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STARGAZER 2E:

TACTICAL FANTASY

CORE RULEBOOK

SampleBy Alif Hilman file

1 To The Reader

Thank you for buying and hopefully testing Stargazer 2e: Tactical Fantasy! In this second edition of Stargazer the mechanics are completely different. The entire game has been reworked to be easier to process without sacrificing much mechanical depth. The default setting has been removed, and expect many changes in powers (now called talents) which has been completely rebuilt and the addition of a new rolling system. I’ve taken feedback from testers when playtesting Stargazer and have applied them into this new system. In general, there are some drastic differences between Stargazer and Stargazer 2e: Tactical Fantasy.

While reading you might find that some text has been recycled from Stargazer. Don’t worry! The text has been enhanced with more clarification this time so it’s not exactly the same text. Besides, I don’t think it’s a good use of time to find another way to explain something I’ve already explained before.

Happy adventuring!

Character Sheet

If you have any feedback, feel free to contact the author at [email protected]. ​ ​

© 2018 Alif Hilman

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2 Table of Contents

To The Reader

Table of Contents

Roleplaying

How To Play

Campaigns

Rolling Dice

Actions

Attacks of Opportunity

Attacking

Some Notes

Character Creation

Leveling Up

Ability Scores

Stats

Skills

Manoeuvre System

Injuries

Conditions

Feats

Talents

Item Catalogue

Weapons

Armour SampleShields file Miscellaneous Equipment

Grenades

3 Combat Drugs

Implants

Cover

Hunger, Thirst, and Exhaustion

Fall Damage

Breaking Inanimate Objects

Creating Adventures

Creating Monsters

Treasures

Creating New Equipment & Talents

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4 STARGAZER 2E: TACTICAL FANTASY

RULES AND CHARACTER CREATION

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5 Roleplaying Stargazer 2e is a game where you play make-believe in a world of magic and adventure. While powered by imagination, it is enhanced by the addition of rules and mechanics that serve to make the game more than a simple game of make-believe. The rules and mechanics are there to generate interesting stories as you can fumble and fail or succeed and triumph over your obstacles, all at the fickle roll of the dice.

Game Master: Ahead of you at the city square, is a single figure alight with flame and holding a massive cannon in her arms. She stands among the unconscious soldiers that tried to fight her. She’s dark-skinned and has beastly paws for her hands and feet. Her wild hair moving with the wind. She shouts “Is this all that you humans have?! Is nobody strong here at all?!” What do you do?

Ben (Playing Kogan): I step forward and shout at her: “You! Pick on someone your own size!”

Kanggh (Playing Yuki): Are you crazy?! You’ll never be able to beat her! ​

Ben (Playing Kogan): I have to try. I’m a hero after all, and this is what heroes do! ​

Kanggh (Playing Yuki): I facepalm. ​

How To Play In Stargazer 2e, each player except for the Game Master (GM) creates and controls a single character, using the character sheet as a template for storing related information. One player becomes the Game Master and controls the environment, characters, and monsters that aren’t the player. The Game Master is the main storyteller of Stargazer 2e, and should ensure everything the players do is within the rules. If such rules are inadequate or don’t exist, it’s up to the Game Master to generate new rules or change them to better suit the game that they are running. While each player plays a character, a Game Master runs a campaign which is an ongoing story with a set of player characters, non-player characters, and environment.

As the player characters complete challenges, they influence the story more and more and gain levels to reflect how they have grown. At the Game Master’s discretion, the players’ characters may level up.

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6 Playing Stargazer 2e generally falls into a basic pattern of three things:

1. The Game Master describes the situation.

Where the characters are, the environment, who’s there to talk to and what they have to say, and any challenges or obstacles the player characters have to overcome.

2. The players act.

The players then use their player characters to solve problems such as talking to NPCs, lockpicking doors, and generally just getting things done. Mostly, actions do not require a roll, but if the situation calls for it such as a locked door, a combat encounter, or a particularly stubborn NPC, then a roll is needed, based on what’s appropriate. The Game Master assigns a difficulty to each action depending on how complicated it is. If the roll is lower than the roll result required, then the task fails. For every 3 the result is lower than the roll result required, something bad happens in addition to failure like a character receiving damage when failing a roll to climb. If the result is higher than the roll result required, the task succeeds. For every 3 the result is higher than the roll result required, something good happens like a pickpocket stealing more than he expected. This is all up to the Game Master.

Table: Difficulties Task Difficulty Roll Result Required

Effortless 3+

Average 6+

Difficult 9+

Formidable 12+

Impossible 15+

Opposed Check The target’s result or higher

3. The Game Master describes the consequences of the players’ actions.

The Game Master then narrates what happens to the environment and player characters after the player characters interact with it based on the success and failures dictated by the roll of the dice. Most of the time, the actions of the characters and Game Master take place in the imagination but sometimes, especially during combat, a map and tokens are required to keep track of where everyone is. The Samplerecommended scale of a map is 1 metre for each square on the map,file or each inch if there are no squares.

7 Campaigns Game Master: It was a dark and stormy night, and you’re in a disreputable pub in the town of Lakeside. Despite the weather, the pub is as homely as any other, with a nice fireplace and enough beer to keep you warm. A mysterious individual has gathered you all today to complete a special job for him. He reaches into his tattered robes and pulls out an ancient looking map, with directions leading to a hidden cave in the woods...

Campaign: A campaign is an interactive story with its own fantastical setting, normally created by the Game Master. Inside the campaign are players who will interact with the world via their player characters.

Normally in a campaign, players will play through either a free-roaming game or a game with a structured story (or something in between or not at all) with a distinct start and end point. In the campaign the players will face challenges such as negotiations, traps, combats, diplomacy, and much more.

Rolling Dice Rolling dice in Stargazer 2e is simple. All dice except for attack rolls use the 2d6 dice plus the appropriate ability score or skill bonus. For attack rolls, use the number and type of die listed in the weapon’s stats. For example, when an ability calls for a ‘Manoeuvre roll’ you roll 2d6 + your Manoeuvre ability score and when an ability calls for a ‘Force roll’ you roll 2d6 + your Force ability score and so on.

Advantages: When a situation or condition calls for you to have an advantage on your roll, it means you roll twice using the same modifiers and take the higher amount. The Game Master can also reward advantages to characters or enemies when they have the upper hand, such as when attacking an unaware opponent or intimidating a poor farmer while you’re backed by a band of brigands.

Disadvantages: When a situation or condition calls for you to have a disadvantage on your roll, it means you roll twice using the same modifiers and take the lower amount. The Game Master can also grant disadvantages to characters or enemies when there is a complication in executing the task such as being ambushed while you’re asleep and attempting to intimidate a band of brigands while being a poor farmer.

Advantages and disadvantages cancel each other out, and you can have more than one level of advantage/disadvantage.

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8 Actions Any action you can perform falls into one of these categories.

Table: Action Types Action Description Example Actions

An action that allows you to do -Readied actions Reaction something in someone else’s round, with no limit. -Attacks of Opportunity

An action so minor that you can do -Talking (6 words/turn) Minor multiple times per round, with no Action limit. Subject to GM discretion, about -Using Perception (1/turn) 3 per turn is enough.

An action used to move. You may -Moving up to your move move at any time in your turn, and speed may split up your move into separate, smaller movements. You -Dropping prone Move can move up to your move speed. If Action the ground has obstacles like -Getting up from prone (takes furniture or slopes (GM discretion), it half your movement) becomes difficult terrain. Difficult terrain costs 2 metres of movement per 1 metre you move in it.

An action used to interact and -Manipulating environment manipulate the environment. Pulling (GM Discretion) a lever, opening a door, smashing a Object window, or flipping a table are all -Taking something from your Interaction examples of object interaction inventory Action actions. Particularly difficult actions may require a skill roll as a major -Sheathing or unsheathing action instead. You get 1 object one weapon or shield (more interaction per turn. is a major action)

An action typically used to attack or -Attacking Major use a Constellation Power. A Major Action Action can be used as a Move. You -Applying drugs get 1 per turn.

You sit around and rest for 1 -Resting in-game hour. This must not be interrupted by other actions. You SampleRest file may use healing kits. In addition, you replenish 1 FP up to your maximum FP.

9

READYING ACTIONS Minor, object interaction, major, and full-round actions can also be ‘readied’, but you cannot ready a major action to move. They are spent and will be executed as a reaction when a stated condition occurs. For example:

“I ready a major action to attack the first enemy that comes through the door”

This means a character spends their major action to get a free attack on the enemy’s turn when they walk through the door. If no enemies walk through the door or the character is unable to be aware of an enemy going through the door, then the reaction doesn’t happen and is wasted.

