GAME

LORE

DISCORD

STAR GUIDE MANUAL

ACTION SEQUENCES

IMPLEMENTS & RIGS

CLOSE ENCOUNTERS

ARMOR

WEAPONS

CHARACTER CREATION

INTRO

TEST:

When a spacer takes an action which could result in failure, the Star Guide [SG] calls for a d20 roll in the form of a Test. A Test roll also includes the associated modifier die [determined by the context of the Test].

For example, a Star Guide [SG] might require a spacer to make cool Test to persuade a target: to do so, the spacer rolls a d20 and adds their cool modifier die [i.e. d20 + d6 if cool is 14 or 15].

RESIST:

When a force within the world acts upon a spacer, the Star Guide [SG] calls for a d20 roll in the form of a Resist. A Resist roll also includes the associated modifier die [determined by the context of the Test].

For example, a Star Guide [SG] might require a spacer to make cool Resist to remain calm under immense stress: to do so, the spacer rolls a d20 and adds their cool modifier die [i.e. d20 + d6 if cool is 14 or 15].

STATISTICS:

Statistics measure a spacer's competency within each category represented in the SPACER system. A spacer's statistics correspond to the modifier die added to the associated Tests and Resists.

When creating a spacer, each statistic begins at eight [8]. Players designate twelve [12] points to raise their statistics, beginning the game with no statistic above a score of sixteen [16].

When leveling up, a spacer raises two [2] statistics by one (1] point each. A spacer may not raise a statistic above a score of eighteen [18] via leveling up.

01 02 03 04 05 06 07 08 09 10
-d12 -d10 -d10 -d8 -d8 -d6 -d6 -d4 -d4 +0
11 12 13 14 15 16 17 18 19 20
+0 +d4 +d4 +d6 +d6 +d8 +d8 +d10 +d10 +d12

LOWERING STATISTICS BELOW 0:

If a spacer ever reaches a score of zero (0) or below in a statistic via drugs, modifications, or other stat altering effects, they receive the COMATOSE status.