TEXT: Star Striders 
  The Sol Empire rules the Orion Arm of the Galaxy.  Through the empire humanity rules many star systems and the aliens 
  that live among them.  The Imperial Fleet and its Star Marine Corps protect from enemies without, but for threats within the empire 
  calls the Star Striders: a secretive organization that recruits only the bravest, strongest, and smartest to protect humanity from the 
  unseen. They delve into derelict space ships and abandoned worlds to end threats before they destroy the empire from within.  
  The Game 
  Star Striders is a table-top RPG played with any number of players and one additional player as Game Master (GM). The 
  players each create Star Striders to go on an assignment. The Game Master tells the players the story of the assignment, 
  explaining the actions of the rest of the characters, and controlling the adversaries in combat.  Players will explain their actions to 
  the GM, who will in turn explain the outcomes.  When the outcomes are not certain a die roll is used to help determine the outcome. 
  Die checks are annotated by the number of dice to be rolled followed by the number of sides on the die, like 1d20 or 2d6.   It is the 
  goal of the players to complete whatever objectives are set by the assignment.  It is the goal of the GM to present the players a 
  challenging but winnable assignment. 
  Characters 
  Characters are represented by their attributes. Each attribute is a rating which expresses the bonus that character gets to 
  die checks used by that attribute.  All sentient creatures have a rating in these attributes, though some unique creatures may have a 
  value of “null” in an attribute.  
  (PH)Physique: Physical strength and endurance.
  (AG)Agility: Speed, evasion, dexterity, and sneaking. 
  (IN)Intelligence: Learning, knowledge, and recall.
  (SE)Senses: Awareness, social insight, and detection. 
  (CH)Charisma: Willpower, leadership, charm, deception, and intimidation. 
  The primary attributes combine with equipment to determine your combat attributes, which are listed below. 
  (ACC) Accuracy = AG: Bonus to hit and damage with guns.  
  (BRU) Brutality =PH: Bonus to hit and damage with melee weapons like blades and fists. 
  (RES) Resilience = (3xPH)+10: How much damage a character can take before being defeated.  This is called base 
  resilience. 
  (EVA) Evasion = Average of AG & SE: Bonus to avoid incoming attacks. 
  (SPD) Speed = 4+(½ AG): Determines movement rate of character, and bonus when determining turn order. 
  When you create a Star Strider, roll 1d4 for each of your primary attributes.  You may reroll a single result.  If none of your rolls 
  are 3 or higher, you may re-roll the whole set. If more than two of your rolls are 4’s you must re-roll the whole set.  After rolling, 
  assign the values to the primary attributes and then calculate your combat attributes.  
  Once you have your attributes you will choose up to two weapons and a suit of armor from the equipment list.  Each Star 
  Strider also goes on assignment with communicators cybernetically implanted that lets them communicate with each other 
  without speaking, join digital networks, and provide access to some mission intel. If an assignment requires a prolonged stay in an 
  area, the GM will tell you what other provisions the order gives your party to make sure you are prepared. 
  Assignments 
  The Game Master defines the assignment the heroes will go on.  During the assignment the heroes will have to overcome 
  various challenges.  Star Striders have extensive enough training to be able to accomplish any non-combat action using one of 
  their 5 attributes. To make an attribute check, roll 1d20 and add your attribute bonus and any other relevant bonuses or penalties. 
  Your goal is to roll greater than or equal to the Challenge Rating, or CR, of what you are trying to do. The CR of the action will be 
  set by your GM and is secret to you. You will know if you succeeded or failed based off what your GM tells you. Sometimes the CR 
  is set by another character.  If you are trying something that is opposed by another character (sneaking past them, beating them in 
  a test of might, etc), then both characters make checks and the higher result wins with ties resulting in a stalemate. 
  Inevitably the Star Striders will need to engage in combat.  When combat begins, each character will test for turn order by 
  rolling 1d20 and adding their speed.  Characters will then take their turns in order of highest to lowest. Once every character has 
  taken their turn, start over at the top of the order until one side or the other is defeated.  If one team has surprise, they add 20 to 
  their initiative roll.  On a character’s turn they can take two actions.  Generally speaking these actions are either to move or attack 
  with an equipped weapons.  Anything else nontrivial, such as reloading or switching weapons, would be an action.  You may draw 
  and attack with a weapon as a single action if you have nothing equipped.  Giving a quick command can be done as part of 
  another action, as can asking a question or responding.  
  On your turn you can move 5 feet for each point of speed you have.  Characters can use their agility to jump over 
  obstacles for any amount of this movement, or physique to climb for any amount of this movement.  For either case they cannot 
  move faster than their speed for any reason. The GM will likely indicate some areas as difficult terrain, which you move through at 
  half speed.  You may move through allies, but not foes, and you should never occupy the same space as another character.  
  To attack you must declare your weapon and target(s).  For the target to be valid the attacker must know their position, 
  have a line of fire not completely obstructed by terrain, and be in range.  Some terrain and characters partially obscure targets, 
  giving a bonus to their evasion set by the GM, generally +2 for light cover, +4 for heavy cover.  To see if you hit, roll 1d20 and add 
  your ACC for ranged weapons and BRU for melee.  Roll less than EVA+5 and you miss completely. Roll EVA+5 or higher and you 
  inflict a grazing hit. Roll EVA+10 or higher and you inflict a solid hit.  Roll EVA+20 or higher, or if the die comes up 20, and you inflict 
  a critical hit.  If your attack hits you roll for damage. For grazing hits, roll the weapon’s damage.  For solid hits, roll the weapon’s 
  damage and add your ACC or BRU to the roll.  For critical hits maximize the damage die, add ACC or BRU, then add 1d12 more 
  damage.  
  At 0 RES or lower, a character is defeated and can no longer act until healed.  They lose 1 RES a minute and die outright at 
  negative their base resilience.  So long as you are not dead, being healed stops RES loss per minute and restores you to 0 plus the 
  amount healed RES.  You may stand up and resume fighting as an action on your next turn.  
  
