GLOSSARY
All proprietary terms and definitions in the Deadstar rules can be found in this Glossary.
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STRENGTH
The measure of raw physical might. Used in Tests and Resists involving athletics. Determines LIFT score and unarmed damage.
The measure of focus and awareness. Used in Tests and Resists involving the senses. Determines accuracy with ranged weapons.
PERCEPTION
The measure of intellectual prowess. Used in Tests and Resists involving information recall and logic. Determines effectiveness of Implements [IT].
APTITUDE
The measure of eloquence and composure. Used in Tests and Resists involving speech and nerves.
COOL
The measure of toughness and fortitude. Used in Tests and Resists involving stamina and metabolism. Determines effectiveness of healing and unarmored Damage Threshold [DT].
ENDURANCE
The measure of agility and poise. Used in Tests and Resists involving dexterity and grace. Determines accuracy with melee weapons, initiative score, and ability to pilot vehicles.
REFLEX
STATISTICS:
Each spacer has a score measuring their competency within each statistic represented in the SPACER system. A spacer’s statistics correspond to what modifier die they add to Tests and Resists of the associated statistic.
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) this way.
Listed below is each possible statistic score and the corresponding modifier die added to rolls of the associated statistic:
-d12
01
02
-d10
03
-d10
04
-d8
-d8
05
06
-d6
07
-d6
08
-d4
-d4
09
10
+0
11
+0
12
+d4
+d4
13
14
+d6
15
+d6
16
+d8
+d8
17
18
+d10
19
+d10
20
+d12
TEST:
A d20 roll made to determine a target’s ability to influence the world around them. Includes the associated modifier die specified by the Test. For example, a strength Test would challenge a target’s ability to lift a heavy object: the target would roll a d20 and add their strength modifier die (i.e. d20 + d6 if strength is 14 or 15).
RESIST:
A d20 roll made to determine a target’s reaction to a force acting upon them. Includes the associated modifier die specified by the Resist. For example, a strength Resist would challenge a target’s ability to remain unmoved: the target would roll a d20 and add their strength modifier die (i.e. d20 + d6 if strength is 14 or 15).
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.
GENERAL TERMS
ACTIONS
MAJOR ACTION: An action requiring substantial focus. A combatant may take one (1) major action per turn.
MINOR ACTION: An action that can be performed somewhat subconsciously. A combatant may take two (2) minor actions per turn.
REACTION: A snap decision made by a combatant in response to a specific trigger. Often occurs on another combatant’s turn. A combatant may take only one (1) reaction per round of combat, replenishing their use at the beginning of their turn.
FREE ACTION: An action performed without any thought or planning. A combatant has no limit to the number of free actions they may take per turn. Speaking is a free action in combat (Star Guide’s [SG] discretion).
BEAST:
A lifeform lacking sentience, incapable of complex thought.
BOT:
A robotic individual capable of sentience and autonomy.
BREATHER:
During a period of rest a crew may decide to take a Breather, allowing them to regain two (2) Injury Levels [IL] and adjust their Loadout.
CIVILIZATION [CIV]:
A hub of lifeforms sovereign in its identity.
CLIMBING:
An individual attempting to scale a wall must take a strength Test. On a success, the individual may move up the wall at half their movement speed so long as there are sufficient climbable surfaces (Star Guide’s [SG] discretion).
CONTESTED:
Two individuals make a roll and compare the results. An individual succeeds a contested roll by achieving a higher result.
DAMAGE IMMUNITY:
An individual ignores damage of the listed type.
DAMAGE RESISTANCE:
An individual takes half damage (rounded down) from damage sources of the listed type.
DAMAGE THRESHOLD [DT]:
An individual’s ability to resist damage. This value is subtracted from damage before it is inflicted on Health Point [HP] total. Usually determined by an armor’s rating. An unarmored individual’s Damage Threshold [DT] is calculated by rolling their endurance modifier each time they are hit by an attack (minimum of 0).
DAMAGE VULNERABILITY:
An individual takes double damage from damage sources of the listed type.
DARKNESS:
The absence of light. An individual in Darkness receives the BLIND status. In addition, when in Darkness, an individual Gains the Edge on Tests and Resists made to remain HIDDEN.
DRONE:
A robotic individual lacking sentience. Capable of carrying out complex orders independently. Considered an object.
FALLING:
When an individual falls two (2) units or more, they must make a reflex Resist when they land. The individual takes 1d10 BALLISTIC damage for every two (2) units they fall or half as much (rounded down) on a success. Gravity alters the damage an individual takes when falling. In low gravity, an individual takes 1d10 BALLISTIC damage for every four (4) units they fall. In strong gravity, an individual takes 1d10 BALLISTIC damage for every one (1) unit they fall.
