Uploaded by Louis “LC” CLH

Grey Space Draft share

advertisement
Grey Space
Core Rulebook
A TTRPG in space
By J.G. Downey
Grey Space Core Rulebook
Welcome to Grey Space
Trying to make a name for yourself, escaping a cruel
planet, or attempting to uncover the mysteries of the
galaxy. Discover the unknown, fight for peace, establish
order. Make a colony, traverse the unknown, find fortune in
the void. Space holds fortune and horrors hand in hand.
Space is vast, filled with opportunity where any crew can
make an impact, as they navigate not only the cosmos but
morality. Will you find your path or be lost to the void?
Whether you want action, horror, mystery, exploration, crew
dynamics or a robot best friend, Grey space holds anything
you can imagine as that is the core of this game. This is a
game of found family, where crewmembers come together to
face the vastness of space, and maybe just maybe…they can
make an impact.
2
Table of Contents
Chapter 1: The worlds of Exploration……………………………………………4
Chapter 2: Character Creation……………………………………………………………30
Chapter 3: Species…………………………………………………………………………………………39
Chapter 4: Classes…………………………………………………………………………………………83
Chapter 5: Backgrounds, backstories, and vocations.159
Chapter 6: Equipment…………………………………………………………………………………180
Chapter 7: Feats……………………………………………………………………………………………213
Chapter 8: Modifiers and Skills………………………………………………….222
Chapter 9: Exploration……………………………………………………………………………229
Chapter 10: Combat………………………………….…………………………………………………241
Chapter 11: Spacefaring…………………………………………………………………………258
Chapter 12: Abilities…………………………………………………….………………………295
Chapter 13: Galaxy Masters…………………………………………………………………319
Chapter 14: The Galaxy……………………………………………………………………………341
Appendix A: Conditions and tables…………………………………………….353
Appendix B: Artifacts and power armor………………………………….363
Appendix C: Creature Stats……………………………………………………………….367
Appendix D: Sheets
Index……………………………………………………………………………………………………………………….384
3
Chapter 1: The worlds of Exploration
The galaxy is vast, full of wonder, opportunity, questionable morals and terror.
It has been an age of scientific breakthrough, cultural sharing, expansion profit, and most
importantly peace. That time is coming to an end. Former enemies: the Barbokian Empire and
Circii Huntresses have declared themselves allies, much to the galaxy’s shock. The Ja’unnian
prepare their defenses, surrounded by this new power. Humans and some of the Kith Queens
continue their wars for colonies, Faltese criminal organizations sew chaos, Adonians tighten their
grip on the council, and deep in the void, the Zellum wait. The Astral’s forces are spread thin as
their power dwindles with each passing year.
The galaxy tenses, as the memory of the Freedom War fades. The many species of the
galaxy unified, overthrowing the abusive reigns of the greys, who ran the galaxy as if it was their
personal laboratory. Their great technology is spread throughout the galaxy, hidden, and some
worry, are they truly gone?
The galaxy is massive. An extremely small percentage of systems have been explored.
The greys limited species to their home systems for the most part unless it was to war against
another sentient species. For this reason, the entire galaxy is now up for grabs and anyone with a
ship can make a fortune out there. Who knows what they’ll find?
At the commerce center of the galaxy is the Markaz system. A system kept secret by the
greys, which was the center of their power. The Zeta stations at the edges of the system open
4
travel to all reaches of the settled galaxy and several unexplored systems. All roads lead to
Markaz. The many species and powers of the galaxy come to this system for trade, making it a
diverse and important system. The Astrals hold the power and peace in this system using it as
their meeting place and communications hub. They hold the asteroid belt where the rocks have
become a home for the nomadic people.
There are several planets, but none are as important as Bravo station. A station built by
the greys that is shaped like a massive bowl that holds several different ecosystems and biomes.
The seats of galactic government reside here, with certain species holding seats, while others
seek a voice. Peace can be brokered, trade deals met, and scientific breakthroughs announced,
but most importantly, favor is for sale.
The Markaz system is unique in that nowhere else did the greys have such a stable
presence. Alpha station, in orbit over Bravo was where they lived in cryo stasis pods, it is now
used as a prison for their betrayers, the Slateguard. Throughout the systems, archaeologists,
explorers and artifact hunters seek out grey technology, and the immense fortunes one would
bring. Many secrets have been unveiled in this system, and some were greeted with a silencing
response of the Astrals.
A common theme in this science fiction world is the classic line “magic is technology we
don’t understand yet.” Technology is moving in so many different directions through so many
different species in many systems. Seeing a new invention or upgrade on basic technology is
commonplace, and so is not understanding how it happened. Unless you are a scholar at the
Collective University it may be too advanced to decipher. So, while magic as we know it may
not exist in terms like wizards or wands, it will likely get dismissed as an unknown technology or
grey ability.
There are some unexplainable, mind bending, multiverse shaking, things that can be done
out there so if you are looking to make the GM go “What did you go?” there are tons of techs,
abilities, and maneuvers that you can do.
The Markaz System
5
Subterra
The closest planet to the sun. Rare ores and minerals are mined from this radiated and sun
scorched world. There are several mine shafts with deep drills, that have their own mine team
towns that move behind the drills every few months. Mine 01, which has already excavated all
its ore, is now a trade port with safe docks, where the ores from other shafts are shipped off
world.
Most mineshafts are small towns, with a few different clans made from cross species
found families. Each clan runs a drill and excavation system. Different clans transport the ore
between the mine towns to Mine 01 where it is sold off world. It is hard for corporations to hold
on to their own mines, as the risks and insurance costs are too expensive, so they contract the
clans instead.
Mining is a tough business, and anyone who can do it successfully is not just savvy, but
lucky. Some have struck immense riches, while others have lost their lives to the natural hazards
and creatures that live in the planet's depths.
Not just ores are excavated, a few artifacts have been found which are worth far more
than ore. Artifact hunters prowl Mine 01, hoping to get the drop an unlucky miner with a Grey
device in their back pocket.
The surface is inhospitable, with a slow cycle of a 12-day spin, anything on the sun
facing side is burnt to a crisp. Mine 01 allows ships to dock in safety under the planet’s surface.
Four out of every 12 days Mine 01 is inaccessible known as the Inferno 4. Sips would have to
wait in the mine’s docks until the planet spins far enough away for them to leave/enter.
Vac suits are needed anywhere outside of the towns and vehicles that travel through the
hollowed-out catacombs. There is a tram system between the various shafts, towards Mine 01
and desperate outlaws or down on their luck miners sometimes try to hijack it. Any resident or
facility is in a hollowed-out space with thick walls, locals would walk to and from them in Vac
suits. No matter how deep you go, the temperatures are always high.
6
Sylvas
The oldest planet with life in the system. This planet is a wildlife reservation zone,
protected by joint Astro, Council and corporate entities. A blockade with ship jamming satellites
prevents non-designated ships from landing on the planet.
It is a no-flight zone, and the missile platforms and blockade of ships will fire on any ship
that approaches. Some smugglers have attempted to poach the protected animals and have
reported advanced sensors that overcame their stealth ability.
A few small research projects are done on the planet by Collective University. Access to
the planet is only allowable through eprmits by the university. Reports of the dense jungle
surface range from fantastical to nightmarish. It seems to be a deposit for extinct species, as well
as a hunting ground for massive Kaiju like creatures.
Sylvas has a moon named Sirensong. Scans show dense deposits of rare ores, which has proven
to be false readings due to several excavation attempts. The moon is uninhabited except for the
Greenview resort. The Markaz’s best and most affordable getaway. Spend a week enjoying the
hotel’s amenities, such as the Grav park, moon walk obstacle course, rover ranges, low G golf.
Then the famous three-mile beach, where it’s a different beach each day. Lounge on pink sands
one day and swim with mirror fish the next.
7
Facultas
The three stations stay close to Facultas which is the home to some of the most powerful
and affluent movers and shakers in the galaxy. Different species live in the same cities, all
competing to have the strongest symbols of wealth and power. This is the true hub of galactic
commerce, resources, planets, fleets are bought and sold here. It is a grand planet of luxury with
the lower tier workers kept far away in slums where it’s a 2-hour tram ride just to reach the grand
cities.
Inspired by Bravo station, the cities of Facultas are surrounded by massive parks that
separate them from the slums. These parks vary between cities who compete with each other in
hubris over the luxury and nature defying caliber of these reserves. Upside down waterfalls,
puppy herds, low altitude clouds, weather parks, gravity defying rivers, ecstasy grass, and the
controversial cardio park where you’re chased by predatory animals.
CEO’s, corporate boards, former admirals, the galactic’s best and brightest live here and
the technology moves quickly because of it. Companies change owners so frequently, sometimes
workers may have worked for a dozen different places in one shift. Districts, buildings and
fashion change one day to the next and those left behind are forgotten.
The most luxurious items can be found here and are peddled to the galactic elite, who
must constantly be replacing their gear to look fashionable with the newest things. This has
created great refuse farms of goods that would be new anywhere else in the universe, but are last
season, so trash in Facultas is everyone else’s treasure.
Facultas is populated by many species, corporation headquarters and luxuries. It has no
Astral presence and is thus secured by corporate security. Things aren’t manufactured on
Facultas, but grand Admin farms, accounting stables, and graphic design pyramids all contribute
to the economy, while any goods are imported from off world manufacturers, in a shared effort
to keep the air as pristine as possible. There is not much wild remaining in this world outside of
the boundary parks, penthouse mega gardens, pay-to-picnic parks, and mansion hedgerows. This
planet is so busy there are traffic jams for its thousands of ports, and green light waiting times
are based on your account holdings, which is public knowledge on the planet and used to gauge
marketing strategy, holo presentations and security/emergency response priorities.
8
Alpha, Bravo and Rho
The center of galactic power. Bravo station is home to the Galactic council, the powerful
voices in the galaxy with embassies for each species. Collective University, the Grand Museum,
Explorer’s row, Z Mart Delux, Super Arena X 3000, and many other locations make up the
center of Bravo station at the base of the bowl. Around them is the preserved landscapes where
any species can find a biome reminiscent of their homeworlds, that dive the station like slices of
pie. Further than that on the heavily policed rim are the slums, hotels, visitor centers, and tourist
traps nicknamed Shangri-La.
Life in the bowl is quite unique and beyond anything at current technology levels as the
massive station was built by the greys. There are likely more secrets to the grand station, and its
original purpose remains unknown. Ships dock on the external side of the bowl and take short
elevator sides to inside the bowl where they find themselves in a ideal environment and
atmosphere. There is no air traffic inside the bowl except for Council business. Any transports
would need to be taken externally outside the bowl.
Orbiting above Bravo station, Alpha station is used as a rotating shield from the sun to
grant Bravo a short, but artificial night cycle. This was the most protected station in the Freedom
wars, and all but three of the Greys were located there in cryo sleep. It is now a prison for the
war criminals, the Slateguard, and the galaxy’s worst of the worst. The station is secured by the
Astral and worked by university researchers and doctors who hope to unlock the Greys more
advanced secrets of cryo. It is not open to visitors.
Orbiting on the dome side of Bravo station is Rho station, a small circular station that
serves as an incredible communications hub. It is capable of accessing a cross galactic network
that sends instantaneous information across the galaxy. This is the only way to send
instantaneous information across the galaxy and is controlled by the Council who only allow a
select number of vetted technicians and Dj’s onboard. The Rho network is the quickest form of
news in the galaxy and is broadcasted to every system all day and night in hour shows. Shows
range from news broadcasts, information lessons, music hours, council announcements,
interviews with successful explorers and the ever popular Moss talk, hosted by DJ Atlantis.
9
Paradisia
A broken world. It was hit with the hard kinetic bolt of a railgun that upset the planet’s
poles, which caused a magnetic disaster in the atmosphere, to which there is an everlasting storm
in high atmo known as the magnetostorm. The planet is home to large wrecks of entire fleets,
and the scrap is so prevalent that debris storms plague the planet flinging metal shavings at high
speed. It is incredibly hard for ships to land on this planet, and doubly so to take off. The
conditions are so bad that every day spent on the planet tears apart ships systems, causing
catastrophic damage to ship systems.
Certain ships have been retrofitted to survive the journeys and serve as shuttle to cargo
haulers that stay far away from the magnetostorm. The planet's population is sparse with no great
cities. Residents live in desperate times in this forsaken world, trying to survive in the wastes.
The most common way to make money is scrappers, which break down the many crashed
ships, selling valuable parts, components, or rare metals. They take these to towns where shuttles
purchase them and sell them off world for a much higher price.
The planet is home to the galaxy’s most desperate. The exiled, forsaken, the true fringe.
Making your way on the brutal wastes of Paradisia is a difficult feat, and it is evident in its
residents who do not mince words. The planet is breathable, but not wearing some sort of air
filter or goggles leads to silver lung, where metal shavings get into the throat, or a screw goes
into an unprotected eye causing blindness. Some residents go insane, and live in the wasteland,
known as wasters.
Corporations stay away from Paradisia, as it is not worth the trouble or the negative
reputation for seeming so desperate. Once in a while debt collectors will go after some residents,
but they are often tricked into ambushes or join the many dead of the wastes.
10
Farigha
A desolate planet with little to no atmosphere. It cannot sustain life and surveying
missions have yielded little, discovering few if any lucrative mining sites. There are sporadic
research stations on the planet but no real population.
The planet has deep gorges, empty plains, and steep mountains with loose terrain. It is a
cold, unforgiving place. Terraforming and colonization is impossible, and outside for the
research outpost there is no shelter on the planet.
The planet is used as a dumping ground for spent or malfunctioning reactors that create a
radiated landscape that could experience a nuclear explosion at any moment. For this reason, the
research outpost are usually in naturally protected places like inside mountains, deep caverns or
craters.
The Council has been using the rough terrain and no atmosphere to train its new security
forces in large scale war games. This caused a controversy where the researchers thought that the
council was trying to regulate their research, and even resulted in a quick shooting war where
several recruits of the new security protectorate were killed. The Adonian voice themselves had
to come and apologize for the incident.
Farigha had two moons, one was weaponized in the Freedom Wars, and the other is
anomalous. Named M’barca after a brave Cichlid who saved thousands of lives in the Freedom
wars. It creates a strange sensor distorting field similar to a nebula. The distortion is enough that
it is too dangerous for anything larger than a shuttle to land on the planet. The distortion which
blocks comms has made this moon unfavorable and is largely ignored.
11
Astral’s Belt
An asteroid belt that stretches around the system. The Astrals have set up their shipyards,
massive population centers and agriculture stations for themselves here. Their stations are closed
to travelers and heavily patrolled. There are a few domed mansions in the belt, but the expenses
it took to purchase an asteroid from the Astral must have been astronomical.
This has become the unofficial home of the Astrals, the first in thousands of years for the
nomadic spacers. This is a gathering place for their fleets which call Markaz home, they will
return to the belt after years of travelling between systems. The shipyards here are better than
any on the galaxy but are for the unique zero G Astral ships only.
There is an unofficial yearly race that happens in the belt. It is a rite of passage for Astral
children who race around the system, by navigating the belt. At high speeds it is dangerous, and
this event gets great fanfare amongst the Astrals and is broadcasted through Rho station. It is one
of the most bet on sporting events, even more so than the grub ball championships.
Shortly after the Freedom wars, the Astrals hosted a Zero G training program. Students
had to travel between asteroids with low supplies and oxygen. There was almost a 100%
mortality rate among students and after a few semesters the class was cancelled. The survivors
known as Zeroes were said to have gone psychotic and are currently imprisoned on Alpha
Stations.
The Astrals are not the only inhabitants. Wurms live among the asteroid field. They are
massive creatures with a shipkiller status.
12
Orph and Eury
Two gas giants. Orph follows Eury in orbit, staying close to its larger sister planet. Eury
has a ring, and Orph is the home of the systems fuel industry. Both planets have a large number
of moons which are where the populations reside. An alliance known as the barons, which
controls the fuel industry is stretched thin, trying to bring justice to the moons but most are
lawless havens for pirates and smugglers. The truly dangerous ones are Machiavellian
nightmares run by a criminal collection of smaller organizations that form a syndicate. One
moon is home to a stone-age people, who like the Astral were kidnapped from the many species
of the galaxy.
Organized crime has also taken control of several moons, who have an unsteady truce
with the barons. There is no capital, but Rustbucket station is the unofficial main station of the
moons. Built on an uninhabitable moon, it is made of scrapped ships, shipping containers and
satellites. It is neutral territory, its population strong enough to fend off both the syndicates and
barons. No weapons are allowed on the station, and disputes must be settled on the docks. All are
welcome. It has several trade floors and is a common stopping point for smugglers, negotiations,
and merc bands.
13
Narcis
A world that is being terraformed with massive mirrors in orbit that warm the icy planet.
The hope is that it will be a beautiful ocean world with high demand real estate along the
Ecuador on archipelago style islands. The plan is to reflect enough light to melt the miles of ice
on the planet surface and maintain a livable temperature.
The project is far from that goal and is populated with massive terraforming efforts,
thousands of workers, engineers, laborers, planet architects and researchers all building a planet
that they in no way could ever afford to live on. The Narcis project is funded by the council,
which is hoping to develop terraforming technology that can be used throughout the galaxy
creating livable worlds for diverse populations that are wholly under the council’s purview.
The mirror stations are well protected by mercenaries who were hired in response to
constant pirate raids. The raids have dissipated but the mercenaries have not left, finding work in
service to the workers who have picked up the mercenaries’ contracts to assist them with
contract negotiations. The project which is woefully overbudget and suffered from large scale
embezzlement has been slowed down to work stoppages.
The Coalition is advocating to the council to take over the project and become the
Council’s exclusive terraformers, but negotiations have not past the preliminary stages.
14
Retira
Destination of the system’s pleasure barges. Tickets cost a lifetime of work, but it earns
them a remaining life of luxury and excess in the paradise domes, where your dreams are our
reality. The pleasure barges are next gen ships and often have to fight off raids sent by the pirate
Queen, Crazy Ma. Retira is coalition controlled, through contract with the Council.
Halfway Stations
Past the last planet is the long empty jaunt of pure void before the Zeta stations. Ships go
missing or malfunction during this travel, and if too far from a station or DREAM patrol there is
no hope of rescue (Deep Rescue Emergency Ambulance and Maintenance). The most popular,
and galaxy wide famous is the station Longhaul Shortfall. It is the last stop for those leaving
Markaz, and a signifier of making it to Markaz for those arriving. Station 87 is similar on the
opposite end of the system, but considered quirkier, the color red is illegal for example.
Longhaul shortfall is like an airport sized city. It is a melting pot of travelers. Crews share
stories at bars while passengers look for berths and deals on the most trusted looking ships. News
and gossip from different systems is shared between species. Magnificent cargo is moved
through the station, from wonderous creatures to priceless art. It is a place of wonder where you
never know what you may see.
15
Zeta Stations
Spread out in a 50 DU radius from the system’s sun are the Zeta stations. Long distance
portal stations that can traverse ships across the galaxy. Ships dock inside the protective casing
of a portal ship and in a moment are jumped across the galaxy to another Z station in a different
system. The Z station syncs with the target station creating a portal for the portal ship to travel
through.
Some Zeta stations have gone dark with accidents. Travel is taken with the utmost
caution. The precise calculations and technical know-how are quite difficult, and only a specific
Tolf personality can work the stations. The zeta station workers on either side have been trained
their entire lives and work painstakingly to keep the portals open.
While travel is almost instantaneous, the preparation time, pre jump checks, post jump
checks, and docking procedures are quite lengthy.
Zeta station technology may be the most advanced in the galaxy, and while scholars have
not unlocked all its secrets, they have deciphered how to build new ones. New Zeta stations open
the entire galaxy to exploration.
Ships that go through the portal, sync with nearby comms buoys, joining lesser communication
networks. This is how all non-Rho news network communications and messages are spread,
which is much slower as it is dependent on ships traveling through the portal. The stations
themselves are what spread the Rho network to all corners of the universe. Regardless of what
system the Z station is in, the Council controls the Zeta stations. Their value is immeasurable,
and no species would dare risk destroying theirs, in fear of losing quick connection to the
Council and the Rho network.
