Basics of Play
Defining Characters
Level is one of the most important statistics of the game, as it conveys the approximate power and capabilities of every individual creature. PCs range in level from 1st, at the start of the character's adventuring career, to 20th, the very height of power. As the characters overcome challenges, defeat foes, and complete adventures, they accumulate Experience Points (XP). Every time a character amasses 1,000 XP, they go up a level, gaining new abilities so they can take on even greater challenges. A 1st-level PC might face off against a rampant assembly ooze or a hardlight scamp, but at 20th level, that same character might be able to decimate an army with a supermassive black hole or trade blows with a god.
In addition to level, characters are defined by attributes, which measure raw potential and are used to calculate most of their other statistics. There are six attributes in the game. Strength represents a character's physical might, while Dexterity represents agility and their ability to avoid danger. Constitution indicates a character's overall health and well-being. Intelligence represents raw knowledge and problem-solving ability, while Wisdom measures a character's insight and their ability to evaluate a situation. Finally, Charisma indicates charm, persuasiveness, and force of personality. Attribute modifiers for ordinary creatures range from as low as –5 to as high as +5, with +0 representing average human capabilities. High-level characters can have attribute modifiers that range much higher than +5. An attribute modifier above the average increases your chance of success at related tasks, while those below the average decrease your chance.
Your player character is also defined by some key choices you make. The first choice is a PC's ancestry, representing the character's parents and heritage, such as barathu, human, or vesk. Next up is the PC's background, which describes their upbringing, from sly smuggler to famous icon. Finally, and most importantly, a PC's class defines the majority of their aptitudes and abilities, like a soldier's training to put down heavy fire or a witchwarper's knack for altering reality.
In addition to these key choices, PCs also have a number of feats—individual abilities selected during character creation and as the character increases in level. Every feat has a type to denote where its explanation can be found (for example, android feats can be found in the android ancestry) and its theme (mystic feats, for example, grant abilities that deal with spells). Finally, characters have skills that measure their ability to treat wounds, use computers, pilot vehicles, and perform other common tasks.
Creating a Narrative
The GM determines the premise and background of most adventures, although character histories and personalities should also play a part. Once a game session begins, the players take turns describing what their characters attempt to do, while the GM determines the outcome, with everyone working together to create the story. The GM also describes the environment, other characters' actions, and events. For example, the GM might announce that the PCs' home world is under attack by the Swarm. The characters might fight off the first strike, then track the invaders back to a planetoid in the Vast—just as a jinsul raiding party arrives! The PCs have the choice of battling Swarm emganats, fending off jinsul invaders, or both. Whatever they decide, their success depends on their choices and their die rolls.
A single narrative—including the setup, plot, and conclusion—is called an adventure. A series of adventures creates an even larger narrative called a campaign. An adventure might take several sessions to complete, whereas a campaign might take months or even years!