Game Mechanics

STW is powered by the *Prism Game Engine* created by Urban Warlock Games. However, it differs slightly from the base game in several ways.

## Critical Failures & Successes

For all skill, attribute and manoeuvre rolls, roll 1d20 separately. On a **20**, you will ***critically succeed*** at the action (assuming you already succeeded). On a **1**, you will ***critically fail*** at the action (assuming you were going to fail).

## Alternate Criticals: Die Thresholds

*Exceeding the target number by* ***x*** *amount will result in a variety of results*

* **-4:** Critical Failure
* **-1:** Failure
* **0:** Half-Success
* **+1:** Success
* **+4:** Exceptional Success

**Examples:**

> *I roll 1d12 with double-disadvantage (-2), landing on a 2(0). The target number for most basic skill checks is 4, so I missed that number by 4, meaning I* ***critically fumbled*** *at my original task*.
>
>

> *I roll 1d8+1 and land on a 3(4). The target number is 4, so I got a threshold of +0, meaning that I succeed at a cost.*
>
>

> *I roll 1d12+2 with double-disadvantage, landing on a 12(12). The target number for this check is higher than most at 6, but I still exceed the threshold by +6, meaning I* ***critically succeeded*** *at the given task.*
>
>

**Target Numbers (TN or t#) for Reference:**

* **0:** "Rudimentary" - Any task that is not important enough to require rolling for.
* **4:** "Mundane" - Any task that, theoretically, anyone could do with minimal training.
* **6:** "Trained" - Any task requiring advanced training in a given field.
* **8:** "Advanced" - Any task requiring decades of experience in a field to do properly.
* **10:** "Heroic" - The majority of TN 10 tasks cannot be completed in one go, and must be done over the course of days or weeks.
* **12:** "Superhuman" - Superhuman skill checks stretch the realms of plausibility.
* **14:** "Impossible" - Within all realms of reason, you ***should not*** be able to complete this task.

## Useful Skills

The following is a list of potentially useful skills in the setting:

* Acrobatics (AGI/FIT)
* Alien Environments (SMA)
* Athletics (FIT)
* Biology (SMA)
* Computers (SMA)
* Deceit (INF)
* Electronics (SMA)
* Engineering (SMA)
* Intimidation (INF)
* Listen (PER)
* Mechanics (SMA)
* Medicine (SMA)
* Melee Weapons (BRA)
* Persuasion (INF)
* Piloting (AGI)
* Pistols (AGI)
* Politics (SMA)
* Psychology (PER/SMA)
* Repair (SMA)
* Rifles (AGI)
* Scatterguns (AGI)
* Spot (PER)
* Stealth (AGI)

## Traits

Optional Character Traits can be selected to help build your character's *Persona*. Traits are split into positive and negative personality features called "Virtues" and "Flaws". This system is a simplified version of "Advantages & Disadvantages" which are not used in STW.
Although they no longer grant additional Character Points, following your traits and flaws can lead to additional Luck Shards, at the Star Lord's discretion.

## Character Lifepath

An optional Character Lifepath has been tailor-made just for the world of STW. This "Lifepath" will allow you to roll-up your character's backstory, from birth to adulthood.

## Revised Character Sheets

* Link to the revised dark mode sheet here!