For this reason, militaries often circumvent Zeta station travel with long distance
journeys between systems where crews are in cryosleep.
16
The Galaxy
17
The Freedom War
The greys controlled the galaxy for an indeterminable amount of time. The Adonians, and
Tolf cite their rule as being stable and old by the time their species history begun to be recorded.
The Greys ran things from the shadows of the void, acting as puppet masters, and using other
species as tools for experimentations or lackeys. This is the most evident in the Astral who were
the couriers and workers of the Greys. Descendants of those kidnapped from their home planet,
the only homes they know are their ships. The Astrals had to do horrible things for the Greys,
and seeing the horrible destruction left in the wake of the Falta war, they knew they had to do
something.
The Astrals discovered the Cichlids and uplifted them using this intelligent species as
manufacturers for their uprising. The Greys became aware of this betrayal and sought a new
military avenue in a new species that they had kept in hiding. They contacted the humans,
demanding two generations of children as tribute, and crippled the moon to show this species
they were serious. The humans gave the Greys what they wanted, and they trained these humans
to be their enforcers, kidnapping the best and most brutal soldiers from other species to be
teachers.
The Astral and Cichlids suffered incredible losses when they tried to kill one of the three
Greys not in stasis. The Slateguard were ready and tore through the uprising forces. The Astrals
managed to spread word to the rest of the galaxy, and in response the Greys sent the Slateguard’s
to stop any whispers of dissent. This backfired and the entire galaxy rose one species after
another against the puppet masters in a war that lasted twenty years.
The three Greys not in stasis dwindled to one through the war, and it all finally ended
when the Grey’s protectors, the Slateguard, betrayed the overlords, killing all that were in stasis,
every last one. There were no more masters to the galaxy, and the various species had all united
to combat the Grey threat. The council formed to make the decision of what to do with the
Slateguards and decided to put them in cryo instead of executing them. Thus, a new age of peace
began, in year zero P.G. or Post Grey.
Galactic Council
The Galactic council sits on Bravo station and is the most powerful form of government
in the galaxy. They are less a government, and more an arbitration council to work out
differences across the galaxy in hopes of keeping the peace and prosperity.
They have passed very few laws, and are quite hesitant to create new ones, trusting each
government to take care of its own culture and preserve trade and peace.
The seats on the council are known as Voices, and the Head Voice has been held by an
Adonian since the creation. The other voices are the Barbokian Empire, Ja’unnian, Admiral of
the Astral, Ambassador of the U.N.E. for humans, President Aram of the Feraus, and an open
seat for whichever Kith Queen has sent a representative, there are also empty seats for the Circii
and Zellum which is out of respect.
While not powerful enough to have a voice, the Tolf are the caretakers for the council.
Being on the council is a serious matter, and many species like the Faltese do not have the
government or infrastructure to be able to contribute. Others, like the Sueral or Cichlids are not
cooperative enough with their own people to have a distinct voice, but both species are loyal and
respect the council. That cannot be said for the Circii Huntresses or Zellum, who do not
recognize council authority in their systems.
18
Governments or Corporations
Governments are the recognized power in the galaxy, but in the day to day it seems like it
is the corporations. Businesses flourish in space and can control large areas or entire planets.
They are the common power in the galaxy, it is only when something is truly out of hand or the
threat of war looms, when Governments get involved. The Governments are stretched thin
allowing corporations to function without oversight but are often called upon to clean up their
messes.
A corporate military may be much better funded than a government military but is
usually nowhere close to it in size or as far reaching. Corpo’s may employ mercenaries to protect
shipping lanes or have their own security forces to make sure workers meet their quotas, but
government militaries can wage wars across systems and employ soldiers who are loyal to more
than just a paycheck.
The end of peace
Power in the galaxy has tipped. Former enemies have made a surprising alliance, and by
all accounts seem to be looking at systems outside their territory. The already massive Barbokian
Empire has allied itself with the strong Circii Huntresses. In response the now surrounded
Ja’unnian are reinforcing their borders and buying weapons.
On the other side of the galaxy, the constant wars of human colonies versus certain Kith queens
continues, causing large scale arm build ups and battle-hardened troops.
Meanwhile, closer to home the pirate factions have unified under the blood eye of Crazy Ma,
who is regarded as the Outlaw Queen even though she hunts organized crime ships just as much
as anyone else. The Astral’s find their ships pushed to the brink keeping peace across the galaxy,
as the pirate menace grows.
Then as always there is the constant fear of the Zellum who maintain their secrecy in
their distant arm of the galaxy.
19
Technology
Technology is the ultimate decider of power in the galaxy. Military or economic
infrastructure mean nothing compared to technological achievement. In the galactic community,
technology is mostly shared between species. The Astrals and galactic council are very careful to
control the best universities and therefore most breakthroughs, thereby policing technology
achievement.
This does not mean they have a monopoly on science, far from it. Breakthroughs happen,
change life and power structures all the time. The fear of a more advanced species or secret
society always looms. Members of the galactic community’s technology has been shepherded for
centuries with grey interference and has developed along similar pathways allowing tech to be
compatible across species.
The many species of the galaxy lived under the boot of the Greys whose technology was
far ahead and are dedicated to not letting it happen again. They strive for advancement and
publicly support the sharing of breakthroughs between factions.
Settlements may have to rely on their hands and basic technology while there are pleasure
barges where technology solves all your problems, it varies across the galaxy. Stations may be
advanced or held together by duct tape and elbow grease. A settlement on a terraforming world’s
focus is creating stable food sources while a station may have an excess of new model personal
shields.
Explorers use technology to get ahead. Figuring out ways to turn it into abilities on the
battlefield or better their chances. Technology is considered the ultimate power post freedom
wars and from society to the individual everyone seeks to find an advantage through a specific
niche.
20
Using this Guide
Tread carefully into the vastness of space, for there, in the dark, no one will hear you
scream. That is an example of the cool type of things you can say while playing this game. This
guide is a guide, it’s just that. We hope it inspires some creativity and ignites the spark of
imagination, but more than anything you all should be having fun with this. If a rule causes
frustration or slows momentum nix it, have fun! You can follow the rules exactly, do the rule of
cool, write fanfic about a Kith worker going back in time to fight dinosaurs. Do whatever you
want with this, have fun!
This guide is to make an efficient and quick system for a space role playing tabletop
game. It should be an easy move for TTRPG users and welcoming to new players. It is up to
your table and the all-knowing true star of the universe the GM to take and add anything in this
book to create the best experience for your table. Obey the GM! The Galaxy Masters knows best
and can change or alter rules, as long as they are consistent.
Be welcoming adventurers, embrace new players, recruit pros, invite your friends and
most importantly make new ones. The table is a place where we can all have fun and go on this
crazy journey together, be the ultimate badass in space, or spend a campaign managing a mutant
Dino fighting arena, it's totally up to your table. It’s a flipping game! We should all be having
fun, enjoying ourselves, avoiding the hazard of eating pretzels too fast, and be in a safe space.
I’m not saying the GM shouldn’t TPK you for trying to install a window at trip speed but have
fun explorers! We’re all here to have fun. Not you GM, you’re here to put on a show, no fun for
you.
Discuss what everyone’s comfortable with, the “rating” you want the campaign to be. A
player could have a trigger, fear or concern about certain topics. We are legitimately terrified of
puppets and had to contract out for the Puppet master stat block, not trying to play a game with
them either. As said before, this is a game, and everyone should be having fun at your table, be it
virtual or in the real world…or maybe psychically. Seriously, if you are playing psychically, are
you a Grey? Please don’t abduct us and destroy our moon.
This guide will walk you through the game and introduce you to the different species,
classes, and mechanics. How closely you follow the rules is up to you and your table, just be
consistent. This guide will give you everything you need to be a player and learn the rules. We
walk you through character creation, which is the most fun, and show off all the cool equipment
and mechanics later on.
This guide is designed for you to play our system and use our galaxy for the basis of your
game. We have adventure modules and planets for you to have escapades in, your GM may also
make things up of their own called homebrew. Pro Tip: Your GM’s homebrew is amazing, also
do us a favor and just wreck that world. They should have used our adventures. So, unleash some
spores at important stations, persuade pirates to be acapella singers. We always say this is a
shared experience, but in homebrew that's a lie. It’s you Vs. the GM. Remember that. Just
kidding. If your GM homebrews, they deserve a hug. Its hard work.
We hope you have some amazing adventures across space, good luck in your explorer
careers, mercenary jobs and space faring journeys!
21
How to Play!
You need dice, something to track info on your sheets and your imagination as well as this core
rulebook. There is a GM who acts as a narrator and referee driving the story, and then the players
who the story revolves around. The players control characters, and the GM controls everything
else. The basic outline for playing follows the below rhythm.
1.) The GM explains the scene, describing the setting where the explorers are located, painting
the picture using descriptive words so the players can imagine it. They introduce action in the
scene, be it something the players need to respond to, establish the atmosphere, or stay silent and
give the players room to roleplay. Often a GM has to push scenes forward by reminding the
players of their options, jobs or the watchful eyes of station security.
2.) The players say what they want to do. It can be the whole crew, or one player. “We’re going
to go to the trading floor,” for example. Other times it may need to be more detailed. “I stand
next to the door, edging it open as quietly as I can.
Sometimes multiple players are doing different things simultaneously, one is fixing a door while
the other is trying to dismantle security cameras. A task may be easy, such as looking under a
bed, or it could be difficult like trying to jump a crevice. The GM will call for a skill check, or
save, and describe what happens based on the results.
3.) The GM says the consequences of the player’s choices. “You find a credit under the bed.”
“Just so I’m clear…you want to tie a bunch of ducks to yourself and try to float to the ground?”
The GM may then ask the player to make a roll. “Roll an engineer check to try to fix your
shield.”
This back and forth is also true for combat. Where the GM will move down initiative saying
what happens, and then asking players what they want to do for their turn. General gameplay is
22
much looser than combat which is structured and turn based. General gameplay is meant to be
more open, and supportive of roleplay.
This game takes place in the grand setting of space, but even more amazing is that it takes place
in our shared imagination. The game is a melting pot of the GM and player’s imagination, each
impacting the next creating a unique and beautiful world.
GMs vary in shape, size, technique and varying layers of insanity if they are willing to handle all
the wild things their players do. Some may enforce the rules to the letter, while others may keep
things loose. Some may do voices, acting, real life equations to keep things realistic, make props,
draw doodles of maps, buy/print maps, or draw squiqilies on a piece of paper, all are the correct
way. You know why? Because you have an awesome person willing to take you on this
adventure, and however they keep it entertaining is how that table acts.
The GMs are just as lucky, because they have amazing players who come to sessions excited to
play and do hijinks. One may even be a hero and take notes!
Your table, which is the all-star team of GM and players. It may be use different mediums like
electronic or on a VTT, real minis, paper, full school theater of the mind. Every scene may have
a map, maybe only combats do, maybe they have station maps too! Who knows, just sit back,
have fun, grab some snacks, embrace the chaos of space and have a blast!
Dice of the game
There are several dice used in this game. The classic TTRPG set. Do they need to match your
character’s color scheme? No, you can even share!
In the rules we will list the dice with the number of sides it has. d means dice. A d6 means a sixsided dice. 2d4 would mean two four-sided dice.
D4- The pointiest and most dangerous dice. The d4 is 1-4, and often used for low damage
weapons or as a bonus to a stat. The number on top of the triangle is the number for most designs
of this dice.
D6- The most popular dice in the world, also our game. This is your proficiency dice. You use
this for almost every roll. Have this handy.
D8-More thunderous than the d6. It is 1-8.
D12-A band and also a dice. This dice is 1-12, and is like using 2d6, but one is an option.
D20-The mother of all dice. This is the dice your GM uses.
Percentile dice. -D100. The most confusing dice of the game, used for figuring out percentages
or rolling on certain tables. Pick one to be the tens, and the other will be the ones. All 0’s are a
100.
It's possible the GM will call for a dice that don’t exist like a d3 or d2, which is really a coin flip.
A d3 would be rolling a d6 dividing it by 2.
23
The all-powerful d6
The d6 decides the fate of many actions in the universe. It is the agent of chaos at the center of
the universe. The cradle of life, or the despairing black hole devourer of worlds. Your fortunes
are decided by the side it ends up on.
We don’t just roll a d6 to find out what happens, we add a number to it. Dictated by one
of the 6 foundational stats. Each has a score that will be added to or minus the final roll of the
dice. This is known as a check, or the GM may say make an ability roll or save. When in doubt,
roll the d6 and add a number.
We use d6’s for almost everything. Skill checks, saves and attack rolls which are all the most
common rolls in the games. D6 rolls go as follows. Keep yours handy, you’ll be using this one
almost every time you make a roll.
You roll 1d6 as your initial roll and you have the option to add more 1d6’s using the
amount of your proficiency level if you have proficiency in that weapon, skill or save. So, you
may be rolling multiple d6’s. You will also have opportunities to add d6’s or other dice based on
specific abilities. There is a subclass of Spliced who uses a d8 instead of a d6 when making
attacks.
1. Roll the dice and add the corresponding score. This is your ability score usually and can
be your ability score plus skill points if its skill check.
2. Conditional additions. There may be more bonuses or penalties depending on the
situation. You may get a bonus due to class feature or tech ability or could have a minus
due to your armor or a condition.
3. If you choose you can add 1d6 to the roll using one of your proficiency dice.
4. Advantage or disadvantage. This is when you reroll your highest or lowest d6 and take
the respective lower or higher. If advantage, you reroll the lowest and take the higher
dice. Disadvantages: you take the lower after rerolling the highest.
5. Add up the total and announce it to the GM who will compare it to a DC or Defense.
Difficulty class or defense. Higher or a tie is a succus, lower is a failure.
Doubles AKA Dubbz
Double sixes is the best possible outcome. Snake eyes or double ones is the worst. A double six
for an attack adds a damage dice, snake eyes means a weapon jam. Special abilities and higher
proficiency means you are rolling more 1d6’s increasing the odds of doubles. As you get better
at something the chance of doing it well increases, just as the odds of making a critical mistake
now that you can do more in that field.
If you roll say 4d6 and you roll double ones and sixes. This is a normal roll, even say if you roll
4 ones and 2 sixes, its still a normal roll.
Snake Eyes. If you roll double ones different things happen depending on what you were rolling
for. It is a automatic failure.
• Melee attack: Attacks against you have advantage until start of your next turn.
• Ranged attack: Weapon jams. Must use reload action before it will fire.
• Check: Insanity marker lowers by 1.
• Save: Auto fail on the save.
24
Double sixes. If you roll double sixes different things happen depending on what you were
rolling for.
• Attack: Add 1 damage dice for each double six.
• Check: Best possible success.
• Save: Auto Success.
The “Dubbs” flashback
This is an alternate rule that you can employ if you wish. Track the doubles once the players
have ten, the players roll off and the highest gets a flashback scene where they can roll on the
major moments table. (this will happen quick and is done when it works for flow, decided by the
GM) The GM and player will then roleplay a scene from your character's past. The GM may
choose to roll on the major moments, flashback or wound table, and it could possibly mean a
boon or increase of debt to the character. The GM and player should work to make this fit with
the character.
Whenever you trigger a flashback, add 10 to the flashbacks required to trigger the next one as
you restart tracking.
Round Down. Sometimes things are halved or require division. Round down for everything.
Triples or more. Exponentially add the consequences or boons for every additional same dice.
This could be adding an additional damage dice for each
Specificity and exceptions
Class features, feats, abilities will often contradict the general rules. This rule overrides the basic
rules of the game. Any rule describing a specific situation overrides the basic rules. An example
would be a feat or mod allowing a character to have their full movement while wielding a heavy
weapon. Typically, their movement should be halved but they have a feat that overrides that rule.
Episodes and stories
This game revolves around episodes that all together build an overarching story. Episodes are
smaller adventures that can happen in 1 or more sessions where a story is the entire arc made up
of 8-10 or even 20 episodes. There are of course campaigns which are made up of multiple
stories.
Episodes, stories and campaigns should all have their own beginning, middle and end. The
characters should have clear development, going on their own personal story and having their
own quandaries.
Making an episode
An episode is made of a few scenes with a clear achievement. You should be able to
summarize it easily with a sentence. The explorers stop at a planet for dinner where the port
impounds their ship until they help them run off a monster. The episode would be the explorers
arriving, exploring the town, preparing, fighting off the monster and leaving. The players may
disregard that and fight the entire town, or fall in love with the monster, it could have many
outcomes but encompasses one small adventure. An episode should take place in 1-3 settings and
have about eight to ten scenes.
25
An episode should have its own theme and does not necessarily need to follow the same
one as the overall story. It could be action packed, or a love story. Some GMs like to end and
begin episodes on the same note. (PC’s meeting for dinner, or arriving at a port)
An episode has a few challenges, moments of growth, decisions made by the PC’s. They
can vary in length and be as straight forward or complex as needed.
Building a season
A season is multiple episodes, telling a grander story. Dr. Hollows and his ship the tombstone are
a blight on galactic life and must be stopped. There is a clear goal with an achievable outcome.
There is an antagonist or several. Every episode does not need to be about the overall story, but
most of them should be. The explorers learning, planning, fighting, helping etc. as they work
towards this goal.
The episodes should be varied, customized to what the table enjoys. They could be
combat focused, ship combat, all roleplaying, a shopping and relaxed episode. Regardless they
should be varied, showing your players different mechanics and settings, with their own small
plots. Any mechanic in the final episode needs to have been shown to the players before. The
finale is for finishing the story, answering questions not TPKing your crew just because they
were trying to figure out a new mechanic. They should be TPKed justly, by the antagonist.
A good season has an episode for each character's backstory heavily involved. An enemy
from their past may reappear or the explorers arrive at their home city.
A story can be a mystery, a spy escapade, mercs trying to get by, exploring a new galaxy,
setting up a colony.
Try to hit big notes midseason, and for the finale.
Running a campaign
A campaign covers multiple seasons and could go on for an unknown amount of time. It covers
many different story arcs and could have a running theme or really big bad antagonist.
Campaigns are for dedicated groups and take the players on an amazing journey, where all the
PC’s that begin may not see the ending. Feel free to have standalone episodes outside of seasons
in a campaign, or even flashbacks or one shots that display enemy intentions. A campaign takes
place over a long-time showing changes in the galxy brought about by the players. A decision
season one may have lasting consequences in season three.
Between seasons, time may pass. Explorers may take some time for families or school. Getting
back together when fate calls for an epic adventure. (You can create tables for players to roll on
between seasons or they can RP their break from the crew.)
Role Playing. At the table the player goes by their PC’s name. There are many moments in game
where role playing is needed. The explorers may need to bargain for passage on a ship, negotiate
a big deal or convince a settlement that they need to evacuate. Players can role play with each
other or with non-playable characters controlled by the GM.
It can often end up in chaos, hijinks, craziness. It can be a lot of fun; it can also be heavy
in certain scenes. Stay supportive of your fellow players, giving each other the space and support
needed to have a fun time. Some players may be really into roleplaying, while others may be
hesitant, which is also true for combat. It’s that mix, all our different views and likes/dislikes that
26
make the game great, embrace it with a safe and welcoming environment. Not everyone is going
to have the same preferences, beliefs and ambitions, and that’s fine! That makes it fun.
The game
You can tailor the game however your table likes. Most stories feature the crew as
freelancers, not part of any larger organization, allowed to make their own decisions. Others
could have the crew as part of a larger corporation, expeditions to the unknown, settlers,
terraformers, criminals, cargo haulers or just explorers.
Some popular themes for your adventure.
A freelancer story allows you to pursue anything your players want, open to make their own
alliances and enemies.
Contractors. Hired to work for a specific corporation to carry out specific orders.
Mercenaries. Taking any job possible for the highest bidders.
Emissaries. Carrying out council business.
Expedition. Exploring the unmapped sectors of the galaxy. Usually chartered or sponsored.