FULL HEALTH:
An individual at full health is not missing any Health Points [HP] and has not suffered any Injury Levels [IL].
GAIN THE EDGE / LOSE THE EDGE:
An individual that has Gained The Edge on a Test or Resist may re-roll the d20 (unless otherwise specified) and take the higher result. An individual that has Lost The Edge on a Test or Resist must re-roll the d20 and accept the lower result. A target that has both Gained and Lost the Edge rolls the Test or Resist as normal. A target may not have multiple cases of Gaining or Losing the Edge apply to the same roll.
GRAB:
An individual may GRAB a target within melee range as a major action. If the target is a willing individual, they are Deployed. If the target is unwilling or is inanimate, the individual attempting to GRAB must take a strength Test. This Test is contested if the target is an individual or is being Deployed by another individual. On a success, the target is Deployed.
GRIT:
A spacer may spend a point of Grit to reroll any Test or Resist and must accept the new result. Grit may be awarded by the Star Guide [SG] after a spacer performs specific actions associated with their Credentials.
HEALTH POINTS [HP]:
A numerical representation of an individual’s overall wellbeing. Most lifeforms and bots have twenty-five (25) maximum HP.
IMPLEMENT [IT]:
A package containing hardware and software that allows the use of specialized devices, usually Programmed into a Rig. Using an Implement [IT] takes a major action and renders it INOPERABLE. If used outside of a Rig, the Implement [IT] is instead BRICKED. Implements [IT] come in three (3) categories: Medical [M-IT], Digital [D-IT], and Technical [T-IT].
INDIVIDUAL:
A lifeform, bot, or drone. Anything that moves or operates of its own accord.
INITIATIVE:
A score calculated at the beginning of a combat encounter to determine turn-order. Each combatant takes a reflex Test with combat rounds descending from the highest Initiative result to the lowest.
INJURY LEVEL [IL]:
A numerical representation of an individual’s accrued wounds. One (1) IL is equal to five (5) health points [HP]. When an individual is instructed to restore an Injury Level [IL] they regain a Health Points [HP] up to the nearest Injury Level [IL] (i.e. an individual at 17 HP would regain 3 HP).
JUMP DISTANCE:
As a minor action, an individual may roll their strength modifier to jump a number of units equal to the result. A target may not move further than their movement speed this way.
LIFEFORM:
An individual composed of organic material. Further categorized by their relationship to Human anatomy. Humanoid lifeforms have anatomical structures similar to Humans. Insectoid, Reptilian, Avian, Amphibious, and Aquatic lifeforms are similar to insect, reptile, avian, amphibious, and aquatic life from Earth. Alien lifeforms have anatomical structures entirely foreign to Earth biology.
LIFT:
All equipable items and individuals have a LIFT score which corresponds to the minimum strength statistic a target must have in order to properly Deploy it. An individual's LIFT score is determined by their species or the armor they have Deployed, whichever is higher.
If a target’s strength statistic is below the value of a weapon’s LIFT score, all attacks made with the weapon Lose the Edge and it cannot perform its FX.
If a target’s strength score is below the value of an armor or individual’s LIFT score, for as long as they have it Deployed, their movement speed is halved (0.5x) (rounded down) and they Lose the Edge on all strength and reflex Tests and Resists.
If a target's strength statistic is lower than an item or individual's LIFT score by five (5) or more, they may not Deploy it.
LINE OF SIGHT:
An individual’s unobscured field of vision. Allows for the targeting of actions.
MAINFRAME:
A central power grid and/or computational hub of any location with electricity and/or computer terminals.
MODIFICATION [MOD]:
The process of modifying an individual using cyberware, robotics (in the case of bots and drones), or biomechanics (in the case of lifeforms). A spacer may have a number of Modifications [MOD] equal to their endurance score divided by five (5) (rounded down).
MORTAL WOUND:
An injury resulting in lasting damage. When an individual receives a MORTAL WOUND, they roll on the MORTAL WOUND table.
NATURAL ROLL:
A die result before the addition of modifiers.
OBJECT:
An inanimate target, lacking independent autonomy.
PROGRAM:
Moving Implements [IT] into and out of a Rig. Can only be performed outside of combat.
REGULAR GRAVITY:
The force of gravity most similar to Earth. This value is equal to ten (10) units per second squared. The first round a target free falls in Regular Gravity, they will plummet one-hundred (100) units, reaching Terminal Velocity.
REPUTATION [REP]:
Reputation [REP] is the metric by which an individual’s favor with the different factions of Deadstar is tracked. These factions are the Hadiocrats, Nouvieux, Profiteers, Anarchists, and Unionists. Your starting Reputation [REP] is determined by your Credentials. This score may be combined with the rest of your crew to determine your crew’s Reputation [REP]. This score can determine what jobs/missions/opportunities are available to you as an individual and as a crew.
