Simple Ruleset for Space Marines Tabletop Operations

.:=Stats=:.

Strength - Carryweight, melee prowess, recoil management
Awareness - Perception, range, precision
Backbone - Health, healing, resilience
Composure - Self control, sociability, psyker potential
Dexterity - Aiming, speed, gunplay
Expertise - Skill points, bypassing limits, outside interests

All start at 5. Gain 4 points to spend. Max of 10, minimum of 1.

Strength:
1 = Minimal recoil firearms. Total carry weight is 20lbs. Throw range 10ft.
2 = Melee damage decreases 2 die sizes. Total carry weight is 40lbs. Throw range 20ft.
3 = Weak recoil firearms. Total carry weight is 60lbs. Frail lift strength. Throw range 30ft.
4 = Melee damage decreases 1 die size. Total carry weight is 80lbs. Throw range 40ft.
5 = Basic recoil firearms. Total carry weight is 100lbs. Throw range 50ft.
6 = Melee damage increases 1 die size. Total carry weight is 120lbs. Throw range 60ft.
7 = Heavy recoil firearms. Total carry weight is 140lbs. Increased lift strength. Throw range 70ft.
8 = Melee damage increases 2 die sizes. Total carry weight is 160lbs. Throw range 80ft.
9 = Extreme recoil weaponry. Total carry weight is 180lbs. Greatly increased lift strength. Throw range 90ft.
10 = Melee damage increases 3 die sizes. Total carry weight is 200lbs. Throw range 100ft.

Awareness:
1 = Your perception check is -4. With basic glasses, it raises to +2. With advanced prescription glasses, it raises to +4. You cannot use other eyewear. Lower your weapon ranges by 20ft.
2 = Your perception check is -2. With basic glasses, it raises to +4. You cannot use other eyewear. Lower your weapon ranges by 15ft.
3 = Your perception check is +2. With basic glasses, it raises to +4 and you can shoot enemies engaged in melee with allies without risk. Lower your weapon ranges by 10ft.
4 = Your perception check is +4. You can shoot enemies engaged in melee with allies without risk.
5 = Your perception check is +5. Gain +1 to attack enemies 30ft or closer to you.
6 = Your perception check is +6. Gain +1 to attack enemies within 30ft or weapon range from you.
7 = Your perception check is +7. Your attacks ignore 1 damage resistance.
8 = Your perception check is +8. Area attacks deal half damage to you, or none on a save. Increase ranged weapon ranges by 10ft.
9 = Your perception check is +9. Your attacks ignore 2 damage resistance. Increase ranged weapon ranges by 15ft.
10 = Your perception check is +10. You cannot be surprised and critfails have a 50% chance not to break something. Increase ranged weapon ranges by 20ft.

Backbone:
1 = Your max HP is 6. You heal 1 HP per day with rest and nutrition. Untreated wounds fester 50% chance per day. Festering wounds deal 1 damage, doubling every day afterwards.
2 = Your max HP is 8. You heal 1 HP per day with rest. Untreated wounds fester 25% chance per day.
3 = Your max HP is 10. You heal 2 HP per day with rest and nutrition, otherwise 1 with rest. Untreated wounds fester 20% chance per day.
4 = Your max HP is 12. You heal 2 HP per day with rest, otherwise 1 with rest or nutrition. Untreated wounds fester 15% chance per day.
5 = Your max HP is 14. You heal 3 HP per day with rest and nutrition, or 2 with only rest, or 1 with only nutrition. Untreated wounds fester 10% chance per day.
6 = Your max HP is 16. You heal 3 HP per day with rest, or 2 with only nutrition, or 1 otherwise. Untreated wounds fester 5% chance per day.
7 = Your max HP is 18. You heal 4 HP per day with rest and nutrition, or 3 with only rest, or 2 with only nutrition, or 1 otherwise. Untreated wounds fester 4% chance per day.
8 = Your max HP is 20. You gain +1 damage resistance. You heal 4 HP per day with rest and nutrition, or 3 with only rest, or 2 with only nutrition, or 1 otherwise. Untreated wounds fester 3% chance per day.
9 = Your max HP is 22. You heal 4 HP per day with rest, or 3 with only nutrition, or 2 otherwise. Untreated wounds fester 2% chance per day.
10 = Your max HP is 24. You gain +2 damage resistance. You heal 5 HP per day with rest and nutrition, or 4 with only rest, or 3 with only nutrition, or 2 otherwise. Untreated wounds fester 1% chance per day.