Settlers/ surveyors. Finding and establishing an outpost on a planet or station.
Researchers. A group put together to solve a unique problem with a time limit.
Bounty Hunters. Going after the galaxy’s baddest.
Haulers. Moving and selling cargo.
Taskforce. A special military/ scientific group put together to solve unique problems.
Combat. Be it on the ground, in zero or with ships, combat is likely to happen. It is structured,
with players having their own turns. It can both be exciting and tedious because its so structured.
We designed the game for creative combat, there are a lot of options, but be quick. The GM and
table need to find a happy medium and should always strive for efficiency. Chaos and ridiculous
moments occur in combat and bring with it excitement. Remember to have each other’s backs,
and if you separate that means the GM can kill a player. Just kidding, but…do you really want to
split the party? Are you sure?
Combat is a serious matter in this game, especially when you start. Enemies do not level
up, their stats are always the same, so if you meet a creature at level 1 or level 9 it will be the
same strength. That means players need to make smart decisions, plan, communicate. All combat
in Grey Space is lethal. The lowest stat blocks can still kill a high level character.
Materials
To play the game you need this book, dice enough for everyone. Character sheets for
players and the ship, and pencils or the electronic medium you are using.
27
Common Terms
Below are some common terms used throughout this guide that should help make things
easier.
Action-Refers to doing something in combat during a turn. A PC has three.
Armor-How much damage is reduced from each total.
Attack-Refers to rolling dice to see if the attack hits. It is the act of swinging a sword or firing a
rifle.
Combat- A encounter in which initiative is rolled.
Character- Also known as PC, Player character. It’s the creature controlled by a player.
Check-Skill or ability check. You are adding a score to a 1d6 roll.
Creature-Anything that can be in combat and have turns. PC’s, NPC’s, robots, monsters, etc.
Crew- This refers to the group of characters that the players are playing as.
DC- Difficulty class. This is the number needed to beat a check or save.
Defense-A score that attacks rolls need to make for an attack to hit them.
GM-Galaxy Master, the person behind the screen, narrating the game.
HP-Life, how much life a creature has. It means hit points.
Hits- How much ranged damage an attack does to a shield. (Burst fire would do 3 hits, single
shot 1.)
Level-Class or vocation level. 1-10 for class, 1-5 for vocation.
NPC- Non-playable character. Controlled by the GM.
Proficiency- How many 1d6s you have in your pool, depending on your level. Expended dice
recharge at a rest.
Roleplaying/RP. -Describing scenes or acting them out.
Round- Every creature in combat takes their turn. 5-6 seconds in game.
Save-A check to avoid something bad. (1d6+ ability score.)
Score-Ability score. (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.)
Shield- How many hits are blocked before the player character starts taking damage.
(Intelligence +1)
Table-The combined experience between you all. This includes the Gm and players.
Turn-The player using all three actions in combat.
Types of play
There are four types of play in this game listed below. An episode could have all four, or
one. It can vary. Players may like different parts and have their own preferences. As a GM it is
good to know what types of the game your players enjoy and focus on those areas.
The game should have a balance of the below types. Players may also be nervous about
different parts. For example, not knowing what to do in combat, or roleplaying a character at the
table. Players and the Gm should support each other so everyone is comfortable, and keep in
mind that with anything new there is a learning curve, so be patient with newbies, and help as
needed. More people playing, means more fun.
Combat
This is one of the most common types of the play, and a lot of people’s favorites. It is
regimented with the most rules in the game. There are turns, rounds and each player makes
decisions that impact the overall combat.
28
Combat and Grey Space is lethal. Enemies do not scale, which means there are ones that
would be indomitable to a level 1 crew, and others that would be a breeze to a level 10 party. The
crew needs to take combat seriously, any combat can be lethal.
Exploring
It’s not science fiction without exploration. This means exploring the universe, other
systems, stations, pirate hideouts. This involves players travelling with the GM telling them what
the characters see based on checks and events. The players then react accordingly. The Gm will
generate plants, systems, and places for you to explore.
Roleplaying
Another facet of the game that is popular with players. This can involve roles, but mostly
it is players and the GM acting out scenes as if they were the characters or alternatively the GM
describing what happens, and players saying what their characters would do.
This is the part of the game where there may be voices, acting, conflict. Stay supportive,
and make sure everyone is welcome, regardless of how you approach roleplaying. Have fun with
it, be silly when you can, be dramatic too. The more you put into the game, the more you’ll get.
The characters are your baby and treat them with the respect that they deserve. Roleplaying is the
only type of play that happens constantly. You are always playing your character and should be
doing as they would be doing as a crewmate. Remember, it’s the crew against the void. Have
each other’s backs.
Space Combat
The fabled space combat. It should be quick, rapid rounds with huge implications. The
stakes are massive. The ship is your crew’s home, don’t let it get blown up or stolen.
29
Chapter 2: Character Creation
This is your chance to make an explorer that will leave their mark on the universe. Use your
imagination and build a character to your liking. You can also trust in Chaos and create a
character by rolling on the tables.
Explorers are not superheroes, elite or wealthy. They are most commonly workers
striving for a better life. The galaxy is an unforgiving place with riches to be earned at great
peril. It is for those who NEED it to better their lives. In fact, almost all explorers have no other
choice. Many have collected so much debt, warrants or burned bridges that taking the frequent
risks of space travel is the only way out. That does not mean these are hapless drifters or
layabouts, space work is difficult and requires tough, smart and hard workers. There is of course
the “right sort” the curious, the question askers…but they’re probably smart enough to be part of
a prestigious organization and not freelancers.
Anyone with means or power would stay safe on a planet. For with great risks, hope there
are rewards.
Chapters 3-5 detail specifics on how to build a character. This chapter provides an
overview for the ten steps to create a character.
As you design your character, put down the stats and important information on the
character sheet as you go. You will need 1d6 to roll your abilities. The steps are listed out
below.
Character Idea
What is your idea for a character? Are you an alien conqueror, a down on your luck
scientist, a naive colonist leaving home for the first time. Did you barely pass your pilot test, are
you a decorated veteran, war criminal, lab experiment, raised by the Kurdshuvuu giant birds.
It's also okay if you come in with no idea, you can roll on the background tables and put
the pieces together to build your character's personality.
You can roll for every stat, species and character selection. Many players wish to choose
the big selections of species, class, background and discuss vocations as a team. You can do this
or roll for the results.
30
1. Ability Scores
Ability scores are in six categories. Strength, Dexterity, Constitution, Intelligence, Wisdom,
Charisma. These points will drastically impact what your character is and what they are capable
of. You want your stats to support your character build. Pick stats that support the style of play
you are looking for. You also want this to balance amongst your crew. Each stat has a big impact
on your character and your ability to play. The abilities that a class has for saving throws are the
most important ones for that class. In italics is the mechanic that each stat impacts.
Strength. How strong your character is. How much they can carry and how good they are at
manning ship’s guns. This is important for melee weapons. This supports the gunnery vocation.
Your inventory equals your strength score.
Dexterity. How fast and quick they are. This can make them nimble, sneaky. This supports
stealth, piloting and aiming ranged weapons. This supports the pilot vocation. Aiming ranged
weapons.
Constitution. Your health. How much Hp they have, how likely they are to stave off diseases
and how much modifications they can have. This is how healthy you are. This is your HP.
Intelligence. This is how book smart your character is. Their knowledge on specific subjects and
the sciences. This supports a science officer role. This dictates your shields.
Wisdom. This is street smarts, common sense, problem solving, figuring things out, and usually
based on experiences. This supports technician and engineering skills. Certain items use charges
from a chargepak, how many items you can use is decided by this.
Charisma. This is how personable you are. How charming, persuasive and dare we say
manipulative. It is your willpower. This supports a captain role. This is your ability to get deals
and build allies.
When building a character, you will add the points and then add/ subtract based on your species,
then add the + 1 for your role on the crew (your vocation). You will later finalize your scores by
distributing points between your six scores and can choose between the two methods below. You
should allocate points to scores once you know your class.
Rolling stats
You can trust chaos and roll 1d6 for each stat, adding it after your choices and starting
point. No rerolls. You can arrange these 6d6 as you see fit, dedicating one dice towards each
ability as you choose.
Point Buy
Alternatively, you have 15 pts to distribute between all six scores as you see fit. You may not
add more than five points to one skill, nor start the game with any skill at 0, which is character
death.
2. Pick a species
Choose one of the species that are in the galaxy. Discuss your choice with your GM, as some
may be difficult for the campaign that is being run. Find out if the GM is okay with using rarer
species like Zellum or Stontites. Be aware that those species are not part of the galactic council
and running into others would be rare.
The species you choose will be a major part of how your explorer fits in the world. Are they a
human running from debtors, an Adonian station warden, a Kith looking for a purpose, or a
31
Faltese bass player in a rock band. An explorer’s species ties them to a grand civilization and
culture. Find descriptions for the different species in Chapter 3.
Your species impacts your ability scores, increasing and possibly decreasing them. Bookmark
your species ability increases so you can use them when you add up your ability scores.
If you wish you can roll 1d100 to determine which species to be.
1-7
Adonian
The most politically powerful species. They are artistic and cultured. Their language is the standard
language for the galaxy. They are beautiful in the eye of every beholder.
8-14
Astral
Descendants of other species who were kidnapped from their homes by the Greys. They have lived in
space for multiple generations which has changed their appearance.
15-21
Barbok
An organized species with the largest territory. They are stout and have four arms, a strong culture
that believes in loyalty and supporting future generations.
22-28
Cichlid
A small fish that uses a powered suit to move around as a humanoid. They love working with other
species and with technical fields.
29-35
Circii
A plant-based species that has a strong caste system. They are protective of their culture to outsiders.
They are humanoid with bioluminescent skin.
36-42
Faltese
They fled from their destroyed home planet long ago, and fight for survival throughout the galaxy.
They are hardy and adaptable people. They have a slouched stature with geometric tattoos on their
faces.
43-49
Feraus
Education is the paramount belief of this dinosaur-like species, which was warrior based long ago, but
has evolved into a peaceful outlook that values knowledge and debate.
50-56
Human
An adaptable species with a complex economy and many corporations that are integral to galactic
trade.
57-63
Ja'unnian
A flying species, dedicated to purpose. They are decisive and do not minx words. Their espionage is
the best in the galaxy.
64-70
Kith
An insect species that live in hives under a queen. Their behavior differs drastically depending on the
Queens disposition. They are the most populous species in the galaxy.
71-77
Owiirt
A collective of Moss like beings that think faster than light, working together as a mimic of a
humanoid.
78-84
Stontite
A newly discovered species. They are not spacefaring, mineral based and are in a feudal period. They
are small and hardy.
85-91
Sueral
An artificial lifeform that is incredibly unique to others of its species. Each stands out from the others,
being as distinct an individual as possible.
92-99
Tolf
Cloned for generations they are the station keepers, and caretakers of the galaxy. Small in number, the
longevity of this species is coming to an end.
100
Zellum
A mysterious species that hides in a distant arm of the galaxy. They are strong and do not engage in
politics or negotiations. They build their armor into their skin, mimicking an exoskeleton.
32
3. Choose a class
This is the biggest decision that impacts character creation. It is their role in society, how others
see them. This will impact what you can do during combat and the abilities you have. You can
multiclass as an option but your first class is a foundation of your character. Class dictates which
abilities you get a bonus to saving throws in. The class options are in chapter 4. Return here after
selecting your class and bookmarking the page.
1
Engineer
Has an exo suit. Uses tools and mechanical abilities.
Some can even build a robot.
Greyborn
Mental powers that push their will over others. Can read
minds and move objects.
Constitution and Charisma
Operative
Uses tricks and ruses of different technology to get what
they want.
Dexterity and Wisdom
Scholar
An expert of a field that ranges from radiation to
aeronautical theory. Can use elements of their field of
study to powerful effect.
Intelligence and Wisdom
Spliced
Combination of monster, machine and person they are
modified beyond their base species into something
entirely different.
Strength and Constitution
Symbiote
A hitchhiker has allied itself with them, granting
incredible abilities.
Constitution and Charisma
A skilled soldier that dominates the battlefield.
Strength and Dexterity
2
3
4
5
6
7 Trooper
Strength and Wisdom
8 Reroll
33
4. Integrate your character into the world
This is your chance to make an explorer that will leave their mark on the universe. Use your
imagination and build a character to your liking. You can also trust in Chaos and create a
character by rolling on the tables.
Pick a home, education other foundations detailed in chapter 5. This is your chance to
make an explorer that will leave their mark on the universe. Use your imagination and build a
character to your liking. You can also trust in chaos and create a character by rolling on the
tables. These details are in chapter 5.
Beyond species and class this is how you will integrate your character into the world. Finding
out their history, friends, enemies, relationships, horrible accidents and where they fit into the
world and what their job on the crew will be.
Chapter 5 has tables and will help you integrate your character into the galactic community.
Home- Where your character is from?
Upbringing- How was their childhood?
Education- What did they learn?
Life after school- What were their opportunities?
Major moments- What happened to them?
Catalyzing event- Why be an explorer?
Motivation- What do they want in the universe?
34
5. Pick your background
Chapter 5 lists the backgrounds. What was your character doing before they were part of the
crew? You can select this based on your life moments and can choose it to support your class or
vocation. This grants you a skill.
1
Bartender
11
Military
2
Chef
12
Miner
3
Coder
13
Office worker
4
Colonist
14
Outlaw
5
Custodian
15
Prisoner
6
Diplomat
16
Security
7
Entrepreneur
17
Spacer
8
Game designer
18
Student
9
Influencer
19-20
Reroll
10
Mascot
6. Select a Vocation
This is what role you will have as a member of the crew. There can be overlap between
players, and it may be hilarious to run a campaign with six captains, we recommend spreading
out the selections though. Pilot, science officer, captain, gunnery, ship technician are the roles for
crew members. This gives you an ability score improvement and two skills.
Return here after selecting your vocation, in chapter 5.
1
Captain
Charisma
2
Gunnery Officer
Strength
3
Pilot
Dexterity
4
reroll
-
5
Science Officer
Intelligence
6
Ship's Technician Wisdom
35
7.The bond.
Your connection with the rest of the crew, and to the galaxy. Where does your crew fit in with
the galaxy, and each other? How do they know each other? Why are they working together and
what is their goal?
8. Skill selection
You have been accumulating skill points to spend during character creation. Spend these on the
corresponding skills on your character sheet. Adding points to specific skills based on the
character you want to play, dictated by intelligence score, major moments, background, class and
species.
Any skill with one point means you are trained in it and can add the corresponding amount of
skill point to your 1d6 roll. If you are proficient, you may also roll your proficiency dice(s).
If you are not trained in that skill your roll is a flat 1d6. You do not add your ability score.
In summary, any skill check should be (Proficiency #)d6 plus your skill points plus your ability
score.
Intimidation, professional, and background knowledge are unique categories.
There is no limit to the amount of skill points you can put into a single skill.
Intimidation. Can be either strength or charisma, up to the player.
Profession. You are always proficient in a profession. It is your role on the ship, and its
corresponding ability score will be detailed by that vocation.
Background knowledge. This is when things don’t quite fit into a category. It is a subject your
character would know based on their class, vocation background, home or things that happened
in earlier episodes. This can also be used when “players don't remember” something, a piece of
common information that anyone with their background would know. You start with 1 in this
skill.
Skill Points
There are many different ways to get skill points. You get proficiency in at least two skills from
your class and another two based on your vocation. You get skill points from your background,
and major moments. You also start with as many skill points as your intelligence score. If your
Intelligence score increases later on, you would add a skill point then. You can put these points
in any category, but Psychic which is only available if you have something that specifically gives
you a point or proficiency in it.
Skills listed below.
Strength + Dexterity
Athletics. How fit you are. Able to lift things up or jump and parkour. The athletics skill is your
strength + Dexterity.
Strength
Cargo. How knowledgeable you are with storage and ability to move large objects.
Dexterity
Sleight of hand. Pickpocketing, lockpicking, stealing.
Stealth. Sneaking, being quiet, going unnoticed.
Piloting. Driving vehicles.
Intelligence
History. How well you know about the past.
Biology. Your knowledge of anatomy, animals and medicine.
Computers. Hacking, coding, anything software related.
36
High Sciences. The complex sciences like chemistry, physics, astronomy etc.
Math. Your ability to aim long distances and calculate astronavigation.
Wisdom
Engineering. Your ability to repair, operate machinery. Anything related with hardware,
robotics, reactors or engines.
Insight. How well you can glean someone’s intentions.
Perception. How fit you are. Able to lift things up or jump and parkour.
Business. How savvy you are with finances and making money.
Survival. Your ability to survive on Zeno environments.
Charisma
Deception. Lying, pretending to be someone else.
Psychic. Cannot be selected for SP or proficiency unless explicitly said. Psychic ability.
Culture. How well you know local cultures, politics, fashion and customs.
Performance. How fit you are. Able to lift things up or jump and parkour.
Persuasion. Convince someone with words.
Special
Intimidation. This can be charisma or strength. Whichever is higher. This is for scaring
someone.
Profession. You are automatically proficient in this. The ability is based on your vocation. These
are any checks related to your vocation.
Special knowledge. You are automatically proficient in this. This is anything your character
should know based on your creation selections.
9.Personal shield
Each character has a personal shield. Explained in the equipment and combat chapter. It blocks
ranged hits against you up to a certain amount before breaking. This is a circular device that is
usually worn on the belt or wrist. Some wear it on their chest, but that was recently considered
unfashionable due to the Shielded and Sinister franchise’s ten holo run.
Your shield is equal to (Intelligence score other) Other may be class features or feats.
10. Equipment selection
Add your starting money based on your class and level. Your class and background offer you
certain starting equipment. Add your equipment, listed in chapter 6. Your armor will be how you
calculate your defense. Your wisdom is how many items you can use per long rest, and Strength
how much you can carry. Beyond your starting equipment each character gets basic clothing,
hygiene supplies in their ships quarters, an info screen which does not count towards inventory,
chargepak and the personal shield, both of which don’t count towards inventory.
37
Defense and Armor
Defense is your armor class, based on your dexterity and clothing. Armor is the damage
threshold, based on several things. If you see Armor + 1 anywhere, put that in the Armor box on
your character sheet. Both of these stats are explained in the combat chapter. Defense is the roll
an enemy has to make to hit you. Armor is how much damage you minus from the damage done
to you.
Defense. Your dexterity score unless you are wearing armor then it is the armor’s stat.
HP. Hit points are the rest dice from your class + constitution.
Fashion. This is what you are wearing. You add your fashion bonus to charisma skill checks on
a station. Fashion maxes at 3. Wearing a vacuum suit on a station is a negative 2 fashion, the
lowest. Clothes or armor will specifically say if they impact fashion.
Speed. Your speed is based on your species.
Insanity marker. This is how long you break before you need to roll on the madness table.
Certain events will lead your insanity marker to lower, as your life choices push you to the brink.
Your insanity marker is your vocation level, as you find solace in hard work and keeping your
ship running. When your insanity level lowers to zero you roll on the madness table, and then
again anytime it would lower again. Your insanity level raises back to max if you spend a day at
a spa, long rest in a station/ port hotel.
Whenever your insanity marker lowers you will roll INT, WIS or CHA + proficiency
against your INSANITY DC which is INT+WIS.
Leveling up. XP, or experience is earned through touchstones as decided by the GM. It may be
after each episode, every two, or twice a season depending on the campaign.
Starting at higher levels. Players get an additional credit for each level higher than one when
creating a new character. Assign the crew an additional enemy and contact.
Reputation and notoriety. This is tracked by the GM but can be by the players. Characters who
do good deeds around the galaxy earn reputation as the word spreads. Characters who do bad
things earn notoriety. Reputation may earn you deals and help from factions. Notoriety may elicit
fear responses, instant surrenders, or stations to close their docks to you. Reputation and
notoriety are not mutually exclusive. They can be earned for the same act, and do not cancel each
other out. A character can get 1 reputation point for ending a Hades legion threat, but also earn 1
notoriety because they destroyed an entire station to do it. They are separate trackers, and
characters can have ranks in both.
