Attributes
Roll your six attributes or assign them from an array, using Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Attributes reflect the basic potential of your hero. Roll 3d6 six times and assign them in order, or use an array of 14, 12, 11, 10, 9, 7 assigned as you wish. *If you randomly roll your scores you may then pick one attribute to change to a score of 14.
3d6: [6, 6, 2] = 14 3d6: [6, 5, 5] = 16 3d6: [4, 2, 5] = 11 3d6: [6, 4, 6] = 16 3d6: [3, 1, 1] = 5 3d6: [4, 5, 4] = 13
16
16
14
13
11
5 = 14*
Skills Quick Pick or Rolls?
Skills 3d8: [6, 2, 8] = 16
Free Skill Sneak
d8 Learning
1 Administer
2 Any Combat
3 Connect
4 Notice
5 Program
6 Sneak
7 Talk
8 Trade
HP 1d6: [2] = 2 plus con and warrior bonus
Background 1d20: [4] = 4
Gear 2d6: [6, 4] = 10
Stars Without Number GameRoll your six attributes or assign them from an array, using Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Attributes reflect the basic potential of your hero. Roll 3d6 six times and assign them in order, or use an array of 14, 12, 11, 10, 9, 7 assigned as you wish. *If you randomly roll your scores you may then pick one attribute to change to a score of 14.
3d6: [6, 6, 2] = 14 3d6: [6, 5, 5] = 16 3d6: [4, 2, 5] = 11 3d6: [6, 4, 6] = 16 3d6: [3, 1, 1] = 5 3d6: [4, 5, 4] = 13
16
16
14
13
11
5 = 14*
Skills Quick Pick or Rolls?
Skills 3d8: [6, 2, 8] = 16
Free Skill Sneak
d8 Learning
1 Administer
2 Any Combat
3 Connect
4 Notice
5 Program
6 Sneak
7 Talk
8 Trade
HP 1d6: [2] = 2 plus con and warrior bonus
Background 1d20: [4] = 4
Gear 2d6: [6, 4] = 10
Viaara 'Arlock aka. Vi
(Vie-AR-ah AR-lok)
- Vi, pronunciation, sounds similar to: lie, just with a V, "Vie". (Vie-AR-ah AR-lok)
HP: 5/5; Armor: Innate Armor Class of 16 = 17
Physical Save: 16
Mental Save: 13
Evasion Save: 16
BAB / Attack Bonus: +1 (Warrior - attack bonus equal to character level)
Background:
Whether thief, murderer, forger, smuggler, spy, or some other variety of malefactor, your hero was a criminal. Some such rogues are guilty only of crossing some oppressive government or offending a planetary lord, while others have done things that no civilized society could tolerate. Still, their ability to deal with the most desperate and dangerous of contacts and navigate the perils of a less-than-legal adventure can make them attractive associates for a party of freebooters bent on profit and glory more than strict legality.
, thief, rogue, liar, corsair, or worse.Class:
Whether a hive world thug, barbarian lostworlder, engineered combat hominid, or a natural-born killer wasting their potential in a desk job, your hero has a real talent for inflicting mayhem. Combat in Stars Without Number is extremely dangerous, but your hero has the talents to survive situations that would kill a less martial adventurer.
As a gifted purveyor of violence, you get to pick an extra combat-related focus associated with your special brand of havoc. While a character of any class can take these special combat talents, you get this additional pick and a better natural hit bonus than heroes of other classes.
Most importantly, however, Warriors have an uncanny gift for making a shot when a hit is desperately needed, or dodging a bullet when their life is on the line. Once per scene, a Warrior can either automatically negate a successful combat hit they just received, taking no damage from it, or else they can turn one of their own missed attack rolls into an automatic hit. This versatility makes Warriors exceptionally dangerous enemies in a one-on-one fight, and significantly more likely to survive the gory chaos of a general melee.
Warrior Class Abilities
• Every Warrior PC has certain special abilities.
• You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case. (Gunslinger)
• Warriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.