Composure:
1 = You roll initiative with a +1. 15% chance to become Shaken in unexpected combat.
2 = You roll initiative with a +2. You can take a -1 penalty to melee attacks to add +2 to melee damage.
3 = You roll initiative with a +3. Allies find it difficult to trust you/your competence. When assisting, only grant +1 instead of +2.
4 = You roll initiative with a +4. You can spend a move action to focus, increasing your next attack roll by 2.
5 = You roll initiative with a +5. Once per day, reroll a d20 unless it was a natural 1.
6 = You roll initiative with a +6. You can perform careful actions in combat such as first aid or lockpicking without a -2 penalty. You can trade places in initiative with one ally at the start of combat.
7 = You roll initiative with a +7. You can order an ally or yourself to intercede for an attack meant for another person within movement range as an immediate action. You can only do this once every other round.
8 = You roll initiative with a +8. Allies trust you more easily. When assisting, grant them +3 instead of +2.
9 = You roll initiative with a +9. As an immediate action once per combat, you can allow an ally you can see or communicate with to reroll a d20.
10 = You roll initiative with a +10. Once a week, you can perform one action out of turn order to avert disaster.

Dexterity:
1 = Your base speed lowers by 10ft.
2 = You critically fail on a natural 1 or 2.
3 = Your ranged weapon damage increases by 1. Your base speed lowers by 5ft.
4 = You can attack twice in one round by foregoing movement.
5 = You can gain +2 to attacks and damage on an enemy in 'crossfire' (ranged flanking 90 degrees).
6 = You can retrieve or holster items or weapons as a swift instead of move action.
7 = Your ranged weapon damage increases by 2. Your base speed increases by 5ft.
8 = You may reroll any number of damage dice once per round.
9 = Your base speed increases by 10ft.
10 = You critically hit on a natural 20 or 19.

Expertise:
1 = You have 21 skill points. Max skill ranks are initially capped by their associated stat. Your rank is likely 1.
2 = You have 22 skill points. You are an expert in one subject not covered by another skill.
3 = You have 23 skill points. You may increase the max rank of skills by a combined total of 2. Your rank is likely 2.
4 = You have 24 skill points. You are an expert in two subjects not covered by another skill.
5 = You have 25 skill points. You may increase the max rank of skills by a combined total of 3. Your rank is likely 3.
6 = You have 26 skill points. You are an expert in three subjects not covered by another skill.
7 = You have 27 skill points. You may set the max rank of one skill to 10, and increase the max rank of others by a combined total of 3. Your rank is likely 4.
8 = You have 28 skill points. You are an expert in four subjects not covered by another skill.
9 = You have 29 skill points. You may set the max rank of two skills to 10, and increase the max rank of others by a combined total of 3. Your rank is likely 5.
10 = You have 30 skill points. You may set four skills to have a max rank of 10, and increase the max rank of others by a combined total of 2.

.:=Skills=:.

(S) Athletics - Traversal and feats of athleticism.
(S) Melee Weapons - Mundane, crude, effective.
(A) Survivalism - Staying alive where your species doesn't belong.
(A) Sniper Rifles - Far-range specialty weapons.
(B) Endurance - Toughing through discomfort and blocking out distractions.
(B) Bioenergy Weapons - Advanced or natural weaponry. Often powered by a user's body.
(C) Willpower - Imposing your will upon physical space. Psykers use this.
(C) Stealth - Hiding yourself and others.
(C) Empathy - Understanding others and their motives.
(C) Communication - Convincing others, whether by truth or falsehoods.
(D) Sidearms - Smaller, usually backup weapons.
(D) Automatics - Rapid-fire assault weapons.
(D) Shotguns - Conical blasting weapons.
(D) Explosives - Consumable high-yield weapons and tools.
(E) Medicine - Treat injuries, prevent infections, allow healing.
(E) Lockpicking - Delicate work, undoing and dismantling.
(E) Repair - Fixing broken equipment and adding modifications.
(E) Electronics - Computer hacking and managing powered technology.

