat Skills (Must have PRV 6-)
- Fraud
- Extortion
- Streetwise OR Cultural Studies
- Pharmacology
- Piloting (Specify planet-based vehicle)
- Tech Repairs OR Computing
Landlord Skills (Must have a PRV 8+)
- Fraud
- Bribery
- Sector Law OR Admin
- Pharmacology
- Piloting (Specify vehicle type)
- Engineering OR Computing
Institutional Skills (Must have INT 8+ or PRV 8+)
- Medical
- Sector Law
- Astrobiology
- Cybernetics
- Superintelligences
- Genemodding
Encumbrance
Inventories are
slot based. Characters have an encumbrance maximum that is equal to their
current STR+2.
Checks
To attempt an action where success is uncertain, roll 8+ on 2d6 to succeed.
If the task is easy, and you still feel it necessitates a Check, roll 6+.
If the difficulty is unclear, roll 2d6 for the target number. Any result below 6 is trivial and does not require a check. Even most easy tasks do not require a Check.
Dice Modifiers
Some conditions may modify the Check,
called a Dice Modifier, or DM. This boon or bane applies to the 2d6 result.
- If a Stat applies to a the Check:
- Stats of 6- grant -2 DM
- Stats of 10+ grant +2 DM
- If Skill applies to the Check: Add the Skill bonus.
- If lacking a Skill required for the Check, -4 DM.
Stat Checks
If a singular Stat is all that matters, roll
2d6 under or equal to the stat to succeed.
World
Base chance of encounter/patron/rumor: 2-in-6
If actively searching (takes time): 4-in-6
Reaction rolls
Roll reactions when a character’s reaction
to the party is unclear. This also works for unclear situations.
|
2d6 |
Reaction |
|
5- |
Negative |
|
6-8 |
Neutral |
|
9+ |
Positive |
Combat
Combat uses Checks as
per normal. Each combat round, characters may move between range bands, and
perform an attack.
|
To
hit |
2d6 |
|
No Armor |
6+ |
|
Modest Armor |
8+ |
|
Full Armor |
10+ |
Slow targets gain +2 DM
to hit; fast targets gain -2 DM.
|
Range
Bands |
Effective
Weapons |
|
Close |
Melee |
|
Medium |
Throwable + Ranged |
|
Far |
Ranged |
|
Distant |
Ranged, -2 DM |
Attempting to flee uses
a combat round. Make a check with a +2 DM if Distant, and -2 DM if Close.
Damage
If less-than-lethal, take d3 damage. If it could
kill a person, d6 damage. If it could blow a hole in a wall, 2d6 damage. If it
could destroy an engine block, 4d6 damage.
Surprise
For random encounters, 2-in-6 chance of surprise
for both sides. Roll d6 for distance, with -1 DM for each side that’s
surprised:
|
d6 |
Distance |
|
1- |
Close |
|
2-3 |
Medium |
|
4-5 |
Far |
|
6+ |
Distant |
Death Saves
At 0 HP, enemies
are killed (or unconscious), but player characters may make a Death Save, and
roll 2d6 under SPD.
If failed, the
character dies. The higher the difference, the more gruesome the death. A
natural 12 is always a horrendous sight to behold.
On success, set HP
to 0. Roll d6, with a +1 DM for every death save made that session.
|
d6 |
Death
Save Effect |
|
1 |
Gain d3+1 HP, and
immediately perform a free action. |
|
2 |
Gain d3 HP. Downed. |
|
3 |
Unconscious. |
|
4 |
Unconscious. Lose 1
point in a narratively appropriate Stat. |
|
5 |
Unconscious. Scarred:
Lose d3 points in a narratively appropriate Stat. |
|
6 |
Unconscious. Bleeding
out. Dead in 2d6 rounds without Medical intervention. |
|
7+ |
Die on your own
terms: Do one last action with +4 DM. |
|
|
|
If any Stat drops to 0, the character dies.
Unconsciousness
normally lasts 10 minutes, usually rendering the character useless for the rest
of the fight.
Advancement
Award XP at the end of each session. If:
- a character took a significant risk, earn 1 XP.
- a character was in immense or constant risk, earn 2 XP.
The character needs
XP equal to the level they are trying to reach, cumulatively. Player characters
start at Level 0.
|
Level |
XP
required |
|
1 |
1 XP |
|
2 |
3 XP |
|
3 |
6 XP |
|
4 |
10 XP |
|
5 |
15 XP |
Level Bonus
Each level, do the following:
- Add +d3 to maximum HP
- +1 to a chosen Skill, up to a max of 3
- Note: This must be a skill used in a risky situation during this advancement stage
- To increase skills beyond 3, one must seek out willing masters and prove their worth or parley with them.
To learn a new Skill, one must find a teacher with at least 3+ in the Skill, and a month of dedicated training time. This achieves a Skill of 0, preventing the -4 DM for lack of specialized skills.

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