• You gain two extra maximum hit points at each character level.
Hit Points and Attack Bonus
• To get your starting maximum hit points, roll 1d6+2 and add your Constitution modifier, to a minimum of 1 hit point. Your attack bonus is equal to your character level so it is +1 at first level.
As a gifted purveyor of violence, you get to pick an extra combat-related focus associated with your special brand of havoc. While a character of any class can take these special combat talents, you get this additional pick and a better natural hit bonus than heroes of other classes.
Most importantly, however, Warriors have an uncanny gift for making a shot when a hit is desperately needed, or dodging a bullet when their life is on the line. Once per scene, a Warrior can either automatically negate a successful combat hit they just received, taking no damage from it, or else they can turn one of their own missed attack rolls into an automatic hit. This versatility makes Warriors exceptionally dangerous enemies in a one-on-one fight, and significantly more likely to survive the gory chaos of a general melee.
Warrior Class Abilities
• Every Warrior PC has certain special abilities.
• You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case. (Gunslinger)
• Warriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.
• You gain two extra maximum hit points at each character level.
Hit Points and Attack Bonus
• To get your starting maximum hit points, roll 1d6+2 and add your Constitution modifier, to a minimum of 1 hit point. Your attack bonus is equal to your character level so it is +1 at first level.
Foci:
Ironhide
Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.
Level 1: You have an innate Armor Class of 15 plus half
your character level, rounded up.
Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.
Level 1: You have an innate Armor Class of 15 plus half
your character level, rounded up.
Warrior Combat Foci:
Gunslinger
You have a gift with a gun. While this talent most com- monly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.
Level 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.
You have a gift with a gun. While this talent most com- monly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.
Level 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.
Physical Attributes: Strength 14 (+1); Dexterity 16 (+1); Constitution 16 (+1)
Mental Attributes: Intelligence 14 (+1); Wisdom 13 (+0); Charisma 11 (+0)
To roll a skill check, roll 2d6 and add the most applicable attribute modifier and skill level. If the total is equal or greater than the difficulty of the check, you succeed. If less, something goes wrong, or you fail outright in the attempt, or something unexpected happens.
If you haven’t even got level-0 (Untrained) in the relevant skill you take a -1 penalty to the roll. Some particularly technical or difficult feats might not be achievable at all without some grounding in the skill.
If you haven’t even got level-0 (Untrained) in the relevant skill you take a -1 penalty to the roll. Some particularly technical or difficult feats might not be achievable at all without some grounding in the skill.
- Administer (Untrained): Manage an organization, handle paperwork, analyze records, and keep an institution
functioning on a daily basis. Roll it for bureaucratic expertise, organizational management, legal knowledge, dealing with government agencies, and understanding how institutions really work.
- Connect (Untrained): Find people who can be helpful to your purposes and get them to cooperate with you. Roll it to make useful connections with others, find people you know, know where to get illicit goods and services, and be familiar with foreign cultures and languages. You can use it in place of Talk for persuading people you find via this skill.
- Exert (Untrained): Apply trained speed, strength, or stamina in some feat of physical exertion. Roll it to run, jump, lift, swim, climb, throw, and so forth. You can use it as a combat skill when throwing things, though it doesn’t qualify as a combat skill for other ends.
- Fix (Untrained): Create and repair devices both simple and complex. How complex will depend on your character’s background; a lostworlder blacksmith is going to need some study time before he’s ready to fix that broken fusion reactor, though he can do it eventually. Roll it to fix things, build things, and identify what something is supposed to do.
- Heal (Untrained): Employ medical and psychological treatment for the injured or disturbed. Roll it to cure diseases, stabilize the critically injured, treat psychological disorders, or diagnose illnesses.
- Know (Untrained): Know facts about academic or scientific fields. Roll it to understand planetary ecologies, remember relevant history, solve science mysteries, and know the basic facts about rare or esoteric topics.