“I ready an object interaction to flip the table for cover if the monster throws something at me”

This means a character spends their object interaction action to flip a table to gain cover as soon as the monster starts throwing. If the monster never throws something or some other condition that makes the character not be aware of the monster throwing an object, then the reaction is wasted. Reactions last for 1 turn only.

Attacks of Opportunity

Attacks of Opportunity or AoO are weapon attacks or manoeuvres that are done as a reaction, whether they are readied or if the character provokes them by doing certain actions while within an enemy’s melee weapon range. You may only attack with one weapon when resolving an AoO, even if you wield multiple weapons.

Actions that provoke AoOs are generally actions that leave the character unable to defend themselves, such as:

Applying a drug, pulling a lever, attacking with a ranged weapon (except with pistols), opening a door, rummaging through a backpack, throwing a grenade.

Also, a character provokes an AoO when leaving the enemy’s melee weapon range. For example, Maria and John are fighting each other in close combat, and Maria wants to retreat. She moves away from John, provoking an AoO from John. This same rule is also applied if John is in weapon range of more than one enemy, and he provokes an AoO from all of them if he moves away. This can be negated with the disengage manoeuvre.

The list goes on and on, so ask your GM whether they think an action provokes an AoO before doing so. The answer should be obvious. Sample file

10 Attacking When you attack, you simply roll your weapon attack dice plus your Might ability score.

● When you wield weapons in both your hands, you may attack once per weapon whenever you use a major action to attack.

● You attack only once (using one weapon) when resolving AoOs.

● If you have one weapon in each hand and one or more extra appendages to attack with, you may attack one time per weapon.

● If you have a single two-handed weapon and are holding it in two hands and one or more extra appendages to attack with, you may attack one time per weapon.

● You can only use unarmed strike or claws when the hand with the unarmed strike or claw is not wielding any other weapon or shield.

Some Notes ● In this document the words ‘character’ and ‘creature’ are both used to refer to beings that can take actions.

● You are counted as your own ally and you may designate anyone as your ally for the purposes of manoeuvres and talents even if they are hostile to you.

● The reverse is true. You may designate an ally as an enemy for the purposes of Manoeuvres and talents, though I don’t recommend doing so.

● Characters and creatures don’t take facing into account. It is assumed that characters and creatures can change their direction immediately as they perform an action. Sample file

11 Character Creation First thing to do when creating a character is to determine their concept. Who are they? What are they? How do they fight? How do they deal with problems? Your characters start at level 1.

Then, it’s time to select a background. Backgrounds describe your character’s life before they became an adventurer. Backgrounds give a unique ability.

Table: Backgrounds Background Description

Soldier Before you became an adventurer, you received training and perhaps experience as a soldier fighting in wars and skirmishes throughout the land.

Always Prepared When combat starts, you automatically equip your weapons and shield without needing to spend an action.

Noble Prior to becoming an adventurer, you were once a low-ranking noble in a wealthy (though not necessarily powerful) family which owned some land.

Eloquence You gain a +2 bonus to charisma rolls when attempting to persuade or deceive another noble (or other powerful, rich individuals)

Peasant You left that old life behind, but you were once a humble peasant who may have taken up farming, herding, or set up a small shop.

Common Ground You gains a +2 bonus to charisma rolls when attempting to persuade or deceive another commoner.

Merchant Before adventuring, you were a merchant who travelled far and wide selling and buying wares (to be sold later).

Discount Once per day, you can reduce the cost of purchasing any item worth less than 1000 Marks by 10%.

Criminal Your criminal past has taught you many things. You were once a Samplethief, thug, bandit, or con artist. Or perhaps you werefile a serial killer.

Criminal’s Luck Once per day, you can reroll any roll.

12 Hermit You lived alone in the wilderness before becoming an adventurer, mastering the art of survival.

Forage By foraging as you travel, you find enough food to feed you for a day, provided you are in the wilderness.

Monk You lived the life of asceticism and meditation, gaining a deeper understanding of the world.

Asceticism You only need to eat a meal once every two days instead of once per day to avoid hunger.

Priest You were once a priest who devoted themselves in service of a religion.

Religious Community The religious organization (the church, basically) of whatever religion you worship lets you stay in the church and provides you with enough food daily to live comfortably. They only allow you to stay if you’re doing important hero work, though. (GM discretion)

Scholar Once, you were an expert in a particular field of study, such as alchemy, zoology, or medical science.

Extensive Knowledge When you fail a knowledge roll, you can spend at an hour at a library or similar place of study to attempt that roll again at an advantage.

Performer Your past life was lived as a charismatic and talented performer who entertained the masses.

Perform You have a talent that you can use to perform on the streets. Make a charisma roll. By spending about an hour performing, you gain a number of Marks equal to your charisma roll. This also creates a distraction, and all agility rolls made by everyone nearby to stealthily do something are rolled at an advantage during this time.

Custom With the permission of the GM, you can create your own custom background with its own unique ability.

SampleThen, you have 10 points to spend on your character’s ability scores,file 10 points to spend on your character’s skills, 1 feat, and 1 talent.

13 Leveling Up Levelling up represents when your character grows in ability as a result of experience, new knowledge, and/or training. You level up at the Game Master’s discretion.

You receive two of the following when you level up: ● +1 ability score point ● +1 skill point ● 1 feat ● 1 talent

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14 Ability Scores Ability scores are your in-combat statistics. In character creation, you may spend each ability score point to increase any ability score by 1. The highest ability score you can have is 4+½ your level, rounded down. The lowest ability score you can have is 0. You have 10 points at level 1.

Table: Ability Scores Ability Score Description

MIGHT A measure of one’s might in combat. Might is added to all (MGT) damage rolls whether they are melee or ranged. Might is one’s strength, agility, willpower, and accuracy in combat. Characters with high Might do more damage with attacks. To attack, you roll your weapon attack dice + MGT.

MANOEUVRE A measure of one’s skill in combat. Manoeuvre is added to all (MVR) Manoeuvre checks. Manoeuvre is one’s skill in martial arts, brute strength, or sheer agility. Characters with high Manoeuvre are more potent with Manoeuvres and are more resistant to them.

RESOLVE A measure of one’s mettle and grit. Resolve is one’s ability to (RES) dodge or just plain thick skin. Resolve determines your resistance to powers that negatively affect your character. Resolve roll is 2d6+RES.

SPEED A measure of one’s speed in combat. Speed affects the (SPD) movement speed stat and initiative. Speed is rolled to determine who goes first in combat and movement speed determines how many metres of movement you move when you use the Move action. Characters with high speed go earlier in combat and move faster. To roll initiative, roll 2d6 + SPD.

ENDURANCE A measure of one’s physical endurance and mettle. Endurance (END) affects the health points (HP) stat. HP is absorbed when you receive damage. If your HP reaches 0, you become unconscious and cannot take actions until healed with a healing kit.

INSIGHT A measure of one’s magical knowledge. Insight determines (INS) determines your Focus Points (FP) stat. FP is used up when you use certain talents. When your FP reaches 0, you cannot spend any more FP until you replenish it as part of a rest.

FORCE A measure of one’s potency in exerting force. Force determines (FOR) how powerful your talents are, as they become more potent Sampleand/or affect a larger area. file

15 Stats Stats are statistics that key off ability scores.

Table: Stats Stat Stat Description

HP or Health Points are an abstraction of the character’s will to fight, grit, energy, and most importantly, body condition. HP is subtracted when 10 + 5 x the character receives damage from attacks or the Health Points END environment (such as traps). At 0HP, the character becomes unconscious, falling prone and cannot take any actions. At -20 HP, the character dies. You cannot have more HP than 10 + 5 x END.

FP or Focus Points are the points that are used up and spent when a character uses Powers. When a Focus Points 2 x INS character is out of FP, they cannot use any ability that consumes FP. They are recovered after at rest at a rate of 1FP per hour of rest.

TD or Total defense is the amount of damage that is negated everytime you receive damage. When a Armour + Total Defense source of damage is stated to ‘Ignore TD’, it means Shield you don’t negate any damage from that specific attack.

FR or Force Rating is the number that enemies Force Rating 6 + FOR have to roll higher than with their RES in order to protect themselves from some talents that you cast.

Move Speed determines how many metres a Move Speed 6 + SPD character can move up to when they move.

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16 Skills Skills are the group of stats that determine how many bonuses you add to your roll every time you attempt an action that doesn’t involve your ability scores or talents. You can spend each skill point to increase one of your skills by 1, up to 4+½ your level. The lowest skill you can have is 0. You start with 10 points at level 1.

