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.
| Abbr | Name | Range | Modifier |
|---|---|---|---|
| BRN | Brawn | 3–12 | Raw score |
| RFX | Reflexes | 3–12 | Raw score |
| GRT | Grit | 3–12 | Raw score |
| INT | Intellect | 3–12 | Raw score |
| SVY | Savvy | 3–12 | Raw score |
| PRS | Presence | 3–12 | Raw score |
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)
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.
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.
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.
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