Stars Without Numbers – A streamlined guild to making a character

With Covid-19 being an issue, I have been using roll20 as a way to socialize with people other than family. As part of that I wanted to try something different so I looked into a few Sci-fi games. Most of this genre is dominated by setting specific systems, i.e. people who want to do Star Wars or Star Trek and happen to be doing via a table top game. In the end I settled on a system called “Stars Without Numbers” which I was informed is a simple system and gave DM’s a lot setting control so hopefully I could find a group with a unique setting and some of the bigger ideas that makes sci-fi great.

The system seems super flexible and simple when you read through it, but as you sit down to make a character it become very clear that you actually don’t have a clear guideline on how to make a character. This system gives you flexibility by burying your in exceptions, alternative rules, and unclear paths. So I have written this break down. Mostly, this is just me figuring out how to make my own character, but I’m putting it forward to helps others that are hitting the same confusion. Note: these are rough guild lines, exceptions are listed below.

Skills foci level up hit points attack bonus
Expert 3 from Background, 1 bonus 1, 1 NCNP 3 skills, +1 NCNP 1d6 half your level
Warrior 3 from Background, 1 bonus 1, 1 Combat 3 skills, +1 to combat focus 1d6+2 your level
Psychic 3 from Background, 2 psychic, 1 bonus 1 3 skills 1d6 half your level
Adventurer: E+P 3 from Background, 1 psychic, 1 bonus 1, 1 NCNP 3 skills, +1 NCNP 1d6 half your level
Adventurer: E+W 3 from Background, 1 bonus 1, 1 NCNP 3 skills, +1 NCNP 1d6+2 half your level with a +1 at level 1 and 5
Adventurer: P+W 3 from Background, 1 psychic, 1 bonus 1 3 skills 1d6+2 half your level with a +1 at level 1 and 5

*NCNP: non-combat, non-psychic

This is not a 100% correct guide. This system has lots of exceptions that allow you to switch out different mixes of skills or trade skills  attributes or other bonuses.

  • Most foci give you a skill
  • If you roll on background options you may improve your stats instead
  • Con is added to health and gain each level
  • level also effect saving throws

The result of all of this is the following big point. At level 1, a warrior will most likely start with 6 skills (3 from background, 1 from bonus, 1 from warrior combat, and 1 from foci) while an expert will most likely start with 6 (3 from background, 1 from bonus, 2 from foci) The other things not listed here are the big bonuses to the 3 non-hybrid options. Both Experts and Warriors get a very strong reroll ability and full Psychic get a twice the range of skills.