Game Master Reference Screen
Every action is resolved by rolling a d20 and comparing the result to the character's Action Score.
Action Score = Relevant ability score divided by 2 (round up), modified by skill ranks.
When a Situation Die applies, add it to (bad) or subtract it from (good) the d20 result before comparing.
| Result | Threshold | Level |
|---|---|---|
| Roll ≤ Action Score ÷ 4 | AS ÷ 4 (round up) | Amazing |
| Roll ≤ Action Score ÷ 2 | AS ÷ 2 (round up) | Good |
| Roll ≤ Action Score | AS | Ordinary |
| Roll ≤ AS + AS÷2 | AS + AS÷2 (round up) | Marginal |
| Roll > Marginal threshold | — | Failure |
| Action Score | Amazing | Good | Ordinary | Marginal |
|---|---|---|---|---|
| 6 | 2 | 3 | 6 | 9 |
| 8 | 2 | 4 | 8 | 12 |
| 10 | 3 | 5 | 10 | 15 |
| 12 | 3 | 6 | 12 | 18 |
| 14 | 4 | 7 | 14 | 21 |
| 16 | 4 | 8 | 16 | 24 |
| 18 | 5 | 9 | 18 | 27 |
| Difficulty Step | Situation Die | Direction |
|---|---|---|
| Easy | d4 | Subtract from roll |
| Standard | none | Roll d20 only |
| Hard | d4 | Add to roll |
| Tough | d6 | Add to roll |
| Challenging | d8 | Add to roll |
| Formidable | d12 | Add to roll |
| Score | Full Name | Primary Use |
|---|---|---|
| STR | Strength | Melee attacks, lifting, carrying |
| DEX | Dexterity | Ranged attacks, initiative, agility |
| CON | Constitution | Durability points, endurance |
| INT | Intelligence | Knowledge skills, FX (some) |
| WIL | Will | FX powers, mental resistance |
| PER | Personality | Social skills, leadership |
| Condition | Trigger | Effect |
|---|---|---|
| Healthy | All tracks full | No penalty |
| Stun Dmg | Stun < max | -1 step penalty to all actions |
| Wounded | Any Wound damage | -2 step penalty; healing required |
| Critical | Any Mortal damage | -3 step; incapacitated risk each phase |
| Dead | Mortal = 0 | Deceased |
| # | Phase Step |
|---|---|
| 1 | GM announces start of round |
| 2 | All combatants roll d20 initiative |
| 3 | Phase 1 begins (lowest init roll acts first) |
| 4 | Characters with high rolls can act in Phase 1 |
| 5 | Phase 2: remaining actions resolved |
| 6 | Phase 3: final actions and reactions |
| 7 | End-of-round effects (stun recovery, etc.) |
| Action | Notes |
|---|---|
| Attack | Make one attack (melee or ranged) |
| Move | Move up to full speed |
| Sprint | Move at double speed, no attack |
| Activate FX | Use a psionic/mutation power |
| Ready/Stow | Draw or holster weapon |
| First Aid | Treat Stun damage (DEX check) |
| Dodge/Evade | +1 step penalty to attacker |
| Take Cover | Dive behind obstacle |
| Modifier | Effect |
|---|---|
| Called shot: torso | Standard, +1 step (d4 added to roll) |
| Called shot: limb | +2 steps, disarm/cripple on Amazing |
| Called shot: head | +3 steps, stun or unconscious on Amazing |
| Cover (light) | +1 step to attacker's roll |
| Cover (heavy) | +2 steps to attacker's roll |
| Concealment | +1 step, target partially hidden |
| Point blank (<2m) | −1 step (d4 subtracted) |
| Long range | +1 to +3 steps depending on weapon |
| Two weapons | Off-hand: +2 steps penalty |
| Burst fire | −1 step, uses extra ammo |
| Type | d20 die code | Track hit |
|---|---|---|
| s — Stun | e.g. d4s, d6s | Stun only |
| w — Wound | e.g. d6w, d8w | Wound (overflow to Mortal) |
| m — Mortal | e.g. d4m, d6m | Mortal directly |
| Rule | Detail |
|---|---|
| FX Check | Roll d20 vs. FX Score (= WIL or INT ÷ 2 + skill ranks) |
| FX Point Cost | 1–4 FX points per power use (higher effect = higher cost) |
| FX Points Max | Equal to governing ability score (WIL or INT) |
| Recovery | Full recovery after 8 hours rest; partial with short rest |
| Amazing success | Maximum effect; sometimes bonus effect |