- Lead (Untrained): Convince others to also do whatever it is you’re trying to do. Talk might persuade them that following you is smart, but Lead can make them do it even when they think it’s a bad idea. Roll it to lead troops in combat, convince others to follow you, or maintain morale and discipline.
- Notice (Untrained): Spot anomalies or interesting facts about your environment. Roll it for searching places, detecting ambushes, spotting things, and reading the emotional state of other people.
- Perform (Untrained): Exhibit some performative skill. Roll it to dance, sing, orate, act, or otherwise put on a convincing or emotionally moving performance.
- Pilot (Untrained): Use this skill to pilot vehicles or ride beasts. Roll it to fly spaceships, drive vehicles, ride animals, or tend to basic vehicle repair. This skill doesn’t help you with things entirely outside the scope of your background or experience, though with some practice a PC can expand their expertise.
- Program (Untrained): Operating or hacking computing and communications hardware. Roll it to program or hack computers, control computer-operated hardware, operate communications tech, or decrypt things.
- Punch (Untrained): Use Punch as a combat skill when fighting unarmed. If your PC means to make a habit of this rather than as a recourse of desperation, you should take the Unarmed Fighter focus described later.
- Shoot (Level 1): Use Shoot as a combat skill when using ranged weaponry, whether hurled rocks, bows, laser pistols, combat rifles, or ship’s gunnery.
- Sneak (Level 1): Move without drawing notice. Roll it for stealth, disguise, infiltration, manual legerdemain, pickpocketing, and the defeat of security measures.
- Stab (Untrained): Use Stab as a combat skill when wielding melee weapons, whether primitive or complex.
- Survive (Untrained): Obtain the basics of food, water, and shelter in hostile environments, along with avoiding their natural perils. Roll it to handle animals, navigate difficult terrain, scrounge urban resources, make basic tools, and avoid wild beasts or gangs.
- Talk (Untrained): Convince other people of the facts you want them to believe. What they do with that conviction may not be completely predictable. Roll it to persuade, charm, or deceive others in conversation.
- Trade (Level 0): Find what you need on the market and sell what you have. Roll it to sell or buy things, figure out where to purchase hard-to-get or illicit goods, deal with customs agents, or run a business.
- Work (Untrained): This is a catch-all skill for professions not represented by other skills. Roll it to work at a particular profession, art, or trade.
Skills (Random Rolls):
Sneak: Move without drawing notice. Roll it for stealth, disguise, infiltration, manual legerdemain, pick- pocketing, and the defeat of security measures.
+1; Shoot: Use it as a combat skill when using ranged weaponry, whether hurled rocks, bows, laser pistols, combat rifles, or ship’s gunnery. Due to Gunslinger acquired Shoot again.
+1; Trade: Find what you need on the market and sell what you have. Roll it to sell or buy things, figure out where to purchase hard-to-get or illicit goods, deal with customs agents, or run a business.
-0;
From ToO [you can instead start with a single piece of cyberware worth no more than 20,000 credits.]
1.) Holdout Cavity: Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.
1.) Holdout Cavity: Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.
Equipment (Rolled Above, start with 1000):
- Combat Rifle (1d10+1) with 100 rounds ammo
- One Handed Sword (1d8+1)
- Backpack (TL0)
- Compad
- Shield (+1 to Armor),
- Low Light Goggles
- Vacc Suit
- Revolver (1d8) with 20 rounds ammo
- 40 credits
Skill Checks
Roll 2d6 and add the character’s most relevant attribute modi- fier and skill. Sometimes more than one skill might apply; the PC can choose which to roll. If the roll is equal or higher than the check difficulty, the PC succeeds. If less, then they either fail outright, attain only partial success, or suffer an unanticipated turn of events at the GM’s discretion.
For opposed skill checks, both participants roll and the higher roll wins. For NPCs, assume they have a +0 bonus unless the activity is one they’d reasonably be good at. In that case, they can apply their listed skill bonus to the check.
Skill Check Difficulties
• 6 A relatively simple task that is still more than the PC would usually be expected to manage in their regular background. Anything easier than this isn’t worth a skill check.
