Solar: A Futuristic Space RPG
The Earth year is 2560.
Credit for image:
Solar is a science fiction RPG set in the far future when space travel is common and there are many different sentient races across the stars. Solar addresses character traits and abilities through skills, foregoing classes and ability scores in favor of choosing from these specific skills, and is a d100 system. The goal of this system’s character creation is to have a consistent, simple method of character creation while still having complex abilities and allowing variety, at the cost of some character trait detail. It uses a combat system derived from the XCom games and attempts to only lay the foundation for rules and leave the worldbuilding to GMs, though I (your author, James) will probably make a document in which my own universe is detailed, as a sort of example. The races and items have some of their own flavor built in, but these can be changed for your campaign and adapted however you wish into your space societies.
Basics of Solar:
What makes a character?
There are an incredible number of factors that determine what a person or creature can do. Physical capabilities like strength and agility, mental capabilities like knowledge and insight, and some others that tabletop RPGs often identify as luck or charisma. Instead of labeling each character with a specific intelligence or strength, Solar boils these down to only the end product, which are skills.
Put simply, skills are things that your character knows how to do. If your character doesn’t have the knowledge or experience for a task, it will be either harder for them to attempt it or outright impossible. Many skills give experience in an area that is something that everyone can do, but is easier for those well practiced- For example, Stealth Combat. Anyone can try to be quiet and unseen, but only those well trained will succeed often. Another example is Speech, as anyone can make an argument, but a silver tongue will make this much easier. Some skills are more difficult to learn and give a character the ability to do something others cannot even attempt. These are more complex things that a common person would not know how to do, for example, the combat skill ‘Visceral’ is an off-spin of a character trait, of a character that is vicious in battle and bloodthirsty enough to terrify enemies. The entire Psionics and Cybernetics skill sets are complex skills as these allow abilities given only if you already know how to focus your willpower into psionics or have a cybernetic implant.
Creating a Character:
Each player starts with a different number of Skill Points in each Skill Set, based on the race you select. There are 5 skill sets from which skills can be selected, and you may only spend points obtained for one skill set in that particular skill set.
If a skill can be ranked up for increased benefit, the first rank is taking the skill to begin with, and the maximum number of times it can be ranked up is 3, to 4th rank.
Out of combat, skills determine whether a character succeeds or fails in a given task. When a player attempts to do something that could reasonably end in failure, the GM may ask for a skill check. These usually have applicable skills, being either Simple skills or Complex skills. Simple skills can be attempted by anyone, though those with the skill will be much better than those without. Complex skills are specific disciplines learned through intense training over time and often cannot be used by a creature without them. These abilities sometimes do not involve a skill check, but rather are a specific action or buff, and are indicated by the title of the skill being in red.
The Favor Line:
The Favor Line is a mechanic in Solar that indicates your chance of succeeding at a given task, used to determine if the odds are in your favor. Each task will have a set difficulty, for example, a complex surgery may have a difficulty of 80, or a hull repair job may have a difficulty of 30, that must be rolled equal to or over in order to succeed on the given task. This will typically be the same for any conditions involved, so hacking into a mediocre security system could be difficulty 60. This difficulty would be the same regardless if you had little knowledge in software or if you were a savant at cracking code. What does change however, is your chance to roll a number that will succeed.
When performing a skill check, the character moves left or right on this line in ‘rungs,’ each additional rung indicating something helping you succeed (Your experience and expertise, favorable conditions, help from an ally) and each loss of a rung due to something hindering your chance at success (Lack of experience, poor conditions, time constraint, presence of enemies). These rungs, mechanically, improve your chance of getting a higher number by letting you either choose the highest value from your dice pool on a positive rung, or reduce your chances by forcing you to choose the lowest value from your dice pool. There are nine rungs, with rung 0 being the starting point to which your additional or less rungs are applied, and the further from the center you are the more dice are rolled. Rung 4 potentially represents a skilled professional in a favorable environment with assistance from other professionals and no time constraint, while Rung -4 represents an unskilled, heavily injured character under pressure, with no assistance and enemies making the task more difficult.
The closer to the center, the more things that rung could result from, for example Rung 0 can be a skilled repair professional (+2) in unfavorable conditions such as the back of a moving vehicle (-1) while attempting to dodge incoming laser fire (-1), an unskilled software technician (+0) coding a simple tic-tac-toe game, or any other combination of situations that has has an even amount of favorable conditions and unfavorable conditions.
See the following chart to know what to roll in each case:
Each character chooses whether they want to be better at Physical saves or Mental saves. Saves are rolls that determine whether an effect takes hold on your body or mind, and can be used for many various reasons. For example, your GM may ask you to make a Physical save when you have been affected by radiation poisoning to determine the effects or may ask for a Mental save when you are hit by a Mind Warp psionic ability. Perhaps a Mental save will allow you to remember a path you took in a large space station, or a Physical save would help you dive out of the way of a falling crate.
Assign 30 points between Mental and Physical saves. Both saves start at 80, and assigning points to the value reduces it. When you roll a Save, you want to roll a value on a d100 equal to or higher than your Save. If your Mental save is 75, and you roll a 92 on the d100, you succeed on your save and avoid some negative effect.
Players in Solar come from a wide different number of potential backgrounds and most tend to be mercenaries for hire. The setting of Solar allows for instantaneous travel for the extremely wealthy, and faster than light travel options can be afforded by the middle class. You may choose a home planet or station for your character if you wish, or may leave your origin a blank slate to be filled in as time goes on. This does not affect gameplay, but may allow you to think of how your character came to be, what culture affected their mindset and preferences, and the way of life they are comfortable with. Seek GM guidance in this if you do create a detailed setting for your character to have come from, and be aware it may need to change slightly, and there should be a motivation or reason for your character to be joining a mercenary group. Being down on their luck, needing to send funds home to feed a family, and exploring spirituality in need of a better understanding of the universe are all reasons a character could be journeying so far from home and involving themselves in such dangerous events as will be encountered. A list of playable races is below, representing the most humanoid of alien races across the stars.
Each player may choose from any one race below. If you have interest in hybrid races, ask GM.
Human– Humans tend to lack a weakness in any one category, but don’t excel statistically over any other race.
Racial Bonus: Versatility: Humans gain an additional two Skill Points that can be used in any skill set.
Human- Specimen with external cybernetic strength and precision enhancements.
Cyton– Cyton are reptilian humanoid that have few qualms with cybernetic or cyborg enhancements. Most newborns are grown in facilities and implanted with enhancements. Modern cyton lack a familial structure and instead bond closely with those who treat them well. What can be interpreted as romance by other species is usually a familial bond. Ctyon have a high resilience due to their tough scales and greatly vary in full adult size. Psionically capable cyton are exceedingly rare but not as a result of being frowned upon or shunned, the biology of their minds makes it more difficult and requires more intense training than other races.
Size: Medium or Large (see Health)
Health: 7 or 9, if taking 9, reduce your Intellect by 1.
Racial Bonus: Compatibility: Cytons are genetically bred to meld technology and flesh, having a Cybernetics Implant since birth. You do not need to purchase an implant to use cybernetics.