RIG:
A suite of devices which can hold three (3) Implements [IT] at a time. There are nine (9) categories of Rigs, three (3) for each category of Implement [IT]. Requires an Implement [IT] of the corresponding category to be Programmed into it to be used.
RUNNING:
Running lines of code to maintain a Digital Implement’s [IT] effect. An individual may have one Digital Implement [D-IT] Running at a time. Whenever an individual takes damage, if they have a Digital Implement [D-IT] Running, they must make a cool Resist against the amount of damage taken. On a failure, the target’s focus is lost and the Digital Implement [D-IT] stops Running.
SHIELD THRESHOLD [ST]:
An individual’s ability to negate certain damage types. This value is subtracted from the listed damage type’s total after subtracting Damage Threshold [DT]. Any damage subtracted this way SHREDS Shield Threshold [ST].
SLOT:
Plugging a cartridge into an auxiliary port in order to use its effects. An individual may have only one cartridge slotted at a time.
STATUS IMMUNITY:
An individual cannot receive the listed status.
STATUS RESISTANCE:
An individual Gains the Edge on Resists against the listed status.
STATUS VULNERABILITY:
A target Loses the Edge on Resists against the listed status.
TERMINAL VELOCITY:
The maximum fall speed of a target in Regular Gravity. For all objects and individuals, this is 1 mega unit (100 units) per round.
THROW:
As a major action, an individual may throw any object they are Deploying. To do so, the individual takes a strength Test, throwing the object a number of units equal to half (0.5x) their strength statistic (rounded down) on a success. On a failure, the object is thrown one (1) unit. If the thrown object is an individual, the user may throw them a number of units equal to one fourth (0.25x) their strength statistic (rounded down).
UNOCCUPIED SPACE:
A unit containing no individuals.
VOID:
The vacuum of space. The absence of all that could be. The crushing, imploding force of total nothingness.
COMBAT TERMS
ATTACK:
As a major action, a combatant may make an attack against an individual or object. To hit, the combatant takes a perception Test (if attacking with a gun) or a reflex Test (if attacking with a martial weapon).
An attack hits a target outside of COVER on a result greater than or equal the current Threat Level Threshold [TL] and hits a target within COVER on a result greater than or equal to the current Threat Level Threshold [TL] plus five (5).
On a hit, the target loses Health Points [HP] (if it is an individual) or Condition [CD] (if it is an object) equal to the weapon’s damage total minus the target’s Damage Threshold [DT] and Shield Threshold [ST] (in that order).
COUNTERATTACK:
An attack made outside of an attack action. Most often performed as part of an opportunity attack reaction.
CRITICAL HIT:
Rolling a natural 20 on an attack results in a critical hit, dealing extra damage to the target equal to the result of the attack modifier.
CRITICAL MISS:
Rolling a natural 1 on a d20 when making an attack results in a Critical Miss, causing a weapon to BUST.
COVER:
An object or area that partially obscures a target from line of sight. A roll of five (5) higher than the Threat Level Threshold [TL] is required to hit a target within cover.
DISENGAGE:
As a major action, an individual may Disengage, allowing them to exit an enemy’s melee range without provoking an Opportunity Attack.
DEPLOY:
As a minor action, an individual may use a free hand to prime an object within melee range for use. This can include equipping weapons, using items, and interfacing with objects. When the Deploy action is used, the target receives the Deployed status.
HAZARDOUS:
Terrain which costs double the movement speed to move through. Uneven ground, water, and mud are all considered HAZARDOUS.
HIDE:
An individual within cover or obscured from line of sight may take a major action to take a reflex Test. On a success, they receive the HIDDEN status.
HOLD:
As a major action, a individual may HOLD a Zone. When an enemy enters or exits the Zone, the individual HOLDING the Zone may use their reaction to make a counterattack against the enemy.
MELEE RANGE:
A target within one (1) unit of an individual is within melee range.
MOVEMENT:
As a minor action, an individual may move a number of units equal to their movement speed. An individual may not move through units occupied by enemies unless the enemy is a size category smaller than the individual.
OPPORTUNITY ATTACK:
When an enemy exits their melee range, an individual may use their reaction to make a counterattack.
QUADRANT:
A unit of measurement used in starship combat. A Quadrant is forty (40) cubic units.
RALLY:
Once per Breather, a spacer may use a free action during their turn to RALLY, allowing them to take an additional major action on their turn.
REPLENISH SHIELDS:
An individual may take a minor action to restore their Shield Threshold [ST] to full. In a vehicle, this takes a major action.