Table: Skills Skill Description

STRENGTH One’s potency in applying physical force. Strength is used out of combat to do things related to strength like lifting a heavy gate, throwing an object far away, or pushing open a heavy door. Using Strength is typically a major action.

DEXTERITY One’s finesse in applying physical force. Dexterity is used out of combat to pickpocket, lockpick, and other things related to dexterity, up to the GM. Using Dexterity is typically a major action.

AGILITY One’s speed and ease in applying physical force. Agility is used out of combat to navigate obstacles while running, jump across gaps, or balance yourself on a narrow beam to avoid falling. Also used for stealthily moving or doing something. Using Agility is typically part of an action.

FORTITUDE One’s endurance in applying physical force. Fortitude is normally used with strength, dexterity, and agility to see how long one can keep up with the activity. For example, fortitude checks to see how long one can run, or how long one can hold the gate open. Can also be rolled after the activity to see if one is fatigued. Using fortitude is typically part of an action.

PERCEPTION One’s ability to detect things. Used to detect hidden creatures/objects, investigate, and to discern lies told by others. Perception is rolled against the target’s Agility roll to detect living creatures in hiding, and rolled against the target’s Charm roll to discern lies. Using Perception is typically a reaction.

CHARM One’s ability to communicate. Used to negotiate, lie, or to intimidate. Opposed by perception when used to tell lies or a target number assigned by the GM when used to negotiate or intimidate. Using Charm is typically a minor action. GMs don’t require rolls to negotiate with or intimidate player characters. It is up to the players to react.

SampleKNOWLEDGE One’s ability to know facts and information. Knowledge file is rolled by players when prompted by the GM to determine if the character has knowledge of a particular subject, event, creature, or object. Using Knowledge is not an action.

17 Manoeuvre System In combat, there are many options instead of merely attacking. These options are called Manoeuvres, and they each cost a major action to activate unless stated otherwise.

Table: Manoeuvres Manoeuvre Description

As a major action you can select a target within your melee weapon range to assist. When you do, you grant them a +1d6 to their next Assist melee attack roll to a target within both you and your assisted target’s melee weapon ranges.

As a major action you can take aim. If you do, your next ranged Take Aim attack (either with ranged weapons or by throwing) is made with a +1d6 bonus to the attack roll.

This is just like a melee attack, except you throw your weapon. Throw One-handed weapons can be thrown up to 50m and two-handed weapon weapons can be thrown up to 25m. Weapons you can’t detach can’t be thrown. The thrown weapon lands at the target’s feet.

You may attempt to disarm an target within melee range, knocking their weapon or shield away and leaving them relatively harmless, or at least until they pull out their backup weapon. Disarm You roll an opposed MVR roll against your enemy. If yours is higher, your target drops their weapon on the floor on an adjacent space to the target chosen by you.

You may attempt to push your target within melee range away, potentially knocking them into a disadvantageous or dangerous Shove position. You roll an opposed MVR roll against your enemy. The target is pushed back 1d6 metres if yours is higher.

You may attempt to disengage as a minor action. When you do so, you roll an opposed manoeuvre roll against each enemy who you Disengage are within melee range of. If yours is higher, you do not provoke AoO when leaving the enemy’s melee weapon range.

You may attempt to grapple an target within melee range, holding them in place and preventing their movement. When one is grappled, they roll everything at a disadvantage and cannot move until they break free. Since both are disadvantaged, they don’t have Grapple Sampledisadvantage when attacking each other or when tryingfile to break free.

You roll an opposed MVR roll against your target. If you succeed,

18 you grapple the target. As a minor action at the start of the target’s turn, you roll another opposed MVR roll. If the target’s is higher, they break free of the grapple. When grappling, both you and the target have the grappled condition, but you can let go as a minor action and you can move while dragging your target up to half your move speed.

While grappling, you may also attempt to pin the target as a major action. This requires another opposed MVR roll against the target. This puts the prone condition on the target in addition to being grappled. You are still considered grappled. The target still attempts to escape at the start of their round. If they succeed, the grapple ends, but they are still Prone. Grappling provokes an AoO. You may only grapple one opponent at a time. You may also choke the opponent as a major action, dealing 1d6+Manoeuvre blunt damage that ignores defense.

If you are at least one size larger when grappling an target, you are not considered grappled while your target is.

You may attempt a trip manoeuvre on an target within melee range. You roll an opposed manoeuvre roll against your target. If yours is higher, the target falls prone. If the target’s is higher, the attempt Trip fails. You roll with a disadvantage if the target has 4 or more legs, and you cannot perform this Manoeuvre on enemies with 6 or more legs or with no legs.

Injure is the act of attacking someone in such a way that they are left weakened and crippled. Roll an opposed manoeuvre roll against Injure your target. If yours is higher, you may grant the target an injury. Roll on the injury table to determine the injury.

Protect is the act of using your own body to absorb an attack against an ally. When you are adjacent to an ally, you can protect Protect them as a reaction. When you do so, the attack is resolved against the ally but you take the final damage.

You may choose to brawl with an enemy that is within 1m of you. Make an attack with a 0m range weapon. This provokes an AoO from the enemy. When brawling, you may only attack with weapons with 0m range or perform manoeuvres. Both you and your target occupy the same space. At the start of every turn you roll opposed Brawl manoeuvre rolls. The one with the highest roll may move the both of you up to the lowest of both your move speed. Attacks or Samplemanoeuvres directed to anyone outside of the brawl byfile the brawlers suffer a disadvantage. Leaving a brawl by moving provokes an AoO. You can disengage out of a brawl to negate this AoO.

19 Injuries When you use the injure manoeuvre or roll the maximum number on your attack roll (all of your dice show the maximum number), you grant the target an injury in addition to your attack. Each time you injure someone, you roll a 2d6 to choose which injury to grant them. You take the next injury lower down on this table if the target already has that injury, as you cannot have multiples of the same injury.

Table: Physical Injuries 2d6 Injury Description

2 Knocked back Target is pushed back 1m away from injurer.

3 Dazed Target cannot make AoO until healed.

4 Staggered Target can only make either one Major or Move action until healed, but can make other actions as normal.

5 Wounded leg Target halves move speed until healed.

6 Knocked prone Target is knocked prone.

7 Partial blind Target receives partial blindness until healed.

8 Wounded arm Target does not add Might to attack rolls on one arm until healed. (Game Master’s choice). If the target uses a 2h weapon in two hands, they don’t add their Might to attack rolls.

9 Broken arm Target cannot attack with one arm until healed. Cannot use 2h weapons. (Game Master’s choice)

10 Shock Target loses next turn.

11 Fully blind Target is fully blind until healed.

12 Wounded head Target unconscious until healed and falls prone.

Injuries are healed with the use of healing kits. Whenever a healing kit is used on a creature, the creature heals all injuries.

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20 Conditions Conditions are changes to a character’s ability, primarily affecting one in combat. Conditions can give a character the upper hand or a crippling weakness.

Prone Can’t melee attack. -5 to TD (down to a minimum of 0) against melee attacks. Can only ranged attack with ranged weapons. Advantage to stealth-based agility checks and +5 to TD against ranged attacks. Can move at half speed. Standing up costs 2m of the character’s movement. Dropping prone is a minor action.

Partial Blindness -2 to perception and attack rolls, and -2 to TD (down to a minimum of 0) unless a character has other means of detection. Partial blindness is typically applied to normal humans in dim areas.

Total Blindness Roll everything at a disadvantage and -5 to TD (down to a minimum of 0) unless a character has other means of detection. Total blindness is typically applied to normal humans in pitch darkness or overwhelmingly bright light.

Burning Receive 2d6 fire damage at the start of every turn. This damage is for normal, ​ ​ mundane fire such as a character’s clothes being on fire. For other fires, the damage is written in it’s entry or the GM determines the damage if there is no such entry. A burning character can stop, drop, and roll as a full-round action that leaves the user prone to stop any burning. Burning doesn’t stack with itself. A burning character can make a RES save every round after the first round against the burning damage. If the RES save is higher, the burning stops.

Tired -2 to move speed, -2 to all rolls. Typically applied to characters that did not sleep at night or those who overexert themselves without proper rest.

Exhausted -5 to move speed, -5 to all rolls. Typically applied to characters that did not sleep for at least 2 days or those who overexert themselves when already tired. Sample file

21 Feats Feats are special abilities that grant a character bonuses to skills. They enhance and build upon your existing skills so that you may tailor your character to the exact playstyle that you want. As a general rule, all feats are for use outside of combat unlike talents, which are used in combat. You get 1 feat at character creation, and you can choose to gain a feat at every level.