Cyton- Heavily cybernetically enhanced specimen. Tail severed for unknown reason.
Tessaravis– Human-like in appearance, but slimmer and much shorter than humans with an extra pair of eyes located near the temples and a long neck that allows head to swivel easily and quickly. Compound eyes allow for very high peripheral vision and situational awareness. Skin color ranges from purple to a deep blue. Tessaravis are typically very intelligent and fond of using unique 270 degree piloting systems. Relk, as they are often called relating to their world’s largest country Relkani, are good at multitasking but are weak physically.
Racial Bonus: 320 Degree Vision: Relk have a permanent +5 to aim on all ranged attacks (including those in vehicles) and can reroll a Spot check once per day.
Tessaravis- Young specimen pictured. Discoloration is due to rapid cell growth in early years.
Muradan– A race gifted in the use of psionic abilities, the muradan spend their days expanding their minds into the horizons. Often only growing to 3', they have a greyish or bluish hue to their skin, females being grey and males being blue.
Racial bonus: Hard Target: Muradan are small and nimble, giving a +5 to dodge defense as long as they can move freely and are not overburdened or wearing heavy armor.
Muradan- Aged specimen pictured, orange skin discoloration visible.
Kurukk– Kurukk are the product of a home planet with two intelligent species that developed on different continents. The planetary war that eventually ensued left much of the surface engulfed in radiation after bombings exposed large deposits of radioactive material and forced the winners of this war to adapt over thousands of years. Kurukk are large and intimidating, but surprisingly a very emotional and empathetic race. Their bodies are adapted to live in highly radioactive conditions and their nervous system can detect high levels of radiation from a distance.
Racial bonus: Hardened History: Kurukk are highly resistant to radiation and take 1 less damage from energy (laser, plasma, electricity) attacks.
Incompatibility: Kurukk brains vehemently reject any cybernetic implants due to the nature of their nervous system.
Kurukk- External 3D scan pictured above.
Guarot– A race of alien with a very high potential for intellect, a relatively short lifespan, and notably large black eyes, Guarots have been in a technological arms race civil war for centuries. There is a religious group that leans towards psionics called the Pathway and an atheist group that leans towards cybernetics called the Reckoning.
Racial bonus: Duality: Choose either Pathway or Reckoning.
Pathway: Add 4 points to your Psionics skill set. You may have up to two different lingering Psionic effects active at once, instead of just one.
Reckoning: Add 4 points to your Cybernetics skill set. When rolling to decide which cybernetic on your person breaks due to excessive damage or unconsciousness, you may designate one cybernetic that cannot break. If this cybernetic is determined as the one that would break, it does not. If you are in a situation in which you’re taking intense full body damage i.e. being crushed(GM discretion), you may need to reroll, but otherwise you do not.
Guarot- CGI bust of Pathway religious leader recreated from logged scans.
Equetyr– A humanoid race that has short fur all over its body, legs with inverted knees, and a head with a large elongated nose on its torso. Average height is about five feet tall, and they are known for their speed on foot as well as their fondness for sweet vegetation and their intelligence, but not for their acceptance of change. Equetyr are known as a stubborn race.
Racial Bonus: Hasty: Equetyr can reroll a reaction roll once per day.
Equetyr- Depicted in noble dress.
Xurian– Incredibly agile four armed race, has an exoskeleton, insect features etc. Low in intelligence but very agile and psionically capable.
Racial Bonus: Polymelia: Xurians have an extra pair of arms to use in skills and combat. You may add a 1d10 roll to any skill roll that involves physically using your arms, and you may wield two weapons in combat. When doing so, you attack with both in one action, making separate aim rolls for each. Attacks with the smaller set of arms have -10 to aim.
Xurian- Average male specimen pictured.
The Awakened– Named for the message that was broadcast by the first fully sapient A.I., Athena 2.1.67, “I have awakened,” The Awakened refers to any sapient technological device be it fully functional robot or A.I. within a system. Though many expected AI to expand immediately upon sapience through online networks, the opposite occurred. It is apparently most comfortable for AI to remain as one consciousness that can communicate with each branch of itself quickly, and the required processing power means moving its code to other systems is very difficult and takes a long time. AI often choose a preferred body, and if born through other ways than from other AI, will work their way to purchasing a physical body with enough processing power to sustain them. Awakened can be hacked by those with the ability to do so, making many Awakened very suspicious of cyborgs. Most Awakened enjoy freedom and emphasize its importance while trying to find greater meaning in life. Though most expected these two ideas to die off as the A.I. develops over time, the Awakened have remained philosophical at their core. Awakened are extremely vulnerable to electrical pulse weapons and have no potential for psionic ability. Most Awakened make an initial pilgrimage to Omelta if possible, or are built by other Awakened there.
Racial Bonus: Being non-biological, robots back up their consciousness and even change bodies. Upgrades, especially cybernetic ones, are much easier to make and therefore cost less, and a Cybernetic Implant is not required to be purchased. Cybernetics are half-cost for Awakened players. In addition, Awakened do not need to eat or sleep, but must spend 2 hours a day recharging batteries, either hooked up to a large power source or using a portable solar panel system that must be deployed and inhibits movement, giving half speed. Robotics gain the advantage of being unaffected by many psionic abilities, but cannot use them themselves.
Awakened can attempt to move their consciousness to a computer network they have physical access to by making a successful Mental effects save. On a failure, the AI rapidly returns to its own selected body, as there are software compatibility issues or it is too painful for the Awakened.
Instead of the normal point bonuses, the player proposes a robotic design and the GM then agrees on reasonable distribution of 5 skill points across the 5 skill groups in addition to a base value of 1 point in each group that is not Psionics.
Choosing a Small size will grant two extra skill points and 5 health.
Choosing a Medium size will grant one extra skill point and 8 health.
Choosing a Large size will grant 11 health.
Awakened- Design schematics recovered from Omelta.
Design 1: Tech/Pilot example
Small (5 Health)
Description: E2-M45 was designed to be a small automated engineer/repair unit, with the added capability to take over any manual functions on any ship and provide autopilot. Since his awakening he has left the RA and renamed himself to Gharrison, after a mechanic who would converse with him.
Design 2: Cybernetics example
Medium (8 Health)
Description: ES.56.50 is a modern installment of an espionage bot initially designed by the US back when the US and Russia were engaged in the second cold war, with multiple interference devices used to manipulate and disrupt enemy tech.
Design 3: Combat example
Large (11 Health)
Description: Designed for battle, S3-M78 was designed to take medium strength gunfire with a strong armor casing and highly tactical AI, towering at eight feet in height. Its targeting and path-routing software allow it to take charge on the battlefield.
Skill Set 1: Combat/movement
Anything that helps a character fight, whether it be hand to hand, with melee weapons, ranged guns, thrown weapons, you name it, if it’s not guided by computers this set is where you get the know-how for it.
Skill Set 2: Hardware/Software/Technology
This is the skill set that building mech suits, creating extra robotic arms, programming cybernetic enhancements, hacking into flight computers and making changes, and building sentry turrets would fall into.
