Stations and Syndicates 9th Edition Rulebook

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WizardSpellbookV2-32x32.gif This page contains a transcript of ingame content.
The following information supplements the rest of the wiki. It is kept for documentation purposes.
CreatureConspectusV2.png

Character Creation



1 – Select your race as well as a job assignment appropriate to the setting of your session. Job assignments can be provided by your GM
Human/Lizard/Skeleton/Squid/Cow/Pug/Monkey

2 – Rank your attributes.
Apply one of each of the following modifiers to an attribute listed below.
+3, +2, +1, 0, -1, -2
Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.

3 – Rank your archetypes.
These are skills corresponding to your attributes. Apply one of each of the modifiers to an attribute, just as you did above. Fighter, Rogue, Explorer, Sage, Artist, Diplomat.

4 – Give yourself 10 points of resolve. How resolve works is explained in “Playing the game”

5 – Choose a name and appearance.

6 – Start with whatever basic gear makes sense for your race and job assigment.

Basic gear identifies as a set or a collection of minor tools or items. For example, someone with a engineering assignment could possess a belt of tools, fire extinguisher and similar items. The plausability and limit of what items you could possess should be consulted with your GM.

Playing The Game



1 – Start a quest

2 – To take an action, describe what you want to do and then – if the GM asks – make a success check. If you fail, the GM can make a reaction against you.

Success Check or Reaction = 1d20 + Attribute + Archetype vs Difficulty Class

3 – If something attacks or acts against you, make a success check to defend.

4 – If you suffer harm, you lose 1 resolve. If you deal harm, your target loses 1 resolve.

5 – You can spend 1 resolve to roll with advantage or attempt an extraordinary feat.

6 – If you have 0 resolve, you are knocked out. You gain 1 resolve when you finish a long rest.

7 – You can carry 3 significant items at once.

8 – When the quest is resolved, the game ends! If you survive, gain a perk. Choose either +1 Attribute point, +1 Archetype point or +1 maximum resolve.
This ruleset is entirely based upon the Quick Quest system, with minor changes. The source material is made by GiffyGlyph, which can be found here.


Books
Command AI Programming 101 · Captaining 101
Engineering Engineering Pocket Guide · Generator Startup Procedure · The Goon Geothermal Capture System Field Training Manual · Nuclear Engineering for Idiots · How to properly operate Singularity Buster rocket launcher‎ · Mechanic components and you · Spatial Interdictor Assembly and Use · Thermo-electric Power Generation
Supply Cargo Pocket Guide (Nadir Version) · NT-PROTO: Transception Array · Dummies' Guide to Material Science · Mineralogy 101 · Mining Pocket Guide
Medical Cryogenics Instruction Manual‎ · Elective Prosthetics for Dummies · H-87 Cloning Apparatus Manual · Medbay Pocket Guide · Pharmacopia · Trent's Anatomy
Research The Buddy Book · Critter Compendium · DWAINE for Dummies
Civilian Bartending Pocket Guide · Bee Exposition Extravaganza · The Helpful Hydroponics Handbook · To Serve Man
Security A-97 Port-A-Brig Manual · Nanotrasen Space Law · Your Lawbringer And You
Syndicate Nuclear Agent Sentry Turret Manual · Syndicate Commander's Diary · A Syndicate's Guide to Doing Your Fuckin' Job · Reinforcement Disclaimer · Laser Designator Pamphlet · Deployment Remote Note · Marionette Implant Readme
Miscellaneous Albert and the Deep Blue Sea · Creature Conspectus Revised Edition · Dealing With Cloneliness · Fun Facts About Shelterfrogs · How to properly install official Nanotrasen neon lining · SOLO card game rules · Spacemen the Grifening rulebook · Stations and Syndicates 9th Edition Rulebook · A Treatise on Build-A-Vends · The Trial of Heisenbee · Wizardry 101 · Your Player Piano and You