GAME
LORE
DISCORD
STAR GUIDE MANUAL
ACTION SEQUENCES
IMPLEMENTS & RIGS
CLOSE ENCOUNTERS
ARMOR
WEAPONS
CHARACTER CREATION
INTRO
The measure of raw physical might. Used in Tests and Resists involving athletics. Determines LIFT score and unarmed damage.
STRENGTH
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
TEST:
A d20 roll made to determine an individual’s ability to influence the world around them. Includes the associated modifier die specified by the Test. For example, a strength Test would challenge an individual’s ability to lift a heavy object: the individual 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 an individual’s reaction to a force acting upon them. Includes the associated modifier die specified by the Resist. For example, a strength Resist would challenge an individual’s ability to remain unmoved: the individual would roll a d20 and add their strength modifier die (i.e. d20 + d6 if strength is 14 or 15).
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:
| 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.