  Equipment 
  New Star Striders can choose from the following equipment to outfit for their assignments. They will likely find better 
  equipment on assignment, and are encouraged to keep any found gear to aid them in future assignments. A Star Strider can carry 
  up to 3 weapons at once, only 2 of which may be 2-handed weapons.  
  Each weapon indicates the die you roll when you deal damage as DMG. Each weapon also lists a range in ft, indicating 
  how close your target must be to hit it.  Melee range means adjacent (5 ft).  Weapons with the “MAG” rule indicate how many 
  attacks you can make with the weapon before an action must be spent to reload it.  Weapons with the “CLD” rule can only be used 
  once before waiting the indicated number of actions to be used again.  If a weapon lacks MAG or CLD it may be used every action 
  without limit.  Each weapon indicates if it requires one or two hands to use.  You may wield a 1-handed weapon in each hand and 
  attack with both using one action at a -2 penalty to hit.  When using a 2-handed ranged weapon you cannot shoot targets next to 
  you.  Such weapons can also make the following attack: Melee|DMG 1d6|Savage, Push.  Making this attack doesn’t end heavy 
  weapon set up.  Weapons have special properties, the definitions of which are listed below. 
  Armor is how a Star Strider defines their role in combat.  Armor makes you harder to kill, and thus adds to your resilience 
  total.  It may also improve attribute checks or give you new actions in combat.  
  Weapon Rules 
  Rapid: Make 2 attack rolls, use the best roll.  No ACC bonus to damage. Ruthless: Crit hit on Evasion+19 or 19/20. 
  Spread: Reduce damage by 1 die every 10ft target is away. 
  Push: Solid/Crit hit: push the target away 5ft. 
  Savage: Ranged weapon uses BRU instead of ACC.
  Finesse: Melee weapon uses ACC instead of BRU. 
  Blast: Solid/Crit hit: all characters adjacent to the target, except yourself, also take damage.  
  Heavy: You must spend an action to set up this weapon before firing.  Once setup, you can keep attacking until you move. 
  Weapons 
  Rapido Inc Pistol: 1h | DMG: 1d6 | RNG: 60 | MAG: 5 | Rapid 
  Claymore Industries Pistol: 1h | DMG: 1d10 | RNG: 200 | MAG: 6  
  Quelltech Shotgun: 2h | DMG 6d4 | RNG 60 | MAG: 5 | Spread, Blast 
  Templar Systems Assault Rifle: 2h | DMG 1d8 | RNG 500 | MAG 8 | Rapid 
  Claymore Industries Longshot: 2h | DMG 1d12 | RNG 1000 | MAG 1 | Ruthless 
  Rapido Inc Autocannon: 2h | DMG 1d10 | RNG 500 | MAG 10 | Rapid, Heavy, Savage, Blast 
  Cyberblade Manufacture Shinobi Sword: 1h | DMG 1d6 | Melee | Finesse, Ruthless 
  Templar Systems Longsword: 1h | DMG 1d10 | Melee 
  Quelltech Arm Shield: 1h | DMG 0 | Melee | Push. +4 Evasion against attacks in front of you. 
  Claymore Industries Heavy Blade: 2h | DMG 1d12 | Melee | Ruthless 
  Armor 
  Templar Systems Armor: +20 RES, -4 to sneak, -1 speed. Overshield: Take 1d6 less damage from glance/solid hits. 
  MediStar Armor: +10 RES. (action) Healing Gauntlet: Heal 1d8+SE Resilience to a character within 25ft. CLD1 
  Pryce Systems Tech Armor: +10 RES, +4 to all tests interacting with computerized equipment. 
  Phase Armor: +5 RES, +2 speed.  Blink: Instantly move from start to end point, ignoring everything inbetween.  
  Cyberblade MFG Stealth Armor: +5 RES, +5 to sneak, +2 evasion. (action) Cloak: AG check to hide in plain sight. 
  Psychic Armor: +5 RES. (action) Mind Blast: RNG: 40| DMG: 1d6+IN | Hit if target fails a CR=10+your IN test|Blast. CLD 1 
  Vanity Hologram Armor: +10 RES, +4 bluff/charm. (action) Shapeshift: Appear as someone else. Opposed by foe’s SE. 
  Progression 
  Between each assignment your GM may decide enough time passes to allow a Star Strider to train.  Training improves a 
  character’s Star Strider level by 1, allowing them to improve any of their primary attributes by 1 point.  They can never improve an 
  attribute to higher than 4+½ their new level, or higher than 10.  Star Striders can reach level 15 at the highest.  
  Running an Assignment 
  As the Game Master you will need to prepare the assignment for your players to run, the narrative of which is up to you. 
  Assignments should be full of encounters, both in and out of combat, and be challenging but not impossible.  If your party is 
  mostly charismatic, make assignments that feature tougher negotiations.  If your party are built for battle, then give them battle. 
  For non-combat tasks here are some example CRs. Easy Tasks: CR 5; Moderate tasks: CR 10; Difficult Tasks: CR 15; 
  Specialist Tasks: CR 20+.  Feel free to increase these by 1 every 2 levels. 
  When designing foes, consider all enemies as one of three types: Fodder, Leaders, and Nemesis.  Fodder are weak enemies 
  that are not threatening unless in higher number and tend to outright die when reduced to 0 RES.  Leaders are challenging foes that 
  lead Fodder into battle, almost as strong as a PC, while Nemesis are foes so strong it will take a team of players to take them 
  down. Nemesis get 3 actions on their turn instead of 2.  Nemesis should have 2 or 3 weapons and a way to use two without 
  spending an action switching.  Below are guides for creating each kind of enemy, where LV = average level of the player characters. 
  Some foes may be larger or smaller than the players.  Larger foes deal 2+LV extra damage and an extra 5ft to their reach, but lose 
  2 EVA and 1 SPD.  Smaller foes gain 2 EVA and 1 SPD, but deal 2+LV less damage. If you make foes even bigger, further magnify the 
  effect.  Feel free to adjust these numbers to fit the theme you want for your foes. 
  Fodder: RES: 8+LV, ACC or BRU: 2+LV, EVA: 2+LV, SPD: 3+Lv, DMG: 1d6 ranged, 1d8 melee. 
  Leader: RES: 17+(3*LV), ACC or BRU: 3+LV, EVA: 3+LV, SPD: 4+LV, DMG: 1d8 ranged, 1d10 melee. 
  Nemesis: RES: 36+(4*LV), ACC or BRU: 4+LV, EVA: 3+LV, SPD: 4+LV, DMG: 1d10 ranged, 1d12 melee. 
  You should reward your players for accomplishing their mission with new gear.  New weapons should add +1 to ACC or 
  BRU every 2 levels, and armor should add +3 RES every 2 levels.  Other bonuses can scale at ½ LV.  Weapons and armor can also 
  gain new special rules, so mix and match and be creative!  You could make weapons that deal bonus damage on solid/crit hit, or 
  reduce one of the victim’s base attributes for 1 turn, or armor that gives unique attribute bonuses. 
  
