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Sample file 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 Sample file 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 Sample file 4 STARGAZER 2E: TACTICAL FANTASY RULES AND CHARACTER CREATION Sample file 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. Sample file 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. Sample file 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.