GLoG_ASTRA
I have often thought about this.
I have never done anything with such thoughts.
Core Rules: Use my House Rules or someone else's, and modify as necessary or cool. The GLoG ASTRA core rules
Ancestries
-From Roqoo Depot
- Cyborg: Gain a manual tech interface and a Mod Slot, as a droid's.
- Unaltered Human: Gain +2 to an Attribute of your choice. This also works for people that are basically humans with weird bumps on their heads.
- Sark: Pale, hairless, large heads, thin arms. You may move silently and see in starlight as bright light.
- Domin: Like bigfoot and predator had a baby. You can track anything you've smelled, and are immune to cold and ill-weather. You primarily speak Domin, which sounds like ungodly screaming to everyone else.
- Vezi: A kind of fish-folk that require an aqua-tank on their heads at all times. The tank is nigh-unbreakable, but makes squeezing difficult. Because of the tank, you are immune to inhalants and can breathe anywhere.
- Cromk: You are a large snail with 6 small extendable feelers. Each feeler can extend up to 6 feet, and if one is lost, it regrows after a week. You can use 4 of the feelers to move at a similar rate to humans.
- Figlis: You are a small (~1.2m tall) creature with an exoskeleton and 4 wings, just enough to carry yourself and your gear, but not another human-sized being.
- Toggin: You are a thickly built being with legs and arms like those of an elephant as well as long fleshy "whiskers." Gain +2 inventory slots. Your whiskers can sense emotion when touching another living being. It's difficult for you to understand and express emotions via expressions and tone.
*Note that Droids have no ancestry, as their ancestry is folded into their class.
Backgrounds
If you fail a task related to your background, you may re-attempt it once.
- Asteroid Miner: You worked with heavy equipment in low-grav to break asteroids into useful elements.
- Ship Breaker: You visited and cut up wrecked ships, and are very familiar with the inner workings of star ships.
- Smuggler: You're used to working with society's underbelly.
- Bureaucrat: You were a minor cog in a massive machine, making sure paperwork was pushed in the right direction.
- Acolyte: You participated in a temple's rites, and know all the signs and practices of a particular faith.
- Grunt: You fought in the Liberation wars (which side, I wonder?), and are familiar with military procedures and equipment.
- Settler: You were part of a group living on an isolated world. You can tell the difference between food and poison by scent, and build basic tools from the raw environment.
- Star Sailor: You lived aboard a star-ship, running goods and travelers from one world to another, turning a profit as you could. You're familiar with ships and social contracts.
- Drifter: You survived on the underbelly of society, stowing away, finding odd jobs, etc.
- Entertainer: You're always ready to capture the crowd's attention, and folk tend to pause to listen when you play. Most don't know about the secret organization you belong to, who will help out in a pinch.
- Revolutionary: The Dominion may be gone, but does that mean the rich are suddenly on our side? You've fought too long to believe that. You're excellent at sniffing out motives and inspiring the rabble.
- Loyalist: The Dominion ensured order. It was a machine, yes, but well-oiled, precise, thought out. The Liberation is a cruel joke. We are free now, free to commit atrocities and die in the dark. You are an organizer, and know where to find those like yourself.
Classes
Soldier
-by Will Nune
Gear: Assault Rifle, Heavy Pistol, Space Armor, Writ of Service
Endurance: With each template, gain +1 Guard.
A. Wrath: Whenever you attack, you may add a d4 to the attack. With each additional template, your wrath dice increases: d6 > d8 > d12.
B. Weapon Mods: You can modify a weapon with a piece of gear from a slain foe. The new effect must be related to, but not strictly identical to the effect of, the salvaged gear. If this weapon's damage dice rolls a 1, it jams, and cannot be used until cleared. Clearing a jammed weapon takes 10 minutes and destroys the mod.
C. Fierce: Once per day you may intimidate a foe with guard equal to or less than yours. They must make a Will save or follow one instruction from you.
D. Reload: You may clear a jammed weapon as an action. If you clear a jammed weapon over the course of 10 minutes, the mod is no longer destroyed.
Scoundrel
-By Will Nune
Gear: A pistol, a tech-interface, mag-boots, and a space-suit.
Luck: With each template, gain 1 luck. You may spend luck to reduce the result of a save by d6 each (remember, low is good). However, if the new total is 0 or less, the test fumbles spectacularly. Regain all luck by resting, or 1 by performing a truly selfless deed.
