Game Rules
Character Building
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

Grit


Melee damage, health (40+[Grit x 3])

Reflex


Movement speed (20 + [Reflex x 5]), chaotic weapons


Intellect


Precise weapon handling (1d20 + Intellect)/ Number of

Feats (Minimum 1)

Luck


Luck Bonus (All non-attack d20 rolls + 1/2 Luck)

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.

Ship engines commonly explode (Carry back-ups!)

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

Terms and Definitions

  • Advantage = Roll two dice, use the higher number rolled
  • Stat/Stat Modifier = This game uses 4 Stats; Grit, Reflex, Intellegence, and Luck. The Stat Modifier is the point value of each Stat
  • Disadvantage = Roll two dice, use the lower number rolled
  • Stat Check = Roll a d20(a 20 sided die) and add the corresponding Stat Modifier
  • Action = You make your character do something it can do that uses your Action
  • Bonus Action = You can make your character do something it can do that uses your Bonus Action. A Bonus Action may take place before or after one of your Actions, but not during
  • Reaction = This is like an Action, but always depends on someone else doing something that fulfills the conditions of a reaction (There are very few Reactions in this game)
  • 1d20,2d6, etc. = The first number is how many dice you roll, the d stands for dice, and the last number is how many sides are on the dice you are rolling. I.E. 2d6 means roll 2 six-sided dice
  • Attack = Roll 1d20 and refer to your weapon stats to see how many damage dice you roll
  • Move = Move across the map a distance of up to your speed amount of feet
  • Build = This is a Class specific Action
  • Stabalize = Keep a person from making death saving throws when they are at 0 hp
  • HP = Hit Points, or health
  • Help: When an Ally is reasonably near you, and making a Skill Check, you may also roll for the same Skill Check, and the Ally may use either roll
  • Skill Check = Similar to the Stat Check, but more specific, and some Classes or Races may allow you to gain a bonus your roll, besides the Stat Modifier
  • Luck Bonus = All Skill Checks and Stat Checks will have a bonus to your roll equal to 1/2 of your Luck Stat
  • Initiative = Roll 1d20, add your Reflex Modifier, and that number will determine turn order