Tabletop Roleplaying Framework // v1.0

S.P.A.C.E.

S
STEM
Science, Technology, Engineering, Math. Hacking consoles, repairing drives, plotting warp trajectories.
P
Presence
Likeability, charisma, force of personality. Talking your way in — or out.
A
Athletics
Physical ability — running, climbing, brawling, shooting. What your body can do.
C
Culture
Knowledge of other peoples, customs, arts. Knowing which fork to use — and which god not to name.
E
Extra
The inexplicable edge. Luck, magic, void powers, or simply being the kind of person doors open for.
Base All five stats begin at 1
Distribute Raise three stats to 2, and one stat to 3
Specializations Choose 1–3 areas of expertise. Each adds +1 die when relevant. Must justify to GM.
Quirks Take 1–2 quirks. Can't add dice — but can reassign which stat applies. GM approves.
Study Up Once per session, gain +1 die on one subject. Stacks with matching specialization.

Roll a number of d6s equal to your relevant stat (plus any specialization or study dice).

4
SUCCESS
5
SUCCESS
6
SUCCESS
1
CANCELS ONE

4, 5, and 6 are successes. 1s cancel one success each. 2s and 3s do nothing.

Solo Check
  • GM sets difficulty: 1 easy, 2 moderate, 3 hard
  • Meet or beat the number of successes required
  • Choose whichever stat fits what you're doing
Contested Roll
  • Both sides choose a stat and roll
  • Most successes wins
  • Tie: reroll
  • Loser suffers the consequence
Combat
  • Attacker and defender both roll — contested
  • Use whatever stat fits: A for weapons, S for turrets, P for a devastating insult
  • If the attacker wins, defender takes a wound
  • Convince the GM, anything goes

"Something particularly devastating about their hive mother" → C roll, GM's call

Wounds make you worse. Current wound count subtracts from your defense rolls.

1 wound — –1 die on defense
2 wounds — –2 dice on defense
3 wounds — UNCONSCIOUS

Healing: Someone rolls a difficulty 1+ check (S or P, usually). Success reduces wounds by 1.

Pretty Sword Technique

May use A to impress or intimidate in social situations involving visible bladework — no further justification needed.

Precognition

Once per scene, ask the GM one yes/no question about what's about to happen. Use E for anything requiring a roll.

Empathy Read

You know when someone's lying. No roll required — GM must tell you honestly. Changes every negotiation.