Strong You roll strength checks at an advantage.

Pickpocket You roll dexterity checks to pickpocket at an advantage.

Thief You roll dexterity checks to pick open locks at an advantage.

Perfect Landing You roll agility checks made to reduce fall damage at an advantage.

Agile You roll agility checks made to move around past obstacles at an advantage.

Sneaky You roll agility checks made to move or do something silently at an advantage.

Intimidating You roll charisma checks made to intimidate others at an advantage. Intimidating is defined as trying to scare others into cooperating with you.

Persuasive You roll charisma checks made to persuade others at an advantage. Persuading is defined as trying to convince others to do something.

Deceptive You roll charisma checks made to lie to others at an advantage. Lying is defined as trying to convince others that something untrue is true.

Tireless You roll fortitude checks made to resist getting tired at an advantage.

Eagle-eyed You roll perception checks made to detect hidden objects and creatures at an advantage. Sample file

22 Investigative You roll perception checks made to notice things at an advantage. Essentially, you roll this versus a target number set by the GM to receive a hint from the GM about the current situation.

Undeceivable You roll perception checks made to notice others’ lies and whether or not they have a hidden motive at an advantage.

Sense Motive You roll perception checks made to determine a creature’s motive at an advantage.

Historian You roll knowledge checks made to identify past events, factions, notable individuals, and historical artifacts at an advantage.

Zoologist You roll knowledge checks made to identify creatures at an advantage. When identifying a creature, you can ask the GM two details about that creature. (Such as its HP or if it has any powerful abilities).

Survivalist You roll knowledge checks made to identify sources of food, water, and medicine in any environment at an advantage.

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23 Talents Talents are special abilities that characters can do that represent their learnt techniques or magical prowess. Talents are special abilities that let a character do special things others normally can’t. For example, other characters typically can’t throw fireballs or summon starlight creatures but you can, if you take the talent.

Obtaining a talent is simple. When you create a character, that character gains 1 talent, chosen from this list. You may choose any talent from this list, from any talent tree. You may also make up your own, new talents, with permission of the GM.

When you level up, you may choose to gain any one talent.

Talents provoke an AoO when used unless performed as a reaction, are passive (doesn’t need an action to use), or specifically specified otherwise. You can’t benefit from multiple sources of the same talent. This means you don’t gain bonuses for casting something more than once.

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24 The Destroyer Talents under the Destroyer tree focus on brute strength and martial prowess.

Smash You raise your weapon for a great overhead smash and destroy everything in your way. As a major action that costs 1 FP, you may make a melee attack that deals +1d6 extra damage. This extra damage is +2d6 instead when attacking an inanimate object that isn't being held by a creature.

Overrun You charge into your foes, tackling and trampling them. As a major action that costs 1 FP, you may move up to your move speed without provoking any AoO. If you pass by squares occupied by enemies of your size or smaller, you deal 1d6 damage to them that ignores TD.

Rage You let your primal instinct consume you transforming you into a monster of the battlefield. As a major action that costs 1 FP, you may fly into a rage. Increase your MGT by 2 or 4. Your TD and RES are reduced by half this amount. This lasts for 1 minute.

Unarmoured Defense When you are not wearing any armour, add your RES to your TD.

Unstoppable Charge You charge past enemy lines to strike deep into their weaker rear ranks. As a major action that costs 1 FP, you may move up to your move speed in a straight line and make a melee attack that deals damage as normal. You do not provoke an AoO from opponents unless they pass a RES roll versus your FR.

Adrenaline The first injury you receive in a battle is negated until the battle ends.

Ferocity As a reaction that costs 1 FP, you can keep yourself conscious when your HP drops to 0 or below. You can keep using this talent every round to keep yourself conscious. If you are knocked unconscious by anything other than dropping to 0 HP, you cannot use this talent. You can still die if your HP drops to below -20.

Sample file

25 The Soldier Talents under the Soldier tree focus on teamwork and abilities that help allies to take down foes.

Synchronized Strike The two of you attack as one, dealing a devastating blow to the enemy. You may designate one ally. You and the designated ally both spend 1 FP each and your next major action to perform an attack (melee or ranged) on the same enemy simultaneously.

Flank Surrounding an enemy will bring them to ruin. When you have Flank and whenever both you and one or more allies are adjacent to an enemy creature, you and those allies deal 1d6 extra damage to that creature. You can only benefit from one source of Flank at a time.

Weakening Strike You strike at a foe and open up a chance for an ally’s attack to break through. As a major action that costs 1 FP, make an attack that deals damage as normal. The enemy hit by this attack is forced to roll their next RES roll made before the start of your next turn at a disadvantage.

Shatter Defense Your strike breaks the guard of your foe, allowing an ally to get a devastating strike through. As a major action that costs 1 FP, make an attack that deals no damage. The enemy hit by this attack must make a RES roll against your FR or their defense drops to 0 the next time they are attacked.

Phalanx You form up with your allies, creating an unbreakable wall. When you have Phalanx, you and every ally adjacent to you gain +1 to TD and RES rolls for every ally adjacent to you. You can only be affected by one source of Phalanx at a time. Unlike other talents, you may not designate enemies (creatures who want to attack you) as allies when using Phalanx.

Command You command your allies, leading them to victory. As a major action, spend 1 to 4 FP to issue a number of commands to your allies equal to the FP you spent. Allies that perform the command given to them by you receive a +1d6 bonus to any one roll, TD against one attack, or move speed for one turn as long as that roll is related to doing the command. For example, Valenor spends 2 FP as a major action to command Garrus to attack the nearest enemy, and Sieghart to run away. Garrus gets a +1d6 bonus to attacking the nearest enemy and Sieghart either gains a +1d6 to his move speed, +1d6 to his TD when running away, or +1d6 to his manoeuvre Sampleroll to disengage. Any character can only benefit from one source offile Command at a time.

26

Echelon You move into formation with your allies, ruthlessly beating back your foes. When you have Echelon, you and all allies adjacent to you gain +1 to MGT for every ally adjacent to you. You can only be affected by one source of Echelon at a time. Unlike other talents, you may not designate enemies (creatures who want to attack you) as allies when using Echelon.

Inspire Your words inspire your allies, making them fight harder and more ferociously. As a major action that costs 1 FP, you may inspire up to FOR allies that can hear and understand you. These allies may add +1d6 to any one roll made within the next hour. A creature can only be affected by one source of Inspire at a time.

Provoke You taunt your enemies to attack you instead of your more vulnerable friends. As a minor action that costs 1 FP, you can force creatures within your melee range to attack you on their next turn unless they pass a RES save against your FR.

Swap Places You swap places with a nearby ally. Spend 1FP as a minor action to swap places with a willing ally within 1 metre of you. This movement does not provoke AoO.

Trick Shot You aim your ranged weapon not to harm, but to hinder. As a major action that costs 1FP, you can make a ranged attack. This attack deals no damage, but you can perform a trip, shove, or disarm manoeuvre to the target of that attack.

Distracting Strike Your attack opens up a chance for your ally to act. As a major action that costs 1FP, you can make a melee or ranged attack that deals damage as normal. The creature hit by this attack must make a RES save versus your FR or they cannot make any AoO until your the start of their next turn.

Sample file

27 Companion Talents under the Companion tree grant you a companion creature who fights alongside you. A companion is a character that is under a player’s control, but does not go through the standard procedure to create a character.

Companion You gain a companion that fights alongside you, granted by the GM. It can be any kind of non-human beast (even a completely unique one) up to the discretion of the GM. This companion’s size is medium and they have 5 ability score points, 5 skill points, and two unarmed attacks. You can take this talent multiple times, each time gaining a new companion. A companion otherwise acts as any other character, except they are under your control. Companions can be healed with the use of healing kits, but they heal back to their maximum HP after a rest. If you fall unconscious, your companions lose the will to fight and cannot make any attacks, manoeuvres, or use talents.

Companion Upgrade Your companion grows stronger as they fight by your side. One of your companions receives 1 ability score point and 1 skill point to spend, or one talent.

Companion Weapon Your companion gains proficiency in the use of weapons, significantly strengthening them. One of your companions can use weapons now.

Sample file

28 Tyrant Talents under the Tyrant tree focuses on teleportation, telekinesis, and some defensive abilities.

Telekinesis You use the power of your mind to move objects from afar. You may move around an object within 2xFOR metres up to as heavy as FOR kg as a move action. You may also launch the object towards an enemy as a major action, dealing 2d6 + FOR damage.