ROUND:
A full rotation of turns in combat. Lasts six (6) in-game seconds.
SPRINT:
As a major action, an individual may move their movement speed an additional time this turn.
TAKE COVER:
As a major action, an individual may find COVER in the unit they occupy. This action may only be performed with proper obscurity from line of sight (Star Guide’s [SG] discretion). Attacks hit an individual within COVER on a result greater than or equal to the current Threat Level Threshold [TL] plus five (5).
TAKEDOWN:
An individual may take a major action to take a strength Test against a target’s reflex Resist. On a success, the target is rendered UNCONSCIOUS. TAKEDOWNS can only be performed when HIDDEN from the target and only while within melee range.
UNARMED:
Unarmed attacks made without a martial weapon Deployed deal damage equal to half the attacker’s strength statistic (rounded down).
ZONE:
A three (3) unit cube.
ITEM / WEAPON TERMS
ALTERATION [ALT]:
A permanent upgrade to an item’s capabilities. Can only be performed by skilled individuals: a gunsmith for ballistic guns, an electrical engineer for blasters, a blacksmith for martial weapons, and an armorsmith for armor. The cost of labor varies person to person (i.e. a flat fee of 300¢, Star Guide’s discretion).
ATTACHMENT [ATCH]:
An item that temporarily upgrades an item’s capabilities. Can be attached to items by anybody and be moved between items of the associated category.
BRICKED:
A BRICKED item is INOPERABLE and cannot be repaired with Repair Kits.
BUST:
When a weapon Busts, it deals its damage to its Condition [CD]. If the weapon is a gun, it also consumes twice the AMMO spent on the attack (if able).
CAPACITY (CAP):
A numerical representation of a weapon’s ammo capacity. Every ranged weapon has a CAP number which corresponds to the maximum amount of AMMO the weapon can hold. A weapon may hold only one AMMO type at a time. Each attack with a weapon consumes one AMMO. FX abilities consume half a weapon’s base CAP. When a weapon’s CAP reaches zero (0), it cannot make attacks until its wielder takes a minor action to RELOAD, consuming the associated weapon AMMO to replenish CAP.
CONDITION [CD]:
The numerical value of an object’s overall functionality. The lower the number, the closer the object is to breaking. At half Condition [CD], an object receives the MALFUNCTION status. At zero (0) Condition [CD], it is rendered INOPERABLE.
FX:
An item’s special attribute. FX can include inherent properties as well as optional weapon attacks. FX weapon attacks are declared before an attack is made and require either half of a weapon’s base capacity [CAP] (rounded down, minimum of 1) be consumed if it is a gun or a minor action if it is any other item.
ATTACH: A score which dictates an armor’s ability to support attachments. Each attachment has an attachment rating listed in its description (See Armor section).
BLOWBACK: Pushes target two (2) units into unoccupied space (on a Critical Hit, applies the PRONE status).
CAMOUFLAGE: This item allows the user to adapt to their surroundings. The wearer Gains the Edge on Tests and Resists made to HIDE.
CLEAVE: Reduces the target’s movement speed by half OR make an attack against another enemy within range (on a Critical Hit, the target’s movement speed drops to 0).
COMPACT: A weapon with the COMPACT FX requires one hand to be empty in order to Deploy it.
CONCEALABLE: This item can easily be hidden beneath clothes, making it difficult to detect. The wearer Gains the Edge on Tests made to keep the item concealed. Unarmed weapons with the CONCEALABLE FX may be Deployed with another weapon in the same hand.
CONDUCTIVE: The user of this armor becomes vulnerable to SHOCK damage as long as this armor is Deployed.
CONE: Each target in a CONE originating from the user must succeed on an endurance Resist or take weapon damage. When a weapon attack is made with the GRAZE FX and the CONE FX, if a target succeeds on their Resist, the user may use their reaction to have the target take damage equal to the user's perception modifier. When a weapon attack is made using the BLOWBACK FX and the CONE FX, on a failed Resist, all target(s) within the CONE are pushed one (1) unit into an unoccupied space.
CRIPPLE: On a hit, target Loses the Edge on its next attack (on a Critical Hit, applies STUNNED status).
CUBE: Each target in a CUBE within the weapon’s EFFECTIVE range must succeed on a reflex Resist or take weapon damage. When a weapon attack is made with the GRAZE FX and the CUBE FX, if a target succeeds on their Resist, the user may use their reaction to have the target take damage equal to the user's perception modifier. When a weapon attack is made using the BLOWBACK FX and the CUBE FX, on a failed Resist, all target(s) within the CUBE are pushed one (1) unit into an unoccupied space.