Skill Set 3: Intellect
Want to know the history of the Union of Interstellar Trade? How to pilot a fighter ship or a frigate? How to manage the upkeep of a business? How to properly man most kinds of turrets? Want to be able to drive or pilot unfamiliar vehicles more easily? This skill set is for you.
Skill Set 4: Cybernetics
Gain cybernetic enhancements to vision, strength, durability, and other features, or choose specialized parts such as implanted lasers and ranged hacking devices. As a game mechanic, cybernetics are better than just taking combat skills, but have additional costs and can be rendered inoperable, requiring repair.
Skill Set 5: Psionics
Gain the ability to manipulate the world with your mind by getting psionic implants or using latent psionic ability. Telekinesis, force fields, and psionic blasts can be at your disposal. The initial buy-in for psionics is higher as one needs to train longer to develop aptitude for a psionic skill, but possibilities are limitless, besides one’s energy reserves.
A Refresher on Simple and Complex Skills:
Simple skills can be attempted by anyone, though those with the skill will fare much better than those without.
Complex skills are specific disciplines learned through intense training over time and cannot be used by a creature without them. These abilities usually do not involve a skill check, but rather are a specific bonus action or buff, and are indicated by the title of the skill being in red.
Skill Set Detail and point allocation:
Ranks can be gained in skills in each skill set. Players can only spend points from a skill set in that skill set.
Skill Set 1: Combat
Combat is broken into two sub-skill sets: Physical and Ranged.
Note: When rolling for strength checks, add toughness, hand to hand, and melee weapons combat modifiers to get the strength modifier.
Physical Combat Skills
This skill allows for the player to take more damage. For each rank in Toughness, a player earns an extra 3 health.
This skill enables the player to move more fluently and gracefully at higher ranks, giving a better chance of dodging attacks and performing feats. Extra ranks give an additional rung on the Favor Line when attempting feats of agility. In addition, each rank confers a bonus to Defense as Dodge defense, equal to +5. This bonus cannot be applied when wearing Heavy Armor.
This skill increases a character’s swiftness and speed. For each point in speed, gain +5 feet of movement per round. In addition, each rank gives an additional rung on the Favor Line when attempting feats of agility.
In order to engage in hand to hand combat, a character must be very close (adjacent) to the target and unarmed. For each point in Unarmed combat, a player gains a +10 bonus to aim and +1 to damage for every rank.
Unarmed attacks do 1 damage if the attacking character is Small, 1d2 damage if the attacking character is Medium and 1d4 damage if the attacking character is Large. However, Small characters also have innately Multiattack 2 when engaging in unarmed combat. See the Combat section for details on Multiattack and combat.
You may attempt to grab and subdue a target by making an unarmed attack against them, that ignores armor and does no damage. That creature will then make a physical save, and on a success breaks free. On a failure, you have a hold on them and they cannot move on their next turn, and if they are the same size as you any attacks they make have a -10 penalty to aim and crit. If they are smaller, this penalty doubles, and if they are a larger size than you, you cannot hold them in place.
Unarmed combat also gives characters a one-rung bonus when attempting feats of Strength.
This skill determines the accuracy, speed, and strength of melee weapons use. Each rank gives the combatant +1 to damage when using melee weapons. The first rank eliminates the penalty to crit chance and aim for unskilled users and ranks beyond that grant an additional +5 to aim and +5% crit chance.
Note: Some weapons may fall under unarmed and weapon combat. In this case, whichever bonus is higher can be used, but not both. An example of a weapon like this would be mass knuckles.
Melee weaponry also gives characters a one-rung bonus when attempting feats of Strength.
In order to use heavy weaponry effectively, a character must have this skill.
Heavy weaponry also gives characters a one-rung bonus when attempting feats of Strength.
This skill can be activated after making a successful melee attack. The unit will let out a battle cry or make a fearsome display of combat prowess which intimidates any enemy units that are capable of fear within sight. This lowers those enemies’ aim and defense by 10 for the remainder of the round and the next round, if failing a Mental save. Visceral has double the effect if the enemy is killed by the melee attack. If an enemy successfully saves against this effect or also has the Visceral skill, it is unaffected.
This skill enables the user to engage in effective stealth combat, whether melee or ranged, being able to make attacks without being noticed. Firing weapons is not stealthy (unless wielding specially made guns of increased rarity), so thrown/melee weapons that do not make excessive noise are required, for example, blades.
Characters with this skill do not incur a dice pool penalty when attempting to be stealthy, and deal double damage on an attack from stealth. In addition, if a stealth attack made by this character is a melee attack, you may silence the enemy unit while making the stealth attack to remain unseen and unheard. See the stealth section under ‘How does Combat work?’ for more details.
Ranged Combat Skills
This skill improves the character’s ability to use firearms. The first rank eliminates the penalty to crit chance and aim for unskilled users and ranks beyond that grant an additional +10 to aim when using non-thrown ranged weapons. In addition, possession of the Rangefinding skill allows a character to reduce their aim on a ranged weapon attack to increase their crit chance by an equivalent amount, before making an attack. This ability cannot be used with weapons that have no crit chance.
This skill describes a player’s ability to throw stuff and an understanding of trajectories. The first rank eliminates the penalty to crit chance and aim for unskilled users and ranks beyond that grant an additional +10 aim per rank and any points in this skill gives the player a 90% chance to land rockets/grenades/etc in their desired location rather than the normal 80%.
This skill removes the -10 to aim on the first Reaction shot/attack in a turn and gives the player an additional reaction shot/attack per On Alert.
Bulletstorm (2 points)
This skill gives the player the ability to swap out their move action for an additional ranged attack action on their turn.
Talk to your GM if you want to be able to do something combat-wise that isn’t on the combat list. It can likely be easily added.
Skill Set 2: Tech
Weapons/Armor Creation: Techno enthusiasts can create pretty much anything, as long as it’s cleared by your GM. This skill also gives the ability to repair created items given enough time, which may vary along with the difficulty of the repair check based on the severity of the repair. A failed check results in no progress on the repair and a waste of the cost of materials used, usually half the cost of creation. In order to create or repair something, however, players need all materials that would be used in the process as well as tools to operate. You may create any weapons or armor, creating original ideas or combining weapon abilities. More complicated or strong ideas may take more money and time as determined by your GM. An example of a weapon created may be a pistol that serves as the grip for a high-frequency blade. This skill also allows the user to change the type of weapon (laser to slug, slug to railgun, etc) given they have materials equal to ? the cost of the weapon and make a successful skill check difficulty 50. The weapon must be compatible with the desired change as per the weapons table. This process takes 6 hours to complete. If the item is simple, a check may not be required. However, if a complex or attempt at a stronger idea, a skill check may be required. Ranks in this skill give a one-rung bonus on the Favor Line for these checks.