Deflect Projectiles The power of your mind forms a wall of force that deflects ranged attacks. Spend 2FP as a minor to reduce the damage of all incoming ranged attacks by 1d6 for one round. Multiple uses of Deflect Projectiles don’t increase the damage reduction.

Teleport Self You master time and space, allowing it to bend to your will. Spend 1FP to teleport yourself and up to 100 kg of your equipment to any location within 2xFOR metres that you can see.

Hold Person With the power of your mind you hold your foes in place. Spend 2FP as a major action to stop one target from moving. Roll your FOR vs their MVR. If yours is higher, they cannot move but can take other actions as normal.

Teleport Other Your mastery over time and space allows you to teleport others as you please. Spend 2FP to teleport any target within 2xFOR metres and up to 100kg of their equipment to any location within 2xFOR metres that you can see. This is resisted by a RES save versus your FR if they are unwilling.

Psychic Shield Your mind generates a barrier that can stop blows. Spend any amount of FP as a major action. You gain temporary HP equal to 2x the FP spent. This temporary HP lasts for 1 minute. Sample file

29 The Elements Talents under the Elements constellation focus on dealing damage and cause debilitating effects.

Create Element As a major action that costs 1FP you can conjure fire/earth/water/wind (choose one) and direct it to a location within 4xFOR metres that you can see. This attack deals 2d6+FOR damage to all creatures within ½ xFOR metres of the targeted location.

Fire = You fire a ball of fire into the area, igniting and incinerating all. ​ Creatures hit receive the burning condition.

Earth = You shape nearby rock or dirt into a projectile and launch it to an ​ enemy. Area hit turns into difficult terrain.

Air = You form a deadly gale. Creatures hit make a RES save against your ​ FR. If they fail to roll above your FR, they are knocked prone.

Water = You pull water from a source of water or from thin air and blast your ​ foes with it. Creatures hit must make a RES save versus your FR or cannot make AoO until the start of your next turn.

Hybrid Elements = If you have two talents of elements you can merge two elemental attacks together. The extra effect of the elements becomes one of the options:

Fire & Earth = Magma. You form a ball of magma from molten rock and throw ​ it. The area hit deals 1d6 damage to all creatures that end their turn in it for 1 minute.

Fire & Air = Explosion. Fire and air combine to create a deadly explosion. ​ Creatures hit are knocked 1d6 metres away to a direction of your choosing

Fire & Water = Steam. Superheated steam is directed to your enemies, ​ making them panic. Creatures hit must make a RES save versus your FR or must spend their move action trying to move away from the area this attack hit.

Earth & Air = Dust. You form a dust storm that blinds your foes. Creatures ​ within the area must make a RES save versus your FR or suffer total blindness until the start of your next turn. If they pass the save, they are inflicted with partial blindness instead.

Earth & Water = Quicksand. The ground below your foes turns into horrible ​ muddy terrain. Creatures within the area must make a RES save versus your SampleFR or cannot move for 1 turn. file

30 Air & Water = Storm. You create a localized storm in the area. Creatures ​ moving from, to, or through the area affected must make a RES save against your FR or fall prone.

Conjure Elemental Spirit As a major action that costs 1FP you can conjure a fire/earth/water/wind (choose one) spirit that empowers you. You can maintain this summon by spending 1FP as a minor action at the start of every round.

Fire = The spirit of fire ignites you. You add 1d6 to your melee and ranged ​ attacks.

Earth = The spirit of earth fortifies you. You add 1d6 to RES rolls made to ​ defend against enemy Powers and Manoeuvres.

Air = The spirit of air empowers you. You add 1d6 to your SPD rolls to ​ determine initiative, and you gain 1d6 to your DEF at the start of every turn (roll at the start of every turn).

Water = The spirit of water refreshes you. You replenish 1HP per turn and add ​ 1d6 to your MVR rolls.

Hybrid Elements = If you have two or more conjure elemental spirit talents of different elements, you can merge two spirits together.

Fire & Earth = Magma. You emit a terrible heat that deals 1d6 damage to ​ creatures within 1/2 FOR metres of you.

Fire & Air = Explosion. Your strikes are imbued with the power of explosions. ​ Enemies you attack with a ranged or melee weapon must make a RES roll against your FR or be knocked 1d6 metres away to a direction of your choosing. This movement does not provoke AoO.

Fire & Water = Steam. You emit a painful aura of steam. Enemies that start ​ their turn adjacent to you must make a RES save against your FR or must spend their next move action to leave the squares adjacent to you.

Earth & Air = Dust. A small dust storm circles you. Enemies that start their ​ turn within 1/2 FOR metres of you must make a RES save versus your FR or be inflicted with partial blindness.

Earth & Water = Quicksand. The ground beneath you becomes soggy, soft ​ ground. The ground within 1/2 FOR metres of you becomes difficult terrain. You are not affected by any difficult terrain. Sample file Air & Water = Storm. Your storm blinds and hinders foes that try to escape ​ you. Creatures that attempt to leave your melee range must make a RES save versus your FR or cannot move.

31 Light & Conjuration Talents under the Light & Conjuration tree helps with exploring dark areas and also enables one to summon equipment out of thin air. Objects and creatures summon with Light talents are obviously temporary, meaning anyone who sees them can identify them as fake, magical objects.

Light You touch and object and it glows with a bright light. Spend 1FP to make a touched object glow bright light as far as 4m. This glow persists for 1 hour.

Flash You create an intense flash of light that blinds your foes. Creatures within 2 metres of a square within 2 x FOR metres of you must make a RES roll and roll higher than your FR. If they fail, they receive the total blindness condition until the start of their next turn. If they pass, they receive the partial blindness condition until the start of their next turn.

Starlight Object You create a small object, seemingly out of thin air. Spend 1FP as a minor action to conjure an ethereal object of up to FOR kg to any location within 2xFOR metres. This object lasts for 1 minute.

Starlight Weapon You create a weapon, seemingly out of thin air. Spend 1FP as a minor action to conjure an ethereal weapon. This acts like a regular weapon but it has infinite ammunition of any kind. If you already have a conjured weapon you can change it to another conjured weapon as a minor action that costs 1FP. Ultra Great ethereal weapons cost 1 FP per turn to maintain, deducted at the start of your turn.

Starlight Armour You create a suit of armour, seemingly out of thin air. Spend 1FP as a minor action to conjure an ethereal set of armour. When this talent is used, the armour is immediately equipped. This acts like a regular armour. If you already have a conjured armour you can change it to another conjured armour as a minor action that costs 1FP. If you are already wearing normal armour when you use this talent, you use the stats of the starlight armour.

Starlight Wisp A large ball of sentient light appears nearby you to attack your foes. Spend 1FP as a major action to summon a wisp to any location within 2xFOR metres of you. On your turn, this creature can make one attack to any target within 2xFOR metres of it for 2d6+FOR damage. The wisp has HP equal to your FR and no defense and movement. The wisp does not use your actions when attacking.

Sample file

32 Starlight Warrior You conjure a warrior that fights alongside you. Spend 2FP as a major action to summon a starlight warrior to any location within 2xFOR metres of you that you can see. When conjuring the starlight warrior, you designate the weapons it uses, up to two weapons. The starlight warrior has either a move or major action. The starlight warrior has its own actions and does not use your actions. The starlight warrior has 0 in every stat and cannot use skills. It has HP equal to your FR.

Starlight Clone You summon a clone to grant yourself a tactical edge in battle. As a minor action that costs 1FP you may summon a spectral clone of yourself to any location within 4xFOR m range, allowing you to be at multiple places at once. This starlight clone is an exact copy of you, and you share your actions and HP with it (meaning both you and your clone only have one major and move action to share, and both share the same HP pool) The Starlight clone can be attacked, but you don’t receive multiple times damage if both you and the starlight clone get caught in the same attack that affects an area.

Sample file

33 Darkness Talents under the Darkness tree focuses on creating darkness in lit places and also weakens enemies with powerful effects.

Darkness You spread darkness wherever you go. As a major action, spend 1FP to extinguish all light sources within 2xFOR metres for 1 minute.

Dark Fog You create a thick, black smoke that blinds your enemies. As a major action, spend 1FP to make a FOR m area within 2xFOR metres be clouded in black smoke. Creatures in the black smoke cannot see anything or be seen. This black smoke lasts for 1 minute.