CUMBERSOME: This item rattles and creates noise as the wearer moves. The user Loses the Edge on Tests and Resists made to remain HIDDEN.
DEMOLISH: Deals double BALLISTIC damage to objects. SHREDS Damage Threshold [DT] equal to damage dealt. If DT is reduced to zero (0), excess damage is dealt to the target.
DETONATE: An item with this FX may be detonated by the user as a reaction, provided the user has a detonator. This does not cost additional Capacity [CAP].
DISRUPT: On a hit, the target loses The Edge on its next attack roll (on a Critical Hit, applies the STUNNED status).
DURABLE: An item with the DURABLE FX is immune to the SHREDDED status.
EXCRUCIATING: When a target is inflicted damage by a weapon with this FX, they must make a cool Resist against the Threat Level Threshold [TL] plus the amount of damage they received. On a failure, they receive the ROUTED status.
FIX: While Deployed, the user Gains the Edge on Tests made to REPAIR vehicles.
FLATTEN: On a hit, the target receives the PRONE status (on Critical Hit, drops the target's movement to speed to 0 until the attacker’s next turn).
GRAZE: When an attack against a target misses, the attacker may use the GRAZE FX as a reaction to deal damage equal to their perception modifier. This does not cost additional Capacity [CAP].
HINDER: On a hit, reduces the target's movement speed by half (on critical drop movement to 0).
ILLUMINATION: The user removes DARKNESS in a nine (9) unit CONE originating from the user. This FX causes the user to Lose the Edge on Tests and Resists made to HIDE.
INSULATOR: This item provides the user a HEAT Shield Threshold [ST] and a CHILL Shield Threshold [ST] equal to its Insulator score.
KNOCKBACK: On a hit, pushes the target two (2) units into an unoccupied space (on a Critical Hit, DEMOLISHES the target).
LEVERAGE: Increases a melee weapon’s range by one (1) unit until the beginning of the user’s next turn. In addition, for the duration, the user may use their reaction to make a counterattack against a target moving into their melee range.
MARK: The user may MARK a target as a minor action. When they do, the next attack the user makes against the target Gains The Edge. This does not cost additional Capacity [CAP].
NON-CONDUCTIVE: This item provides the user a SHOCK Shield Threshold [ST] equal to its Non-Conductive score.
NON-CORROSIVE: Provides a TOXIC Shield Threshold [ST] equal to its Non-Corrosive score.
QUIET: The user may make attacks with a weapon with the QUIET FX without losing the HIDDEN status. A target dealt damage by an attack with this weapon may make a perception Test against the attacker’s reflex Resist to reveal the attackers position. This does not cost additional Capacity [CAP].
RACK: A weapon with the RACK FX requires a major action to chamber ammo, meaning each attack requires the user to use a major action to RACK in order to attack again. This does not cost additional Capacity [CAP].
SCAN: The user Gains the Edge on perception Tests and Resists made to detect a HIDDEN target.
SLAM: On a hit, the target receives the PRONE status OR the target is pushed two (2) units into an unoccupied space (on a Critical Hit, applies the STUNNED status).
SPHERE: Each target in a SPHERE within the weapon’s EFFECTIVE range must make a reflex Resist. On a success, the target takes half (0.5x) the weapon’s damage (rounded down). On a failure, the target takes full damage. When a weapon attack is made with the GRAZE FX and the SPHERE FX, if a target makes a successful Resist, the user may use their reaction to have the target take additional damage equal to the user's perception modifier. When a weapon attack is made using the BLOWBACK FX and the SPHERE FX, on a failed Resist, all target(s) within the SPHERE are pushed one (1) unit from the center of the SPHERE into an unoccupied space.
STURDY: This item provides the user a BALLISTIC Shield Threshold [ST] equal to its Sturdy score.
TWO-HANDED: A weapon with the TWO-HANDED FX requires both hands to be empty in order to Deploy it. A weapon without this FX may be Deployed with one hand.
VOLATILE: When a weapon with the VOLATILE FX drops to 0 Condition [CD], it goes HAYWIRE.
VOLLEY: A weapon with the VOLLEY FX may make three (3) attacks per ATTACK action. Attacks made this way deal half (0.5x) damage (rounded down) and cost their normal Capacity [CAP].
WEDGE: While Deployed, the user Gains the Edge on Tests made to force open doors or break physical locks.
ZOOM: This FX grants the user +5 range on their ranged weapon attacks (this does not stack with other instances of ZOOM).
HAYWIRE:
When an item goes HAYWIRE, it deals its damage to the individual Deploying it. In addition, all targets in a two (2) unit SPHERE originating from the item must succeed on a reflex Resist or take the item’s damage as well. The item then receives the INOPERABLE status.