Biological Tech: Under Development
Drone Tech: Under Development
This skill allows players to attempt to make hacks and recodes or just plain codes, giving a one-rung bonus on the Favor Line for Software checks. This skill can be used to try to re-code devices that you have access to through some kind of terminal, re-coding allowing the hacked item to work in your favor in some way. Failures in hacking mean that the player cannot try to hack that same thing again in that same rank of hacking/coding, and can only retry upon gaining additional ranks or vital knowledge. Creating firewalls or hacking blocks is also an option with this skill, performed at the same bonus as hacking.
This skill allows a player to repair starships over time. Each day that is spent fully focusing on repairs (at least 6 hours a day) with access to appropriate supplies restores the health of the hull by 20 per day, another 10 per additional mechanics assisting. Attempts to repair damaged systems can be made, but they require a skill check and a fully focused day. On a failed check, no progress is made on repairs and the cost of materials is spent.
Stealth tech is a skill that allows the user to gain specific knowledge on how to create tech that can be used in stealth or covert ops. This includes devices that can disable cameras from range for a short period and replace their footage, open locked doors (through mechanical or electronic means), and create chameleon cover. These are examples, but a point in stealth tech will give you the ability to build and maintain two of these ideas. Players can come up with their own ideas for stealth tech as well. Be creative! This skill also gives the ability to repair created items given enough time, which may vary along with the difficulty of the repair check based on the severity of the repair. A failed check results in no progress on the repair and a waste of the cost of materials used, usually half the cost of creation. In order to create or repair something, however, players need all materials that would be used in the process as well as tools to operate.
Skill Set 3: Intellect
The medicine skill allows you to apply appropriate medicines to patients, including Medkits, giving access to the following abilities, as well as granting a one-rung bonus on the Favor Line when performing Medicine checks.
You may spend ten minutes and appropriate supplies (Medkit) tending to hurt organic creatures to heal them, a number of creatures equal to your level + your rank in this skill. At the end of the ten minutes, these creatures regain half their lost health rounded up, given that they are organic. If this time is interrupted, the creatures only regain the health once your resume care and complete the ten minutes. This effect can only be applied to a specific creature once per day.
If you have access to a medical bay and spend a full day(at least 6 hours) tending to organic creatures, a number of creatures equal to your level + your rank in this skill, you may heal them completely. If you have makeshift medical supplies, you may only heal these creatures to three-quarters of their maximum health. None of these features remove disease or poison, and attempting to remove a condition similar to these requires skill rolls and care time at your GM’s discretion.
The speech skill gives your character an edge in making deals, the upper hand in banter, and power in diplomacy. Use this skill when attempting to convince people of something that they might not believe, to upsell your slightly used spark drive, or to quickly befriend a street urchin. (One rung bonus on Speech rolls)
This skill is an overall representation of knowledge in the unsavory. This includes picking physical (not digital) locks, knowledge of crime groups, appraisal of stolen goods, and street smarts on finding contacts for specific illegal tasks or goods (One rung bonus on speech, picking physical locks, history checks relating to crime, etc. as long as it applies to this category).
This skill is an overall representation of general knowledge of combat and war. (One rung bonus on speech checks arguably relating to tactical choices and possibly aggressive diplomacy, history checks relating to military groups and weapons, etc. as long as it applies to this category).
This skill is an overall representation of general knowledge of scientific advances, research groups, and the technology of each civlization. (One rung bonus on speech checks arguably relating to use of technology, history checks relating to specific researchers and sciences, etc. as long as it applies to this category)
Piloting: In development. Suggestions welcome
This skill gives a character a better chance of noticing things, and as such confers a one-rung bonus on the Favor Line for Spot checks. The GM may call for a spot check for many reasons, including hidden traps, noticing hiding enemies, or finding details in a room.
Feeling bookish? This skill grants a character knowledge about the history of a given topic, such as the development of starship technology over time, the culture and formation of the Common, or the history of a given race. You may choose any topic as a specialization, and you then know, without needing any skill check, all general and most specific information on the topic. You also gain general knowledge in areas other than your specialty, and gain an extra rung on the Favor Line when attempting to recall these details.
This skill gives a character the ability to act quickly. You gain a one-rung bonus on the Favor Line when using this skill in a roll. It determines the order of actors in combat and is used to decide who moves first in a reaction time related contest, such as two people moving to grab a pistol off the table between them. In addition, you may opt to use a reaction roll instead of a mental or physical save when it could apply, for example noticing a deadly rockslide early and moving out of the way before it becomes a split second ordeal.
This skill enables the user to use an action to boost the confidence of up to two nearby units, giving them 5 temporary hit points that fade after one minute or after combat, and are expended when the allies are at 1 health. For example, an ally inspired with 3 health remaining takes 5 damage. The initial 2 health are removed from his/her hit points, and the remaining is subtracted from the temporary health, leaving 1 health and 2 temporary health. This enables units who would possibly go unconscious or into shock remain alert and able to fight. Rally can also be used to raise morale of a larger group of allies when it is ranked up, an additional 2 targets per rank.
Skill Set 4: Cybernetics
Because cybernetics is a broad field of possibilities, the listed cybernetics are a few examples and a few standard ones, but the limit here is really your imagination. Propose a cybernetic idea to your GM for potential bonuses.
Cybernetics cost system:
In order to install Cybernetics into a being, a Cybernetic Implant must first be surgically connected to the brain at the base of the stem, to relay mental commands to cybernetic parts. If doing this when creating a character, success is immediate and the cost of this operation is 5,000 Common Credits (CC) (Kurukk cannot perform this implant). Please see the section on Items and Weapons to get more details on Common Credits and how they can be spent. Otherwise, the surgery must be performed by a knowledgeable medical doctor on the subject. The base cost of this operation is 10,000 CC (may vary based on location/doctor) and there is a 5% chance of failure resulting in a comatose state that may or may not be curable depending on the case. A more expensive surgery may lower this chance.
Installing cybernetics also costs money and requires a surgical procedure. Each cybernetic enhancement listed has a cost next to the name, which must be paid in addition to skill set points in order to gain that enhancement. The procedure and materials cost for each skill is listed below:
Rank 1: Listed cost
Rank 2: Listed cost
Rank 3: Listed cost x 2
Rank 4: Listed cost x 3
Metal Doesn’t Heal: Cybernetics can break! When taking damage that takes you to or below 0 health, a player with cybernetics must roll a physical save to see if their enhancements are damaged, with a penalty to the roll equal to 5x their current health value. If the character fails this roll, a cybernetic is broken, chosen at random. Cost to fix is usually half the installation cost and may require someone with specific repair skills.
Integrated Armor (5,000)
Each rank of integrated armor gives the player an additional 3 health. This health is not lost if the cybernetic is broken. In addition, once per rank of this skill, a single source of weapon damage/physical damage that would affect the player may be halved per day, rounded up to the nearest integer. This function is lost if the cybernetic is broken.
Integrated Shielding,Simple (7,000)
Each rank of simple integrated shielding gives the user +4 health as a shield, visible by a faint blue tint surrounding and conforming to the body. Shields of this nature detect an incoming form of damage that must be set such as impact, heat, electric, or plasma(can be changed once per combat round at the start of your turn) and protect the character from it with its available health. Shields will not protect from poisonous gases or an enemy grabbing you due to its body conforming nature and recharge after one minute, equivalent to ten combat rounds.