Black Tentacles Black tentacles emerge from the shadows, grappling your foes. As a major action, spend 2 FP to make a FOR m area within 2xFOR metres be covered in tentacles. Creatures within this area must pass a MVR check against your FOR check (made once per round) or be grappled. Black Tentacles cannot choke.

Dark Aura The shadows sap the strength from unwary creatures. As a minor action, spend 1 FP to make a FOR m area within 2xFOR metres be shrouded in shadow. Creatures that end their turn in this area lose 2HP.

Focus Eater You enchant shadows to weaken your enemies. As a minor action, spend 1 FP to make a FOR metres area within 2xFOR metres be shrouded in shadow. Creatures within this area at the start of your next turn lose 2FP.

Choking Fog You create a terrible cloud of gas that chokes your foes. As a major action, Spend 2 FP to make a FOR metres area within 2xFOR metres be clouded in a faint gas. Creatures that start their turn within this area roll everything at a disadvantage unless they pass a RES check against your FR.

Abyss Dreg You create a ball of black sludge that flies towards your foes and eats them. As a major action that costs 1 FP, you create an abyss dreg to a space adjacent to you. This abyss dreg deals 1d6 damage that ignores TD to creatures you choose that are adjacent to it. At the start of your turn, the abyss dreg moves up to 6 metres. The Sampleabyss dreg as HP equal to your FR and no defense. file

34 Metamorph Talents in the Metamorph tree are all about granting special abilities like flight and extra attacks.

Spikes You grow spikes on your body. As a major action that costs 1 FP you gain the spikes implant (see implants) for 1 minute.

Beast Claws Your human hands are replaced with beastly claws. As a major action that costs 1 FP you gain the Beast Claws implant (see implants) for 1 minute.

Night Eye Your eyes become sharper and you can see better. As a major action that costs 1 FP you gain the Night Eye implant (see implants) for 1 minute.

Wings You grow wings on your back, granting you flight. As a major action that costs 1 FP you gain the Wings implant (see implants) for 1 minute.

Beast Bite

Your mouth morphs into that of a beast’s. As a major action that costs 1 FP you gain the Beast Bite implant (see implants) for 1 minute.

Scales

Your body becomes covered in protective scales. As a major action that costs 1 FP you gain the Scales implant (see implants) for 1 minute.

Reinforced Bones

Your bones become that of a beast’s: strong and tough. As a major action that costs 1 FP you gain the Reinforced Bones implant (see implants) for 1 minute.

Constrict

You gain powerful muscles that can choke the enemy with greater efficiency. As a major action that costs 1 FP you gain the Constrict implant (see implants) for 1 minute.

Leap

You gain a powerful leap ability. As a major action that costs 1 FP you gain the Leap Sampleimplant (see implants) for 1 minute. file

35

Grab

You fight like a ferocious beast and gain more muscles to do so. As a major action that costs 1 FP you gain the Grab implant (see implants) for 1 minute.

Fast Healing

Your body can heal wounds quickly, allowing you to last longer in combat. As a major action that costs 1 FP you gain the Fast Healing implant (see implants) for 1 minute.

Tentacles

You gain a far-reaching tentacle that grants you an extra unarmed attack. As a major action that costs 1 FP you gain the Tentacle implant (see implants) for 1 minute.

Sample file

36 STARGAZER 2E: TACTICAL FANTASY

ITEM CATALOGUE

Sample file

37 Item Catalogue Items are necessary for an adventurer to stay alive. Without food and weapons any aspiring adventurer cannot hope to go far. Each item costs a number of Marks (Stargazer 2e’s currency) and you spend Marks to get them at shops. You start with 500 Marks.

Weapons Weapons are the bread and butter of any fantasy RPG! They enable you to attack and deal with your foes. Stat Description

Name Name of the weapon.

(2h) Hands needed to wield the weapon. Weapons tagged with (2h) require two hands to wield.

Attack The number and type of dice you roll when you attack. You add your Dice might to this roll when you attack. The higher this number, the higher your average damage. Damage is good.

Range Range of attack. Can’t attack below or above the stated range.

When a weapon has 0m range, that means you have to brawl to use them. (See Manoeuvres)

Weight Weight of the weapon in kilograms.

Cost How many Marks you have to spend to purchase this weapon from the market.

Special Weapon’s special ability. Some weapons have special abilities that give the wielder an edge in combat.

Sample file

38 Table: Weapon Specials Name Description

Parry Spend 1FP as a reaction to grant a 1d6 penalty on an enemy attack directed to you. Can only be attempted once per enemy attack.

Riposte Spend 1FP as a reaction after parrying an enemy attack to get an AoO on the enemy that attacked you. Can only be attempted once per turn.

Ignores Light Ignores the defense bonus from the enemy’s equipped light Armour armour when resolving the attack.

Ignores Ignores the defense bonus from the enemy’s equipped light and Medium medium armour when resolving the attack. Armour

Ignores Ignores the defense bonus from the enemy’s equipped light, Heavy medium, and heavy armour when resolving the attack. Armour

Protection Spend 1FP as a major action to reduce all melee attacks made by enemies within your melee range by 1d6 until your next turn.

Cannot make You cannot make any AoO with this weapon. AoO

Great Holding this weapon in your hands reduces your MVR and SPD by 2 each.

+1d6 When The attack increases by 1d6 when you throw this weapon using Thrown the throw manoeuvre (see manoeuvres).

Ignores Ignores the defense bonus from the enemy’s equipped shield Shield When when resolving the attack if this weapon is thrown using the throw Thrown manoeuvre.

Defensive Enemies that enter this weapon’s melee range provoke an AoO AoO from you. You must attack them with this weapon. If you are holding two weapons with this special, the enemy provokes two AoOs.

Extend Spend 1FP as a minor action to increase this weapon’s reach by Reach 2m for one attack. SampleDaze Enemies that receive damage by this weapon cannotfile make any AoOs until their next turn.

Cleave When you attack with this weapon, you may attack any two creatures within your melee range instead of one. You use the

39 same roll for both attacks.

Gnaw You deal 2d6 damage to the creature you are grappling at the start of your turn.

Fast Reload This weapon requires a minor action to reload before it can be used to make a ranged attack again. Weapons with fast reload do not provoke AoO when fired in melee.

Medium This weapon requires a move or major action to reload before it Reload can be used to make a ranged attack again.

Slow Reload This weapon requires a major action to reload before it can be used to make a ranged attack again.

Very Slow This weapon requires a major and move action to reload before it Reload can be used at make a ranged attack again.

Suppress After attacking an enemy with this weapon, the enemy receives 2d8 damage if they move before the start of your next turn.

Snipe When you aim with this weapon, gain +2d6 bonus to attack instead of +1d6 and its maximum range doubles.

2 Attacks You make 2 attacks with this weapon when you spend a major action to attack instead of 1.

3 Attacks You make 3 attacks with this weapon when you spend a major action to attack instead of 1.

Sample file

40 Table: Melee Weapons Name Attack Melee Weight Cost Special Dice Range (kg) (Marks) (m)

Dagger 2d6 0 1 50 Parry

Rapier 2d6 1-2 1 150 Parry, Riposte

Estoc 2d6 1-2 1.5 150 Parry, Ignores Medium Armour

Knightly 2d8 1-2 1.5 150 Parry

Longsword (2h) 3d6 1-2 1.5 150 Parry

Claymore (2h) 3d8 1-2 2.5 250 Ignores Light Armour

Zweihander (2h) 3d6 2-3 3 250 Parry, Protection

Ultra Greatsword 4d8 2-3 5 500 Cannot Make AoO, (2h) Great

Javelin 2d6 1-2 1 50 +1d6 when thrown, Ignores Shield when thrown

Spear 2d6 2-3 1 100 Defensive AoO, Extend Reach

Pike (2h) 3d6 3-4 3 250 Defensive AoO, Extend Reach

Ultra Greatspear 4d6 3-5 5 500 Defensive AoO, Extend (2h) Reach, Great

Mace 2d6 1 1.5 150 Ignores Medium Armour, Daze

Warhammer 2d6 1 1.5 150 Ignores Heavy Armour

Great Hammer 3d6 1 3 250 Ignores Heavy Armour (2h)

Ultra Great 4d6 1 5 500 Ignores Heavy Armour, Hammer (2h) Great SampleHand Axe 2d8 1 1.5 150 Cleavefile Halberd (2h) 3d8 2-3 2.5 250 Extend Reach