INOPERABLE:
An item with this status cannot be used until it is repaired. Shields with this status cannot be REPLENISHED.
MALFUNCTION:
All Tests made using a MALFUNCTIONING item Lose The Edge until it is repaired.
RELOAD:
An individual may take a minor action and expend a weapon’s corresponding ammo to refill its Capacity [CAP].
REPAIR:
During a Breather, a spacer may consume a Repair Kit and make an aptitude Test to restore half of an item’s maximum Condition [CD]. On a failed aptitude Test, the Repair Kit is consumed and the item restores no Condition [CD].
TRAINED/TRAINING:
A target Trained in a weapon is highly familiar with wielding it, unlocking special weapon FX.
VOLATILE:
When a VOLATILE item drops to zero (0) Condition [CD] it goes HAYWIRE.
AREA OF EFFECT
STATUSES
ADHERED:
Two targets are connected to one another. They may not be separated except by a successful strength Test.
If the targets are two hand-held objects, they may be Deployed together.
If one target is an individual and the other is a surface, the individual is HALTED.
If both targets are individuals and are the same size, both targets must succeed on a strength Resist or receive the STRAINED status. Otherwise, if one individual is a larger size than the other, the smaller individual is HALTED and the larger individual must succeed on a strength Resist or receive the STRAINED status. When one target uses their movement the other target is brought with them.
BLEED OUT:
When this status is applied and at the beginning of each of the individual’s turns, their maximum Health Points [HP] are reduced by one Injury Level [IL]. Restoring Health Points [HP] while in BLEED OUT ends the status. Max Health Points [HP] lost through BLEED OUT may only be restored by taking a Breather. When an individual’s max Health Points [HP] are reduced to zero (0), they receive the NATURAL DEATH status (if they are a lifeform) or the BRICKED status (if they are a bot).
BLIND:
A BLIND individual cannot draw line of sight and Loses The Edge on all Tests and Resists requiring vision.
BURNED:
At the end of each turn, a BURNED individual takes 1d6 HEAT damage. This damage ignores Damage Threshold [DT]. This status ends when the individual or an ally uses a major action to treat the burn, or when the individual restores Health Points [HP].
COMATOSE:
The target is UNCONSCIOUS and may only have this status removed via Medical Hibernation.
DEPLOYED:
An object or individual held within a target's hands is considered Deployed. As a major action, a Deployed individual may take a contested strength or reflex Test to attempt to break free of the individual Deploying them. While Deployed, an individual Loses the Edge on ranged weapon attacks and receives the HALTED status.
DISRUPTED:
A DISRUPTED individual’s next attack roll Loses the Edge.
DOWNED:
This status is automatically applied when an individual’s Health Points [HP] are reduced to CRITICAL (final Injury Level [IL]). A DOWNED individual cannot take actions and receives the BLEED OUT status. If instead an individual’s Health Points [HP] are reduced to zero (0), they are rendered UNCONSCIOUS (if they are a lifeform) or INOPERABLE (if they are a bot).
HALTED:
A HALTED individual’s movement speed is reduced to zero (0).
HIDDEN:
A HIDDEN target is fully obscured from line of sight and cannot be the target of attacks. Attacks made while HIDDEN Gain The Edge. This status is broken when: the target loses COVER, the target makes an attack, the target uses an Implement [IT], or the target takes damage. A target moving between points of COVER may remain HIDDEN by succeeding a reflex Resist against an enemy’s perception Test.
IRRADIATED:
When an individual takes radiation damage, their maximum Health Points are reduced by the damage taken. Maximum Health Points [HP] lost through Radiation Damage may only be restored via pharmaceuticals, Medical Implements [M-It], or Medical Hibernation.
OBLITERATED:
When an individual takes Void damage, their maximum Health Points are reduced by the damage taken and they receive the BLEED OUT status. Maximum Health Points [HP] lost through Void damage may only be restored via Medical Hibernation.
FROZEN:
At the beginning of each of their turns, a FROZEN individual must make an endurance Resist. On a failure, the individual may take only one (1) major action or one (1) minor action on their turn. This status ends by taking HEAT damage or taking a Breather.
MEDICAL HIBERNATION:
A medically-induced suspended animation designed to regenerate cells, tissues, and nerves. Available at any adequate medical facility, for a price (Star Guide’s [SG] discretion).
NATURAL DEATH:
A lifeform is unresponsive and no longer performs bodily functions. This status may only be removed with the UNNATURAL LIFE gimmick.
POISONED:
While POISONED, an individual Loses the Edge on all Tests. At the end of each turn, a POISONED individual takes 1d6 TOXIC damage. This damage ignores Damage Threshold [DT]. They must then make an endurance Resist, ending this status on a success. Restoring Health Points [HP] also ends this status.