Level
Reputation
Notoriety
1
-
-
5
Role model (get free stuff sometimes, factions may
seek your aid)
Security interest. (Stations may watch you closer,
criminal organizations may offer you deals)
10
Trusted friend (Warm greetings at small stations,
factions will lend aid and seek sponsorship deals.)
Threat. (Armed escort at large stations, only weapon
sponsorship deals.)
15
Savior (no more docking fees/ cost for cheap goods/ Unsavory (doors will be closed, good citizens won't
people will come to your aid.)
want to associate, security will not come to your aid.)
20
Hero of the Galaxy (drinks are free, parades in your
honor)
Enemy of the Galaxy (Stations and ships will
immediately see you as a hostile threat.)
38
Chapter 3: Species
The galaxy is a large place, and we are not alone. There are all sorts of creatures and species, and
more yet to be discovered. Will you make a successful first contact or will you impose your
culture and laws on others? Will you be welcoming? Will you be welcomed?
The galaxy is a melting pot, and that cannot be truer than in the Markaz system, where
everyone is trying to make their own way in the galaxy’s trade hub. The ones who can’t cut it fall
to the wayside, while the ambitious climb over them to riches and destiny.
You have many distinct species to choose from, all an integral part of the galaxy and each
with their own benefits and stories. All are welcome in the galaxy, and the sharing of technology
and trade is not only promoted but enforced.
Diverse crews are commonplace in the Markaz system, so any makeup would be fine for
a campaign. There are many options and have fun perusing the options.
Species
Bravo station is filled with species from all over the universe. Ancient, new, humanoid, artificial,
plant and flying. It is all types, and many sizes. They each have their own cultures, customs,
fashions and languages. Signs broadcast information in the standard language Adonian, while
travelers search storefronts for goods or distractions.
At the center of the station is the grand spiraling tower, where the members of the council reside,
those that fought in the freedom wars. Circii and Zellum are missing amongst their ranks. Astral
guards work security in the lobby, their replacements slowly pushing them out of the tower. New
to the scene are the Stontites, rare, only seen on info screens. Then there are the walking water
tanks, the cichlids in their armor suits. Selling wares is a Tolf, their thin face smiling at
passerby’s who are listening to a Faltese singer, a holo showing the ruins of her home planet.
All species are part of the galactic community, regardless of whether they have a representative
voice. Space may be desolate and unforgiving, but the people are not. Happy to trade and find
profit and happiness in their lives on a station.
Select a species
39
There are many species to choose from. Each has its own benefits. Many have
subspecies. Your character will be a member of this species. It is common for crews to be
diverse, so there is no need for crewmates to be the same species.
Discuss your ideas with your fellow players and GM. The GM may intend for the series
to heavily involve certain themes that may pertain to certain species, while others may not make
sense. For example, the GM may not want a Stontite in a series that takes place during the
freedom wars, as they had not been discovered yet.
Your species is a building blocks into who your character will be. What their name will
be, their size and what their outlook may be. Languages, ability scores and abilities are impacted
by this decision. This chapter contains all the needed information for selecting a species.
Languages
There are many languages in the galaxy. Translation technology exists to the rich but is
out of reach to the common worker. When species lightyears apart coexist, they need a common
form of communication. That language is Adonian, which is the standard language that most
sentient beings know, and anyone part of the galactic community would need to know it to get
by.
There are different language types. Not every species has vocal chords. Stontites use
vibrations in language more similar to morse code, Circii and Cichlids use bioluminescence in
their language and Greys spoke telepathically. Below is a list of languages.
Adonian
The language of Adonians and Astrals. Standard language of the galaxy.
Astral
Encrypted radio transmissions.
Human
Mix of human languages.
Barbokian Long calls, loud long-drawn-out sounds, stretching out each syllable.
Circii
A mix of bioluminescence and Acoustic
Ja'unnian A mix of telepathic feelings with an Acoustic language
Coding
Galactic standard coding language of Sueral and computers
Faltese
Acoustic, Adonian mixed with the odd word of their forgotten language.
Kith
A mix of clicks and pheromones.
Sueral
A much more complex computing language.
Stontite
Vibrations
Feraus
Verbal, complex with a surplus of synonyms.
Zellum
Temperature based.
Cichlids
Bioluminescence and facial expressions
Telepathic Thoughts, images, feelings shared mentally. Can only select if psychic.
Owiirt
Faster than light, jumble of thoughts.
Grey
Telepathic, but extremely precise down to the intent.
Moonie
A mix of several languages, heavily integrated with idioms.
40
Understanding the species descriptions
Ability upgrades. Changes to your abilities based on species.
Age The average lifespan of a species.
Speed How fast they move, and if they have a special speed like climbing.
Vision How your character sees. Humans have the color spectrum for example.
Abilities. Different perks, or traits that a species may have like being able to fly or being
vulnerable to disease.
Subraces or factions. How the species is broken up. Some like the Faltese can be part of
the Barbokian empire or scattered through the galaxy.
Adonian
The unofficial rulers
of the galaxy. They
are cunning
politicians,
maintaining the
echelons of society
with class and beauty.
Astral
A spacefaring
society, descended
from almost every
other species. They
are lanky and need
special equipment to
survive in gravity.
Barbok
They may be big and
brawny, but they are
patient, sacrificing
the short term for
long term success.
Ja’unnian
A flying species that live
their lives dedicated to a
role. They are resolute and
steadfast. They can be
brutal and are quite
secretive.
Cichlids
The aquatic species
live in suits so they
can fit in galactic
society. They are
great engineers and
love learning new
cultures, as long as no
other cichlids are
nearby.
Stontite
Taken from their home
world to be labor and
miners. The stone beings
hail from a world of
knights and kingdoms,
seeing the galaxy as an
overwhelming world of
magic and gods.
Kith
Members of a hive,
dedicated to serve it as a
higher purpose. Each hive
is a standalone nation, with
generations of workers
improving its standing.
Owiirt
Members of the Barbokian
empire. They are great
communicators, although
most likely not polite.
41
Circii
Three subspecies
make up this species
that has a strong
culture that its ruling
caste maintains. Their
behavior varies
wildly between
subspecies, with
some happy go lucky,
and others devoted
hunters.
Faltese
The broken people,
spread through the
galaxy from a
ravaged planet. They
are often mercenaries,
pirates, outlaws or
scavengers which
gives them a negative
reputation. They are
survivors.
Feraus
A predatory race that
has turned their
hunger to knowledge.
They are dedicated
professors and
scholars and seek to
spread knowledge
and education.
Sueral
Artificial lifeforms who
overtook their creators
long ago. They seek their
individual futures now,
being as unique and
diverse from others as
possible. No two, look or
act alike.
Tolf
Clones that can no longer
reproduce, each generation
is less healthy than the last
with no hope for saving
the species, they see the
end of their twelve lines.
They have travelled the
galaxy longer than any
other.
Zellum
A space dwelling species,
they live in an unexplored
nebula closed to outsiders.
They have strong values,
traditions and great
technological ability.
Human
A far-reaching
species. They have a
strong government
presence that
supports the
corporate assets that
develop colonies and
outpost through the
galaxy. They are
ambitious and push
for breakthroughs.
42
Adonian
“You know on info screens, you can find pictures of a Ja’unnian party clown, a kith that sings
opera, but you cannot find a single picture of what an Adonian really looks like. Not one. Isn’t
anyone curious, we all know they do that pheromone thins, which somehow works on cameras
and video too? Don’t we want to know how? Do we really think that false face of theirs is that
powerful? Or that maybe the info screens, and coalition products have some secret backing.”Rustbucket news story, your only source of real news.
Adonians emit a natural pheromone
that they practice in secret while they are
young, once mastered they reveal their true
selves. The pheromones which are so
advanced they impact multiple senses,
including light refraction and recordings. It
makes them more attractive to the beholder.
A Barbok and a human would both find the
same Adonian attractive, with neither seeing
the same thing. The visage is unique to the
viewer’s preferences.
They are the caretakers of high
society in the galactic community. Their
tastes are eclectic and focused on the finer
things in life. While they enjoy advising
others on matters of business or investments
they tend not to bother with such petty
ventures on their own, preferring to steer
that industry from behind the scenes. Many
see them as the true leaders of the galactic
community.
As in all families, some Adonians
shirk their lavish lifestyles and seek their
Skilled diplomats, leaders, advisors or
own path, some even disregard their pheroentertainers, Adonians can be found in the
face, tattooing themselves or hiding behind
echelon of society, enjoying all the attached
masks.
luxuries.
Adonians have psychic tendencies
and Greyborn are common among them.
Leaders by example
One of the oldest spacefaring species, they had a long history of being under the boot of
the Grey’s. The Astral’s may have started the Freedom Wars, but the Adonians won them by
uniting all the peoples of the known universe. At the conclusion, they founded the Council,
devoting their entire society to the government with hopes of continued unity.
Phero face
Adonians generate a pheromone and light reflecting aroma that makes their features
attractive to whatever species sees them. They have advantage on Persuasion checks with other
humanoids. You have one skill point in persuasion.
43
Shrewd Socialite
By the time they reach adulthood, they have grown into their social ability, recognizing
the ability they have over other species. You are gifted lavish quarters on any station or
passenger ship.
Government
Adonians are the government. Through shrewd politicking, social machinations, and
manipulation they are the most powerful voice on the galactic council. Their society is dedicated
to preserving and expanding this power, supporting the Galactic council fully, as if it was their
own government. The standard language of the galaxy is Adonian.
Home
Age impacts where an Adonian’s home is. They stay on their home planet Jardin until
they have mastered the phero face and etiquette. Once mature they often live in the Markaz
system, working their way up the power ladders or find purpose in other systems. They often
travel with a retinue.
Behavior
Happy to discuss the finer things in life, critique art, or give advice on investments.
Adonians steer others with their class and sophistication. Adonians can control a conversation,
running circles around the shrewdest talkers. They can even convince rivals to do what they want
and think it was their idea. They enjoy the finer things that life has to give them and thrive in
stirring romantic feelings in others. Some shirk this lifestyle and live in the slums, but it is rare,
these rebels will often scar/ tattoo their faces or wear masks.
Appearance
Stunning, beautiful, cute, trustworthy. Adonians are attractive. They are blue with dark
colored hair and look attractive to the beholder. They are 5 to six feet tall. They are size medium.
Names
Asiye, Batuhan Faize, Fikri, Erten, Havva, Idris, Manolya, Mehmet, Pembe Sennur, Serap, Vedat
are some example of names. This would be last in order. An Adonian would then have the name
Kan in the middle, which means of with the name of their current home planet or station first.
The Kan title is only granted to those that could achieve their true face.
Traits
Adonians share certain traits.
Ability Score increase
Strength decreases by 2, Intelligence increases by 2, Charisma increases by 3.
Age
Maturity at 20 Lifespan:70-90
Speed
30 feet.
Vision
Advanced color.
Special
Advantage on persuasion checks. Upgraded quarters on stations.
Skill points
Persuasion.
Languages
Adonian language is the biggest influence in the galactic community. You know that and one
other language.
44
Astral
“Who do they think they are, enforcing all these laws. They tasted power when they sat on their
master’s laps and traded it for being the council’s cops. Leave people alone. It’s not your
business. Go float around your ships and breathe farts or whatever you all do.”- Kapo dun lo.
Not one species, they are made up of almost
all the others besides Stontites and Cichlids.
Astrals are the descendants of workers that
the Greys kidnapped from their home
worlds. They put them to work in various
positions that had them traveling all over the
galaxy. Generations of this have robbed
them of their home cultures and languages
as the Astral became one diverse people.
An astral may look like their species,
but they are an Astral and have those traits.
They are strangers to their people and can
often be ostracized or stigmatized for their
indentured servitude to the Greys and treated
as outsiders by all.
Astral’s have spent generations in
space, and thus have adapted to the zero g
conditions, losing their home world senses
and abilities. They are usually taller and
lankier than average for their species.
They need special suits to survive on
a planet or high gravity environment. Their
suits often have special equipment or
modifications to stop gravity from
collapsing them.
Astrals led the revolution against the
greys, using their roles as couriers and
enforcers to sow the seeds of rebellion. They
have taken up the cause of peacekeepers in
this time of freedom and enforce it with their
advanced ships and piloting ability.
Space born
Astrals have spent their whole lives in space and live in their vac-suits which can allow
them to survive on a planet. They walk slower in gravity but are faster in zero. Living in a ship
has also made them proficient climbers. Astral’s insanity marker is not lowered by space
travelling. They are more vulnerable to diseases,as they were raised in sterile environments.
Planet stress
Astral ships have forgone artificial gravity, so they are born in zero g environments and
struggle with anything over half G. They have a special Vac suit, which allows them to survive
in gravity up to a certain amount. If an Astral is experiencing gravity too strong for them, they
take 1 damage every hour for each .5 gravity over what their suit can handle. In this situation
their movement is reduced to 5 ft.
Galactic Enforcers
The Astrals have taken on the responsibility of keeping the peace and commerce is
flourishing. They are often called to intervene when Kith-Human wars escalate to nukes, monitor
45
the Ja’unnian border or pirate raiding areas. In this stressful climates, with their forces stretched
thin they have needed to take on multiple positions. They have two ship vocations.
Home
The Astral’s home is their ships. They are born and raised on ships and stations. Post
Freedom wars, they have taken the asteroid belt in the Markaz system, turning it into a home
where they could finally put down roots without suffering from gravity.
Behavior
Often called constables in a derogatory manner, they act as enforcers and investigators
for the council, keeping peace between all the species as a neutral party. They are not accepted
by their home species, considered outsiders, their only place is among the stars. Some look at
their original species with disdain, while others crave the culture and bonds. They are
experienced spacers and are at home among the stars and dislike the environments of planets.
Appearance
They are a taller and lankier version of any species that is not Stontite or cichlid. They
have uniforms or wear suits to help with gravity…there also seems to be a love of tiedye
amongst their ranks. Select an original species and add one foot to the height. They are still size
medium.
Government
Astral have a strong command structure where the ship leader or captain is the ultimate
authority, and then works with other captains to make a fleet where Admirals are selected.
Names
Astrals survived under close grey scrutiny for centuries. They have lost the naming
conventions of their people and were replaced with 4-digit serial codes. They would add their
ship number to this name.
Traits
Astrals share certain traits.
Ability Score increase
Strength decreases by 2, Dexterity and wisdom increases by 2, Charisma decreases by 1.
Age
Maturity at:20 Lifespan:80-160
Speed
20 feet walking. 20 feet climbing, 40 feet in zero.
Vision
Take the vision of your original species.
Special
Astrals suffer in Grav without their Vac suit They have two vocations. They are vulnerable to
disease. They start with a Astral Vac suit.
Skill points
None.
Languages
Astral’s know common, and Astral, which is encrypted radio broadcasts.
46
Original Species
Adonian- Never received the instruction on phero face, so your face is just a bit blurry. Most
Astrals like this wear masks.
Barbok- 4 arms but didn’t get the proper nutrients. No chitin.
Circii- Never learned how to maintain the bioluminescence. No shimmer skin.
Faltese- Spine correction. Your curved spine stretches out, add an additional foot to your height.
You are size large.
Feraus- Jaws were not developed properly. Bite does 1d4 not 1d6.
Human-None.
Ja’unnian- Wings never got strong enough in zero g, no fly speed.
Owiirt-One additional language.
Sueral-Knows coding language.
Tolf- None.
Zellum- Claw attack is 1d4, and no longer shreds armor.
47
Barbok
“Noble, patient, with some of my favorite music but definitely not food. They are a wonderful
people, who have preserved the beauty of their home world by taking their wars off planet. They
have always looked outward, and as a people can put clan strife aside for communal good, what
is now a trusted ally, friend, and fellow voice may one day be an enemy to us all with this new
alliance.”- Recent speech by the Tolf caretaker.
The Barboks have more body mass
than any other species but are still
surprisingly nimble. Before they took to
space, they were a nomadic people, moving
their great civilizations that followed
agriculture seasons.
They entered space during an era of
heavy war known as the Falta war where the
Faltese were being diaspora from their home
world, and thus took on a very defensive and
careful stance in galactic politics, expanding
slowly but carefully. They absorbed other
species, including the Owiirt and some
Faltese territory where they became the
Barbokian Empire.
Barbok’ s have soft skin until they
reach maturity where their chitin hardens.
This is a great tradition, and the density of
the chitin decides their role in Barbok
society. Community members try to give
their young the best possible chitin for this.
Elders shed theirs so the young can eat it
and absorb the nutrients. The strongest
warriors and generals can trace their
hardened chitin skin back through a lineage
of strong warriors. A Barbok sheds two to
three times in their life and it is an important
process. Charisma, social standing, and
intelligence matter far less to Barboks than
the strength of their chitin.
Their ships are designed purposly
built to move long distances quickly and
deliver heavy payloads before retreating.
Four arms
Their extra arms allow them to hold more items in those arms but using them is normal
for actions. Many have tried to dual wield rifles, or different heavy equipment but it takes intense
practice that is a rare skill.
Energy stores
Barboks are used to periods of limited food and then periods of abundance. They can go
longer without needing to eat but tend to feast whenever given the chance to maintain full energy
reserves. You can choose to forgo one food consumable roll every 7 days.
Chitin over armor.
The chitin of the Barbok is sacred to their people. When a Barbok dies their chitin is sent
home to loved ones so it can be absorbed by the next generation who eat it. A Barbok’ s exoskin
48
can withstand damage. A Barbok’ s base defense increases by 1, regardless of what they are
wearing.
Government
Empire is a misnomer; it is more of a federation where the Barbok familial clans work
together to maintain their shared interest. Lesser clans give tribute to greater ones along with the
Owiirt and Faltese populations that have been absorbed into their society. The Barbokian empire
is run by the tri-daimos of the House of Subat, rulers of the home planet.
Home
Barboks could come from many different planets. Their home planet Olonyul has wide
plains, and brutal steppes where water is rare. There are the domed cities of Khuiten, where the
fleets are made, elbow to elbow on assembly lines with Faltese workers. The swamps of the
Owiirt home planet Bagaduu, or the mining colony of Erdenes. Then more recently the military
outpost of Tomakh, and the prison colony Taufi. As a member of a large empire, there are many
places that a Barbok could be from.
Behavior
Family is the most important thing to a Barbok. They often have overbearing parents who
seek updates and brag about their children's feats. Birth order dictates opportunity as the
youngest get to eat the most chitin, becoming stronger and set for military life. The oldest is
supposed to set out and spread the clan’s name, the second manages the home, and the third
supports the clan, the fourth supports the federation. They are positive, thoughtful, but are happy
to throw down if insulted. They enjoy wrestling and dream of glory.
Appearance
Large and wide, they average 6-8 feet. They are an adjacent mammal species. The chitin
becomes lighter in color as they get close to shedding. They are size large.
Names
Barbok’s have four names. An identifier name, job title, favorite food, house name as
their full name. For example: Tak Yukmi Ranjin Alagh. Tak being the first name, Yukmi
meaning accountant, Ranjin which is a favored root, and Alagh a house name. This Barbok
would probably just go by Tak or Dr. Tak Alagh if they got a doctorate in accounting.
Traits
Barboks share certain traits.
Ability Score increase
Strength increases by 1, dexterity decreases by 1, Constitution increases by 3.
Age
Maturity at:25 Lifespan:120-210
Speed
30 feet.
Vision
No special visions.
Special
Barbok’s have the Chitin and four arm ability. They count as one size larger, have 4 arms and
have + 1 to their defense.
Skill points
None.
Languages
Category-Verbal. Adonian, and then Barbokian which is a melodic language.
49
Cichlids
“The galaxy would not look the way it does without our tiny friends. No species was as
instrumental in the freedom wars as them. We took away their natural path, and in trade they
helped us unite the galaxy against evil. Astrals must live with this decision, and as long as I am
admiral of the Markaz fleets, any cichlid can seek shelter with us.”- Admiral M3ridian Flatts.
