| Game Rules | ||
| Character Building | ||
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How to Create a Charcter 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 1 or 2 Starting Abilities, as well as requiring a minimum Stat requirement in 1 or 2 Ability Scores. 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. 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 weapons, armor, and money. Talk with your GM about these if you are unsure what you start with. |
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| Other Rules | ||
GritMelee damage, health (20 + [Grit X 2]) ReflexAthletics and reactions, movement speed (20 + [Reflex X 5]), chaotic weapons IntellectRanged/precise weapon handling (1d20 + Intellect) LuckProficiency Bonus (All d20 rolls + 1/2 Luck) |
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| Classes have one 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 | ||
| Each Point in Intellect is as extra Language Known (# Feats known, minimum 1) | ||
| Ship engines commonly explode (Carry back-ups!) | ||
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Two actions per turn +1 Bonus action Actions -Attack: Roll 1d20 and refer to your weapon stats to see how many damage dice you roll -Move: Move across the map up to your speed x feet -Build: Class Specific. -Stabalize: Keep a person from making death saving throws when they are at 0 hit points, or hp -Help: You and an ally both roll a skill check with 1d20, and use the higher number between the two. Bonus actions -Swap weapons -Interact with an Object -Heal Instead of rolling for checks, you may take a standard of 8+ your modifier. This will not always cause you to succeed, but it can. Cybernetic parts for upgradable weapons or people. Shields are recharged with batteries, limited number and expensive Level ups can grant either 1 Feat, or 2 Ability Points. These Points may be added to any Ability Stat, 1 added to 2 Ability, or 2 to 1 Ability |
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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) | ||