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galactic-adventures-assistant
galactic-adventures-assistant contiene 32 skills recopiladas de megazear7, con cobertura ocupacional por repositorio y páginas de detalle dentro del sitio.
Skills en este repositorio
Create a new player character for Galactic Adventures RPG, complete with stats, background, and equipment.
Create a full adventure module with plot, NPCs, locations, encounters.
Level up an existing Galactic Adventures RPG character, applying advancement benefits per the rules.
Design a balanced combat or social encounter with enemies, terrain, objectives.
Design a new alien creature or robot with stats, abilities, lore.
Get started with the Galactic Adventures Copilot assistant. Explains features, usage, and next steps.
Chapter 1 - Characters (Pg 3) - Character creation steps, race stat tables, flaws, backgrounds, stat increases, feats, expertise, class selection.
Chapter 10 - GM Manual (Pg 145) - Encounter design, difficulty, resources, loot tables, setting creation.
Chapter 11 - Creatures (Pg 151) - Creature roles, bestiary profiles, monster stat tables levels 1-20.
Chapter 12 - Science Lab Results (Pg 165) - Roll results 51-100 for specimen analysis. Effects, mutations, hazards.
Chapter 2 - Races (Pg 37) - Detailed race entries for Alliance and Expanse factions. Creation bonuses, advancement, features.
Chapter 3 - Classes (Pg 59) - Soldier, Vanguard, Sniper, Warrior, Operative, Psychic. Creation effects, advancement, features.
Chapter 4 - Psychic Abilities (Pg 73) - Psionic abilities list with effects, enhancements, psychic points.
Chapter 5 - Equipment (Pg 85) - Armor, ranged weapons, melee weapons, consumables. Stats, effects, charges.
Chapter 6 - Spaceships (Pg 117) - Armory, science lab, med bay, housing, warp drives, tactical systems.
Chapter 7 - Proteges (Pg 129) - Backup character system, creation, story integration, switching rules.
Chapter 8 - Action Checks (Pg 133) - Core resolution: d20 + stat vs difficulty. Opposed rolls. Expertise.
Chapter 9 - Gameplay (Pg 135) - Features, combat, initiative deck, round sequence, actions, long rest, dying.
Non-combat resolution rules: difficulty ladder, opposed rolls, and expertise progression constraints.
Thematic rules for building a character: race stats, flaws, backgrounds, stat increases, class pick, features, training, and starting equipment.
XP advancement cycle, level milestones, and how race/class/training/learning benefits stack over a campaign.
Combat timing model: initiative deck flow, action types, bonus/reaction windows, and round structure.
Combat spatial and attack rules: threatened state, ranged constraints, cover/concealment, firing position, flanking, and damage.
Creature-role framework, scaling stat tables, and encounter construction guidance for dynamic combat and narrative pressure.
Death-state handling and story continuity: dying thresholds, stabilization, med-bay revival, and protege succession rules.
Armor/weapon/consumable rule framework including charges, training interactions, slot limits, and tactical tradeoffs.
GM-facing rules guidance for encounter pacing, setting flexibility, NPC motivations, and campaign continuity tools.
Psychic subsystem summary: psychic points, action costs, opposed resolutions, enhancement stacking, and ability families.
Cross-reference of race and class rules: identity mechanics, feature families, and build-defining synergies.
Resource economy framework for credits, gadgets, specimens, nutronium, loot pacing, and pressure balancing.
Science-bay specimen outcome framework: d100 band behavior, reward categories, crisis outcomes, and permanent-effect adjudication.
Ship subsystem rules: armory, science bay, med bay, housing, warp travel, tactical systems, and disruption handling.