Playing the Game
During the game, your character will face situations where the outcome is uncertain. A character might need to navigate while inside the Drift, survive in an alien desert, or sneak past a corporate security robot, all of which are dangerous tasks with a price for failure. In such cases, the acting character (or characters) is asked to attempt a check to determine whether or not they succeed. A check is usually made by rolling a single 20-sided die (a d20) and adding a number based on the relevant attribute. In such cases, rolling high is always good.
Once a check is rolled, the GM compares the result to a target number called the difficulty class (DC) to determine the outcome. If the result ofthe check is equal to or greater than the DC, the check is successful. If it's lower, the check is a failure. Beating the DC by 10 or more is referred to as a critical success, which usually grants an especially positive outcome. Similarly, failing the check by 10 or more is a critical failure (sometimes called a fumble). This sometimes results in additional negative effects. You also often score a critical success by rolling a 20 on the die when attempting a check (before adding anything). Likewise, rolling a 1 on the die when attempting a check often results in a critical failure. Note that not all checks have a special effect on a critical success or critical failure, and such results should be treated just like an ordinary success or failure instead.
For example, while aboard a starship traveling to a faraway world, your character might find a faster route through an uncharted asteroid field. You decide to go for it, but the GM declares this a dangerous task and asks you to roll a Piloting skill check (since navigation is covered by the Piloting skill). On your character sheet, you see that your character has a +8 modifier for such checks. Rolling the d20, you get an 18, for a total of 26. The GM compares this to the DC (which was 16) and finds that you got a critical success (since the result exceeded the DC by 10). Your character charts a safe path around every asteroid without scratching the hull. Had you gotten a result less than 26 but equal to or greater than 16, your character's route would've taken your ship halfway through the debris field. Had your result been less than 16, your character might have gotten lost among the spinning chunks of rock and ice or, on a critical failure (6 or less), crashed the ship into one of them!
Checks like this are the heart of the game and are rolled all the time, in every mode of play, to determine the outcome of tasks. While the roll of the die is essential, the statistic you add to the roll (called a modifier) often makes the difference between success and failure. Every character is made up of many such statistics governing what the character is good at, each consisting of a relevant attribute modifier plus a proficiency bonus, and sometimes modified further by other factors, such as bonuses or penalties from gear, spells, feats, magic items, and other special circumstances.
Proficiency is a simple way of assessing your character's general level of training and aptitude for a given task. It's broken into five different ranks: untrained, trained, expert, master, and legendary. Each rank grants a different proficiency bonus. If you're untrained at a statistic, your proficiency bonus is +0; you must rely solely on the raw potential represented by your attribute modifier. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). Proficiency ranks are part of almost every statistic in the game.
Exploration
Leaving a city aboard an enercopter, spotting signs of a marauding kyokor, predicting the path the kyokor might take through the badlands, and convincing local wasteland scavengers to help lure the monster away from the city's outskirts are all examples of things that might occur during exploration.
Throughout this mode of play, the GM asks the players what their characters are doing as they explore. This is important in case a conflict arises. If combat breaks out, the tasks the PCs undertook while exploring might give them an edge or otherwise inform how the combat begins.
Encounters
While exploration is handled in a free-form manner, encounters are more structured. The players and GM roll initiative to determine who acts in what order. The encounter occurs over a number of rounds, each of which is equal to about 6 seconds of time in the world of the game. During a round, each participant takes a turn. When it's your turn to act, you can use up to three actions. Most simple things, such as drawing a weapon, moving a short distance, opening a door, or firing a laser pistol, use a single action to perform. There are also activities that use more than a single action to perform; these are often special abilities from your character's class and feats. One common activity in the game is casting a spell, which usually uses two actions.
Free actions, such as dropping an object, don't count toward the three actions you can take on your turn. Finally, each character can use up to one reaction during a round. This special type of action can be used even when it's not your turn, but only in response to certain events, and only if you have an ability that allows it. Envoys, for example, can select a feat that lets them use their reaction to warn an ally about incoming fire.
Attacking another creature is one of the most common actions in combat and is done by using the Strike action. This requires an attack roll—a kind of check made against the Armor Class (AC) of the creature you're attacking. Strikes can be made using weapons, spells, or even parts of a creature's body, like a claw, fist, or tail. You add a modifier to this roll based on your proficiency rank with the type of attack you're using, your attributes, and any other bonuses or penalties based on the situation. The target's AC is calculated using their proficiency rank in the armor they're wearing and their Dexterity modifier. An attack deals damage if it hits, and rolling a critical success results in the attack dealing double damage!
You can use more than one Strike action on your turn, but each additional attack after the first becomes less accurate. This is reflected by a multiple attack penalty that starts at –5 on the second attack, but increases to –10 on the third. There are many ways to reduce this penalty, and it resets at the end of your turn.
If your character finds themself the target of a magical mind skewer or caught in the path of area fire from a flamethrower, you'll be called on to attempt a saving throw, representing your character's ability to avoid danger or otherwise withstand an assault to their mind or body. A saving throw is a check attempted against the DC of the spell or special ability targeting your character. There are three types of saving throws, and a character's proficiency in each says a great deal about what they can endure. A Fortitude saving throw is used when your character's health or vitality is under attack, such as from poison or disease. A Reflex saving throw is called for when your character must dodge away from danger, usually something that affects a large area, such as the burst of vines from a verdant code spell or the fiery explosion from a grenade. Finally, a Will saving throw is often your defense against spells and effects that target your character's mind, such as a phantasmal fleet or vibe check spell. For all saving throws, a success lessens the harmful effect, and scoring a critical success usually means your character escapes unscathed.
Attacks, spells, hazards, and special abilities frequently either deal damage to a character or impose one or more conditions—and sometimes both. Damage is subtracted from a creature's Hit Points (HP)—a measure of health—and when a creature is reduced to 0 HP, it falls unconscious and may die! A combat encounter typically lasts until one side has been defeated, and while this can mean retreat or surrender, it often happens because one side is dead or dying. Conditions can hinder a creature for a time, limiting the actions they can use and applying penalties to future checks. Some conditions are even permanent, requiring a character to seek out powerful magic or advanced technologies to undo their effects.
Downtime
Key Terms
Action
Ancestry
Armor Class (AC)
Attack
Attribute Modifier
Background
Bonuses and Penalties
Check
Class
Condition
Currency
Feat
Game Master (GM)
The Galaxy
Hit Points (HP)
Initiative
Level
Nonplayer Character (NPC)
Perception
Player Character (PC)
Proficiency
Rarity
Roleplaying
Round
Saving Throw (Save)
There are three types of saving throws: Fortitude (to resist diseases, poisons, and physical effects), Reflex (to evade effects a character could quickly dodge), and Will (to resist effects that target the mind and personality).
Skill
Speed
Spell
Spells have ranks ranging from 1st to 10th, which measure their power; characters and monsters can usually cast only a certain number of spells of any given rank.
Trait
All the traits used in this book appear here.