| Game Rules | ||
| Character Building | ||
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How to Create a Character As you start building your character, you will need to think about several things. First, you will need to pick a race. This will give you 2 Starting Abilities, and a Restriction, as well as requiring a minimum Stat requirement in 1 or 2 Ability Scores. (Throughout the building process, you will need to bear in mind your Stat points. You will have 20 points [each Stat starts with a value of -2 points], and you may allocate them to the 4 Stats as you wish, but you need to at least put the minimum amounts into the Stat(s) as your Class and Race require.) Next, you will need to Select your character's Class. Keep in mind your character's backround, personality, and quirks when picking a Class, as your picking one may help you roleplay your character, or it may make roleplaying more challenging for you. Now it's time to figure out you speed, health, and Initiative. These parts of your character all relate to your Stats; Everyone has a base health of 40, and then you add 3x your Grit Stat to that for your total health. Speed has a base of 20 as well, and you add 5x your reflex Stat to that for your total Speed. Initiative is what decides turn order, and is purely based on your Relex Stat. Also, keep in mind that your Intellect Stat is also the cap on how many Feats you may aquire, with a minimum of 1. Next you will need to look at the Feats, and pick one to start out with. Some Feats are locked behind Classes, Races, or Minimum Stat requirments, and you must always fulfil the requirements before taking the corresponding Feat. Then you will set in stone the other smaller details behind your character, such as appearance, alignment, personality, and background. Some of these you will already have an idea of, as they usually affect previous choices. Last of all, you will need to put together your starting weapon, your armor(if any), and your Profficiency Bonus. Usually you will pick a starting weapon from your class, but if you are starting at a level higher than 1, talk with your GM to see what to start with. |
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| Other Rules | ||
GritMelee damage, health (40+[Grit x 3]) ReflexMovement speed (20 + [Reflex x 5]), chaotic weapons IntellectPrecise weapon handling (1d20 + Intellect)/ Number of Feats (Minimum 1)
LuckLuck Bonus (All non-attack d20 rolls + 1/2 Luck) |
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Classes have 2 minimum Stat requirement. Other than that, Stat points
may be allocated as you wish. Start with 20 points, put them into whatever stats you want, base Stats are -2, with a maximum modifier of 10. |
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Ship engines commonly explode (Carry back-ups!) |
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Tokens can be spent( flipped upside down) by the player, or
flipped rightside up by the DM for Advantage (Add 1d20 to a d20
roll) If your character is shorter that 3.5 feet tall, you may move freely through any larger creatures' space they occupy Unarmed or Improvised weapon Attacks hit on a 7 or higher, and deal damage equal to your Grit Modifier. There is no Critical Hit with this Attack |
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Terms and Definitions
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