Greataxe 3d8 1 3 250 Cleave

41 Ultra Greataxe 4d8 1 5 500 Cleave, Cannot make AoO, Great

Unarmed 2d6 0 - - -

Claw 3d6 0 - - -

Bite 2d6 0 - - Gnaw

Sample file

42 Table: Ranged Weapons Name Attack Ranged Cost Weight Special Dice Range (Marks) (kg) (m)

Shortbow (2h) 2d6 1-50 100 1 Fast Reload

Longbow (2h) 3d6 1-100 200 1.5 Fast Reload

Ultra Greatbow 4d6 1-150 500 3 Medium Reload, Great (2h)

Pistol 2d6 1-10 250 1 Fast Reload

Great Pistol 2d8 1-10 500 1.5 Fast Reload

Rifle (2h) 2d8 1-100 500 3.5 Medium Reload, Snipe

Great Rifle (2h) 3d8 1-250 750 5 Slow Reload, Snipe

Ultra Great 4d8 1-500 1000 7.5 Slow Reload, Great, Rifle (2h) Snipe

Automatic Rifle 2d8 1-100 500 3.5 Suppress

Great 2d8 1-100 750 5 Suppress, Slow Reload, Automatic Rifle 2 Attacks

Ultra Great 2d8 1-100 1000 7.5 Suppress, Very Slow Automatic Rifle Reload, 3 Attacks, Great

Cannon 2d10 1-50 500 5 Slow Reload

Great Cannon 3d10 1-100 750 10 Very Slow Reload

Ultra Great 4d10 1-150 1000 15 Very Slow Reload, Cannon Great

Bows require arrows to function, while pistols, rifles, and automatic rifles require bullets, and cannons require cannonballs. Each attack takes away one bullet, arrow, or cannonball. If you have no ammunition for the weapon, you cannot use it. You cannot recover expended ammunition.

Sample file

43 Table: Bullets and Arrows Name Cost Special (Marks)

Arrow 1 -

Armour 5 Grants bows the Ignores Heavy Armour special. Piercing Reduces damage by 1 dice. (Example: 3d6 to 2d6, Arrow 3d10 to 2d10)

Explosive 5 Deals damage to all enemies within 2m of the point Arrow where you shot this arrow. Reduces damage by 1 dice. (Example: 3d6 to 2d6, 3d10 to 2d10)

Flare Arrow 5 This arrow deals no damage, but provides light of 3m radius for 5 minutes after it’s lit as a minor action.

Bullet 1 -

Armour 5 Grants pistols, rifles, and automatic rifles the Ignores Piercing Heavy Armour special. Reduces damage by 1 dice. Bullet (Example: 3d6 to 2d6, 3d10 to 2d10)

Incendiary 5 Pistols, rifles, and automatic rifles inflict burning (see Round conditions) to creatures you shoot. Reduces damage by 1 dice. (Example: 3d6 to 2d6, 3d10 to 2d10)

Cannonball 5 -

Armour 10 Grants cannons the Ignores Heavy Armour special. Piercing Reduces damage by 1 dice. (Example: 3d6 to 2d6, Cannonball 3d10 to 2d10)

Explosive 10 Deals damage to all enemies within 3m of the point Cannonball where you shot the cannonball. Reduces damage by 1 dice. (Example: 3d6 to 2d6, 3d10 to 2d10)

Conflagration 10 Inflicts burning (see conditions) to all enemies within Cannonball 3m of where this cannonball lands. Deals no damage.

Chained 10 Make an opposed MVR check against the enemy that Cannonball you hit with this cannonball with a +5 bonus. If you succeed, the enemy hit by this cannonball is tripped.

Net 10 Make an opposed MVR check against the enemy that Cannonball you hit with this cannonball with a +5 bonus. If you Samplesucceed, the enemy hit by this cannonballfile are grappled for one round.

Flare 10 This cannonball deals no damage. Provides light of Cannonball up to 10m after it is lit as a minor action.

44 Armour Armour is one of the most important things an adventurer should have aside from their trusty weapon. You can only equip one armour at a time. Putting on or off armour takes 1 minute if it’s light, 5 minutes if it’s medium, and 10 minutes if it’s heavy. Sleeping in medium or heavy armour causes you to wake up with the tired condition on the next morning.

Table: Armour Explanation Stat Description

Name (Class) Name of the armour. In brackets is the class of the armour for resolving attacks which ignore armour.

Armour Bonus Amount of damage the armour adds to your defense, which takes away damage from enemy attacks.

Cost Cost of the armour set.

Ability Score When you wear armour, your ability scores are reduced as Reduction shown.

Table: Armours Name Armour Cost Weight Ability Score Bonus (Marks) (kg) Reduction

Gambeson (Light) 2 50 5 -

Saturnite Weave 3 400 2.5 - (Light)

Mail (Medium) 3 100 10 -1 Manoeuvre

Saturnite Mail 4 800 5 - (Medium)

Full Plate 4 300 30 -1 Might (Heavy) -2 Manoeuvre

Saturnite Plate 5 2400 15 -2 Manoeuvre (Heavy)

Heavy Plate 5 500 50 -1 Might (Heavy) -2 Manoeuvre Sample file-1 Speed Saturnite Heavy 6 4000 25 -1 Might Plate -2 Manoeuvre (Heavy)

45 Shields Shields are small handheld barriers you hold up to help deflect incoming attacks. A shield takes up the entire arm using it, so you can’t equip a shield and a weapon on the same hand.

Table: Shield Explanation Stat Description

Name Name of the shield.

Shield Bonus Amount added to your defense when you equip a shield.

Cost Cost of the shield in Marks. You have to pay for these, you know.

Ability Score When you use a shield, your ability scores are reduced as Reduction shown.

Table: Shields Name Shield Cost Weight Ability Score Bonus (Marks) (kg) Reduction

Buckler 1 50 0.5 -

Light Shield 2 100 2 -1 Manoeuvre

Heavy Shield 3 150 4 -1 Might -1 Manoeuvre

Tower Shield 4 200 6 -1 Might -2 Manoeuvre -1 Speed

Sample file

46 Miscellaneous Equipment Aside from weapons and armour, other, miscellaneous equipment like healing kits, food, and tents are also necessary for an adventurer.

Table: Miscellaneous Equipment Name Weight Cost Description (kg) (Marks)

Marks - 1 The Mark (M) is the currency used in Stargazer 2e.

Rations 2 10 Survival food pack for one person for one day. Made of dried meat, hardened bread, and some dried berries. Poor taste, satisfactory nutrition.

Food 1 5 Typical food for peasants. It’s just a bit of bread (Poor) with a stew made from assorted vegetables and a small amount of meat.

Food 2 10 Typical food for the (barely existent) middle (Moderate) class. It’s got bread, meat, and a flavoured stew, with local spices.

Food 4 20 Typical food for the rich upper classes. A fine (Rich) meal with exotic spices and well-prepared food. Tastes wonderful.

Healing Kit 4 100 A box containing medical alcohol, bandages, and medicines. Used during a rest to heal a character’s HP by 2d6 and all injuries. Has 3 uses.

Torches 1 10 Contains 3 torches that light up a 4m radius.

Lantern 1 50 Contains a lantern that lights up a 5m radius.

Tent 5 50 A simple cloth tent to keep bugs and cold weather out while sleeping.

Sleeping 2 20 A giant sock you wear to sleep in the cold. bag

Rope 1 10 10m of rope. You can buy longer rope by Samplemultiplying the cost based on howfile long the rope is.

47 Grenades Grenades are little fist-sized canisters that explode on a square of your choosing within 25 metres after you throw it and can deal damage or bestow tactical advantages. Arming and throwing a grenade is a major action. Grenades are 0.5 kg each.

Table: Grenades Name Cost Description (Marks)

Explosive 50 Deals 3d6 damage to all creatures within 3 metres. Grenade

Fragmentation 50 Deals 2d6 damage that ignores heavy armour to all Grenade creatures within 2 metres.

Incendiary 50 Deals 2d6 damage to all creatures within 2 metres. Grenade Creatures within 2 metres also must roll a RES save and get more than 10 or receive the burning condition.

Smoke Grenade 50 Creates a white smoke cloud in all squares within 3 metres. Creatures cannot see past more than 1m of the smoke.

Gas Grenade 50 Creates a faint green red cloud in all squares within 3 metres. Creatures that end their turn in the gas cloud receive 2d6 damage that ignores TD.

Flashbang 100 Creatures within 3 metres must roll a RES save and get more than 10 or receive the total blindness condition for 1 round. Creatures that get more than 10 receive the partial blindness condition for 1 round instead.

Stun Grenade 50 Creatures within 3 metres must roll a RES save and get more than 10 or can only make a major or a move action on their next turn.