.:=Equipment=:.

=Gear=

Binoculars - Roll perception at a distance of up to 120ft without penalties. Built-in camera.
Combat Stimulant - Discontinued after their manufacture was made illegal for compelling reasons... but the copious existing supplies can still be traded and used. Immediately heals as though you had a full rest and provides a +2 bonus to attacks and damage for 2 hours. The next time you rest, you do not heal.
Medical Kit - Contains 10 uses. By rolling Medicine with a result of 10+the wound's damage, a wound can be removed, and HP restored equal to half of what it originally dealt. Even on a failure, a treated wound will not fester. 2 uses can be spent on a dying individual with a Medicine check to restore HP equal to half the check's result. If this healing brings them to 0 HP or above, they do not die.
Security Tools - A set of intricate, versatile, and usually reusable lockpicks that can be used to pick many different types of locks.
Glow Lantern - A bioenergetic lantern with built-in solar panel and adjustable light.
Weight-Distribution Pack - Increases carrying capacity by 15lbs when properly packed.
Bedroll, Sleep, and Mess Kit - Grants a +4 bonus to endurance when sleeping when applicable, and allows sleeping without any check at all in safe conditions.
Commlink - A hardened cell phone, radio, and internet uplink. Built-in headphones and microphone tech.
Pocket Computer - A very small but significantly more powerful version of a commlink's computer. Hardened so it won't easily break. Integrates a sample analyzer and onboard AI for diagnostics and assistance.
Rations - Enough food, water, and vitamins for 24 hours of action. Middling taste.
Ammo Pack - Your weapon needs it to function. Unless it uses bioenergy. One pack fills a weapon to its capacity, afterwards it must be reloaded as a standard action. Ammo is designated per weapon type when purchased (sidearm, automatic, shotgun, sniper rifle).
Temperature Cloak - Grants a +4 bonus to survivalism for resisting heat and cold.
Personal Protective Equipment - Heavy-duty gloves, steel-toed boots, combat helmet, etc. Grants 2 extra damage resistance that only applies to critical hits.
Proximity Alert - Laser sensors often set up to guard chokepoints or campsites. Can either make loud noises or send silent alerts.
Multitool - The modern space-age swiss-army knife. Can be used as lockpicks at a -4 penalty.
Repair Kit - Contains 10 uses. Can be used to repair objects with a sufficient repair roll, plus be used in conjunction with scrap or other such materials to make field repairs to more sensitive equipment. When equipment breaks (often from a natural 1), roll 1d10 for severity. 10+severity is the required result to fix the damage. If the check fails, 10+severity becomes the damage of the gear, and you instead restore an amount of that damage equal to your Repair ranks, and can spend more repair kit uses to do so again until the damage is gone and the item is repaired. A natural 1 on a repair check sets the item's severity to 20. A 10 on severity followed by a failed repair roll destroys the item.
Stealth Device - This is too expensive for you. Generates a field that hides the user or a small location. Works much better when stationary.
Portable Solar Panel - Charges up objects that use charge.
Rope and Grapnel - Lightweight yet strong cord that must be thrown to hook onto something. Contains 120ft of rope.
"Baker's Dozen" - A standardized set of explosives for a variety of situations. Contains 3 fragmentation grenades, 2 flashbangs, 2 smoke grenades, 1 pineapple grenade, 1 incendiary grenade, 1 cryogenic grenade, 1 emp grenade, 1 sticky grenade, and 1 claymore or shaped charge. Cheaper than taking them individually.
Creature Comforts - Everybody needs their own things. Take a -1 penalty to initiative when you are completely devoid of that which brings you joy.