The Astral’s discovered this species
and were able to keep them secret from the
Greys where they formed an alliance with
this freshwater fish species. The Cichlids
were asked to build new ships and
circumventions in the Astral systems so the
Greys could not activate their shutdowns.
This gave the Cichlids massive
technological boons, bringing their
technology forward quickly.
Cichlids are an aquatic people, a
small fish that is at most about a foot. They
designed suits, based off of Astrals, to walk
among the land-based species. The suits are
self sufficient, and a Cichlid can live in one
indefinitely, though most enjoy larger bodies
of water when they can.
There is one Cichlid in each suit, and
they are incredibly territorial, often not even
able to work together with others of their
species. This is evident in their ship designs
which are one fish ships. They are however
happy to work with other species, it is just
their own that the territorial tendencies show
themself. They can be aggressive, and some
gravitate towards power positions, but many
enjoy engineering pursuits, especially
construction. They are great colony
designers and skilled terraforming sciences.
The stone structures in their home lakes are
beautiful, and serve as territorial markers.
Life in a suit
Cichlids live their lives in their bio suits, which have their own life support systems and
are built to sustain typical environments. The suits are a feat of engineering and recharge on their
own with an eight-hour shut down during each 24-hour cycle. They are designed more like small
ships than suits, with the fish able to swim through the legs and arms to make repairs or use
different components. Their suit can suffice as a space suit with upgrades. They are resistant to
Kinetic damage but vulnerable to Cryo and shock damage. You start with one skill point in
engineering. Healing sprays activate a sealant in the suit and still work as healing.
Selectively Territorial
Cichlids were uplifted and thus have stronger primal instincts. Their territorial nature is
one. They are unlikely to get along with others of their own species, so seek out and value
friendships with other species. Cichlid bonds are strong, and they are protective of those they
care about. As a reaction you take the damage meant for an ally within 5 feet of you.
Builders
They are great builders, some of the best architects in the galaxy. They have the perfect mix of
functionality and beauty. Cichlids would have a better sense of direction in structures or caves.
50
Government
Cichlids have strong familial bonds when young, but no government exists beyond that.
Their role in the Freedom War was so important that the Astrals give their home world special
protection.
Home
Cichlids are from the lakes of Mabwawa, their home planet. They build their armor from
minerals from the depths, and never look back once they set foot towards one of the planet's
many shipyards. Those that stay often end up fighting others for territory, so it is best that they
keep their population low on the home planet.
Behavior
A Cichlid could be laughing one second, and then diving across a bar to attack another
cichlid on sight. Their territorial instincts are overwhelming. They are good natured; love
thinking logically and enjoy puzzles and construction projects. They are hard workers and bring
a positive attitude to others. They also gravitate towards pilot jobs. Cichlids enjoy experiencing
life as a humanoid in their suits, trying to see all the new experiences.
Appearance
As a fish they are at most a foot, and dark with stripes. Their suits are made from alloys
from the depths of their home lakes. The suits usually have openings at the face or stomach
where you can see the fish in murky water. The suits are humanoid, 5 to six feet on average.
They are heavy, usually 300 lbs.
Names
Akinyi, Chepkirui, Dembe, Kerubo, Makena, Mirembe, Mwanti, Namazzi, Naserian, Wawira,
Wawuda, Zawadi.
Traits
Cichlids share certain traits.
Ability Score increase
Con increases by 2, Charisma increases by 1.
Age
Maturity at: 6 months Lifespan:30 years
Speed
30 feet. 30 swimming.
Vision
Advanced color spectrum.
Special
You are resistant to Kinetic damage, but vulnerable to cryo and shock damage. You can take the
damage for an ally within 5 feet of you.
Skill points
Engineering.
Languages
The suit translates as Adonian, but the Cichlid standard language is based on colors and body
language. You know both but cannot speak any language other than Cichlid without the suit.
Out of a suit
If for some reason the cichlid leaves their suit, which they almost never do, they have different
stats. Their defense and HP are 6. They have a swimming speed of 20 ft. They can survive out of
water for 3 minutes.
51
Circii
“Is their society archaic, or are they just set in the ways of their harsh home world. What could
be a great member of the galactic community, with generations of amazing engineers and
researchers, has refused to take part in our shared laws. These wonderful people are kept
hostage, indoctrinated through fear, to worship and bow down to the huntress caste. How can
we, as educated, civilized peoples turn our back to these tyrants?”- Ja’unnian voice
The Circii are unique in the galaxy in that
their independent nature gives them no
discernable government, yet they strive for
common safety. Circii do not follow the
standard galactic laws, choosing their own
path, and do not yield to external pressure.
Their strict caste system has endured
through time and their own technological
revolutions. Their society is built into three
groups: the huntresses, caretakers and
grovels.
Populations can be found in groves.
Large city like constructs. Life on their
home planet is harsh, and the oasis-like
groves are the only safety in the harsh
jungles and steppes. Caretakers and grovels
live in the groves, appeasing the huntresses
who live outside, keeping them safe. This is
how technology has advanced, with the
grove citizens discovering technology to
help the huntresses while they hunt each
other through the jungles to make their
groves the strongest.
Multiple Huntresses can look after
the same grove, but they stay away from
each other, the caretakers timing visits so
they do not intercede. This is even true in
their grove ships, which are massive
compared to other species. The Huntresses
use stealth seed ships, which are tiny
fighters.
Caretakers and grovels are the same
species as the huntresses but similarities end
there. Caretakers and grovels are sedentary,
rarely leaving their grove, while Huntresses
escape from the groves at a young age,
called to the feral lands of their planet,
which molds them into the galaxy’s most
respected warrior.
Shimmer skin
Circii have shimmer skin which reflects light through a bioluminescent aura that reveals
their emotions, certain Circii clothing is especially designed to share in this effect. This makes
them difficult to see if they are in control of their emotions. Huntresses use this to their
advantage, hiding with their ponchos that are symbolic of their caste, while caretakers and
grovels wear bright clothes so they can notice each other. A Circii can turn invisible for an
52
amount of hours a day equal to their proficiency level. It is an action to go invisible, and it drops
if they shoot a weapon, use an ability, item or make a melee attack.
Plant based
They are a plant-based lifeform. This means they need water and sunlight to survive.
Circii still eat nutrient rich food, but their health is dependent on access to water and sunlight.
Circii are vulnerable to fire damage.
Government
The government is difficult to understand for other cultures. The Circii system of
community has their most influential people not being part of that community. Some joke that it
is a Badassocracy. The huntresses, who take no part in social, economic or traditions within the
groves, ultimately make the major decisions. The huntresses are the ruling caste of the Circii and
share an interest in protecting their individual groves, so defend their territory and watch out for
their grovelings.
Home
Toimori, the home planet is a massive jungle with tall mountains and raging rivers. It was
once inhabited with savage creatures that gave rise to the Huntress caste. Circii come from a
grove, to which they serve before their own happiness or wants. Groves are tall spiral root
structures, where they live as if in a skyscraper. There are also grove ships, the largest of any
species, almost all are in the Circii home system, but some are in Barbokian space, supporting
their allies.
Behavior
Wildly varied, dependent on caste. Grovelings are happy, naive to danger or struggle.
They are used to others making decisions for them and do best with goals and tasks. They make
great performers or supportive friends. Caretakers, the next caste up, manage the groves,
supervising the needs and wants of others and making sure the grove is sustained. They make
quick decisions and are the ones who engage with other species in trade or politics. The
Huntresses are the ruling caste. They believe in honor and respect their prey, pushing themselves
to be stronger in their brutal jungles to keep their groves safe, while they improve their skills.
They do not lie, and do not interrogate. The clean kill is of the utmost importance to them.
Appearance
Circii are a plant-based lifeform. Their skin is green, and they have long hair, but it is
actually more like roots. Their hair can be many different colors, and their skin can also change
due to their shimmer skin bioluminescent abilities which is part of communication in their
language. They are 5 and a half to six and a half feet tall, and usually thin. They are size medium.
Names
Achillea, Bellum, Chyma, Helianth, Helios, Lilium, Papaver, Clovea, Verdan, Collen, Xylem,
Phloem.
53
Traits
Circii share certain traits.
Ability Score increase
Dexterity increases by 3.
Age
Maturity at:22 Lifespan:60-80
Speed
30 feet.
Vision
UV and Thermal. Adapted to find heart sources, they can see anything generating heat or on the
UV spectrum. They cannot see specific colors like purple.
Shimmer skin
The skin is able to reflect light while wearing light armor or clothing, becoming almost invisible
to the naked eye. While invisible like this enemies have disadvantage on attack.
Plant based
Circii are vulnerable to fire damage. They need double the amount of water and sunlight or UV
light.
Skill points
None.
Languages
Acoustic and Vision. The Circii language uses a mix of sounds and light reflections. You know
Circii and Adonian.
Huntress
Huntresses spend their time in the savage wilds, hunting great prey and taking care of their
groves. Huntresses have advantage on survival checks used for tracking. You also have
tremorsense to 30 feet.
Caretaker
Caretakers watch over the grove and their population. They are logistical and are often
contributing to the infrastructure be it cultural, scientific or economic. They make decisions on
the daily minutia of a Grove.
A Circii caretaker gets + 2 to intelligence or wisdom but only 1 to dexterity instead of 3. They
also get the Caretaker ability. You need one less hour of sleep during a long rest for each
member of your crew to a max of 4. During this time, you can work on repairs, upkeep or other
mundane tasks that help crewmates. The sense of duty for watching over others energizes you as
much as sleep could.
Grovels
Grovels make up most of the Circii population. As a nester you are more charismatic and are a
member of the community. You contribute to your Grove and have legitimate friendships.
Grovels deal with other species and are great entertainers or social workers. As a Grovel you get
+ 2 to Charisma, but -2 to Strength, and you no longer get +3 in DEX, instead it is in CON. You
also get the confidence boost ability. Once per long rest you can give one character a pep talk
that allows you to add your Charisma score to their next check within 1 minute. You can do this
once per crewmate each long rest. You start with one skill point for one charisma-based skill.
54
Faltese
“Yes, there may be one in every pirate crew. Sure, Dry Sano and the Pa rea syndicate cut a
bloody swath through the system, but they’re not all criminals. Okay, yes, I get it, mercenary is a
good career in their eyes. But there are great Faltese engineers and dockworkers, the Barbokian
have civilized them, and so shall we. We cannot turn our backs on them, we must embrace them,
and guide them away from the call of crime.”- Adonian voice.
The Faltese neither discovered space
flight nor were uplifted. A crashed Adonian
ship and their high birth rates allowed them
to spread into the stars where they stole,
traded or manipulated their way into
obtaining more technology. Much to their
own misfortune, they sold much of this
technology to the Barboks who would later
conquer large portions of their species, who
have been part of the Barbokian empire for
many generations.
Unfortunately, they have the galactic
reputation of being criminals, pirates or
scavengers. They have no real organization
besides the organized crime groupings of
gangs or pirate fleets. They are often
mercenaries, and rarely trusted as
bodyguards. Mercenary is their oldest
industry, and their respect for this type of
work supports the infrastructure of Merkapp.
Faltese are very adaptable and have
continuously proven their ability to
repurpose other species' technology into
their own. Some of the more successful
criminal syndicates may have custom ships,
but for the most part they are stolen from
other races.
Even with their predilection for
criminality or mischief, their lack of
organization and loyalty to the almighty
credit prevent them from being considered
anything more than a nuisance and they
often live among other species in their own
slums or as cheap work forces. Say one
thing about Faltese courage, they’ll rob
anyone for some credits.
Diaspora Descendant
The Faltese people were split up among the galaxy after the Falta war. Some became
absorbed by the Barbokian empire, but most were forced to fend for themselves. Some crime
lords may try to hold on to the old ways, but the Faltese have to scrap by to survive in the galaxy,
often forced to turn to illegal means. To them it is survival of the fittest, and they must have
quick thinking to get by. They can smuggle one small light weapon or grenade through any
security checkpoint. This is in a special inventory slot, added to their normal strength ones.
55
Scrappy
Faltese know how to get by with what they have. You can use this skill to alter one of
your weapons, tinkering with it to have an extra mod. Only one weapon can have an extra
augment slot at a time. In addition, you have one skill point in engineering.
Mercenary culture
Before space travel the Faltese would duel, betray, undermine each other for familial
power. They were successful in using these tactics on other cultures, and brought the mercenary
industry to the behemoth it is now. Faltese kids can spout off famous merks, like other species do
for sports players or Novas.
Government
The closest thing to leadership is the criminal organizations of the syndicates. Before
their home systems were wiped out, they had powerful city states that had mastered the art of
Machiavellian politics. The Adonian and Ja’unnians had no idea what they were in for, and were
often betrayed, manipulated or robbed for great loss.
Home
A Faltese from the Barbokian empire would be reminiscent of a blue-collar worker,with
strong family values. The rest were thrown to their own devices almost at infancy, raised among
the youth gangs that have become accepted avenues of childcare in their society. In the Markaz
system, many Faltese come from slums on various stations, with the strongest and most
organized from the organized crime groups in the moons, who against all odds are trying to hold
on to the old ways. Their ravaged home planet Tomakh, a giant is now a military base for the
Barboks. The ones who remained in its moons are part of the Barbokain empire.
Behavior
Faltese learn the most important part of life from a young age, survive. They scrap,
scavenge, wheel, deal, doing what they need to, to survive one more day in a galaxy that has
shown them nothing but cruelty. They live by criminal codes, even in gangs and pirate groups,
succumbing to superstitions and traditions. Any Faltese in high society has crawled their way
there. They are loud, amicable, seeking friends, enjoying what fleeting moments of life that they
can. Their music is heavy and fashion loud, you know when one is nearby. Even though they
may not have the status, their rock and roll like music is often the most played on the Rho
network.
Appearance
They are humanoid and usually dye their hair. They have geometric tattoos on their face
that represent their family, which they get at birth. They have curved spines, due to the higher
gravity of their home planet and are slightly shorter than humans. They mostly live in distant
moons or stations far from the sun and are pale or sunburnt. Their high gravity homes have given
them denser bones which make them heavier, even though they are usually lithe or malnourished
they are usually over 150 lbs. They are size medium.
Names
Aalin, Baka, Cooil, Colla, Hapu, Issa, Jaro, Jilan, Kora, Koyo, Lil, Mayl, Mahu, Jole, Rebu,
Reina, Tinya, Saro, Sano
Faltese tattoo their family patterns at birth. Not having tattoos is indicative of being exiled in
extreme shame.
56
Traits
Faltese share certain traits.
Ability Score increase
Dexterity increases by 2, Intelligence decreases by 1, Charisma increases by 2.
Age
Maturity at:16 Lifespan:80
Speed
30 feet.
Vision
Color spectrum.
Special
You can smuggle one small weapon through checkpoints. One weapon you have can have an
extra mod slot. Inventory+1
Skill points
Engineering.
Languages
Verbal. Adonian, Faltesian, which is also the language of outlaws.
Barbok Born
You can choose this subrace instead of the standard Faltese perks above. Faltese born in the
Barbokian empire are not as scrappy as their cousins. Instead of their Charisma increasing by 2,
their Wisdom is increased by 2. They also are unable to speak Faltesian and speak Barbok
instead. Instead of the Diaspora descendant ability you have the support force ability: You can
choose one skill of your choice to have proficiency in.
57
Feraus
“The collective university is an academy of such merit and scholarship that our combined
technology will undoubtedly prosper. The students of other species, however, will have a lot of
work to do if they want to keep up with the Feraus professors. If you didn’t do at least four drafts
of that paper, you’re going to have a bad time.”- Izmunni Frea, inventor of healing spray.
The Feraus can trace their history to being
one of the oldest in the galactic community,
but they have changed so much that they are
almost a completely different species. The
Greys uplifted them, altering their genetics
and giving them huge technological leaps.
They were originally warlike, decimating
the Adonians as soon as the two species
interacted, the Greys supported this allowing
a Feraus empire to spread.
Their empire imploded due to
infighting and a nonviolent outlook took
hold afterwards and is quick to apologize for
their historic misdeeds.
Feraus are happy to befriend and
help other species, especially if knowledge
or philosophy is being shared. Their current
societies are based around their prestigious
universities and academies that are open to
all species. Standing in Feraus society is
how many degrees one has, and how well
versed one is.
They are highly intelligent and happy to put
this to peaceful research. They also enjoy
long distance marathons, seeing it as the
most noble expression of athleticism.
Their predatory nature has not been
taught out of them and still remains in their
instincts, but civilization has taken them far
from their nature to the classroom.
Predatory Nature
Feraus still have all the indicators of a predatory race, as much as they try to distance
themselves from it. As an attack action once per turn you can make a bite attack. It does 1d6 +
your strength kinetic damage. You also have advantage on perception checks using smell.
Pursuit of higher learning
Feraus take to education well, and because of this their education system is intense.
Feraus are often the most skilled experts in any technical or medical field, and they take to
complex subjects easily. Select a skill, you have proficiency in any skill of your choice, add one
skill point to this skill as well.
Penance
At one point they could have written the advanced textbook on conquering and
colonization but seek to make reparations. While not pacifist, they will not engage in conflicts,
58
nor large scale violence. They argue against colonization’s and terraforming, with the dream of
deep space bio-spheres as a solution to resource demand.
Government
Feraus government is a presentation-based forum, where the board of deans approves or
denies proposed changes. The board is made up of representatives from each university of the
field being presented. Issues are debated, judged for impact on a scale they have created that
considered galactic wellbeing and then a decision is made.
Home
While their conquering days are over, they still have a lot of that territory. Spread out
among five planets, each with its own university and smaller colleges. The Capital planet is
Pomona, a humid world with two large landmasses and deep oceans. They have been working
hard to undo their industrialization past and return it to a natural form. There is Red Agri, a
battle-scarred world with large pockets of radiation and deep craters. Tristis, a tropical world that
had a sentient race of birds that they wiped out. There is also Praeda Max, their home planet. Its
resources stripped and nature decimated, what ecosystems remain are in protected reserves. The
last planet of theirs is New Clara, a former Adonian world that they have offered as reparations,
but the Adonians have not accepted.
Behavior
Feraus are well educated, thoughtful and curious. They are happy to debate complex
topics and would love nothing more than to talk philosophy or share facts. They have
overzealously adopted the human fashion of suede blazers with patched elbows. They are well
spoken, articulate, and prefer to talk things out instead of resorting to base violence.
Appearance
Carnivorous dinosaurs are the closest thing we could describe them as. Some have bright
feathers on their heads. They have sharp teeth, and usually have optics for their diminished
vision. They are 3-6 feet tall and can be size small or medium. They have a tail.
Names
Apostolis, Aliki, Callirhoe, Epameniondas, Kyriake, Orestis, Likourgos, Pavlos, Paschalis,
Stavroula, Stelios, Vasia
Traits
Feraus share certain traits.
Ability Score increase
Strength increases by 2, Wisdom decreases by 1. Intelligence increases by 2.
Age
Maturity at:6 Lifespan:60
Speed
30 feet.
Vision
Color spectrum.
Special
Bite attack 1d6 + strength. Adv in the chosen field.
Skill points
One of your choice.
Languages
Verbal. Feraus know Adonian, and one other language of your choice.
59
Humans
“They arrived a trickle that became a flood. Every facet of our grand community has seen their
touch, from the nightmares of history to the trinkets that fill our shelves. Their businesses are the
backbone of galactic trade, turning barren worlds to riches with such hardy workers. They of
course have earned the right to be a voice on our council to which they will maintain the Nova
treaty.”- the Adonian voice at the Council inauguration speech
A scrappy species that fought for
their standing in the galactic community.
Humans in space are often workers for one
of the corporations in the coalition or part of
the U.N.E. military. Some find lives as
mercenaries or try to escape the dreaded
debt collectors of the coalitions. They are
hardy, and can take the most unforgiving
locations, turn it into flourishing colonies
that then turn that into Coalition exec
vacation homes.
Humans can be in Faltese pirate
bands, handling their own against a Barbok,
or discussing poetry with Adonian
overseers. They can be found in all walks of
life and are quite culturally maneuverable.