Force Grenade 50 Creatures within 3 metres receive 2d6 damage and must roll a RES save and get more than 10 or be pushed 1d6 metres away from the grenade.

Sticky Grenade 50 Creatures within 3 metres have their move speed Samplehalved until the start of their next turn.file

48 Combat Drugs Sometimes, when push comes to shove, trying your best isn’t good enough. This is why combat drugs exist; to push you beyond your limit when the going gets tough. Combat drugs cost a major action that provokes an AoO when used. Multiple instances of the same combat drug effect do not stack.

Table: Combat Drugs Name Cost Description (Marks)

Lightning 100 A little syringe with a blue liquid. Increase your SPD by 1d6 for the duration of the battle. After battle, you experience everything in fast forward and lose 1d6 SPD until the next morning.

Berzerk 250 A little syringe with a red liquid. Increase your MGT by 1d6 for the duration of the battle. You go absolutely insane, and must attack the closest hostile creature with a melee attack until the battle is over.

Second Wind 250 A fine white powder that must be snorted through the nose. Increase your END by 1d6 for 1 hour, gaining extra HP equal to 2 x END gained. After that, you become fatigued, moving at half speed, and rolling attacks at a disadvantage until the next morning.

Clear Mind 250 A little vial of dark blue liquid. Increase your MVR by 1d6 for the duration of the battle. You experience absolute serenity but gain tunnel vision. Designate one enemy at the start of your turns. All enemies other than the designated enemy attack you at an advantage.

Sample file

49 Implants An implant is a graft applied to living creatures to enhance them in some way. The normal way to gain an implant is by finding a qualified professional and paying them the funds, but just like treasure the Game Master can use demon implants as a reward of some kind.

Table: Implants Name Cost (Marks) Effect

Spikes 500 You deal 1d6 damage to any creature that attacks you with unarmed attacks or claws. You also deal 1d6 damage to any creature that you’re grappling or is grappling you at the start of your turn.

Night Eye 500 Your human eyes have been replaced with a beast’s eyes, granting you immunity to partial blind due to darkness.

Beast Claws 1000 Your human hands are now beastly claws. Your two unarmed strikes has been replaced by claws.

Beast Bite 1000 Your human mouth is now filled with sharp teeth. You gain Bite as a weapon.

Scales 1000 Your skin becomes covered in scales, granting you +1d6 to RES saves.

Reinforced Bones 1000 Your bones becomes extra thick, granting you the ability to ignore any one injury you receive once per battle.

Constrict 1000 Your legs turn into a snake’s tail or you grow extra large muscles. Your choke damage is now 2d6 instead of 1d6.

Leap 1000 Your legs grow powerful, allowing you to leap up to 5 metres away as a minor action at the start of your turn. This provokes an AoO. You cannot leap if the ceiling is lower than 3 metres high.

Grab 1000 You fight like a beast, grabbing your Sampleopponents and choking them. file After you attack an enemy with claws or unarmed attacks, you may attempt to grapple them as a minor action that does not provoke an

50 AoO.

Wings 2500 You gain wings attached to your back. You may now fly in any direction up to your move speed as your move action.

Fast Healing 2500 Your regeneration is bolstered, granting you the ability to heal 1HP per round at the start of your turn. This also happens outside of combat.

Tentacle 2500 You gain a tentacle (or a tail). This grants you another unarmed attack except its range is 1-5 metres. This implant can be taken multiple times, each time adding a new tentacle or tail.

Sample file

51 STARGAZER 2E: TACTICAL FANTASY

EXTRA RULES

Sample file

52 Cover A cover is an object on the map that can protect a character from attacks. Examples of cover are walls and large objects. There are multiple types of cover.

Half Cover: Half cover is an object or wall that protects only half a character. Half cover grants a +2 bonus to a character’s TD when the attack passes through the half cover.

Full Cover: Full cover is an object or wall that completely protects a character. Characters behind full cover cannot be attacked if the attack has to pass through the full cover.

Hunger, Thirst, and Exhaustion When adventuring, hunger, thirst, and exhaustion may set in. This is a completely optional rule.

Hunger: Characters get hungry, and must eat one food item per day, whether it is Food (Poor), Food (Moderate), Food (Rich), or Rations. Characters that don’t eat for a day reduce their highest ability score (choose one if there is a tie) by 1. If this reduces the character’s END to 0, that character dies of hunger.

Thirst: Characters get thirsty as they adventure, and must drink at least once per day, from any source such as a well, river, or stream. Characters that don’t drink for a day reduces their END by 1 per day. If this reduces the character’s END to 0, that character dies of dehydration.

Exhaustion: If a character does 3 skill checks of strength or agility within a day, they must roll their fortitude check versus 2d6 or be tired. For each skill check of strength or agility made after making this fortitude check, roll another fortitude check. If a character fails the fortitude check they become tired (see conditions). Doing any strength or agility skill checks while tired will make the character exhausted (see conditions). The tired and exhausted condition is removed by resting 8 hours, usually at night.

Fall Damage When a character falls from a great height, they may receive damage. The damage the character receives when falling is 1d6 damage for every 5 metres dropped. This damage ignores TD. A character may make an agility check, and reduce the damage Sampletaken by the result of the agility check. file

53 Breaking Inanimate Objects Sometimes, a character has to just break an inanimate object. Inanimate objects are attacked, just as a character would attack an enemy creature, and have their own HP. The HP is calculated per centimetre of the thickness of the object. So a door which is 5 centimetres thick has 5 times the HP of an object that is 1 centimetre thick. When attacking inanimate objects, maces, warhammers, great hammers, and ultra great hammers attack at an advantage.

Material HP per Centimetre

Cloth 1

Wood 2

Iron 5

Steel 7

Saturnite 8

Gravitron 10

Sample file

54 Creating Adventures Adventures are what Stargazer is all about, and in order to create an adventure you’ll need to create a world for your players to play in.

First of all you’ll want to create the world map, sketch its nations, borders, and cool locations. Think about how the people in that world live and deal with whatever problems you’ll be throwing at them (such as monsters).

Next, think about the history of the world. Did a giant meteor hit the surface? Was there a magical cataclysm? A huge war? A necromancer who amassed an army of skeletons? The history of the world provides some background on your adventures, and gives life to the world.

After that, think of the adventures that can be found in the world. Perhaps there’s hidden treasure located in ancient vaults? Giant monsters that need slaying? These adventures will be the ones that your players will face.

When you’re ready to begin, inform your players basic information like what level they’ll be starting, how many Marks to start with, the town that they start in, and maybe some information about the job they’ll be taking to set them on their way.

Sample file

55 Creating Monsters In Stargazer, creating monsters (or non-player characters) follows the same process as character creation with some minor changes. First, think of the monster’s concept. Is it a warlord? A giant lizard? A bandit? A town guard? Dave the Blacksmith from Oakwell? Then, determine their level, ability scores, equipment, and talents, just like how players make their characters. Then, determine their miscellaneous equipment, their loot, any other important items on their character, and their size. Their size is whether they take up a 1x1 space or larger. You don’t have to think about how much money to allocate.

Treasures Across the adventures, the party will encounter dungeons, dragons, and rich people’s houses. This means they’ll have an opportunity to gain treasures. Treasure can be either sprinkled lightly across the entire campaign or delivered in huge amounts every once in a while. Generally, a Game Master should follow the below table in determining the party’s net worth in order to maintain game balance.

Treasure can take any form, but most likely to be found are equipments, Marks, and gemstones and jewelry which can be sold for Marks. Non-tangible rewards such as land ownership should be rewarded without following this chart, as it won’t interfere with game balance.

Table: Net Worth Level Net Worth (Single) (M) Net Worth (Party of 4) (M)

1 500 2000

2 750 3000

3 1000 4000

4 1250 5000

5 1500 6000

6 1750 7000 Sample7 2000 8000 file 8 2250 9000

9 2500 10,000

56 10 2750 11,000

10+ +250 +1000

Creating New Equipment & Talents Stargazer allows Game Masters and players to create their own equipment and Powers to better suit their games.

When creating a new piece of equipment or talent, think of its concept first. Is it a healing talent? A talent to summon objects? A cannon? Think of something that fits the game narrative and game mechanics.

Next, think of its effect on the game balance. If it causes imbalance, it’s probably not a good idea to make the equipment or talent, since imbalances make the game less fun overall.

Lastly, think of its stats. Its stats should be similar to existing pieces of equipment, or instead be given a large drawback if it’s powerful. For example, a cannon might take a long time to reload but deal tons of damage. You should also think of its cost and the method of acquiring this equipment or talent.

Sample file

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