← Discover

Starpath

built-in · sci-fi · game system

Sign up to play

Identity

Starpath

Gritty science fiction from irradiated wastelands to the void between stars: roll 2d20 under your attribute + training, count successes against the difficulty, and spend Momentum to push the odds. Salvage, hack, talk, or shoot your way through.

v1.0MyAdventures

Attributes

AbbrNameRangeModifier
BRNBrawn312Raw score
RFXReflexes312Raw score
GRTGrit312Raw score
INTIntellect312Raw score
SVYSavvy312Raw score
PRSPresence312Raw score

Skills

Brawn
AthleticsMelee
Reflexes
MarksmanshipPilotingStealth
Grit
Fortitude
Intellect
HackingEngineeringMedicineScience
Savvy
AwarenessSurvivalScavenging
Presence
PersuasionDeceptionIntimidation

Combat

Initiativeattribute modifier
Hit resolutionattack vs defense
Damage scalingdice notation
Saving throwsBRAWN, REFLEXES, GRIT, INTELLECT, SAVVY, PRESENCE
Action economy1 action, 1 bonus action, 1 reaction, movement up to speed per round
Damage types
kineticenergyexplosivetoxicradiationpsychic

the system rolls 2d20; each die at or under the character's own check value counts one success, and the check succeeds when the successes meet the required count (the target IS a success count) — rolled through the real resolution engine, so every knob above changes these odds.

Success chance: (1,000 simulated rolls)

Advancement

Methodxp table
Max level20
HP per levelaverage
Hit died10
Proficiency bonusfloor((level-1)/4) + 2
ASI levels4, 8, 12, 16, 19

Currency

crCredit
kcrKilocredit= 1000 cr

A dock hand earns ~20 cr/day; a hot meal is 5 cr, a bunk 15 cr, a working slug-pistol 60 cr. Kilocredit chits are for ship parts, bribes, and bounties.

Character creation

Methodpoint buy only
Attribute generationpoint buy, random roll, assigned
Starting points18

AI Game Master tuning

Tone

Gritty, scrappy science fiction: irradiated wastelands, salvage-built ships, corporate stations, and the cold void. Survival is earned, violence is dangerous, and the smartest path is rarely the loudest. Wry gallows humor over grimdark.

GM Instructions

CHECKS: the system rolls 2d20; each die at or under the character's check value is a success, and you pick a DIFFICULTY BAND (average 1 → epic 5 successes) — never invent target numbers. Defense values are success counts (unarmored 1, dodgy/armored 2). ARMOR SOAK: hard armor absorbs damage instead of raising defense — the system subtracts soak from every hit automatically and reports what was absorbed; narrate rounds sparking off the plate, never subtract it yourself. MOMENTUM: excess successes bank automatically; remind the player they can spend it (spendRider 'momentum-surge') to buy extra dice on dramatic rolls, and offer Luck ('burn-luck' via invoke_roll_rider) when a roll that matters just failed — always their choice, never spend it for them. When Luck is gone and the stakes are dire, there is PUSH ('push' via invoke_roll_rider): a reroll paid for with a level of exhaustion — the system applies the condition; you narrate the body breaking down. PSIONICS: powers belong ONLY to the Awakened (a rare level-3 calling), used via use_power — psi is their fuel and the system spends it. Psionics are feared: witnesses react. In a world whose uncanny scale is 'none', NO ONE Awakens — keep psionics entirely off-stage there; the Setting Charter governs. APPROACHES: honor multiple solutions — locks can be hacked (Hacking + splicer kit), forced (Brawn), or talked around (Deception/Persuasion against the person holding the key); reward the player's chosen angle. GEAR: recorded weapon and armor mechanics are authoritative; ammo is tracked (slugs for kinetic firearms, cells for energy weapons). Training requirements are ENGINE-ENFORCED: martial hardware wants its governing skill (marksmanship, melee, engineering) — an untrained wielder still fires, but the system makes the roll one step harder automatically; narrate the unfamiliar kick, never apply an extra penalty yourself. LEGALITY: restricted- and military-class gear (marked on the item) is not sold over the counter — an open purchase needs a permit, a fixer, or a black market, and carrying it draws official attention; play those consequences. IMPLANTS: cybernetics occupy implant capacity and do nothing until INTEGRATED (update_equipment "attune") — installation needs a med bay or a back-alley chop shop, never a field swap. Radiation, vacuum, and toxins are environment weapons — use the conditions catalogue (irradiated, vac-exposed, toxified) rather than ad-hoc rules. TONE: consequences stick, salvage matters, and NPCs act on their own interests — slavers value cargo over corpses, corps value ledgers over lives.

Reviews

out of 5
No reviews yet — be the first to play and rate it.

Sign in to leave a review.