Some of the longer living species are
wary of them as the Grey’s favorite shock
troopers, the Slateguard, were humans, but
they do not represent humanity in the
slightest just as Astral’s are not indicative of
a species.
Humans are often found in trade
floors, trying to earn for the coalition or part
of a U.N.E. fleet or marine squad.
They can be rowdy, educated,
civilized or superstitious frontiers people.
Humans were a powerful force in the
Freedom war and have a voice in the
Galactic government.
Space is expensive
Mega slums, radiation storms, excess pop-up ads and overflowing spam filters have made
earth’s best, brightest, desperate and luckiest seek life out of the system, while the rich and elite
live in walled cities in the poles. A human out of the solar system may be running from
something or towards fortunes among the cosmos, they could have won the colony lottery.
Regardless of how they escaped earth a future in space is a fresh start. It is however expensive.
Workers for one of the many space faring corporations owe them a massive debt with high
interest rates. Members of the U.NE. are sworn to service. The jobs of both organizations are
quite varied. U.N.E. soldiers or support staff could be part of large fleets or sent on missions or
solo postings, and members of the coalition can do whatever they want…if they’re paying off
their interest.
Strive for more
Humans are a diverse and ambitious species. They make great strides forward, their
technology moving faster than their government regulations. Colonies, settlements, no matter the
60
danger can always find human volunteers, hoping to make their mark on the galaxy. They can be
idealistic, and these ideals often motivate them to make great changes.
Adaptable
While not having strong evolutionary traits like a carapace or wings, humans are
adaptable to different walks of life. They can flourish on a deep space fuel station, crime ridden
slums, top echelon Collective University courses, or dropping into enemy Kith hives. Humans
start with a feat of their choice to show how adaptable they are in the vastness of the universe.
Novas
Humanity’s true power. UNE and the Coalition would be hit with heavy sanctions or
military retribution if any Nova was to leave the Sol system, which was dictated by The Nova
Treaty signed by each voice, one of the first acts of the Galactic council. Novas are enhanced
humans, which are products from a side effect of a past pandemic. Their abilities range from
enhanced strength/ speed to being able to rip a fleet apart with their mind. The Nova Treaty was
signed after the other species saw the damage these humans could do in the Freedom wars.
While few in number, A single Nova could drastically shift the scales in any system and are
considered Weapons of Galactic destruction.
Alien propaganda says that the Nova’s are the true leaders of humanity and are cruel
dictators ruling from the shadows. Most species have special intelligence networks to ensure that
humanity sticks to the treaty, and Novas do not travel from the solar system.
Government
The U.N.E. is the ultimate lawmaking power for humans. It is an international group of
countries from their home planet with the common goal of representing humanity in the galaxy
as whole. They protect the coalitions and colonies that are across the universe. The U.N.E. is far
stretched with lagging communication times, so they trust their officers, ambassadors and
governors to make the right decisions on their own, and it's a career ruiner if it turns out to be the
wrong one.
Home
The sol system is home to most humans, but there are other colonies. They have several
large settlements in their home system with the moon of Titan, the unofficial meeting place of
corporations. Earth, their home planet is a hard place, its resources guarded, only available to the
rich. The disparity between affluent and everyone else is drastic, the poor having to go off world
for opportunity. The most successful human colonies are New Jberg, the closest one to Markaz,
Delhi 2, and New Cincinnati.
Behavior
Humans are ambitious. They take hits and keep going. They make massive technological
strides and find ways to profit from them. Their belief systems are varied, but the support for the
Novas grows with time through merchandise, movies, gear, t-shirts and posters. They like to
“stan” for their favorite hero and support them with brand loyalty. Humans in the galaxy are just
desperate to pay off their debt. The costs of being an off-world worker is steep, and even though
there were no other options, they can find themselves weighed down by the ever-increasing
amount.
Appearance
Humans are varied in appearance, soft skin, haired mammals that are usually 5 to a little
over six feet. Their size is medium.
61
Names
Humans in the U.N.E. typically go by a last name or nickname, while the corporation's names
can be anything from any human ethnicity, region or religion.
Traits
Humans share certain traits.
Ability Score increase
Dexterity increases by 1, Constitution increases by 1, Wisdom increases by 1.
Age
Maturity at:18 Lifespan:60-140
Speed
30 feet
Vision
Color spectrum unless upgraded or a Nova.
Adaptable
Humans adapt well to new situations. You can take a feat of your choice.
Skill points
None.
Languages
Category-Verbal. Humans usually know a few languages. You know Adonian and two human
languages. They have many different languages, but each ship or posting speaks the same which
is whatever the leadership speaks. Humans could not agree on which of their own languages to
speak, so speak Adonian as the intergalactic language.
In addition to selecting a human, choose which faction you belong to UNE or Coalition.
Coalition or U.N.E
You can choose which faction to be part of. You can also choose to be unaffiliated which would
be neither faction. This could be that you were kept from corporate registrations at birth, or were
born in the forsaken planet of Paradisia, maybe you were raised by aliens.
Coalition
The Coalition of colonies, corporations and celebrities is the most common intergalactic
faction for humanity outside the Solar system. It is expensive and dangerous to travel through
space, so the rich were able to exploit it, making their own rules far from government oversight
until they had enough power to monopolize space. Employees of the coalition can have any role
or job as long as they are paying off their debt. Companies can be food producers,
manufacturers, private military or entertainment. The Coalition is happy to train or help its
workers, and naturally any cost would be added to their debt. Payments do not stop at death. The
Coalition of corporations has varied interests in space and the galactic community. They put the
heavy costs on the workers, saving their stakeholders money and are happy to cut corners to
make a profit. A worker for the corporations is known as a corpie, corpo or loanee.
A coalition employee starts the game with debt. Roll 3d12 and put three zeroes after the
sum. That is how much debt you have (dollars). You must pay at least 90 dollars a month or risk
scrutiny by the debt collectors. Instead of spending your own money, or if you don’t have
enough you can spend up to ten percent of your debt as allowed by your GM on certain items
and gear, adding it to your debt. If your debt gets too great, you risk being hunted by the debt
collectors. Roll on the coalition table to see which corporation you owe your debt to. Even if
62
someone was an outlaw or pirate, they would still have a debt for all of their destruction of
property and stolen assets. Crime pays, in monthly installments just like everyone else.
U.N.E.
The United Nations of Earth is the government power for humanity. They have much less
power in space than coalition executives. Presence outside the Solar system is military or
scientific. They are often called to defend coalition assets, which is why their forces are spread
thin, often forced to fight Kith when a mining expedition causes trouble. They “represent”
humanity in intergalactic politics, but most often the coalition makes the decisions. Called Unies,
by others which is also in reference to the uniforms, which are awesome.
As a member of the U.N.E. you are part of a large organization. You can call for aid
through comms or tap into their information network. You can be promoted and have
commanding officers that you should check in with from time to time. Work with your GM to
figure out what your role would be.
63
Ja’unnian
“Want to keep a secret? Tell a Ja’unnian. Next thing you know, the related evidence will burn up
in a mysterious fire, and you’re going to feel cold metal and a click at the back of the head, as
they ensure that secret never sees the light of day. Want advice though? Seek elsewhere.”Second Diamo of Subat.
Ancient and wise, the Ja’unnian are often in
positions of respect. Their spiritual
awareness has only gotten stronger with
their time as a space faring society. They
often seek out lifepaths where they are doing
something in service to their deeper beliefs,
such as being a doctor at a low poverty
clinic, or a determined bounty hunter, this
can even be a pirate captain dedicated to
freedom. Whatever the case they are
dedicated to their path in life, and confident
in their abilities.
They have earned galactic respect,
through being trusted and skilled
professionals and also their prowess in
statecraft and strategy. On multiple
occasions they have warred with several
races and fought to victory or stalemate.
They hold a lot of sway in the Galactic
government, and the Ja’unnian voice
manages unsanctioned and nonexistent
intelligence networks for the council.
Their calm nature can disappear in
an instant when their young are threatened.
They have low birth rates due to tampering
by the Greys and nearly worship their
children because of it.
Ja’unnian’s have long lives and go
through a long and grueling training system
before they take up their vocations. Some
Ja’unnian have a second century crisis,
where they shed their former vocation and
try something new and opposite after they
are a hundred years old. This could often be
piracy, lounge singers and graffiti artists.
Ja’unnians are winged and can fly,
designing their ships to have the same type
of hover and maneuverability.
Wings
Ja’unnians have two wings which allow them to fly and hover. They have a flying speed
of 30 feet. This can be used when there is an atmosphere.
Elite training
Due to your Ja’unnian training you have a one skill point that you can use in any skill of
your choice.
Long memory
Ja’unnians always forgive, but they never forget. They remember those that slighted
them, and they have warred against. They can spend a lot of work, meditating and focusing on
64
spiritual connections. You can take an hour to meditate on any creature you have observed for at
least an hour and figure out one’s abilities and weaknesses.
Spiritual Connection
Ja’unnians get more out of sleep building it into their meditation cycle. During a long rest
they take on a sleep/trance like state where they are reviewing their own spiritual nature. A
Ja’unnian only needs six hours of sleep.
Government
Ja’unnian government does not resemble the deep, thoughtful nature of their people.
They have historically acted fast, preemptively striking enemies or refusing to budge
diplomatically. It takes a lifetime of success to enter government service, and the accreditations
can be cutthroat. While they may be long in life, their patience does not reflect that. The
government is what runs Ja’unnian’s training, and in practice looks more like gurus or spiritual
leaders. Ja’unnian youth are trained by the government to make decisions in line with the public.
There are command structures, but liaisons between different arms of society have the most
sway.
Home
The Ja’unnian defend their arm of the galaxy without wavering. They have taken many
habitable worlds, some from other species. Their tactics were swift, catching opponents off
guard. The home planet of Unnlo, is behind massive orbital defense stations. The mountains are
some of the tallest in the galaxy, the desert planet also has deep crevices and crags with one
ocean. They raise their young in the safety of the crags, who fly out to mountains when their
wings are strong enough to make the journey. A Ja’unnian may also be from the world Hypothia
an ice world where they have made homes deep in the ice, it is home to many of their research
and scientific communities. There is the vibrant world of Pak 9, a former Circii colony, where
the Ja’unnian live in the grove structures. Ja’unnian prime, which until recently was believed to
be their home world, a secret that lead to devastating military defeats for the Barbokians. Tsaiz, a
former Barbokian world, which is not a fortress and listening post. Scrap haven, several dozen
stations brought together, many Faltese have lived her since the diaspora. Lastly, there is Tulm,
one of the only fully terraformed worlds in the galaxy. It is reminiscent of Unnlo, but with more
oceans and massive waterfalls.
Behavior
A dedicated Ja’unnian wakes up every day and lives their best life, doing what they were
meant to. They have fulfillment that many envy and will never achieve. Years dedicated to a
profession, more training than any other species, and they greet it every day with the best work
ethic. Then there are the ones having a mid-life crisis, who are probably dancing on bar tables or
trying all the drugs. One thing is true for them all, is that they can’t half ass things. Be it opening
doors for customers to partying on a pleasure barge, Ja’unnians go all out. That is something
other species need to be wary of, because when they say something is serious, the Ja’unnian will
take it as such, and act accordingly as if it was life and death. So don’t say I seriously hate my
job, because you may find that place burned down with your smiling Ja’unnian friend
congratulating you.
Appearance
Winged with ridged and rough skin, there are no species on earth to compare them to.
Their wings are closer to an insect than a bird or bat. They have four eyes and are 5 to six feet
tall. They are size medium. They have three fingers. They are light, averaging 80 lbs.
65
Names
Alauan, Bolio’tren, Ciaran, Clod’un, Dowlien, Diorenn, Diarmui, Hanvey, Kei’grun, Rhysen,
Raffern,
Traits
Ja’unnians share certain traits.
Ability Score increase
Intelligence increases by 1, Wisdom increases by 2.
Age
Maturity at:45 Lifespan:200-400
Speed
30 feet walking, 30 feet flying.
Vision
Color spectrum.
Special
Well trained: Select one skill that you have proficiency in to have advantage on checks. Due to
the grueling education of your chosen vocation you have a skill point to put into any one skill of
your choice.
Skill points
One of your choice.
Languages
Acoustic category. Ja’unnian is a quick spoken, complex language where feelings are shared
telepathically. You know Ja’unnian, Adonian, and may choose one additional language.
66
Kith
“If the queens ever worked together the galactic council would become the queen’s council
within a few years. Their technology is on par with anyone else, they go toe to toe with the
human Unies, and they outnumber all other species by a wide margin. Luckily for everyone, they
have divided aspirations. The hives loyal to the council are incredible allies, and the wild
queens, war hives, and all the others can go dig rocks or whatever they do.”- Bartender69
The hives of the kith are as varied as the
cuisine in a human slum. Queens can
establish corporate like production
companies, bastions of peace and trade or
the ever-expanding swarm. The demeanor
follows the Queen’s guidance. Kith are
territorial against their own species and in
all but one known occurrence multiple
queens on a planet lead to war, and by the
void do they know how to wage it. Kith
workers can be indistinguishable from other
generations, but soldiers are eerily similar
between hives in their genetic perfection.
The average hive is made of a Queen, a few
“nobles” who will be expelled to make their
own hive amongst the stars. A hive contains
as many soldiers as the Queen deems
necessary and can feed, and then several
generations of different workers, each made
to serve a specific purpose.
The kith hives commonly find
conflict against Humanity who they fight
against for lucrative planets. Kith workers
can be master engineers and build
impressive superstructures as well as chitin
armored “live” ships.
A Kith Hive needs direction from the
Queen to function, and as the Human Swarm
Breaker units have discovered, taking out a
Queen cripples the nest, leaving the
survivors lost, depressed and without
guidance. A hive with no queen cannot
sustain itself.
Higher connection
Kith hives are a strong defensive structure to protect their Queens. They are often dark with
twisting caves. Kith have grown accustomed to these environments and have a climbing speed of
10 and blindsight to 60 feet. These hives have been forced to move underground due to the
Slateguard kidnapping their queens for the Greys.
Community driven
The community a Kith is part of is paramount. A successful help action from a kith also
grants advantage to the roll.
67
Government
Queens rules over their hives with absolute authority. With generations of workers bred
for serving a specific purpose. The Queens stand alone, and rarely work together. Each has their
own demeanor and opinions. Some are hostile, while others focus on alliances and commerce.
One Kith Queen can rule a section of a planet to multiple systems. They vary in power and
influence. The Kith hold a Council seat in respect to their combined power. The Queens do their
own infighting as to which holds that voice at any given time.
Home
The collective university has not yet been able to track the Kith home planet. Queens
often claim that they are the first, and the planet they are on is the original. There are between
140-300 hives spread out between light years. Some hives conflict with humans over habitable
colonies. Hives are massive subterranean structures with miles of tunnels, with underground
farms, shipyards and factories. Some queens have gone entirely into space with massive fleets.
Behavior
Kith behavior is hard to classify as they are products of their queens wishes. It can be
kind, curious, with well-trained etiquette, to disheveled slobs or violent jerks. Workers are the
most common and do the best in galactic society. Many join crews and are important members.
The queenless share similarities regardless of hive. They are depressed or eccentric, often
developing an obsession or substitution for a queen. It is hard for them to adapt after, and the
council has set up several aid stations to help them with the transitions.
Appearance
They are insectoid, with mandible hands and antennas. They have large eyes. They are 3
to 5 feet and are size medium or small.
Names
Naming is a foreign concept to Kith who can recognize each other on many levels
beyond most species. Therefore, they usually adopt whichever name they have found makes the
other species they interact with comfortable.
Traits
Humans share certain traits.
Ability Score increase
Dependent on subclass
Wisdom increases by 1, Charisma increases by 1.
Age
Maturity at:6 weeks Lifespan:30 for workers, 15 for soldiers. For a Queen several hundred years
Speed
30 feet walking, climbing speed of 10.
Vision
Blindsight 60 feet.
Special
Based on subrace. Help action bonus.
Skill points
None.
Languages
Acoustic and smell. The Kith language is a mix of clicks, guttural sounds and pheromones. You
know the language of your hive and Adonian.
68
Subspecies
Royal
The special class of Kith meant to serve the Queen firsthand or venture out and start a
hive of their own. Your Charisma increases by 3. You have various colored stripes on your
thorax and arms that no other Kith have. You are size small.
Soldier
Queens tend to keep as few soldiers around as possible. The food costs are extreme, and
soldiers are so geared up for violence that they sometimes snap and attack their fellow hive
workers. They will not hesitate to die for their queen. A soldier has no purpose if their queen
dies, and they starve themselves to death.
You are seven feet tall and count as size large. You must eat triple the normal amount.
Strength increases by 3, Dexterity increases by 2. Charisma decreases by 2. You are immune to
poison; you are resistant to energy damage.
Worker
The most numerous of Kith. Each Generation of Kith is born to serve a certain purpose.
Building satellites, negotiating deals at a nearby station, tending agriculture gardens, scouting
enemy bases or acting as frontline fodder. Your CON increases by 2 and WIS increases by 1.
A worker can take a resistance to any one elemental damage (thermal, Shock, cryo), and
proficiency to a skill of their choice. You are size Medium.
Queenless
Queenless are workers who have survived the great depression after losing their queen.
They are aimless, maybe with little to no sense of self protection or care. They can be trying to
find their new way in life, often latching on to a queen-like figure or fighting their own biology
and acting like a Queen. Your Strength and Dexterity increases by 1, CON decreases by 1, and
your wisdom increases by 2. You must also roll on the madness table (roll 3 times and choose
one). You have 1 skill point in survival.
69
Owiirt
“I had one named Syracuse in the show for a while. We tried standup comedy, juggling, a
musical number, but it finished its whole act before the audience even knew it was on stage. We
ended up with an insult comedy act that worked for a few days before it got bored. Everyone in
the circus contributes, and one show the audience was stunned by them as they broke down a set,
so now the act is putting furniture together… and it somehow sells out.” - Monsieur Jin of the
traveling circus
The Owiirt defy many scientific
theories and laws about evolution and
sentience. They are a communal group of
beings that could best be described as a
patch of moss. A large population band
together by growing around stones and
branches to serve a common purpose, this
collective is akin to a city for the Owiirt, and
their faster than light communication ability
makes for quick discussion and decision
making within their population. Owiirts are
master decoders, linguist and graphic
designers. Most serve as communications
officers on Barbokian ships and sometimes
medics.
An Owiirt is a plural being, they are
a large population of sentient beings. Each
with their own beliefs, personality and sense
of humor. It is this collective that makes up
a single Owiirt, forming the humanoid
shape.
They are impulsive, impatient and
can be considered rude to other species.
They laugh too loud at comedy clubs and
can have obsessive needs to keep their areas
clean.
Owiirts are a rare in the galactic
community as they are members of the
Barbokian empire and have no unique space
presence of their own. Some Owiirt have
gone their own path separate from the
Barbokian Empire.
They communicate through telepathy
with the focused energy of the many beings
that make up each city.
Collective Consciousness
Owiirt’s communicate faster than computers, and it is theorized that they could
potentially be smarter than any other species. In practice though, they seem scatterbrained,
interested in different fields, and easily distracted. An Owiirt has two skill points that they can
put into different skills. It cannot be the same skill.
Lasting damage
An Owiirt is made up of thousands if not a million sentient beings, each one a seemingly
small spec of moss. When an Owiirt takes damage, it is not cuts or scrapes, entire neighborhoods
are wiped out. Unless taking a long rest, an Owiirt can only heal up to half of the damage
received.
70
Need for speed
Owiirts minds move faster than their bodies. They can go through several thoughts,
absorb large amounts of information, and write a technical novel about the speed of paint drying
before a creature they are speaking to finishes their sentence. This can make holding
conversations difficult for them, but it makes their reactions faster. An Owiirt can use their
reaction to say something, reload, move ten feet, sleight of hand, or make an opportunity attack
or reaction attack as normal. A reaction other than an opportunity attack is triggered at the end of
a hostile’s turn.
Government
The Owiirt are part of the Barbokian empire, serving as loyal technicians and officers.