• 8 A significant challenge to a competent professional that they’d still succeed at more often than not.
• 10 Something too difficult to be expected of anyone but a skilled expert, and even they might fail.
• 12 Only a true master could expect to carry this off with any degree of reliability.
• 14+ Only a true master has any chance of achieving this at all, and even they will probably fail.
Saving Throws
To make a saving throw, a victim rolls 1d20 and tries to equal or exceed their relevant saving throw score. Target Physical saves for poisons, diseases, and exhaustion, Evasion saves for diving for cover or leaping back from peril, and Mental saves for resisting psychic powers. NPCs have a saving throw score of 15 minus half their hit dice, rounded down.
Injury and Healing
A target reduced to zero hit points by a lethal attack is mortally wounded. One dropped by non-lethal assaults is unconscious.
Dying victims can take no actions and will die soon with- out help. Allies can attempt an Int/Heal or Dex/Heal skill check as a Main Action to stabilize the victim. With no medical tools, the difficulty is 10 plus the rounds since they went down. With a medkit, it’s difficulty 8 plus the time, and using a Lazarus patch makes it difficulty 6 plus the time. Failed checks can be attempt- ed again, but a victim will die after the sixth round.
Stabilized characters regain 1 hit point after ten minutes and can act normally, but any further damage kills them instant- ly. This fragility ends after they regain more hit points, either through rest, stims, or biopsionic healing.
Stabilized PCs take at least a week to start recovering hit points normally. Those who have merely been hurt but not mortally wounded regain their level in lost hit points after every night’s peaceful rest.
The Combat Sequence
Combat is divided into rounds of six seconds. Every participant gets a turn, and then the sequence starts over again.
First, every participant rolls initiative, rolling 1d8 plus their Dexterity modifier, if they have one. Participants act in order, highest to lowest, with PCs winning ties with NPCs.
On their turn, a combatant can take one Main Action, one Move, and as many On Turn actions as is plausible. A combat- ant can take Instant actions at any time, even when it’s not their turn, or even if dice have already been rolled.
Acting In Combat
You can use a Main Action to attack an enemy, disengage from a melee, use a skill, reload a gun, produce a Stowed item, take a second Move action, or do anything else you could accomplish in six seconds.
You can use a Move action to stand up from prone, club up a ranged weapon, or move 10 meters. Your movement is half that if you’re climbing, swimming, or otherwise navigating rough terrain. You can’t split a Move action around your Main Action. You have to move all at once. If you move away from a melee combatant without spending a Main Action to disengage from the fray, all adjacent melee attackers get a free attack at you.
You can use an On Turn action to fall prone, say something, drop an object, or do anything else that’s very simple to do and takes almost no time or attention.
You can use an Instant action at any time to trigger certain special powers. You can also use it to make a Snap Attack with a weapon or go totally defensive, though both of the latter will cost you your Main Action for the round, and can’t be done if you’ve already used your Main Action.
Hitting in Combat
To hit a target, the attacker rolls 1d20 and adds their attack bonus, the relevant combat skill, and the attribute modifier relevant to their weapon. Weapons with more than one listed attribute allow the PC to use either. If the PC lacks the relevant combat skill entirely, they take a -2 penalty to hit. If the roll is equal or greater than the target’s Armor Class, the attack is a hit.
On a hit, the attacker rolls the weapon’s damage and adds their relevant attribute modifier. The target takes that many hit points of damage.
On a miss, a weapon that inflicts Shock damage might still hurt the target. If the weapon’s Shock can harm the target’s Armor Class, the target takes the weapon’s Shock damage even on a miss. This damage is increased by the wielder’s relevant attribute modifier and any other damage bonuses. A weapon never does less damage than its Shock would do on a miss.
Morale in Combat
To make a morale check, NPCs roll 2d6. If equal or less than their morale score, they keep fighting. Otherwise, they flee, withdraw, or surrender. NPCs check morale after their first casualty and after half are down. PCs never check morale.