=Armor=

None - Generally speaking, you are not usually advised to get into fights while naked. AC 14. Speed +10ft.
Sleek Suit - The lightest standard-issue armor. AC 13, damage reduction 1, speed +5ft.
Standard Armor - Standard-issue standard armor. AC 12, damage reduction 2.
Drake Armor - Heavy-duty heavy armor. AC 11, damage reduction 3. Speed -5ft.
Power Armor - This is too expensive for you. AC 10, damage reduction 4. Speed -10ft.
Improvised Shield - Takes up a hand, but increases AC by 1 when wielded.
Protective Shield - Takes up a hand, but increases AC by 2 when wielded.
Energy Shield - This is too expensive for you. Bioenergy-based force field that grants 2 temporary HP per charge.

=Weapons=

Qualities:
1 = Can be wielded one-handed.
2 = Can be two-handed to gain +2 to attacks and damage.
M = Minimal Recoil. Attacks take a -2 penalty and automatic fire damage is further halved for every step of recoil away from what the user can handle.
W = Weak Recoil.
B = Basic Recoil.
H = Heavy Recoil.
E = Extreme Recoil.
A = Automatic fire; automatically deals 1/2 damage in a line for 5 ammo.
C = Cone; make one attack roll and deal damage in a cone to unobscured targets.
S = Sniper; takes a -2 penalty to attack enemies within 60ft.
T = Thrown; range determined by strength. A miss rolls for off-target.
X = Explosive; attack vs initiative. If initiative rolls higher, reduce the effects by one step as if the target were further away.
V = Vital link; usable up to Backbone+Bioenergy Weapons times per day. Using it further deals 1d3 nonlethal damage to the user that does not inflict a wound, but can be reduced by 1 by succeeding an Endurance check equal to 10+the number of times this check was made in the last 2 hours. All vital link weapons share a usage pool, outside of energy packs.

-Sidearms- 60ft range.
[M.1] Light Pistol Deals 1d3 damage. Capacity 6.
[W.1] Medium Pistol Deals 1d4 damage. Capacity 8.
[B.1] Heavy Pistol Deals 1d6 damage. Capacity 10.
[H.A.1] Machine Pistol Deals 1d6 damage, automatic fire. Capacity 12.
[H.1] Hand Cannon Deals 1d8 damage. Capacity 8.

-Automatics- 80ft range.
[W.A.1] Submachine Gun 1d6 damage. Capacity 18.
[B.A] Assault Rifle 1d8 damage. Capacity 22.
[H.A] Heavy Machine Gun 1d10 damage. Capacity 25.
[E.A] Minigun 2d8 damage. Can only fire in automatic. Capacity 35.

-Shotguns- 60ft range. 30ft cones.
[B.C] Pump-Action Shotgun 1d8 damage. Capacity 6.
[H.C.A] Automatic Shotgun 1d8 damage. Automatic fire uses a cone instead of line. Capacity 8.
[H.C.A] Riot Shotgun 1d10 damage. Automatic fire uses a cone instead of a line, and has Extreme recoil. Capacity 12.
[E.C] Breech Loader 1d12 damage. Capacity 8.

-Sniper Rifles- 120ft range.
[B.S] Scout Rifle 1d8 damage. Ignores 1 damage resistance. Capacity 12.
[H.S] Marksman Rifle 1d10 damage. Ignores 1 damage resistance. Capacity 9.
[E.S] Anti-Materiel Rifle 1d12 damage. Ignores 2 damage resistance. Capacity 6.

-Explosives- Deals full damage burst 1, half damage burst 2, and 1/4 damage burst 3.
[T.X.1] Fragmentation Grenade 4d4 damage
[T.X.1] Flashbang Instead of damage, applies a -6/-3/-2 penalty to attacks for an hour.
[T.X.1] Pineapple Grenade 4d4 damage. Affects burst 2, burst 3, and burst 4 instead.
[T.X.1] Incendiary Grenade 4d4 damage. Failed initiatives catch on fire, dealing 1d6/round until extinguished.
[T.X.1] Cryogenic Grenade 4d4 damage. Failed initiatives freeze in place and inflict a -2 penalty to attacks.
[T.X.1] EMP Grenade Instead of damage, failed initiatives drains bioenergy weapons and shorts out electronics.
[T.X.1] Sticky Grenade 6d4 damage. Sticks to target. Detonates 1 round later; adjacent targets take 1/4 damage.
[T.X.1] Smoke Grenade Instead of damage, creates a 30ft radius obscuring cloud for an hour.
[E.X] Rocket Launcher 3d12 damage.
[X] Shaped Charge 4d10 damage. Ignores 3 damage reduction. Long setup and activation.
[X.C] Claymore 4d4 damage in a 15ft cone. Deals half damage on a miss. Can be activated manually or by proximity.
[X] Pressure Mine 4d4 damage. Illegal to use, but not difficult to make.