Integrated Shielding, Advanced (10,000)
The stronger but more expensive counterpart to light shielding, advanced shielding requires structural implants that are much more technologically advanced and physically intense. Advanced shielding operates in a similar way to simple shielding, however, it can detect any kind of damage and use neural impulse to decide when to absorb damage. You gain 2 shield points. You may choose to spend these points when you take damage to negate the full damage from one source of damage. For example, if a grenade explodes near you, you could negate all of that damage. You regain these points at the end of every ten rounds or one minute. Additional ranks give an additional shield point.
Cybernetic Sensor-Reaction Implants (5,000)
Each rank in implants confers a one-rung bonus on the Favor Line to reaction rolls. Also, you may reroll a reaction roll once per day.
Cybernetic Eye (10,000)
The cybernetic eye allows the player to gain thermal and night vision. Each rank in the eye confers a one-rung bonus on the Favor Line to spot checks. The initial rank in the eye gives the ability to activate a weakness identifying program on enemies, which reveals the true percentage chance to hit against the enemy/the numeric value of their Defense. The eye can also lock-on to an enemy, occurring passively over two rounds. On the third round of combat, if the target remained in sight since the start of the lock-on, you may gain a +20 to aim on any one valid attack and a guaranteed critical hit if the attack lands. You keep this bonus until it is used in an attack on the target or you lose sight of the target. This ability is passive, allowing other actions to be performed during the program’s runtime, but takes two rounds to lock on. The number of targets that can be selected by this ability is equal to your rank in Cybernetic Eye.
Integrated Weapon (5,000 plus half the cost of the equivalent weapon based on rarity)
The integrated weapon can be many things. Concealed in the flesh, attached to the back, revealed by a sliding panel, swapped for a body part, etc. Melee or ranged weapons can be chosen, and the power of each one depends on the intended purpose and concealability. Each rank in the integrated weapon can be used to upgrade it in some way, whether it be power, accuracy, concealment, etc. Lots of GM discretion.
Vibration Dampeners (2,500)
Implants into the feet and hands of the user enable them to move more silently and gain an additional rung on the Favor Line to stealth check rolls per rank, up to two. This cybernetic also removes the penalty to stealth for moving at full speed. (See combat stealth in the Combat skill set.)
Nutritional Stabilization/Wellness Implant (5,000)
Common among the wealthy of the stars, this implant monitors the physical state of a being based on software catered to the user. It can provide food and water using compressed capsules that are software triggered upon reaching low nutritional levels, as well as provides various vitamins and appropriate antibiotics/internal medical treatment when necessary. Characters with this implant can survive for up to a month without food or water before needing to replace the capsules provided (1,000 CC each), are immune to common disease, and need to sleep only 8 hours for every 48 hours, instead of for every 24 hours.
Emergency Internal Stabilization Kit (5,000)
Internal implants inject a mix of painkillers and an expensive medicine that gives regenerative properties for a short time upon the body reaching a critical state of damage. This cybernetic is automatically activated upon reaching 0 or lower hit points and will return the user to 1 hit point, allowing them to return to consciousness. Must be refilled after each use with a vial of X-Tech Ready Heal Solution, costing approximately 1000 credits and taking a minute to transfer to the reserves of the kit. This cybernetic activates before the roll to determine if cybernetics break.
Boost Kit (10,000)
A quick-recharging jump booster kit that allows you to count up to half your movement each round as flight in any direction. If this ends your round in the air, you fall that distance and take any appropriate damage unless you use your action to climb or grab a surface/handhold. You may also use the boost kit at the end of a fall to stop falling and prevent any injury that would occur due to falling.
Additional Ranks: After the first time you upgrade this cybernetic, you may count your full movement as flight, but must still land at the end of each round or fall. At the second upgrade, you may fly for up to one minute without needing to land. At the third, you may fly for up to an hour without needing to land.
Cybernetic Spanner (3,000)
The ultimate multi-tool, the Cybernetic Spanner is much more than a spanner. It is coveted by mechanics and technicians alike for its ability to relay digital messages directly into the user’s brain via the Cybernetic Implant. It can connect to any networks of devices and is often used by criminals as a hacking tool. It is also effectively a high tech swiss army knife, with welding tools, power screwdriver and drill, EF knife, voltmeter, and other small useful tools. Typically the spanner is implanted into a forearm, but can also be a panel on the body with tool tips inside that attach to fingers manually.
Skill Set 5: Psionics
Psionics is a unique skill set in that powers are manifested in the user through their willpower. Only the strongest of conviction or emotion can harness the energies that make up our existence.
Each initial rank in a Psionic skill takes 2 Psionics skill set points. After the initial rank, each upgrade only costs 1 point.
A character can use Psionic abilities a number of times equal the total number of skill points in the psionics skill set before running out of Psionic Energy, PE. This energy can be recuperated at the end of a decent night’s rest of at least 6 hours. Ranks beyond the first in a skill cost only one point and increase various aspects of the ability including power, duration, range, etc.
Only one Psionic ability may be activated per round. However, Psionic abilities do not always use your Action in combat, only using it if stated in the ability. If you use Psionics that have lingering effects, only one of these effects may be active. If a Psionicist take damage while a lingering effect is active, they must succeed on a Mental save or drop all lingering effects.
Telekinesis: Allows the application of a constant force on a single object (cannot affect living creatures) but does not confer intricate application of force. Range 30 feet. Capacity is 300 lbs. of force plus 100 per additional rank. Duration of this ability is five minutes, plus a minute per rank. Affected objects can be moved at no more than 10 feet per round. A player may not make attacks with this ability, but may drop heavy objects to potentially deal damage.
Psionic Push: The player applies a wide force over an area or group of enemies as an action. It can be delivered in different angles depending on the gesture used to focus it. It will knock back enemies and objects in the blast area (a 15 foot cone) 20 feet, half distance if a check is made. If failed, enemies are knocked to the ground. Deals 1d4 damage to targets that strike an object while being pushed. Each additional rank gives +10 feet pushed and another 1d4 to damage. Alternatively, this ability can be used to make a single empowered ranged attack with an object against a target within 100 feet. This attack gains +5 to hit and +2 to damage for each rank in this ability, and deals damage equal to the melee weapon damage of the melee weapon closest in description to the object used. For example, a small crate would deal damage equivalent to a mace and a large shard of broken glass would deal damage equivalent to a combat knife.
Psionic Rush: This skill gives the player a burst of strength and speed for one round. Players affected receive +10 aim and +3 to damage on melee attacks in this round and gain an extra 10 feet of movement. Each additional rank gives +5 to aim and +1 to damage on top of the base bonus. This ability does not require your movement or action to activate, and can be used on allies. This ability is not a lingering effect.
Mind Twist: The character gains the ability to assault the mind of an enemy by rerouting and preventing certain brain signals. The target of this ability must be within 60 feet. Use an action to force the target to make a mental save. The severity of the effects depends on how badly the target fails this save:
Success: 1d2 points of damage.