PRONE:
A PRONE individual’s movement speed is halved (0.5x) (rounded down) and they Gain The Edge on their perception modifier rolls for gun attacks (if the weapon has a scope). A PRONE individual Loses The Edge on attacks made with martial weapons. Attacks against the individual within melee range Gain The Edge. The individual may take a minor action to stand, ending this status.
PSYCHOSIS:
At the beginning of their turn, an individual with the PSYCHOSIS status must use a minor action to move towards the nearest individual and a major action to attack them. At the end of each turn they may make a cool Resist, ending this status on a success.
RESTRICTED:
A RESTRICTED individual may not Deploy any items and Loses the Edge on all Tests and Resists involving the use of their limbs.
ROUTED:
At the beginning of their turn, an individual with the ROUTED status must use a minor action to move away from the source of this status. At the end of each turn they may make a cool Resist, ending this status on a success.
SHREDDED:
A SHREDDED Damage Threshold [DT] or Shield Threshold [ST] is reduced by the amount of damage taken until REPAIRED or REPLENISHED. If a vehicle’s Shield Threshold [ST] is reduced to zero (0) the shield receives the INOPERABLE status.
STRAINED:
A STRAINED individual’s movement speed is halved (0.5x) (rounded down) until the status ends. At the end of each turn, they may make a cool Resist, ending this status on a success.
STUNNED:
A STUNNED individual may take no actions or reactions. While this status is in effect, all attacks made against the target Gains The Edge. This status is removed at the end of the individual’s turn.
UNCONSCIOUS:
An UNCONSCIOUS individual automatically fails all Tests and Resists, cannot speak, cannot perceive and can take no actions. The individual may receive healing but this status may only be removed by taking a Breather. This status can be applied to oneself voluntarily (sleep). If applied voluntarily (sleep), this status may be removed when another individual uses a major action to shake the sleeping individual awake or the sleeping individual takes damage.
DAMAGE TYPES
BALLISTIC [B]: Damage dealt by physical contact with high-velocity solid objects.
ENERGY [E]: Damage dealt by focused lasers. This damage type ignores Damage Threshold [DT].
SHOCK [S]: Electrical or sonic damage that deals double damage to drones and bots, but is non-lethal to lifeforms. Lifeforms DOWNED by SHOCK damage do not receive the BLEED OUT status.
HEAT [H]: Damage dealt by extreme high temperatures or plasma.
CHILL [C]: Damage dealt by extreme low temperatures.
TOXIC [T]: Damage dealt by caustic acids, chemical inhalants, poisons, etc.
NERVE [N]: Damage relating to the nervous system and/or cerebral functions. Targets that take NERVE damage must succeed a cool Resist or receive the STRAINED status.
RADIATION [R]: Damages cells or electronics on the molecular level. This damage ignores Damage Threshold [DT]. Targets that take RADIATION damage receive the IRRADIATED status.
VOID [V]: The vacuum of space. The absence of all that could be. The crushing imploding force of total nothingness. Targets that take VOID damage receive the OBLITERATED status.
UNIVERSAL [U]: Counts as all other damage types, usually only applies to Shield Thresholds [ST].
THREAT LEVEL
THREAT LEVEL:
The system by which difficulty in a scenario is determined. Threat Level has three degrees: GREEN, RED, and BLACK which correspond to the Threshold spacers must meet to succeed Tests and Resists (within a scenario). When spacers make a contested roll against a non-spacer character [NPC], the Star Guide [SG] may choose to instead have the NPC add its applicable modifiers to the current Threat Level Threshold [TL].
THREAT LEVEL GREEN describes a scenario wherein the crew is operating at full capacity with minimal stress or time constraints. Tests and Resists in THREAT LEVEL GREEN succeed on a result of ten (10) or higher.
THREAT LEVEL RED describes a scenario wherein the crew is aware of an impending failure, their stress is rising, and without reducing the Threat Level back to GREEN it will eventually rise again. THREAT LEVEL RED has a Threat Level Threshold [TL] of fifteen (15).
Threat Level BLACK describes a scenario wherein the odds are stacked against the crew. The stakes could not be higher. Threat Level BLACK has a Threat Level Threshold [TL] of twenty (20).
Examples of events that may trigger a Threat Level increase: the failure of a crucial roll, an NPC catching the crew in a lie, a plan falling apart, the activation of an alarm, the application of the DOWNED status to a crew member, critical moments relating to a spacer’s Origin, etc.