-Melee Weapons-
[1.2] Improvised Weapon/Pistol Whip - 1d3 damage. Becomes damaged on a natural 1 or 2.
[1.2.T] Combat Knife - 1d4 damage
Bayonette - 1d6 damage
[1.2] Officer's Sword - 1d6 damage

-Bioenergy Weapons- Bioenergy weapons can deal nonlethal damage at will.
[V.M.1] Quasar Pistol Deals 1d4 damage. Ignores 1 damage reduction. 60ft range.
[V.M] Immaterial Rifle Deals 1d10 damage. Ignores 1 damage reduction. 120ft range.
[V.C.2] Razorlight Flail Deals 1d6 damage. Counts as a melee weapon for bonuses and scaling. 30ft range, 30ft cone.
[V.M.A.1] Pyrojet Glove Deals 1d6 fire damage and always sets enemies hit on fire. 40ft range. Can only fire on automatic. Cannot deal nonlethal damage.
[V.1] Featherglow Claw 1d3 damage. Counts as a melee weapon for bonuses and scaling. Ignores 2 damage reduction. Cannot attach energy packs.
[V.1.2] Aeon Sword Deals 1d6 damage. Counts as a melee weapon for bonuses and scaling. Ignores 2 damage reduction. On a critical hit, can spend another charge to also set the enemy on fire.
[V.M.X] Gel Launcher Deals 1d3 damage in burst 1, half in burst 2. Failed initiatives freeze in place and take a -2 to attacks. 80ft range.
[V.S] Hoverdrone Deals 1d4 damage. 100ft range. A successful Electronics check of DC 10 moves the drone up to 30ft as a swift action instead of a move action. A successful Electronics check of DC 15 allows attacking as a swift action instead of a standard action. Can move and attack outside the user's location and set up crossfire, but cannot focus. Does not take the sniper penalty if the user is within 60ft of both the drone and the target. Silent. Built-in camera, microphone, and speakers. Runs for 1 hour on one charge, but firing weapons costs charges like normal. Due to anti-warbot legislature, all militarized drones must be bioenergy linked and directly controlled.

=Modifications=

Bayonette - Attachable to any two-handed weapon.
Scope - You can focus as a move action to gain +2 to your next attack. If you already have 4 Awareness, focusing grants a +3 bonus instead. Standard-issue on sniper rifles.
Night Scope - Acts as a scope, but provides night vision.
Brace - When braced as a standard action, reduces weapon recoil by one step.
Silencer - Near-fully silences weapons. Breaks if a damage dice rolls maximum.
Laser Sight - Grants a +1 bonus to attack rolls. Visibly creates a dot, unless paired with a night scope.
Energy Pack - Charges 1d3 uses per day from a user (capped by their Bioenergy Weapons skill), or from a solar panel. Stores up to 4 charges. Attaches to a compatible piece of bioenergy gear to add uses per day.
Slings/Adjustable Stocks/Holsters/Sheaths/Hooks - For faster weapon or gear deployment; applied on a per-item basis. Allows readying or stowing the item as a swift action.
Grenade Launcher - Attaches to a two-handed weapon. Fires grenades out to a range of 80ft instead of thrown.
Flashlight - Provides hands-free light for two-handed firearms, and easily removed.
Barrel Reduction - Reduces range by 30ft, but removes Sniper, and Cones ignore 1 damage resistance.
Hardened Internals - Firearm isn't damaged on a natural 2 when pistol whipping/using it as an improvised weapon, or when firing with 2 Dexterity.
Custom Finish - At the beginning of combat, roll initiative with a +1 bonus.
Armor-Piercing Ammunition - Expensive, but ignores 1 damage reduction.
Incendiary Ammunition - Expensive, but 50% chance of enemy catching on fire on hit.
Rubber Ammunition - Renders targets insensate instead of killing them. The target's full damage reduction always applies, except for what's ignored from high Awareness.

