Advantage and disadvantage
Roll the full dice amount twice and resolve the action using the higher result of the two rolls. If rolling multiple dice, such as during a skill check, do not combine dice between the first and second roll.
Same as advantage but take the smaller result of the two rolls.
Multiple instances of advantage or disadvantage
Add 2 for every additional instances of advantage you have beyond the first source. Subtract 2 for each additional source of disadvantage.
Armor grants AC to its wearer. An attacker has to meet or exceed an AC target in order to deal damage. A person without armor has 8 AC.
This barrier effectively acts as temporary hit points that are removed before the wearer takes damage in most cases. The protective barrier is replaced by repairing the armor. Replacement costs 10 percent of the armors’ value in materials.
Repairing a suit of armor requires 20 percent of the base cost of the item in materials and 1d4 hours minus the tech’s skill rank (min 1). Armor maintenance requires Tech/Applied, Exosuit, or an appropriate Profession skill check.
Encumbrance is meant to be a significant balancing factor for weapons, armor, and gear.
Characters can ready a number of items equal to 6 encumbrance. This is anything that can be conventionally held in hand like ammo magazines, holstered guns, grenades, weapons, and armor. A character cab draw or produce a readied item as part of any action they may take during a turn.
Characters can have a number of stowed items equal to 12 encumbrance. It takes at least 1 move action to dig out a stowed item from packs or pockets. Items larger than 1 encumbrance take a full round or more. Very small items do not count against encumbrance limits.
A player gains positive fate when they roll a natural 20 on an attack or saving throw, or draw the joker during initiative. When you gain positive fate, draw a card from the Universe deck and place it in front of you. Using positive fate is a free action.
Players can use this to enter the initiative a second time in a round at the card’s initiative order (they win ties) or use a numbered card to augment a single Attack, AC versus a single attack, or a Saving Throw. Face cards can be used to automatically succeed a saving throw, add 10 AC vs an attack, or +10 Attack. Aces count as a numbered 1 for these purposes.
Positive fate can be stored between sessions, but players cannot have more than one card at a time. If a player with the Lucky attribute starts a sessions with two positive fate cards stored from a previous session, they do not gain another.
Same as above, except the GM benefits instead. Negative fate is gained when hostile NPCs roll natural 20s, draw jokers, or if particularly negative events occur in the game. The GM can retain a number of negative fate cards equal to the number of players.