  Character Sheet 
  Character Name:_________________________________
  Player Name:______________ 
  Species: _______   Gender: ______   Age:____   Height:_____  Weight:_____ Eyes:_____  Hair:______ 
  Star Strider Rank: ________ 
  Primary Attributes 
   
   
  PHysique 
   
  AGility 
   
  INtelligence 
   
  SEnses 
   
  CHarisma 
   
  Check Bonuses: 
   
   
  Combat  Attributes 
   
  = 
   
  + 
   
  Resilience 
   
  10+PHx3 
   
  Armor 
   
   
  = 
   
  + 
   
  Evasion 
   
  (AG+SE)/2 
   
  Armor 
  Defense: 
   
   
   
   
   
   
  Grazing HIt 
  (Evasion+5) 
  Solid Hit 
  (Evasion+10) 
  Critical Hit 
  (Evasion+20)+ 
   
   
  = 
   
  + 
   
  Speed 
   
  4+(AG/2) 
   
  Armor 
   
   
  = 
   
  + 
   
  Accuracy 
   
  AG 
   
  Gear 
   
   
  = 
   
  + 
   
  Brutality 
   
  PH 
   
  Gear 
   
  Equipment: 
   
  Weapon: 
   
  Attack: 
   
   
  Accuracy or Brutality 
  Damage: 
   
   
  dice + Acc or 
  Brutality 
  Range: 
   
  MAG/CLD: 
   
   
  Properties: 
   
   
   
  Weapon: 
   
  Attack: 
   
   
  Accuracy or Brutality 
  Damage: 
   
   
  dice + Acc or 
  Brutality 
  Range: 
   
  MAG/CLD: 
   
   
  Properties: 
   
   
   
   
  Armor: 
   
  Resilience:  
   
  Properties: 
   
   
   
   
  
SOURCE: textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/Star Striders.pdf