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DEADSTAR
  • HOME
  • INTRO
  • SIGN UP
  • INDEX
    • CREATING A SPACER
    • LIFEFORMS
    • BOTS
    • CREDENTIALS
    • FACTIONS OF DEADSTAR
    • ARCHETYPES
    • GIMMICKS
    • ITEMS
    • WEAPONS
    • ARMOR
    • IMPLEMENTS
    • VEHICLES
    • STARSHIPS
    • COMBAT
    • STAR GUIDE MANUAL
    • CLOSE ENCOUNTERS
    • GLOSSARY
  • CONCEPT ART
    • ADVERTISEMENTS
    • CHARACTERS
    • ITEMS
    • PLAYLISTS
    • VEHICLES
  • SPACER SHEET
DEADSTAR
  • HOME
  • INTRO
  • SIGN UP
  • INDEX
    • CREATING A SPACER
    • LIFEFORMS
    • BOTS
    • CREDENTIALS
    • FACTIONS OF DEADSTAR
    • ARCHETYPES
    • GIMMICKS
    • ITEMS
    • WEAPONS
    • ARMOR
    • IMPLEMENTS
    • VEHICLES
    • STARSHIPS
    • COMBAT
    • STAR GUIDE MANUAL
    • CLOSE ENCOUNTERS
    • GLOSSARY
  • CONCEPT ART
    • ADVERTISEMENTS
    • CHARACTERS
    • ITEMS
    • PLAYLISTS
    • VEHICLES
  • SPACER SHEET
  • More
    • HOME
    • INTRO
    • SIGN UP
    • INDEX
      • CREATING A SPACER
      • LIFEFORMS
      • BOTS
      • CREDENTIALS
      • FACTIONS OF DEADSTAR
      • ARCHETYPES
      • GIMMICKS
      • ITEMS
      • WEAPONS
      • ARMOR
      • IMPLEMENTS
      • VEHICLES
      • STARSHIPS
      • COMBAT
      • STAR GUIDE MANUAL
      • CLOSE ENCOUNTERS
      • GLOSSARY
    • CONCEPT ART
      • ADVERTISEMENTS
      • CHARACTERS
      • ITEMS
      • PLAYLISTS
      • VEHICLES
    • SPACER SHEET

RETURN TO INDEX

First things first, spacer: let’s talk about why you’re here. What’s your ORIGIN?


Starting at level 1, a spacer must determine their Origin, choosing their Species, Credentials, and Archetype. Then, they distribute their statistics and roll for their starting wealth. Finally, they purchase items and build a Loadout.


SPECIES: A spacer’s biological lineage (if a lifeform) or construction (if a bot). For more details, see the Lifeforms and Bots sections.


CREDENTIALS: A spacer’s defining lifepath. Informs their background, personality, character goals, and starting wealth. For more details, see the Credentials section.


ARCHETYPE: A spacer’s role in the game. Determines how they interact with the world and progress through the story. For more details, see the Archetypes section.


STATISTICS: A spacer’s strengths and weaknesses. Outlines their skills, training, and abilities. For more details, see the Intro section.


STARTING WEALTH: The amount of Credits [¢] a spacer begins the game with. They may spend their Starting Wealth when building their Loadout. To determine Starting Wealth, a spacer rolls 4d6, drops the lowest die result, then adds up the total and multiplies it by one-hundred (100). They combine this total with the amount provided by their Credentials.


LOADOUT: A spacer’s adventuring equipment. Includes weapons, armor, Rigs, drugs, modifications and other general items. For more details, see the Items section.







As you complete jobs and hone your skills, you make a name for yourself throughout the system and gain valuable experience. Let’s talk about how you LEVEL UP.



LEVELING UP:

As a spacer progresses through their story, they reach important milestones that represent a new chapter of their adventure. When a spacer LEVELS UP, they raise two (2) statistics by one (1) point each and gain access to new abilities called PERKS and GIMMICKS.


PERKS: Abilities a spacer gains related to their ARCHETYPE. Obtained at levels 1, 2, 4, 6, 8, and 10. Some PERKS are tied to a spacer’s SPECIALIZATION while others are chosen from three (3) options. For more details, see the Archetypes section.


GIMMICKS: Unique abilities that set a spacer apart from their peers. Obtained at levels 3, 5, 7, 9, and every level past 10. Once a player reaches certain levels, they unlock a new tier of GIMMICKS, though GIMMICKS from previous tiers may still be chosen. For more details and the complete list, see the Gimmicks section.






On your journeys you and your crew will either garner favor or piss off some of Deadstar’s major factions. Let’s talk about your REPUTATION.


REPUTATION: Reputation [REP] is the metric by which a crew’s favor with the different factions of Deadstar is tracked. These factions are the Hadiocrats, Nouvieux, Profiteers, Anarchists, and Unionists. Your starting Reputation [REP] is determined by your Credentials, then combined with the rest of your crew. For more information on the factions of Deadstar, see the Geopolitics section.


HADIOCRATS: Born out of the melding of Bek and Human culture, hadiocrats are defined by their shrewd social and political landscape. Leadership through strength and intellect, Hadiocrats reject soft emotionality in favor of harsh dominance. Hadiocrats favor a strong ruling aristocracy shepherding a defanged underclass of strivers.


NOUVIEUX: Nouvieuxism is the most popular social and political ideology in the core civs of Deadstar. While separate Nouvieux civs have their own local governments, the overarching governing body under which all system-wide decisions are made is the Nouvieux Trade Federation (NTF), located in Gärbo. Nouvieux allies control movement and commerce from the western hemisphere of Kørt (along the Chia-Tån Divide) to Gärbo. This territory includes MORC, Liebirn, Chameiro, Æntez, and Gärbo (and all associated orbiters). Due to its relative lack of industrial production and over-reliance on imported resources to sustain consumerism, Nouvieux society demands strength through overwhelming military power and system-wide financial dependance. The NTF has a strong standing military whose presence is felt wherever the NTF has spread its influence. All commerce in Nouvieux aligned territories is upheld by the Gärbo Central Bank (GCB).


PROFITEERS: Money makes the world move, not just a turn of phrase for Profiteers. Others may bow to a monarch, an elected official, or even an ancient deity, Profiteers will bow to whatever brings them the largest check. With a reliance on robust systems, cooperation, and skilled service, an enterprising Profiteer sees an abundance of opportunity to monetize every aspect of life in Deadstar. 


ANARCHISTS: Rule by government, corporation, or bureaucracy just doesn’t sit right for many in the Deadstar system. Who can blame them? Deadstar was founded by radical adventurers who ventured deep into the unknown in search of a new life. Anarchists carry the torch of “freedom above all else” in hopes of illuminating a path to a future without authority. 


UNIONISTS: Be you a humble tradesperson or the head of state, all are granted the same voice in Unionist society. Founded on the principle that workers in the chemical refineries of Lau-Tem Pála shared the same struggle as the miners of Stalbez who themselves shared the same struggle with the laborers of Kemiiv: that all working class require protections, dignity and representation. Unionist states in Deadstar control the largest reserves of resource and resource refinery giving them major bargaining power against the Nouvieux Trade Federation.


IF YOU HAVE ANY QUESTIONS ABOUT TERMS, ABBREVIATIONS, STATUSES, OR OTHER DEFINITIONS PLEASE SEE THE GLOSSARY.

RETURN TO INDEX

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