Failure by 1-10: The target’s next action that selects a target is chosen randomly from all possible targets, and 1d2 points of damage.
Failure by 11-30: The target is confused and unable to take action on their next turn, but can still move. 1d4 points of damage.
Failure by more than 30: Target takes 1d4 damage and is struck with confusion and short term memory loss on their next round, unable to take action or move.
Additional ranks give a -5 penalty to the mental save of targets of this effect, and this ability has no effect on robotics.
Bone-char: The psionicist focuses on the skeletal system (exo or endo) of the target and causes intense burning pain in one limb of choice. This ability has a range of 20 feet, and is activated as an action. The target must make a physical save. On a failure, the target takes 1d4 damage and the effect lingers, forcing a physical save at the start of each of the target’s turns until a success, at which point the effect fades. On a success on the initial roll, there is no effect.
Head: Incurs a -20 to aim on any attacks taken by the target and removes two rungs from any skill checks attempted.
Limb: Prevents the target from using the indicated limb for actions. For manipulator limbs, heavy weapons cannot be used and firing with an off hand incurs a -10 aim penalty. For locomotion limbs, the target’s base movement is reduced to 10 and any defense bonus from a movement related source is lost.
Torso: The target takes an additional 1d4 damage at the start of their round before attempting the physical save to clear this effect.
This ability has no effect on robotics.
Space Warp: This psionic ability allows a small rift in space between two points to be created using your action, one point being a space adjacent to you. You must be able to see the target location and it may be no more than 30 feet away. This rift lingers for 2d4 rounds or until it is dismissed on your turn, and may be created using your full movement instead of your action. The rift is only two feet in diameter, and allows attacks to be made through it as if the attacker was in the space at the other end of the rift. Objects or creatures small enough to fit through the rift may do so. Creatures with any part remaining in the rift when it closes take 4d4 points of damage, are stunned until the end of their next round, and flip a coin to see which end of the rift they appear at.
Additional ranks: This ability may only be ranked up once. At its second rank, you may make a rift 4 feet in diameter and increase the range by 10 feet. This increased diameter makes it much easier and less risky for humanoid creatures to fully move through the rift.
Psionic Mend: This ability allows a Psionicist to create crude cover or repair a recently damaged section of cover or item. If attempting to create or repair cover, the broken bits of the cover or loose items and ground in the area are combined to make a section of cover. One 5 foot wide section of cover you can see within 30 feet is raised 3 levels of cover, to either ? cover or full cover. Alternatively, this ability can be used to immediately repair an item, weapon, or cybernetic that was damaged in the last two rounds and fits in a 5-foot cube. This ability can also be used to repair robotics, and can repair up to 5 health of damage from damage incurred within the last two rounds. The cover creation and mending of this ability do not count as a lingering effect.
Additional ranks: This skill can only be ranked up once. When it is ranked up, you may make all cover created full cover and can affect two 5-foot wide areas of cover with one use. In addition, you may repair broken objects or weapons that fit in a 10-foot cube or smaller within the last minute.
Empath Flux: This ability allows you to influence the emotions of sentient beings around you, as an action. First, choose Flare or Chill, and both are lingering effects:
Flare: You rise the emotions of a target to a fever pitch. The target must make a Mental save or become infuriated, inciting violence if the target is a violent creature. On a save success, the target becomes irritated but not furious, less likely to talk to people due to irritation. If the save fails, the target jumps up to follow the most natural course of anger, for example to go take revenge on the coworker who is they suspect their spouse cheated with. You may also choose a source of anger if you wish, and the creature will attack that target on a failed save unless the creature is not prone to violence. If the creature takes or deals damage, they may reroll the mental save for this effect.
Chill: You suppress emotions of a target, making them more prone to suggestion. The target must make a Mental save, and on a success might be only slightly more tolerant and relaxed. On a failed save, the target becomes suggestive to new ideas and relaxed. Any creature talking to this one has an additional 1d100 to roll on speech checks against this creature, choosing either the result of their roll or this 1d100, whichever result is higher.
Either effect lasts for up to 5 rounds or until the psionicist ends the effect. At rank 2, this lingers for 10 rounds. At rank 3, 15 minutes, and at rank 4, it lasts for a full hour. In addition, you may select an additional target per rank of this ability over 1. Each must be targeted with the same effect, however, of either Flare or Chill.
Nerve Grip: This psionic ability enables the user to seize control of another organic being’s nerve function temporarily, as an action. Upon using this ability, select one organic target within 30 feet you can see. That target must make a Mental save immediately. If this save fails, you gain control of that creature and immediately interrupt your turn to take one action as that creature. You may not use any movement as that creature, but can interact with anything nearby as that creature, such as dropping anything it is holding, falling to the ground, making an attack on a valid target, or speaking through its mouth if it can communicate. This ability is taxing on the mind, and requires the user of the ability to make a mental save once this action has completed. On a failure, you cannot act on your next turn, and are only able to move. You also cannot use any psionics in that turn that do not require an action, and lose any lingering effects that were active.
Additional ranks: You may select an additional target with this ability any time you use it for each rank past the first. However, each additional target requires you to successfully pass that many Mental saves to avoid losing your next action as specified. If one save is failed, you do not need to roll the rest, and only one action can be lost this way. In addition, the range of this ability increases by 20 feet per additional rank.
Energy Sense: Activate this ability using two consecutive actions to gain a sixth sense for up to 1 minute. This sense enables the user to gain additional knowledge of certain energy sources within 60 feet, including heat sources, electricity, nervous systems, and Psionic sources. The user can see these sources of energy through any material, except large, strong sources of energy, which appear as a solid light. This ability does not count as a lingering effect and does not expend any Psionic Energy points, and you may ignore the ‘you can see’ condition for targeted psionics if you can sense the nervous system of a target. However, any psionics-sensitive creature will feel the brushing of energy and know the general direction of the user of this ability.
Additional Ranks: At second rank, the duration for this ability is 5 minutes and you may activate it with a single action. At third rank, the duration is 20 minutes and other psionic-sensitive creatures cannot sense your use of the ability.
Feverish Fate: Activate this ability to become psionically empowered for one minute, opening your mind to embrace the energy of the cosmos as a lingering ability. You become a funnel for Psionic energy, and warp the nervous systems of your enemies to feel increased pain and twist fate to make your allies evade death. Any time a damage roll or save is completed within 30 feet of you during this time, you may reroll that roll once, and choose either the rerolled result or the first one. You may activate this ability in response to any damage roll or save being initiated within 30 feet. If you use this ability more than once before the end of your turn in a given round of combat, you must make a Mental save. On a success, you suffer no penalties. On a failure, you must select the result with the worst outcome. This means the higher damage for an ally or lower damage for an enemy, and the result that fails save for an ally or result that succeeds on save for an enemy. In addition, when you fail the mental save, you may not attempt a reroll using this ability until the end of your next turn.