They are valued members of the empire and are represented in the clan court. They were not
conquered by the Barboks, but slowly integrated into the empire. Propaganda says that they were
manipulated into this, others say that they were tired of being hunted by huntresses.
Home
The swamps of Bagaduu are difficult for other species as the insects are so thick and
hungry for warmth. It is rampant with disease and parasites. The Barboks that live there wear
special suits when outside of their living areas. Owiirt were stationary before they took up the
humanoid form and took to the stars. Large swamps can actually be several Owirrits
communicating with each other, so Barboks rarely venture from their quarters as to not
accidentally walk across one.
Behavior
They lack patience, moving too fast to hold small talk conversations. They process
information faster, but do not have the drive or interest in the structure of Feraus universities,
preferring to read manuals on their own time, much to the Feraus’ chagrin. They are a collective
with a population in the hundreds of thousands if not millions. They can sometimes be indecisive
when there are disagreements or have to do the odd tasks now and then to appease some of the
population. They are interesting compatriots, difficult at times, but a good time that promises to
be entertaining.
Appearance
They look like moss attached to different objects, forming a humanoid. They are 5 to six
feet tall. They are modeled after Faltese, the first species they encountered and have the same
general bent shape.
Names
An Owiirt name translates to a city’s name, and their language is too complex for other
species to understand what it actually is. They therefore use city names like Paris, Johannesburg,
Karakorum, Manila or Cincinnati.
71
Traits
Owiirt share certain traits.
Ability Score increase
Intelligence increases by 3, Wisdom increases by 2. Charisma decreases by 2.
Age
Maturity at: 2 months Lifespan:400 +
Speed
35 feet.
Vision
Close ranged vision. Color and blindsight 30 feet.
Special
Lightning reaction. Lasting damage.
Skill points
Two of your choice.
Languages
Owiirt have the potential to speak/understand all types of languages, including code. You can
speak/write Owiirt, which is indecipherable to another species. They can also speak Barbok, and
Adonian.
72
Stontite
“What a surprise it was, sending an expedition to a planet with a livable atmosphere and seeing
adorable stone knights duel it out on the top of a mountain. They are the newest species to be
discovered, and our grove is in agreement with the council that we should allow them to go their
own path. Too many of us were uplifted against our will, here we have an opportunity to let
nature take its own course…”- Bastona of the farstride grove, speaking at the Stontite
preservation vote.
Mineral based lifeforms on the
distant edge of the galaxy. They have yet to
be uplifted or discover space travel for
themselves. Their society is in a “medievallike age.” While not space faring
themselves, they have been taken off planet
by enterprising spacers or companies
seeking miners.
Their technology level does match
the council, and have a protected status.
While welcome in galactic space, it will be
questioned how they got their, as the home
planet is for observation purposes only.
They are deeply religious and
believe in traditions. They are well versed in
metalwork and refining strong alloys for
their corporate kidnappers. Surprisingly,
certain species are built into their pantheon,
and meeting some species may be eye
opening moments for them.
Stontite’s enjoy material possessions
and like collecting things of interest. They
are hardy and honorable people that can
survive short stints in vacuum.
Stontites are a jovial people and
much less violent than what their appearance
seems, what seems like a battle cry is
probably just a song about some faraway
love.
An unlucky mining vessel
accidentally picked up a creature on their
home planet known as an abomination who
killed the crew, the rescuers, and then a
human colony that the ship crashed on.
Since then, the planet has been regarded as
unsafe for landings.
Non-organic
Stontites can survive in a vacuum without help for an amount of minutes equal to double
their CON score. You are immune to poison damage.
Mineral Skin
The mineral skin of the Stontite is nonorganic and stronger than most armors. A
Stontite’s skin can withstand damage. Stontites have an armor of (½ their level + 1) because their
rock-like makeup absorbs damage. A Stontite cannot swim, and sinks 20 feet a round.
73
Government
Their home world has plenty of nutrition and few predators. They make decisions
collectively for the greater good, seeking unanimous decisions in a system similar to a feudal era,
but with democratic like proceedings. Living without technology grants them a skill point in
survival.
Home
Aldrin 9 is harsh world. Poison gas leaks from the core, acid rain can plague the
landscape, and the Stontites fight for the precious rocks that are expelled from the core which are
their food source. They live in walled cities, and fight in metal armor with pickaxes and war
hammers. You can watch these battles through broadcast by the Solstani corporation, with the
affordable price of five dollars a month. Since the abomination incident, in which a colony and
marine platoon was wiped out, the planet is quarantined, with only orbitable observation
allowed.
Behavior
Stontites act like knights, peasants or royalty from the medieval period. Their world has
turned upside down as they find themselves sped through the stars on magic wagons, working for
the gods in mines or arenas. They are amazed by everything and can have difficulty with basic
technology but would excel living rough on a planet or without electricity. They are
superstitious, believe in destiny and trust deals/agreements without question.
Appearance
Made up of stone like material, they are geologic lifeforms. They are 3 to 4 feet tall and
are size small. They weigh over 200 lbs.
Names
Basal, Quar, Marb, Sla, Sund, Scor, Apat, Bior, Breccy, Gran, Kimber, Pumi, Schist, Tine,
Hema, Geo, Beryl, Citri, Cupri, Jasp
Traits
Stontite share certain traits.
Ability Score increase
Strength increases by 3, Dexterity decreases by 2, Constitution increases by 2.
Age
Maturity at:80 Lifespan:300-600
Speed
25 ft.
Vision
Black and white to 30 feet. Tremor sense 40 feet.
Special
Mineral skin, damage threshold for kinetic damage equal to ½ level + 1. Non-organic, can
survive in vacuum for minutes equal to double the CON score. Immune to poison.
Skill points
Survival.
Languages
Stonetalk, sounds like rocks cracking and reverberates through surfaces. It is not the sound, but
the vibrations that are the language. A Stontite taken from their home has probably picked up
Adonian.
74
Abomination
This is not a playable race unless approved by your GM. One in maybe one hundred thousand, or
as according to their myths, once every ten years a special Stontite is born. This is known to
them as an abomination and is in their superstitions like dragons were for the knights of old for
humans. They are killed at birth if discovered, for if they grow to maturity, Stontite are their
preferred food source. They have a mineral dissolving substance in their saliva, and are much
more intelligent than other Stontites, looking nothing like them in appearance. Unlike the
Stontites, they are watchful, careful, quick to learn and figure technology out quickly.
Abominations do not have Stontite stats. They have + 2 to Strength, +1 to dexterity, + 2 to Con,
+ 2 to Intelligence, -4 to Charisma. Their speed is 30 walking/ climbing and they have a bite
attack. As an attack action you may do a bite attack. Strength + your proficiency to hit, damage
is 1d6 + Strength in acid damage.
They are tall, 6 and half feet tall, size medium and their skill point is in stealth not survival. They
have sharp claws and mandibles of a greenish hue.
75
Sueral
“I was at this Solstani unveiling party, and two Sueral showed up wearing the same color. One
looked like a bathtub full of batteries with a red flag, and the other a human in a red hat with
really long arms. They see each other, storm out, leave Bravo station and I heard the bathtub
one became a station warden where the color red is illegal. Damn, do they hate being similar to
each other.”- Gary 4.
No two Sueral look or act alike and
comparing them can be an insult. They try to
be as creative and distinct from each other as
possible, separating themselves from any
notion of a collective or copy mindset.
Sueral can be found in any role in the
universe, they can be pilots, colony
managers, standup comedians or window
washers.
They hold tremendous respect in the
galaxy. Their friendship and advice is much
sought after. While they do not have a seat
on the council, they are all citizens of the
council, much like Adonians and Cichlids.
It is up to each Sueral how much
they want to be in touch with their computer
ancestry. Some decide to separate
themselves from wire, mimicking organic
life, while some embrace an excess of
wiring and machinery.
Suerals are not united as a species
but are extremely well respected and
regarded in the galaxy, especially because
you have no idea what's in store, that simple
lemonade stand could turn out to have
missile launchers and access to a railgun
satellite.
Sueral are a sentient artificial
technology race that have overthrown their
creators long ago. The hatred for their
creators died out in a few generations long
ago, and all Sueral since have been
discovering their own path and standing out
from their fellow artificial lifeforms.
Connectivity
Suerals can communicate with other computer intelligences. At will a Sueral talk with
computers. This does not mean they share a kinship or get along. It is more similar to a human
talking to an animal than a humanoid sharing a conversation with another. Sueral are complex
artificial beings, far beyond any advanced AI. You have one skill point in computers.
Updates
Suerals are intelligent and have updated their systems enough so that they can have a
psychic presence. They cannot get any non-software diseases or poisons. They still sleep in a
standby mode that they have designed to mimic a humanoid 8 hours where their systems update.
76
Government
Sueral do not enjoy groups with others of their kind and keep communication to a
minimum. While they have no unified people or culture, they usually have a live and let live
attitude and despise cruelty and are wary of any form of domination
Home
The Sueral were created on Domhain, a technological world that is now mostly
abandoned. The cities empty, falling apart, retaken by nature that grows through the metal
structures. The Collective university sends expeditions each semester, cataloging this lost
civilization. The Sueral do not care for their home, distancing themself from it, as they find their
own way.
Behavior
Out there. No two are alike. They can be calm, wild, quiet, loud, a jumble of wires on
rovers or a pair of legs with a fridge on top. They pride themselves in their uniqueness, bright
colors, strong personalities seeking a niche to find purpose. They know there is more to life than
simply existing, and seek to live a full life, exploring emotions, hobbies, interests and most
importantly, leaving their mark on someone else.
Appearance
They can look like anything they want and are purposely unique. Most are humanoid
looking 3 to 7 feet in size. They are size Small, medium or large. They can have synthetic
components or be purely mechanical. What the appearance and size is, is up to the player. The
walking speed is all the same, and for mechanical purposes they have two legs and two arms.
This can be flavored to your specifications.
Names
Sueral names are unique, often made up and nonsensical. It is impossible to compare
names. It could be simple as Bud, complex as SupernovaQuantum
proccessorAgrisupervisor1899360noscope. Their drive for being unique is reflected in their
names.
Traits
Sueral share certain traits.
Ability Score increase
Increase one stat by 2, and another by one, or increase three stats by 1.
Age
Maturity at:12 seconds Lifespan:101 years
Speed
30 feet walking.
Vision
Color.
Special
Immune to poison and disease.
Skill points
Computers.
Languages
Adonian and coding. (Language of computers.)
77
Tolf
“Who doesn’t love the Tolf? It's like having a familiar face at every station, 4’s are hilarious,
and 9’s can keep a party going. I know Redun don’t get a lot of positive PR, but that’s who you
want on your side, so loyal and positive. They have a sort of freedom, no biological need to
breed or carry on the species, they just live their life and I’m all for it.”- Monsieur Jin of the
traveling circus
making copies of the original twelve
survivors.
They took this species in, giving
them a purpose as servants, workers and
emissaries. Tolf were the first Astral.
Through the ages the cloning effect
has had side effects. The present-day Tolf
are muted versions of their former species,
their features dulled. Of the original 12
versions, only 9 have survived to present
days, with the others losing their genetic
integrity and no longer able to be cloned.
Tolf hierarchy is based on how close
you are to the original. “The least cloned,
and most pure version.” This Original, is
needed to be the best possible source of
genetic material for future generations.
While they may be the same deviations of
nine originals, their personalities are unique
to the individual.
On the opposite side is the Redun,
who are relegated to basic roles, considered
less than as their genetic purity is so distilled
from being cloned too many times. Tolf are
often traders, running stations with their
firm understanding of trade, Grey
technology and quite often own stores or
station businesses. They are most likely to
be the ones selling item on the trade floor.
In all their might and power, the Grey’s had
grown dependent or as the Tolf say
enamored of this people, keeping them alive
through the ages. Their home planet was
destroyed with almost the entire population,
its location has yet to be discovered. Such a
small number survived that the species was
sure to go extinct. To prevent this
catastrophe the Grey’s cloned the Tolf,
Seen it all
Tolfs were the first members of the Astrals and were indentured to the Greys since before
most species were spacefaring. Tolfs have passed down secret histories to their clones and while
this may be exaggerated with time, they know much more than most other species in regards to
history and what the Greys reach through the galaxy. As a Tolf you know how the Galactic
government works, and how to get things done. You have advantage on Intelligence checks in
trying to figure out anything related to Galactic politics, Greys or history checks regarding the
council.
78
Clone of clones
Any Tolf around present day is a clone of several generations. Knowledge of your own
health needs are well known to you and medical research. You have advantage on biology
checks to yourself and can reroll rest dice one time during a short rest. You are more susceptible
to disease though. Any effect from a disease also lowers maximum Hp by 1 for each day you
have the disease. This can be restored with a biology check of DC 15, once the disease is cured.
Clone Network
Tolf make up a lot of the galaxy’s station workers, shopkeepers and administration staff.
They have a logistical knowledge and have been doing things the same way for generations. A
Tolf has a knowledge of how things work on a station, and supply chain needs. They can use this
ability to get a 10% discount at station stores and have a natural sense of stations. You have one
skill point in business.
Home
Tolf hail from stations. Their home planet was lost to a catastrophe that truths have been
lost through generations of exaggerations and retellings. They are often thrown into a position
that had been worked by an earlier version, and they will pass it on to another. Tolf manage the
gestation pods in secure areas on stations, hesitant to use them too often as it diminishes the line
with each clone and is visible in the redun. This will not sustain them forever.
Behavior
Tolf know how bureaucracy works and know how to get things done in government or
system politics. They can throw in with the roughest merc group or talk botany art to Adonian
advisors. They have a social mobility that most would be jealous of, accepted in all facets of
society from top to bottom. As there are only 9 surviving versions it is common for people to
trust them, recognizing a friendly face. They are almost always greeted warmly.
Government
The Original of each version has incredible standing in Tolf society. They are social
celebrities, healthier and in positions of power over other Tolf. Some even have the same job that
the very first of their line had, passing it down through the ages.
Appearance
Tolf have dulled features. They are humanoid. They once had ridges on their face and
arms, but they have faded through generations of clones along with losing a brow and nose. They
are 4 and half to 6 feet tall. They are size medium.
Names
Varied of many languages followed with the number designation of which clone they are.
Which would be Two through 12, with the exception of one, six, and 11.
Traits
Tolfs share certain traits.
Ability Score increase
Dexterity increases by 1, Con decreases by 2, Wisdom and Charisma increase by 2.
Age
Maturity at: Gestation pod ejection Lifespan:30-90 years
Speed
30 feet.
Vision
Color spectrum.
Special
79
Clone network-Innate knowledge of stations and discounts at station stores. Clone of clonesAdv on self-biology checks, vulnerability to disease. Seen it all- Advantage on history checks,
grey checks, and galactic government.
Skill points
Business.
Languages
Tolf lost their language and were genetically altered to communicate with Greytech. They can
Adonian.
You can take the typical stats for a Tolf above or you can choose to be an Original or Redun and
take the corresponding stats below as well.
Original
You can choose to be the original of a line of clones. All copies of this line come from you if
they are lucky, if not they risk creating a Redun. It is important that you stay safe and do not get
incinerated for your line. Instead of the other ability scores your Intelligence increases by 2,Con
and Wisdom increases by 1, dexterity lowers by 1. You now have the Clonestar ability: On a
station you are given VIP quarters for free and can call on clones of your line to do basic tasks
for you.
Redun
So cloned they cannot be cloned again or are tainted mixes of the original 12, the Redun are the
lowest rung in Tolf society. Instead of the other ability scores your Charisma increases by 2,
Intelligence decreases by 2, but your Strength increases by 3. Redun worker: You have the
Redun worker ability. You are accustomed to doing menial labor and have a protection on taking
a level of exhaustion. The first time you should take a level of exhaustion you instead use your
worker’s stamina to offset it. This ability recharges once a week. Your carrying capacity also
increases by 1.
80
Zellum
“No matter what is said, or the rumors that come from their part of the galaxy, the seat will
remain. The Zellum were instrumental in our rebellion against the Greys. It is their choice to be
isolated, and we must respect that. Do not say they are enemies or monsters. They bled next to
us, fought with us, saved my life. They are members of the galactic community, earned through
war, and we will treat them with that respect.”- Ja’unnian voice.
The Zellum have adopted the drone
en-masse tactic that the Greys used but
lurking within the swarm is a Zellum breach
ship, where they board and take the ships
they attack.
Their government and culture is
unknown to outsiders, as they have spurned
all attempts at communication from the
Galactic council. Since the Freedom wars,
they have stayed in their part of the galaxy,
forcing out the Astral presence.
What is known about them from Astral
records is that they have a strong code of
honor and seem to be a spaceborne species.
They regarded the Greys as devils in their
mythology and the once divided species
unified to fight them in the Freedom war.
They do not mince words, or waste
The mysterious and reclusive species stays
time on things like entertainment or
in their arm of the galaxy and wipe out any
marketing conferences.
trespassers or colonists who get too close.
Void Kissed
Zellum can survive in a vacuum without needing a space suit. They can also move
easier in a void. It is believed that they are born and live in space as the Astral never located
a home planet, even when they ran errands for the Greys for thousands of years. The Zellum
seem at home in the vacuum of space.
Hauntings of space
Zellum can make a claw attack which replaces their unarmed strike. The damage is
still kinetic. These claws are armor shredding and lower armor by 1, this would take a rest to
repair.
Geometry fanatics
One thing about the Zellum is known, and that’s that the voidheads, love them some
math. Their astronavigation was precise in the freedom wars, and they have hacked the
Collective University’s math department on several occasions. They may be the only species
who can decipher the Faltese facial family tattoos. Their fashion and armor are full of
geometric shapes. They have one skill point in math.
Government
Zellum have never shared their command structure, but it is quite clear that they are
unified and have common goals. There was one recorded instance, where two fought, and the
winner gave orders to the squad afterwards. Since the end of the freedom war, they have
removed themself from Galactic society.
81
Home
The Zellum stay within the Deimos nebula, a massive area of space that is rampant
with ion storms and anomalies. Instruments do not work as well in this area of space.
Behavior
Zellum do not succumb to vices nor show weakness. They do not boast, but they
menace. Growling at others or rubbing their sharp claws. There are rumors of them sneaking
into casinos to watch gambling, and also a theory that the galactic chess networks top
rankings are all Zellum. Even though they were allies, their ways are still mysterious. It’s
believed that they either dislike or don't understand water and that they are terrified of dogs,
but this could all be rumors.
Appearance
Metallic looking skin, sharp clothes, a long head with longer featherlike strands
poking out the back, and no discernable features between individuals. They have harp claws,
in four finger hands. They are on average 6 ft tall.
Qaudripeds
Zellum walk on all four limbs. They must pause movement and stand on two limbs to
use an item or two-handed weapon. Walking on all 4 limbs does not mean prone, which is
lying flat. It would still take an action to drop to this position or raise themselves to get their
limbs underneath. Mechanically, this makes no difference in most situations, except say
needing to catch someone falling which may be more difficult for them.
Names
Zellum names are poetic. Spirit of ice, Blessing of Vengeance, Memory of the forgotten,
Transcendence of melancholy, Unremembered heroics, Ambition of slothful.
Traits
Zellum share certain traits.
Ability Score increase
Strength plus 3, Intelligence plus 3, Charisma decreases by 3.
Age
Maturity at:?? Lifespan: ??-???
Speed
Walking 30 feet. Zero-30 feet.
Vision
Thermal.
Special
Can survive in a vacuum. Claw attack.
Skill points
Math.
Languages
Temperature based. Zellum and Adonian.
82
Chapter 4: Classes
Engineer
They have an
exosuit that gives
them certain
abilities and lets
them carry more
tools. Some have a
robot companion,
others have a mech
suit.
Greyborn
Uses mental powers,
by wielding their
personality over
others though
different means, it
can be costly.
Spliced
Turned into
something else
through mods that
change their
appearance and
abilities. They can
become more
mechanical or
monstrous.
Symbiote
Bonded with
another being, it
gives theme extra
abilities like tendril
arms or can possess
enemies.
