Game Mechanics

STW is powered by the Prism Game Engine created by Urban Warlock Games. However, it differs slightly from the base game in several ways.

Critical Failures & Successes
For all skill, attribute and manoeuvre rolls, roll 1d20 separately. On a 20, you will critically succeed at the action (assuming you already succeeded). On a 1, you will critically fail at the action (assuming you were going to fail).

Alternate Criticals: Die Thresholds
Exceeding the target number by x amount will result in a variety of results


 * -4: Critical Failure
 * -1: Failure
 * 0: Half-Success
 * +1: Success
 * +4: Exceptional Success

Examples:"I roll 1d12 with double-disadvantage (-2), landing on a 2(0). The target number for most basic skill checks is 4, so I missed that number by 4, meaning I critically fumbled at my original task.""I roll 1d8+1 and land on a 3(4). The target number is 4, so I got a threshold of +0, meaning that I succeed at a cost.""I roll 1d12+2 with double-disadvantage, landing on a 12(12). The target number for this check is higher than most at 6, but I still exceed the threshold by +6, meaning I critically succeded at the given task."

Target Numbers (TN or t#) for Reference:


 * 0: "Rudimentary" - Any task that is not important enough to require rolling for.
 * 4: "Mundane" - Any task that, theoretically, anyone could do with minimal training.
 * 6: "Trained" - Any task requiring advanced training in a given field.
 * 8: "Advanced" - Any task requiring decades of experience in a field to do properly.
 * 10: "Heroic" - The majority of TN 10 tasks cannot be completed in one go, and must be done over the course of days or weeks.
 * 12: "Superhuman" - Superhuman skill checks stretch the realms of plausibility.
 * 14: "Impossible" - Within all realms of reason, you should not be able to complete this task.

Useful Skills
The following is a list of potentially useful skills in the setting:


 * Acrobatics (AGI/FIT)
 * Alien Environments (SMA)
 * Athletics (FIT)
 * Biology (SMA)
 * Computers (SMA)
 * Deceit (INF)
 * Electronics (SMA)
 * Engineering (SMA)
 * Intimidation (INF)
 * Listen (PER)
 * Mechanics (SMA)
 * Medicine (SMA)
 * Melee Weapons (BRA)
 * Persuasion (INF)
 * Piloting (AGI)
 * Pistols (AGI)
 * Politics (SMA)
 * Psychology (PER/SMA)
 * Repair (SMA)
 * Rifles (AGI)
 * Scatterguns (AGI)
 * Spot (PER)
 * Stealth (AGI)

Traits
Optional Character Traits can be selected to help build your character's Persona. Traits are split into positive and negative personality features called "Virtues" and "Flaws". This system is a simplified version of "Advantages & Disadvantages" which are not used in STW.

Although they no longer grant additional Character Points, following your traits and flaws can lead to additional Luck Shards, at the Star Lord's discretion.

Character Lifepath
An optional Character Lifepath has been tailor-made just for the world of STW. This "Lifepath" will allow you to roll-up your character's backstory, from birth to adulthood.

Revised Character Sheets

 * Standard Character Sheet (Copy)
 * Psion Character Sheet (Copy)