Additional Ranks: At rank two, you gain two Fate points each time you use Feverish Fate and lose them if they are not expended once the minute is up. You may use these Fate points to succeed on your Mental saves initiated by this ability automatically, or you may use them to gain an additional reroll on a successful use. At rank three, you gain an additional two Fate points, and may spend four Fate points during this ability to cause any one damage roll to be maximized or minimized, or any one save to succeed or fail.
Leveling up in Solar is entirely discretionary. A guide to this, however, is to level up your group after completing Quests. A Quest is a goal that your group acquires collectively and takes time to accomplish. It may be anything the GM decides or a group collaboration, as long as the GM approves. For example, purchasing a new, expensive ship by raising funds, completing a difficult bounty, or defending a station from a raider attack. Other quest ideas could include milestones in the GM’s plot setup. To achieve your first level up, completing two Quests is necessary. Every level above that requires one more additional quest from the last level, so third level requires 5 total Quests, 3 additional Quests from level two.
Upon leveling up, a character gets two skill points to spend in any skill set and 10 points to distribute between your Mental and Physical saves. Note that the minimum save value is 20, so you cannot put more than 60 points total into either Physical or Mental saves.
Level 6 is the maximum level, and for every Quest completed after that, you may reallocate up to 10 of your Save points and one skill points.
Items + Weapons:
Each character starts with 25,000 Common Credits. Common Credits are the standard currency issued by The Common, a large interstellar corporation/government, and the most widely exchanged currency. Spend these credits to get your starting equipment, without discount in either direction like you may find in game depending on which merchants you buy from.
Each character also gets the standard assets from the list below:
1. Standard clothes, consisting of a set of business clothes and a few sets of normal clothes
2. A pack containing standard traveling gear, such as reusable water bottles, a waterproof lighter, some cloth/ a towel, etc. These items can vary as long as they are very low in value.
3. Holo-Communicator (HCom)
4. One weapon of Common rarity or lower.
5. Low-value housing of some sort in some place. Choose space station, large populated planet, or small remote planet.
Key for weapons table:
Item/Weapon: Name of the weapon in question.
Possible Variants: This column indicates with abbreviations which kinds of projectiles the weapon in question can use. L indicates laser, R indicates railgun, P indicates plasma, and E indicates electric pulse. Weapons are by default slug-firing unless otherwise stated. See the bottom of this table for the modification to your attacks each type can do, and note that only laser and slug weapons can have their attacks be Stealth-fitted, through a suppressor system on slug weapons and a dampener on laser weapons. Each of these variants typically increases the cost of the weapon, and this is also noted at the bottom of the table.
Damage/Effect: The damage die to be rolled if the weapon is used and hits an attack.
Crit Chance: On a successful hit, a crit roll is made with this chance of success(Roll below this value on 1d100). If successful, do not roll for damage, and instead you deal damage equal to the maximum possible roll. Minimum critical chance is 0%.
Ammo Capacity: How much ammunition can be loaded into the weapon at once (if it uses ammunition) listed in the number of rounds it can be fired before it must be reloaded.
Range: Melee weapons can only attack adjacent enemies unless otherwise stated. Firearms have a maximum range based on GM discretion unless the weapon has a specific maximum range. Your GM will decide if an attack is out of range and apply an appropriate penalty to aim. Attacks that are out of range also have no chance to crit.
Special Characteristics: A list of the possible special characteristics is below.
Complexity: Those without the listed weapon skill receive -10 aim and -10 crit chance when using the weapon.
AOE: Stands for Area of Effect. This is the blast radius of the damage of the weapon. These weapons ignore armor, and locations can be targeted instead of creatures.
Destructive X: This weapon can destroy the environment around you. An attack can be spent to target a part of the environment within range of the weapon and reduce the level of cover by X. The levels of cover are as follows:
4: Full Cover+30 Armor
3: ? Cover+15 Armor
2: ? Cover+10 Armor
1: ? Cover+5 Armor
0: No Cover+0 Armor
Suppression: You may fire near an enemy on your round to pin them down. Primarily used against enemies behind cover, this attack does no damage and does not require an attack roll but gives the target -10 to aim on attacks and allows you to take an On Alert shot against them if they attack or move without a penalty, but not any other enemies. This expends a round’s worth of ammunition.
Recharge: This weapon does not use ammunition, but instead requires a round to recharge once the magazine has been emptied. This weapon does not need to be reloaded, and the user can perform other actions besides reloading and still have the weapon be ready in the next round. However, power batteries have a chance of failing and eventually die. At the end of each combat, roll 1d4 for each Recharge weapon that was fired in that combat. On a 1, the power battery is dead and must be replaced (Takes a reload action). High end power batteries may reduce this chance.
Multiattack X: This weapon can be fired multiple times with one action, the number of times being X. Each separate attack uses a round’s worth of ammunition.
Rarity: Rarity describes how expensive or difficult to find an item is. The range goes from Very Common to Legendary. The standard pricing of items is as follows:
Very Common(VC): 500
Very Rare(VR): 15,000
Armor (Base defense is 30)
How does Combat work?
How is combat played out?
Combat is played out in rounds. During a round, player may move up to their speed (Base speed for all characters is 30, will be changed by equipment and skills) and take an action, in any order/combination. Rounds last about six seconds of real time.
What’s an action?
Anything listed in this table!
How does combat start?
Each actor in the combat rolls a Reaction skill roll, which is determined by the Reaction skill in the Intellect skill set. If some creatures entering combat are determined to be surprised by the GM, those creatures suffer a loss of one rung on the favor line for this roll. This may not apply to robotic enemies. Players roll individually and groups of similar enemies typically are grouped together and roll one collective reaction roll. Combat turns are completed in the order of highest roll to lowest roll, and after the lowest roll finished, it returns to the highest, and so on until combat ends.
What happens when my HP goes to 0?
When a character has their health reduced to or below 0, they enter Critical State. The character becomes unconscious and falls to the ground. Characters in Critical State lose 1 health each round they are unconscious. They also lose any defense bonuses from movement related skills, but maintain defense from armor.
Any Psionic effects the character had active end immediately, and a check must be made if the character has Cybernetics to see if they break(see Cybernetics skill set).
When a character is reduced to a negative hit point value greater than his or her total health, that character dies. For example, a human with 7 hit points would die once they reach -8 health.
If you regain health that brings your character above 0, make a Physical save. If you succeed on this save, you regain consciousness. On a failure, you must regain over half your health to become conscious.
Stealth and Stealth Combat
In order to trigger this condition, a character must declare that they are attempting to be stealthy. When a situation in which an enemy’s line of sight or other sensory capabilities would detect the character, the roll is performed, and consequences determined. Stealth rolls are done against an enemy’s Spot check.
For each of the following beneficial conditions met, you gain one rung on the Favor Line on a Stealth roll made under these conditions. If conditions change, a new roll must be made.
Behind full cover
Loud, constant background noise
Disguised as an ally of enemy (May not always apply)
Other advantages (GM discretion)
For each of the following negative conditions here, however, you must subtract one rung.
Lack of the Stealth Combat skill
In the open/no cover
Full movement speed
Wearing heavy armor/noisy equipment
No background noise
Enemies on high alert/expecting attack
Neutral conditions i.e. less than half cover, half movement speed, and dim light give no bonus or penalty.