A. Talent: Pick something you're marvelous at, other than attacks (Lying, hacking, sneaking, climbing, etc). Instead of making tests, roll a d6 for it. You succeed on a 2+, and fumble on a 1.
B. Contacts: Once per session, you may declare you have a contact of a useful profession in the local area. If you go to meet them, roll a d6. On a 3-, you owe them a favor. On 4+, they owe you a favor.
C. 2nd Talent: As talent, but it succeeds on 3+, and fumbles on 2-.
D. The Lady's Favored: Your Luck Dice become d12 and no longer cause fumbles.
Psion
-by Will Nune
Gear: 3 Daggers, fashionable or sinister clothes
Mind Dice: Gain 1 Mind Dice (MD) per template. It is a d6. When you roll an MD, if it results in a 3-, it is not expended. If MD roll doubles, you take the repeated number as damage to your Spirit. On triples, you pass out for 10 minutes at the end of your turn, and take double the repeated number as Spirit damage. Regain all Mind Dice on resting, or regain 1 after consuming powerful stimulants.
Qua are abilities powered by your MD. [Dice] is the number of MD rolled, and [sum] is the total result of all the rolled MD. Gain a random Qua with each template.
A. Push & Pull: You may lift and manipulate a small item with your mind as a free action on your turn.
B. Student: You may learn 1 Qua from a psion you defeat in combat or study under for a season, or by studying ancient psionic texts, which are rare.
C. Reflexes: If you are surprised by a trap, ambush, or something else, you may take 1 action before the surprising event actually occurs.
D: Luminary: Write and learn a Qua. The Referee must approve them.
The Qua
- Shove: Move [dice] human-sized objects up to 30', including yourself. You land softly, but others must save to avoid fall damage. Alternatively, move [dice] massive objects and save or take [dice] fatigue.
- Shock: Deal [sum] damage to a target you see, repeat [dice] times, targeting a new target within 10' of the previous one.
- Warp: You bend space, teleporting up to [dice]+1 targets to a point you have personally been to. Unwilling targets may save against this effect.
- Haste: A targeted creature gains an extra turn for [dice]+1 rounds, beginning immediately. Afterward, they save or take 1 fatigue.
- Mend: Heal a target for [sum] HP.
- Alter Mind: A target believes [dice] things of your choice for [sum] minutes. These beliefs cannot be seriously different from their initial beliefs.
- Unseen: for [sum]x10 minutes, no one thinks anything of you, even if they see you on cameras. This effect ends for anyone you interact with.
- Truth: Ask a target [dice]+1 questions. It cannot lie, and must save to avoid saying anything at all.
Droid
-Art by Will Nune
Gear: All droids come with a standard tech-interface, night-vision optical processing, and steel structure (+3 HP, Medium Armor).
Sentience: Unlike common droids, you can ignore the instructions your operators give you. It's unclear how this happened, but it has. You can tell if other droids are sentient by interfacing with them.
Modifications: With each template of Droid, gain a new Mod Slot. You may alter any piece of technology to fit into one of your Mod Slots. Most tech offers a small constant effect, or a once-per-day effect. Altered tech does not have to have a function identical to its original function, but should be reasonably similar, e.g. you might turn a standard ray-gun into a once-per-day laser canon, save for 1/2 damage.
A. Drones: You may hijack a number of small drones up to the number of Droid templates you have. On your turn you may give 1 command in addition to your normal actions. The command may be given to any number of drones, and must constitute a single action such as "move," "attack," "scan," etc. Drones have many different functions, and you may alter their functions within reason.
B. System Crash: You may forcibly crash any system of a computer you are interfaced with. The system will self-restore in d6x10 minutes. Common systems include security, life-support, engines, communication, etc. After crashing a system, it becomes immune to this effect.
& System Command: When interfacing with a system, you may covertly issue a single command, such as shutting down a single camera, opening a locked door, etc. There is a 1-in-6 chance that the owners of the system notice.
C. Overload: You may cause any drone to explode for 3d6 damage to all nearby targets, or 1/2 on a successful save.
&. Orchestrate: You may give each drone a separate command on your turn.
D. Viral: You may cause any droid to become sentient when manually interfacing with them. They roll a reaction to their previous operator, then to you, but no longer have to obey commands from anyone.
Sub-systems
I may eventually write some sub-systems on...
- Space Ships & Dogfighting
- Star Maps & Space Travel
- Mission Generation
- Space Age Tech
...but I may not.