.:=Requisitions=:.

800r15lbsSleek Suit
1000r25lbsStandard Armor
1200r35lbsDrake Armor
200r6lbsProtective Shield
400r4lbsPocket Computer
200r1lbsCommlink
100r4lbsMedical Kit
100r4lbsSecurity Tools
100r4lbsRepair Kit
100r4lbsPortable Solar Panel
50r5lbsWeight-Distribution Pack
50r2lbsMultitool
50r4lbsRope and Grapnel
50r1lbsBinoculars
50r1lbsCombat Stimulant
20r3lbsTemperature Cloak
20r2lbsPersonal Protective Equipment
20r1lbsProximity Alert
20r1lbsGlow Lantern
20r8lbsBedroll, Sleep, and Mess Kit
5r1lbsAmmo Pack
2r1lbsRations
*r*lbsCreature Comforts
1200r"Baker's Dozen"
250r2lbsLight Pistol
300r3lbsMedium Pistol
350r4lbsHeavy Pistol
350r4lbsMachine Pistol
400r5lbsHand Cannon
400r6lbsSubmachine Gun
450r12lbsAssault Rifle
500r16lbsHeavy Machine Gun
600r25lbsMinigun
400r6lbsPump-Action Shotgun
450r8lbsAutomatic Shotgun
500r10lbsRiot Shotgun
550r14lbsBreech Loader
400r8lbsScout Rifle
450r12lbsMarksman Rifle
550r20lbsAnti-Materiel Rifle
100r1lbsFragmentation Grenade
75r1lbsFlashbang
200r2lbsPineapple Grenade
200r1lbsIncendiary Grenade
200r1lbsCryogenic Grenade
350r2lbsEMP Grenade
350r1lbsSticky Grenade
75r1lbsSmoke Grenade
250r3lbsShaped Charge
150r3lbsClaymore Mine
25r1lbsCombat Knife
75r3lbsBayonette
75r3lbsOfficer's Sword
500r2lbsQuasar Pistol
600r8lbsImmaterial Rifle
650r6lbsRazorlight Flail
550r2lbsPyrojet Glove
350r0lbsFeatherglow Claw
650r2lbsAeon Sword
600r8lbsGel Launcher
850r14lbsHoverdrone
20r+1lbsScope
150r+1lbsNight Scope
20r+2lbsBrace
*r+2lbsSilencer (Cost is 10r * the weapon's damage die)
150r+1lbsLaser Sight
200r+1lbsEnergy Pack
25r+1lbsSlings/Adjustable Stocks/Holsters/Sheaths (One required for each weapon/piece of gear)
150r+3lbsGrenade Launcher
20r+1lbsFlashlight
0r-1lbsBarrel Reduction
50r+1lbsHardened Internals
20rCustom Finish
20rArmor-Piercing Ammo (Cost is per shot)
20rIncendiary Ammo (Cost is per shot)
5rRubber Ammo (Cost is per ammo pack)

=Standard Issue Loadout=
Standard Armor (1000r)
Primary Weapon (400-500r)
Sidearm (250-350r)
Melee (25-75r)
Fragmentation Grenade (100r)
Smoke Grenade or Flashbang (75r)
Commlink (200r)
Expertise Kit (100r)
Weight-Distribution Pack (50r)
Temperature Cloak (50r)
Binoculars or Multitool (50r)
Brace or Scope (20r)
Personal Protective Equipment (20r)
Flashlight or Glow Lantern (20r)
Bedroll/Sleep/Mess Kit (20r)
Ammo Pack (Primary) x9 (45r)
Ammo Pack (Sidearm) x6 (30r)
Rations x10 (20r)
Cost: 2475-2725r, avg: 2600r, roughly 90lbs of equipment.