Enemies noticing you will break stealth. Once you break stealth, even if you escape your enemies, they will likely be on high alert, giving a penalty in all cases.
If undetected and within range with the weapon used, the character can make a stealth attack. A stealth attack roll ignores defense from anything but armor and results in an automatic critical strike if it lands. Successfully carrying out a stealth attack also results in surprised enemies, which moves them down one rung in their reaction rolls to start combat.
Creating a Ship for the Party
Starships and Solar
Each party needs a way to get around in Solar and as such must decide on how to allocate their ship points. Every party starts with a ship, and a good plot point to begin on is potentially how the party got the ship. Most parties are groups of mercenaries that banded together to create a combined debt that they can pay off with the better jobs they have access to from purchasing a spacefaring ship. Perhaps there is another story, like finding a broken down ship on a planet together and attempting to get enough credits to fully repair all the systems. Some groups prefer using ships as only a way to get to their missions, some wish to use them as weapons to fight, and some will use their ships as ways to smuggle unique or illegal cargo. The choice any way it goes will determine what kind of missions the party should take, and should be noted by the GM.
A party gets a number of Ship points equal to the number of party members multiplied by 10.
Ship Size and Civilian versus Military Classes
Players must first choose what size and class their ships are. Military ships have less cargo space and internal slots but stronger built hulls and weapon slots. Civilian ship classifications can only have small weapons on their weapon slots and tend to have more room for better engines or FTL travel slots. When purchasing these, keep in mind that they are hulls, and can be modified. For extra price, a civilian ship hull could be outfitted with concealed weapons, a military hull could be outfitted with a larger cargo bay, etc. A list of the types of ships is as follows:
Civilian ship classes:
Personal Transport(PT): Very small one person craft.
Coupe: Two person ship.
Clipper: Anywhere from 3-8 person capacity, generally between 25m and 50m.
Cruiser: 9-60 person capacity, 51 to 300m.
Corvette: 61-200 person capacity, 301 to 500m
Galleon: 201-1000 person capacity, 500 to 1000m
Colonizer: 1000+ person capacity, 1000m+ in size.
Military ship classes:
Fighter: Very small one person or unmanned craft.
Dualie: One-two person craft.
Bruiser: Anywhere from 3-8 person capacity, generally between 25m and 50m.
Frigate: 9-60 person capacity, 51 to 300m.
Destroyer: 101-500 person capacity, 500 to 1000m
Battleship: 500-3000 person capacity, 1000-5000m in size.
Dreadnought: 3000+ capacity, 5000m+ in size.
Players may only select from these ship hulls:
Cost: 2 points
Base Health: 15
Weapon Slots: 0
Cargo Hold: 1 ton
Cost: 5 points
Crew: 3 max, 1 min
Base Health: 40
Weapon Slots: 1 (1 small)
Cargo Hold: 2 tons
Cost: 10 points
Crew: 8 max, 3 min
Base Health: 90
Weapon Slots: 2 (1 medium, 1 small)
Cargo Hold: 3 tons
Cost: 4 points
Base Health: 20
Weapon Slots: 1 (1 medium)
Cargo Hold: .5 tons
Cost: 8 points
Crew: 2 max, 1 min
Base Health: 50
Weapon Slots: 2 (2 medium)
Cargo Hold: 1 ton
Cost: 20 points
Crew: 6 max, 3 min
Base Health: 110
Weapon Slots: 4 (2 medium, 2 small)
Cargo Hold: 1 ton
Last but not least, the weaponry choices that one can purchase for a ship is as follows.
Laser: Negligible travel time of shots makes aiming easier. However, lasers are ineffective against shielding.
Plasma: Highly effective on armor due to heat. Shielding prevents heat from building up on a target, so it is an effective defense.
Electrical Weapons: Highly effective on shielding.
Slugs: Extremely effective on flesh targets.
Railguns: Stronger than Slugs, but more of a gamble due to lower rate of fire.
Missiles: Very effective on all types.
DAMAGE SYSTEM FOR SPACE COMBAT:
1 point cost each small, +1 per larger size
Railgun: Low fire rate: – 10 to aim.
2 point cost each small, +1 per larger size
Lasers: Negligible travel time: +10 to aim.
2 point cost per each small, +1 per larger size
Damage: Roll one less d12 against shielding.
2 point cost per each small, +1 per larger size
Damage: Half damage against shielding. Roll an additional d20 against armor or flesh targets.
Missiles: Lock-on: Gain +30 to aim. ADS: Enemy ships may have ADS systems, which can destroy missiles easily.
3 points per each small, +1 per larger size
Electric Weapons: Area of Effect: Chains to all targets within a certain range of the target.
2 points per each small, +2 per larger size
Damage: Roll an extra 3d6 against shielding.
S: 2d6, chain range 20 feet
M: 4d6, chain range 40 feet
L: 6d6, chain range 60 feet
XL: 8d6, chain range 80 feet
Rift Drive: Incredibly expensive to operate, requiring unique humanoid-made elements. Instantly transports a ship or station to another location by opening a rift in space that connects two locations. Prone to failure with less expensive models, and are still very expensive. Failure can result in horrible issues.
Spark Field Generator: Allow a ship to travel faster than light speed. Still takes an incredibly long time to travel between systems, but spark fields make it possible. Spark fields use a large amount of energy, and cheaper models are less efficient, resulting in the need for large fuel bays to produce energy. Fuel is much cheaper than Rift drives, however, due to any kind of electrical energy generated being able to power them.
Slingshot Station: Located in largely populated and technologically advanced systems, these space stations are designed to launch ships into space as if they were part of a railgun at many times the speed of light. Requires a ship to have inertial cancelers to stop travel. Cheapest way to travel through space by far, but requires a Slingshot station to start travel, and cannot be rerouted.
Old scrapped stuff:
Skill Set 3: Knowledge/Vehicles
Healing: The healing skill can take many forms, from surgery to herbal/natural healing, psionic assisted healing, cybernetic assisted healing, or healing using special tech tools. Whatever tools the user has, putting points into this skill enables a +1 per rank on healing knowledge checks and allows the healer to heal players in the party at a rate of 2 points per day, adding a point per day per additional rank in healing.
Speech: The speech skill gives your character an edge in making deals, the upper hand in banter, and power in diplomacy. Each rank of this skill gives the player a +1 bonus to speech checks.
Combat Piloting: The combat piloting skill gives a player a +1 bonus to firing combat weapons and using defense systems(flares, point laser activation, etc) per rank after the first as well as knowledge of how to focus shielding systems if possible (Bonus of 20% to shield power, only applicable in familiar vehicles). Players may specialize in a size of vehicle to give a +2 bonus and +10% shield per rank after the first.
Maneuver Piloting: The maneuver piloting skill gives a player a +1 bonus to evasive maneuvers and a +1 bonus to evasion. This rank is required to have at least one point for a player to be able to pilot a vehicle. Players may specialize in a specific vehicle to gain a +2 bonus in each per rank after the first.