GLoG Astra: Core
There are 3 Attributes:
- Vigor: Strength & Stability || 0 = Death
- Grace: Balance & Dexterity || 0 = Paralysis
- Spirit: Personality & Influence || 0 = Comatose
Set each attribute with 3d6 in order.
Start with d6 Guard.
Choose an Ancestry, Background, and Class. Updated for compatibility.
In Trials
To avoid risky situations the Referee may allow you to make a save with the appropriate attribute. Roll a d20, and if the result is less than or equal to your used attribute, the save succeeds and you avoid the danger.
Consequences of failed tests may be lost opportunity, attribute damage, fatigue, etc.
In Travels
The standard travel turn is called a Stellar Turn, which is about a week.
Whether aboard a ship or on planet, each stellar turn is enough to Rest or Travel
On planets, use Region Crawling.
In space, use Star Crawling
In Combat
Each side rolls a d6, and the winning side acts first.
On your turn, you may move about 30' and act.
Attacking: all attacks against the same target are made simultaneously. You cannot attack with a ranged weapon if you are in melee range of a foe. Only the highest damage roll against a target is applied. Damage to a target is first reduced by their armor, then reduces their guard. If guard is 0, remaining damage reduces their Vigor. The target must then save with Vigor to remain in the fight, otherwise falling unconscious.
Gambits: if an attack roll you make rolls 4+, you may discard that roll to perform a single action, such as knocking a foe over, shooting a gun out of their hand, etc. Targets get an appropriate save to avoid the effect of a gambit, unless the gambit dice rolled an 8+.
Scars: If a character falls to 0 HP exactly, they take a scar. Roll a d12. If the result exceeds your maximum guard, gain +1 guard after the combat.
After Combat all guard can be restored with a moment's rest.
For space combat, use Star Ships & Dogfighting
Character Growth
After each session, players should count up experience points. For each question a player can answer yes to, they gain 1 XP.
- I helped overcome a dangerous foe.
- I learned something interesting.
- I acquired a new ally or treasure.
A character may spend xp equal to 3x their level to advance.
- Gain a class template, up to 4 total.
- Gain 1 Guard.
But really, characters primarily grow through play, gaining influence, power, and wealth as they participate in the galaxy and push towards achieving their desires.
Gear
Forthcoming
For now, let's just say weapons deal d6 damage, 2d6 for 2 small weapons, or d10 for a really big weapon.
Eh... Do we really need slots in space? We'll just balance it out by saying "be reasonable" and if you take 5 fatigue you die. Cool cool.
Space Armor grants 2 armor. An energy shield grants +1 and takes no hands.
Cover impairs ranged attacks against you.
Everything else does what it sounds like it should do.