Although standard issue, individuals frequently deviate from this, sometimes significantly. It has been posited as both too much and too little.
Carrying weight does not restrict starting gear; excess weight may be stored.

Total starting requisitions to spend = 3600

=Space Ranger Ranks=

1 = Initiate Ranger, INR
2 = Junior Space Ranger, JrSR
3 = Journeyman Space Ranger, JSR
4 = Specialist Ranger, SR or just Specialist
5 = Senior Ranger, SrR, just "ranger", or frequently drawled out comically as sirrrrrrr
6 = Galaxy Ranger, GR
7 = Greater Service Ranger, GSR
8 = Master Ranger, MR
9 = Zenith Ranger, ZR

.:=Species=:.

Kwaise ( 'ku-aze' )
Often just called "space raptors" by humans both affectionately and derogatorily, past wars were brutal and memorable, but also a distant memory, and they're pretty much past all the bad stuff now aside from ribbing. They are digitigrade, have extremely small claws, dextrous hands, and come in multiple colors and sizes, occasionally even being striped or mottled like horses. They have feathery manes from their heads to their tails, though it's not uncommon for them to dye or pluck them for personal taste. The rare among them are occasionally psykers, and their society commonly reveres these individuals, especially those that have more noticeable power strength. This practice is dying down, and discouraged by the federation and most forward-thinking among them, but the idea is still extant in the culture.
⦿They can see better than most species in the dark.
⦿When below half health, they get bloodlust, and gain a +2 to attacks and damage, but can take time to stop being jittery, especially if they remain at lower health.
⦿They can jump twice as high and far as humans.

Ganvellien ( 'gan-vel-ian' )
Described by many humans as "alien dragonflies", these four-armed creatures are covered by slightly iridescent scales, and have two sets of gossamer wings on their backs. These wings grow back, but are vestigial outside of low-gravity environments, so are frequently removed or otherwise kept out of the way in high-gravity environments. Their heads are somewhat flat and pointed, and the rest of their body is similarly streamline, with two thin, symmetrical tails splitting from the same point near the base like a swallowtail. Due to the abrading dust storms and severe sunlight levels on their home planet, they are known for their comparatively rapid healing, and make have taken up careers on other planets in fire rescue. They finalized joining the federation relatively recently, and now they've been in for only a few centuries.
⦿Instead of healing from sleep, they heal 1 HP per hour so long as they've properly slept and had sufficient nutrition.
⦿They have damage resistance of 5 which only applies to heat and fire damage.
⦿In low-gravity environments, they can fly as well as they run.

Human ( 'hugh-mann' )
One of the founding members of the federation, they're not perfect, but they're doing better now than they used to. With so many species and competing interests in the federation, it's difficult for any one group to successfully get what they want... but with the prosperity from having so many worlds and species combined together, it's easier for everybody to successfully get what they need. They are often viewed by the wider galactic population as either noticeably insightful, noticeably selfish, or both. Aside from some very rare scientific curiosities, they are not known for being psykers.
⦿Opposable thumbs and pursuit tracking are pretty cool.
⦿They brought jungian psychology to a galaxy that really needed more frameworks for discussing mental health.
⦿They make really good entertainment, seriously check it out.

.:=Action Resolution=:.

Attack rolls: 1d20+Skill Rank
Skill rolls: 1d20+Skill Rank

On a natural 20, you hit with an attack and deal double damage, or succeed in your task for a skill roll (or make significant positive headway if what you were attempting to do was impossible).
On a natural 1, something goes wrong. Oftentimes a piece of equipped gear or gear that was involved in the action becomes damaged, and cannot be properly used until repaired, though other appropriate fumble results can also happen.

In combat, you have a swift action, a move action, and a standard action, as well as any number of immediate actions.
You can use a standard action as a second move action, but not vice versa.

When injured, note how much damage the injury dealt, and track how long it's been since the wound was inflicted. Track each wound individually. Individuals reduced to 0 HP or less fall unconscious. Individuals reduced to -HP equal to their Backbone die unless they succeed on a DC 10+the number of times this check was made Endurance check every round.