| Failure | No effect; FX points still spent |
| Overload (optional) | Spend extra FX points for bonus to action score |
| Mutation | Type | Effect | Cost |
|---|---|---|---|
| Enhanced STR | Positive | +2 to STR score | 2 pts |
| Natural Armour | Positive | Reduce incoming damage by 2 | 3 pts |
| Claws/Fangs | Positive | Natural weapon: d4+STR mod melee | 2 pts |
| Enhanced Senses | Positive | +2 to PER-based awareness checks | 2 pts |
| Regeneration | Positive | Recover 1 Stun per round automatically | 4 pts |
| Chameleon Skin | Positive | Blend with surroundings: +2 to stealth | 3 pts |
| Psi Talent | Positive | Access one psionic discipline at 1 rank | 4 pts |
| Enlarged Form | Positive | +1 size step; +STR, easier to hit | 2 pts |
| Reduced CON | Negative | -2 to CON; fewer Durability points | −2 pts |
| Conspicuous | Negative | Visibly unusual; social penalties in human space | −1 pt |
The primary human interstellar body, formed to maintain order, enforce treaties, and manage exploration. Operates the Concord Marines and exploration ships. Relatively egalitarian but bureaucratic.
A massive corporate state with its own territory, military, and citizens (called "employees"). Pursues profit at all costs; rumoured to traffic in alien tech. One of the most powerful and ruthless factions.
A theocratic nation founded on the belief that drivespace is divine — the "Godweb". Deeply religious, values knowledge and spirituality. Has a strong military for self-defence. Suspicious of alien contact.
Mercantile confederation focused on commerce, contracts, and profit. Less militaristic than VoidCorp; operates through trade agreements. Known for excellent merchants, brokers, and spies.
Sparsely populated systems beyond the main stellar nations. Home to independent settlers, refugees, outlaws, and alien contact. Default setting of many Star Drive campaigns. Dangerous but free.
Humanoid species with biological neural interfaces allowing direct connection to computers and networks. Peaceful and intellectual; allied with The Concord. Excel as hackers and engineers. Slightly unsettling to humans.
Quick, energetic reptilian species with hyper-fast metabolism. Natural tinkerers and inventors. Sometimes exhausting to deal with, but excellent pilots and engineers. Allied with The Concord.
Large, bear-like species with a deep warrior culture and code of honour. Physically powerful; value personal combat and loyalty. Allied with The Concord as heavy infantry. STR and CON bonuses.
Insectoid alien invaders from beyond known space. Communicate via clicks and chemical signals. Highly aggressive; organised in hive-like military formations. Primary combat threat in many Verge campaigns. Do not negotiate.
Mysterious, poorly understood alien threat. Appear alongside Klicks incursions. Believed to use exotic physics weaponry. Very little confirmed intelligence; GM latitude for unknowable horror elements.
| Tech Item | Notes |
|---|---|
| Drivespace | FTL travel; 1–5 days per jump depending on drive class |
| Laser weapons | Common sidearms; no ammo reloads (power cell) |
| Gauss rifles | Electromagnetic projectile; standard military |
| Neural interface | Direct brain–computer link (Mechalus natural) |
| Combat suit | Powered armour; subtract 2–4 from damage |
| Medpatch | Auto-apply; restores d4 Stun, stabilises Mortal |
| Ship Class | Typical Role |
|---|---|
| Fast Freighter | Trade, smuggling, PC transport |
| Scout | Exploration, Concord recon |
| Frigate | Light military escort |
| Destroyer | System patrol, anti-piracy |
| Cruiser | Major fleet combat |
| Carrier | Fighter deployment, fleet flagship |