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SWN Basic Moves v3

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SWN Basic Moves v3

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Stars Without Number | Basic Moves

Skill Checks 7 Hitting an Enemy 49 Saving Throws 46


To roll a skill check, roll 2d6 and add the To make an attack roll, the assailant rolls Physical | Evasion | Mental
most applicable attribute modifier and skill 1d20 and adds their attack bonus, their To make a save, roll 1d20 and try to equal
level. If the total is equal or greater than the applicable skill level, and the attribute or beat the appropriate saving throw score.
difficulty of the check, you succeed. If less, modifier most relevant to the weapon. If the On a success, you evade or mitigate the
something goes wrong, or you fail outright total is equal or higher than the target’s peril, while on a failure it takes full effect. A
in the attempt, or something unexpected Armor Class, the attack is successful… If a natural roll of 1 is always a failure, and a
happens. If you haven’t even got level-0 in PC doesn’t even have level-0 expertise in natural roll of 20 is always a success. The
the relevant skill you take a -1 penalty to the the type of weapon they’re using, they suffer GM decides when a saving throw is
roll. Some particularly technical or difficult a -2 penalty on hit rolls for unfamiliarity… appropriate. Some dangers might not allow
feats might not be achievable at all without one at all.
some grounding in the skill. Melee Attack | Main Action 50
The combatant attacks an enemy within Aiding a Skill Check 47
Talk (Skill) 8 melee range, rolling a normal hit roll and To do this, the player first describes what
Convince other people of the facts you inflicting damage on a successful hit. Most sort of action they are taking to help their
want them to believe. What they do with melee attacks inflict Shock damage on a comrade. If the GM agrees that their effort
that conviction may not be completely miss, if the target’s Armor Class is low makes sense and would be helpful, the
predictable. Roll it to persuade, charm, or enough, and no successful hit does less player then rolls a relevant skill check
deceive others in conversation. damage than the weapon’s Shock would against the same difficulty as the original
have done on a miss. An attacker’s weapon check. If it’s a success, the other PC gets a
Notice (Skill) 8
must be Readied in order to attack with it. +1 bonus on their roll. Multiple PCs can try
to help, but the acting PC can’t earn more
Spot anomalies or interesting facts about
Ranged Attack | Main Action 50 than a +1 total bonus. The helping skill
your environment. Roll it for searching
places, detecting ambushes, spotting The combatant fires or throws a Readied doesn’t necessarily have to be the same
things, and reading the emotional state of ranged weapon at a target. The combatant skill the PC is checking.
other people. can’t Make a Ranged Attack with a
two-handed weapon if there’s a enemy Healing | Main Action 50
armed with a melee weapon within melee A PC who wants to extend mercy to an
Know (Skill) 8
range; it’s too easy for the assailant to bind enemy or aid to a friend can use their Main
Know facts about academic or scientific up a rifle-sized gun. One-handed ranged Action to attempt an Int/Heal or Dex/Heal
fields. Roll it to understand planetary weapons and thrown weapons can still be skill check, using whatever modifier is best.
ecologies, remember relevant history, solve used, albeit at a -4 penalty to hit. If they have no special medical tools
science mysteries, and know the basic facts available at all, the difficulty of the check is
about rare or esoteric topics. 10 plus the number of rounds that have
Total Defense | Instant Action 50
passed since the target went down. If they
As an Instant action, the combatant
Psychic Skills 8
focuses on nothing other than avoiding
have a medical kit or other proper trauma
Biopsionics 32 tools, the difficulty is 8 plus the rounds
knives, gunfire, hurled crystalline spears,
Metaspionics 34 since injury, and if they expend a Lazarus
or other perils in the vicinity. Using Total
Precognition 36 patch on the target, the difficulty is 6 plus
Defense costs the user their Main Action for
Telekinesis 38 the time. A failed check can be re-
the round, and cannot be used if they’ve
Telepathy 40 attempted next round if the target isn’t dead
already employed their Main Action. They
Teleportation 42 yet, but Lazarus patches are expended even
become immune to Shock damage for the
on a failure.
round from melee weapons, regardless of
their Armor Class, and gain a +2 bonus to
their Armor Class until their next turn.

@BlunderbussXP
Skill Check Difficulties 47 Initiative 48 [Common Systems Page Reference]
6 A relatively simple task that is still more Each rolls 1d8 and adds their Dexterity Skills 8
than the PC would usually be expected to modifier. NPCs usually have no modifier. Psionics 29
manage in their regular background. The participants then act in order, high roll Skill Checks 47
Anything easier than this isn’t worth a skill to low, with PCs winning ties. When Combat 48
check. everyone has had a turn to act, the Injury, Healing, and Death 53
8 A significant challenge to a competent sequence starts over again from the top. Hacking 55
professional that they’d still succeed at Initiative is not re-rolled. System Quick Reference Sheet 59
more often than not. Armor 65
10 Something too difficult to be expected Hit Roll Modifiers 49
Ranged Weapons 67
of anyone but a skilled expert, and even Melee Weapons 68
Shooting at a distant prone foe -2
they might fail. Heavy Weapons 69
Shooting/meleeing adjacent prone foe +2
12 Only a true master could expect to carry General Equipment 70
Melee attacking while prone -4
this off with any degree of reliability. Lifestyles, Employees, and Services 77
Target is at least half behind cover -2
14+ Only a true master has any chance of Vehicles 78
Target is almost completely in cover -4
achieving this at all, and even they will Drones 80
Shooting from prepared firing position +2
probably fail. Cyberware 83
Ship Combat Actions 117
Common Actions in Combat 50
Types of Actions 48
Make a Melee Attack Main Action
Main Actions | Moves | On Turn | Instant Notes:
Make a Ranged Attack Main Action
Main Action - One per Turn
Make a Snap Attack Instant Action
Those deeds that are going to absorb most
Total Defense Instant Action
of the six-second round… In place of their
Club Up a Weapon Move Action
Main Action, an actor can take a second
Run Move Action
Move action.
Fighting Withdrawal Main Action
Move Action - One per Turn
Use a Skill Main Action
Every actor can make one Move action each
Ready or Stow an Item Main Action
round, running up to 10 meters… Climbing a
Reload a Weapon Main Action
surface, swimming, or passing extremely
Drop an Item Instant Action
rough terrain halves this movement rate.
Pick up an Item Move Action
Actors can’t split their Move action, such as
Stand Up Move Action
taking part of it before using their Main
Go Prone On Turn Action
Action and the rest afterwards.
Hold An Action Move Action
On Turn Action - Any Amount on Your Turn
An On Turn action is some fast, simple act
that could reasonably be performed while Ship Combat Actions 117
an actor is doing something else… A PC can Every PC can take one or more actions per
perform as many On Turn actions as they ship round. PCs who are department heads
want in a round, subject to the GM’s can pick actions from their department. Any
discretion. PC can pick from the general actions. Some
Instant Action - Any Amount, Any Time actions prohibit any other act that round.
An Instant action is special, in that it can be Most actions have a cost in Command
performed even when it’s not the actor’s Points. Usually, some PCs choose to Do
turn, or even after attacks or damage have Your Duty or go Above and Beyond to
already been rolled… Any number of Instant generate Command Points, while others
actions can be performed during a round. then spend them on actions for their
department. All unspent Command Points
are lost at the round’s end.

@BlunderbussXP

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