THREAT LEVEL is ultimately a tool to assist a Star Guide [SG] in determining the difficulty of a scenario. A Star Guide [SG] may choose to broadcast the Threat Level [TL] to their spacers, keep it hidden, or ignore it altogether when they see fit.
MEASUREMENTS & PHYSICS
SIZE CATEGORIES
MICRO
NANO
SMALL
MEDIUM
LARGE
MEGA
GIGA
TERA
05
Less than 1 nano unit
Less than 0.5 unit
Between 0.5 and 1 unit
Between 1 and 2 units
Between 2 and 8 units
Between 8 units and 1 Quadrant
Between 1 and 3 Quadrants
Greater than 3 Quadrants
COLLISION:
When two objects collide at high velocity, they deal damage to one another according to their LIFT score. If one or more of these objects is an individual, it may attempt to mitigate this damage by making a strength Resist. On a succesful Resist, the individual takes damage equal to half (0.5x) the other object's LIFT score (rounded down). If one object is a surface, the other object deals damage to itself equal to its LIFT score.
MEASUREMENTS:
The size of objects in DEADSTAR are measured in units, roughly equivalent to one (1) real-world cubic meter or five (5) real-world cubic feet.
A Quadrant is used to measure large distances, often used in navigation and starship combat, and is equivalent to forty (40) cubic units.
Mass is measured using mass units [MU]. The mass of an average humanoid lifeform is between 0.5 MU and 1 MU. The mass of one (1) unit of steel is one (1) mega mass unit [MMU].
100 NANO UNITS
100 NANO MASS UNITS
20
04
15
08
1 UNIT
1 MASS UNIT
MATERIALS
NAME
PSEUDOPHLEX™
SOLID
PLASTIC
POROUS
FIBROUS
=
=
LIFT / UNIT
DT
30
20
10
5
0
=
=
.01 MEGA UNIT
.01 MEGA MASS UNIT
An object’s size and materials can help inform its Condition (CD), Damage Threshold [DT], and LIFT score:
DESCRIPTION
Psuedophlex® is a proprietary material developed by scientists at Aegis®. It is exceedingly light, exceptionally strong, and extremely expensive.
Solid objects are made of rigid materials made to survive the Void (i.e. hardened-glass, metals and other alloys).
Plastic objects are made of light and pliable materials causing them to have half (½) the Condition [CD] of an object the same size made with different materials.
Porous objects are made of materials not built to survive in the Void (i.e. concrete, limestone and plaster).
Fibrous objects are made of laminated materials or organic cellular structures (i.e. wood, skin and paper).
CONDITION OF OBJECTS BY SIZE:
An object typically has ten (10) Condition [CD] per nano unit [NU] of thickness. (i.e a 1 NU thick gun would have 10 CD, a 10 NU thick wall would have 100 CD).
OPTIONAL RULES
FLANKING:
If a target is between two attackers whose lines of sight are perpendicular to one another and both have ranged weapons Deployed, both attackers are FLANKING and Gain The Edge on attacks made against the target.
If a target is between two attackers whose lines of sight are parallel to one another and they are both in melee range with martial weapons Deployed, both attackers are FLANKING and Gain The Edge on attacks made against the target.
MORTAL WOUND:
When an individual suffers two (2) or more Injury Levels [IL] in a single instance of damage, they receive a MORTAL WOUND: an injury resulting in lasting damage. When an individual receives a MORTAL WOUND, they roll on the MORTAL WOUND table:
MORTAL WOUND TABLE
(ROLL 4d10 - DAMAGE TAKEN)
RESULT
1 or lower:
KILLING BLOW
2-5:
PARALYZED
6-10:
CRIPPLED
11-15:
KNOCKOUT
16-20:
MAIMED
21-25:
SEVERED ARTERY
26-30:
SEEING STARS
31-35:
LAID OUT
DESCRIPTION
The individual receives the NATURAL DEATH status (if they are a lifeform) or the BRICKED status (if they are a bot).
The individual receives the RESTRICTED status until they undergo Medical Hibernation.
The individual rolls 1d4, losing access to a body part until they undergo Medical Hibernation.
(Result of 1): The individual loses their vision, receiving the BLIND status.
(Result of 2): The individual loses use of an arm, allowing them to only Deploy items in one hand and unable to use items with the TWO-HANDED FX.
(Result of 3): The individual loses use of a leg, reducing their movement speed by half (0.5x) (rounded down).
(Result of 4): The individual damages their spine, lowering their strength statistic by five (5) points.
The individual receives the UNCONSCIOUS status until they take a Breather.
The individual lowers one (1) statistic by five (5) points until they take a Breather (Star Guide’s [SG] choice).
The individual receives the BLEED OUT status.
The individual receives the STUNNED status.
The individual receives the PRONE status.