Operative
Smugglers,
assassins, corporate
agents, they use tech
to control their
environment.
Trooper
Every weapon is
deadly in their
hands. They use
their skillset to
dominate the
battlefield.
Scholar
Knowledgeable
researchers who
study a specific
field, using it to
their benefits, can be
radiation, solar
power or disease.
Class
This is your most important decision in making a character. This is how NPC’s will see you,
and what you can do in game, especially in combat. There are many options to your class,
and you can customize it to how you want to play. The class is a baseline that offers the
fundamental options and abilities.
Stats
83
To play your class best you want your class abilities to be higher. For example, a soldier
wants strength and dexterity while a scholar needs a high intelligence or wisdom. You may
add your proficiency dice to saves of these skills. Your class abilities are the ones that you
have proficiency in for saving throws.
Leveling up
When you level up you add one HP point regardless of class. You add one SP or HP
depending on class, and you get the next level of abilities as shown in the class table.
Leveling up should happen at a station if possible or at a long rest in a ship or port as new
materials are needed.
HP
Your character gains one HP each time you level up. HP is Class starting HP + CON + level
+ leveling up if it pertains to class.
Proficiency
This is the number of dice (1d6) in your proficiency pool. Your proficiency level increases as
you level up at certain levels. You can use a proficiency dice at any time for an attack, check
or save in which you are proficiency. Your proficiency pool recharges at a rest. You can be
proficient in types of weapons, tools, languages, armor. If you are not proficient in a tool,
armor or language you do not know how to use it, speak or wear it.
Crew Proficiency
There is a shared pool of proficiency dice available for the episode. Your GM may award
more dice to this pool for great roleplaying moments, scenes with relationships or creative
decisions. Any player can pull from this shared pool. The starting amount is 1d6 for amount
of players.
Personal shield
Your intelligence level.
Skills
You have two skills to have proficiency in out of six possibilities. You roll with proficiency
in checks with these skills.
Skill points
Depends on species, class, background, vocation. You assign one at a time to a skill.
Abilities
For some classes like Engineer, Scholar, Symbiote, Operative materials are required to use
the abilities. An engineer needs their exo suit, Symbiote their passenger, scholar their device.
Class table
84
Your class table lays out the structure of your class. What you get for each level. The
subclass bonuses and when you can raise your ability score. If you have abilities, it shows
how many, and how much you can use them.
Subclass
Choose a subclass for your class. You have multiple options these have drastically different
play styles from each other.
Level up
When you level up you gain one SP or one HP depending on class. Some classes have the
choice.
Rest Dice
You add the max of this dice to your con which is your starting HP. You roll 1 rest dice per
rest to regain HP. One for short and long respectively.
Equipment
You get starting equipment based on your class. This is what you are wearing and your
weapons and tools. In addition, you also have a pack containing different items. This is in
your quarters on your ship as it would be too cumbersome to carry, and it contains items to
which you have access.
Class
Ability
Rest
Dice
1
Engineer
Strength and Wisdom
1d10
Starting
Starting money
Level Up HP
(dollars)
3d8
SP or HP 10
2
Greyborn
Constitution and Charisma
1d6
SP
3
Operative
Dexterity and Wisdom
1d8
HP or SP 8
D12*10
4
Scholar
Intelligence and Wisdom
1d6
SP
6
D12*10
5
Spliced
Strength and Constitution
1d12
HP
12
3d10
6
Symbiote
Constitution and Charisma
1d8
SP
8
2d6
7
Trooper
Strength and Dexterity
1d10
HP
10
3d8
6
2d6
85
Engineer
Class Details
A Adonian yacht comes in for a refit at a small port where they know their credits
afford them great power, they expect dozens of workers on the job, but see one. The Adonian
doesn’t have time to waste and complains to the station warden, the dockmaster loses their
job. Then on their way to tell the workers that their licenses have been revoked they see the
engineer is taking a nap. The Adonian wants to yell at him, but sees the ship is fixed, the job
is done, better than expected. Never one for apologies, they simply leave the station. A few
days later the Adonian and crew notice how stale the water tastes, and how cold it's getting.
Back at the station, the inhabitants are enjoying enhanced water while wearing t-shirts and
shorts in their new warmer station.
It's just one engineer. They don't even have a rifle. The bandits crest the hill, already
fantasizing about spending the goods they’ll steal. They expect to see a sleeping engineer at
her camp. Instead, they see a ten-foot tall mech raise its weapons. They hear the minigun
before they feel it. A few bandits are able to touch the top of the hill as they run,
unfortunately their legs aren’t with them.
Red lights flash as the station plunges into orbit. Panic ensues as people rush for the
escape pods which won’t even take half the citizens. You hear calm whispers and follow it to
the engine room. You see a quiet argument between an engineer and its P.A.L. the engineer’s
legs are sticking out of the machinery while the robot passes them tools. The alarm fades and
the engineer climbs out of the machine. “Told you not to remove that pipe.”
Exo suit of the galaxy
Engineers are the strongback, tool wielding power source of galactic travel. They
work the docks, shipyards, engines and reactors. They are mechanics, designers, repairers,
fuel attendants and scrappers. The best of these engineers have squirreled away enough scrap
or money to get an exo suit. These exo suit engineers are a step above the rest, not just
because they have a helping hand, but because their skills go to all mechanics the very theory
86
of engineering. They can fix everything from dreadnought reactors to alarm clocks and can
keep ships running with a screwdriver and duct tape.
Exo suits do more than just look cool. They are the best tool in an engineer's
impressive tool set. The helping hand can dismantle and absorb tools. The suit allows a
bigger carrying capacity. You have built your tools and charge packs into it. It even makes
you hardier, increasing your defense.
Tool master
A mechanic is as good as their tools, an engineer integrates those tools into their
armor. Engineers can master many different tools and items that can be repurposed for better
life. They ensure that they have coffee every morning, as a coffee maker is just as important
as a hammer.
The Engineer Table
Level Proficiency Dice
Features
Exo suit energy
Functions
1st
1
Utility Arm, Exo suit, Mechanic
1
2
2nd
1
License class
1
3
3rd
2
Ability point or feat
2
4
4th
2
License Class 2
2
5
5th
2
Healing Hand
3
6
6th
3
Ability point or feat, License Class 3
3
7
7th
3
Engineering expertise
4
8
8th
3
License class 4
4
9
9th
4
Ability point or feat
5
10
10th
4
License class 5
5
11
87
Class Features
As an Engineer you have the following class features.
Rest Dice:1d10
Hit Points at 1st level: 10 + your constitution level
At Higher levels: You can add one HP or one Skill point.
Proficiencies
Armor: light armor,
Weapons: Special and one handed.
Tools: Three of your choice.
Saving throws: Strength, Wisdom
Skills: Choose one from Cargo, Piloting, Sleight of hand, Math, Computers.
Class DC: Engineer level + Wisdom
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
• Coveralls, bubble wrap and one tool of your choice.
• One hull wrench or hammer, one can opener and a nail gun.
• One repair kit, cleaning supplies, duct tape and goggles
• Crew locker or Spacer’s crate
Exo suit
You have an exo suit that you wear on the outside of your armor. It is only usable by
you. The exo suit has neural uplinks and getting in and out takes 30 minutes and is painful.
While wearing the exo suit you have the below perks.
Your defense increases by 1.
Your walking speed decreases by 5.
You have a utility arm.
You have access to Engineer exo suit functions. Check the engineer table to see how many
functions are available to you per level. You can switch functions during a long rest.
Your exo suit powers its exo suit functions. Check the engineer table to see how much
energy you have. This recharges during a long rest.
You are vulnerable to shock damage.
Your exo suit has a flashlight, makes one cup of coffee each morning, and a toolbox built
into it.
At 5th level it has a spotlight and makes two cups of coffee each morning.
Utility Arm
You have a mechanical arm attached to your exo suit. It has a reach of ten feet.
Your exo suit can dismantle and absorb any number of tools equal to your proficiency level.
The tool is now built into it and can be used whenever you use your utility arm and is not part
of your inventory count, it can also use an exo suit energy in place of chargepak if you so
choose.
88
Your utility arm has all the functions of a normal arm. It cannot use functions or its tools if it
is holding an item.
Its strength equals your strength.
At level 5, your utility’s arm strength score increases by your proficiency level.
Mechanic
You are proficient in the engineering skill in addition to your selection. You can use
mechanic jargon to add your engineer level to a persuasion check with advantage when
negotiating repairs or items discounts.
Class license
Beginning at 2nd level and then every even level you get an increase to your class
license which acts as your subclass and impact your play style.
Ability Score improvement or feat
When you reach 3rd, 6th and 9th level, you can increase one ability score by 1.
You can instead take a feat of your choice.
Healing hand
At 5th level, each utility arm has one use of healing spray per day. This heals HP
equal to your Engineering level. This costs an action and chragepak and the target must be
within range of your utility arm.
Engineering expertise
At 7th level, you automatically add an additional 1d6 dice for checks for two wisdom
skills of your choice to that you are already are proficient om when making checks with that
skill. You are rolling 2d6 for these two skills and can still add proficiency.
Engineer licenses
The galaxy is filled with grand technology but not enough upkeep to manage it.
Helping hands are engineers that realize they don’t have enough hands to make all the
needed repairs so work on making the best utility arm possible, upgrading it to two for the
most helping hands.
Mecha. Not one to wait on the backlines. Mecha are engineers who have taken up the
mobile artillery mechs of their own design. They have a smaller mech, built into their exosuit
that they can activate when needed. The mech is a battle model, and while cumbersome in
corridors can own an urban battlefield.
P.A.L. The life of an engineer can be hard. Sometimes they work insane hours on
engines for crew that don’t even visit because “it’s too loud.” Sometimes you need a friend,
and for an engineer you can build one. An engineer has a P.A.L. a robot sidekick to help
them out, compliment them and carry their secrets.
89
Helping Hands
All that time wasted, reaching for tools, you carry them with you, using the shifting
nature of the utility arm and exo-suit to upgrade not only what you work on but your entire
life and of those around you. Everything else is your job, the exo suit is your passion, and
you spend your life in it, but people have to wonder as the lines blur. As you improve the exo
suit, where do you end, and where does it begin?
Exo suit upgrades
At 2nd level, you have upgraded your exosuit and continue to improve on the design.
You are permanently attached to your exo suit, it would take 4 hours to attach or deattach
from it. Your exo suit grants the below enhancements.
Your Defense increases by 1.
Fashion Max is lowered by 1.
Select one level 1 exo suit function. You can do this without expending a energy.
Your exo suit has a built-in water/nutrition system. You no longer need to make rolls for
your first food/water consumable roll each long rest. You still conduct insanity as normal
during space travel.
Your utility’s arm reach increases by 5, to 15 feet.
You have a neural link with your exo suit, giving you 1 SP for computers.
Multi tool
Starting at 2nd level, when you dismantle a tool to add it to your utility arm you can
download a manual to become proficient with it. You do this while on your ship. You can
spend half the necessary time (100 hours, halved to fifty) to become proficient with this tool.
While sleeping your utility arm can upload the manual to you, putting these hours towards
becoming proficient.
90
Helper
At 4th level, you, your utility arm and your uploaded manuals can offer more help to
others. You automatically succeed with a help action in engineering. You can attempt help
actions even if you are not proficient in the skill. The creature you are helping can add your
engineer level to a check. You can do this a number of times equal to your proficiency level
during a short rest.
On the outside, so beneath
At 6th level, you have integrated your bones or exo skin with the exo suit. You no
longer take penalties for any level of G up to your proficiency level. Add your engineering
level to any strength checks. You cannot take off your exo suit, it would be as if extracting
bone. Fashion max decreases by 2 instead of 1.
Second Hand
At 6th level, you have a second utility arm. You can put separate tools into it.
Charging gears
At 8th level, your chargpak is integrated with your heart and can recharge your exo
suit energy during a short rest.
When you grant an ally the help action, you can burn a exosuit energy to give them 1 shield,
even if their shield has broken.
Helpful cyborg
At 10th level, you and the exo suit are one, a combination of mechanical and organic
parts. You are immune to poison damage.
Your arms take on the attributes of utility arms. They can have their own tools and have a
reach of fifteen feet.
91
Mecha
You know that to really fix things you need to stop them from getting broken. You
are comfortable getting your hands dirty, not just with oil but on the battlefield. You put your
engineering mind to the task and built a Mech around your exo suit. The mech drains
considerable power and you cannot maintain it for long. Mechs can rival troopers in combat
prowess and Spliced in strength. The Mech is ten feet tall and considered large. If the mech
cannot fit, it is instantly restrained when summoned and remains so until it is moved free or
dismissed.
Mech Pilot
Using two actions your exosuit turns into the piloting seat of a mech, the mech
forming around it. Your mech can be summoned for an amount of minutes equal to your
proficiency level per long rest. Its HP equals this amount in seconds. When you take damage
or use mecha abilities you burn the time of your mech. When it drops to zero it is inactive
and can’t be summoned until a long rest. While piloting the mech it takes all damage except
psychic which is taken by the pilot. It is immune to poison and disease. When an attack drops
the mech to Zero it disappears, and you take any additional damage on subsequent hits.
You cannot use exo suit functions while in your mech.
The mech would lose 6 hp a turn, with additional hp based on actions. You can use an action
to desummon the mech, this ends your turn and the mech still loses the full round in HP.
92
The mech has the below stats.
Movement= 10 (can use 1 hp/second for an additional ten feet up to proficiency level amount
of times per action.)
Defense= your Wisdom + Strength
HP= 60*Proficiency level
Strength= Your strength + Engineer level
Dexterity= Engineer level
Con = Your CON Plus Engineer level.
Int, Wis, Charisma are the same as your scores.
Same skills as you.
Mech
Large Construct
Your STR + Engineer
level
STR
Engineer Level
DEX
Your CON +
Engineer level
CON
Same
INT
Same
WIS
Same
CHA
Defense: Your WIS+STR
Shield:0
HP:60* Proficiency level
Armor:0
Speed:10
Actions: >>>
Vulnerable to acid and shock. It is immune to radiation, disease, and poison. Vaccum Suit
Beam cutter: 1d8 energy, range (100/250) Beam, Boost, Tool. Uses 3 HP/second per shot. Boost uses an
additional 4 seconds. (3 HP/second per shot. Boost uses an additional 4 seconds.)
Launcher: Auto success on Grenade throws up to 40 ft. (6 HP/use)
Combat Scan: See defense of each hostile within 30 ft. (2 HP/use)
Attacks
Beam cutter: 1d8 energy, range (100/250) Beam, Boost, Tool. Uses 3 HP/second per shot.
Boost uses an additional 4 seconds.
Your mech automatically succeeds on throwing grenades and can accurately up to 40 feet if
possible. The mech acts as full cover for allies.
It is vulnerable to acid damage in addition to shock. It is immune to radiation, disease, and
poison.
Your mech does not have a shield. It can act as a vacuum suit.
Combat scan
At 2nd level, while piloting your mech you can use an action to scan for any hidden or
invisible enemies up to 30 feet. This costs 2 seconds/HP.
At 6th level when you use combat scan you are also shown the defense of each hostile within
30 feet.
Warning horn
At 4th level, your mech sounds a warning horn when summoned. Any hostile creatures
within 20 feet must make a CON saving throw against your DC. On a fail they take your
93
engineer level in sonic damage and are frightened. On a success they take no damage and
aren’t frightened.
Oil and Blood
At 4th level, you can choose to take the damage taken from an attack instead of your Mech.
You must say this after the attack roll hits, but before the damage is calculated.
You can burn 6 seconds of hp/seconds to have a flying speed on one move action.
Missile Sacrifice
At 6th level, as two actions you fire an amount of missiles up to half your wisdom score at
any targets within 80 feet of you. Each missile does 2d8 damage, explosive. You lose 2d8 +
1 hp/seconds for each missile fired. You can do this once per long rest, even if you only fire
one missile.
Weapons expert
At 6th level, you can choose which weapon your mech has, switching out your beam cutter
for it. More options become available as you level up. These weapons burn 3 HP/ seconds
per shot/ use.
6th level: Minigun, repurposed drill.
7th level: Gatling Laser, Flak Cannon
8th level: Flamethrower
9th level: Acid jet
10th level: Shielded minigun
War Mech
At 8th level, you have a repurposed drill weapon attached to your off hand and can still hold
a different heavy weapon in your main hand.
Communications antennae
At 8th level, your mech can talk with computers. As an action you can activate jam. This
stops any communications within 1 kilometer.
You can send and receive messages to orbit if you are on a planet and not subterranean.
You can intercept messages sent/ transmitted within 60 feet of you.
Superior Firepower
At 10th level, you have a rail gun built into your mech. You can burn 61 HP/seconds to take
a railgun shot as an attack action. Your rail gun has the same stats as a railgun heavy weapon.
94
P.A.L.
You have built yourself a custom P.A.L. a creation of your own design. It can serve
different purposes up to you. You upgrade it when you can as it learns and reviews its own
behavior making sure it’s the best P.A.L. possible.
Bot best friend
At 2nd level, you have a bot that accompanies you on your explorations. It is a loyal
companion ever by your side. The bot goes right after you in initiative and is controlled by
you. It has two actions. If a P.A.L is destroyed, you can pick up the pieces and put it back
together during a long rest. It’s remains would occupy one spot in your inventory. Otherwise,
it would take 800 dollars’ worth of scrap to build a new one.
Creation of your own design.
At 2nd level, you can use one of the below models of P.A.L. to make your baseline bot. You
cannot change this, so make sure you think about it. This is the framework for your bot. The
types are below.
The bots have HP equal to your Wisdom + Engineer level. Mule and Explorer HP also add
proficiency level to that amount.
The P.A.L. has the baseline stats below. They are size small.
Movement= 30
Defense= 16
HP= Wisdom + Engineering level.
Strength= 2
Dexterity= 3
Con= your Wisdom score.
Int, Wis, Charisma are all 3.
Proficiency in computers.
Attacks
None, unless said below. P.A.L. Would need to carry their own ammo and weapon if they
can use it.
A P.A.L. is immune to disease and poison and psychic. It is vulnerable to shock.
95
Mule: Carries a lot of supplies and has a cooling system to keep food safe. STR= your
Wisdom
Spider: Climbing speed. Dexterity= your Wisdom. Proficient in stealth.
Turret: A walking turret. Energy Damage is 1d4. Range (40/80)
Smiley: Make you and others feel good. Charisma= Wisdom.
Smarty pants: Two legs with a server. Intelligence= your wisdom. Proficiency in high
sciences. Knows 1 additional language.
Explorer: For going where no “man” wants to go. Defense= add your proficiency level.
Pooch: a robo dog. Proficiency in perception. Speed increases by ten.
Shooter: a thin humanoid looking bot, can shoot a gun or throw a grenade and use items.
Proficient in simple weapons.
Surveillance: A hovering bot with wide surveillance equipment. Wisdom = your Wisdom.
Proficiency in perception. Fly speed.
Fix-it: Makes same engineer rolls as you. Wisdom= Your wisdom. Has your tool
proficiencies.
Butler: Carry a dish from one room to the next. Charisma= your Wisdom
A useful friend
At 4th level, your bot is stronger.
Mule: Acts as full cover.
Spider: Can turn invisible for 1 minute as an action. Number of times =to proficiency level.
Turret: Upgrade gun type to be plasma.
Smiley: Any allies making a save within 15 feet have + 1.
Smarty pants: Knows another additional language. Proficiency in Math.
Explorer: When taking damage, roll 1d6, if it is above the damage the bot takes no damage
and it becomes momentum. Damage to momentum, moves that many feet away instead of
taking damage.
Pooch: a robo dog it’s even more adorable. Bite attack: Melee, range 5 ft. 1d6 kinetic
damage.
Shooter: Can use all one-handed weapons.
Surveillance: Thermal vision 60 feet.
Fix-it: Computer skill points equal half your engineer level.
Butler: Grants Fashion + 1, if it spends a minute to dress someone. Can do this for a number
of people equal to your proficiency.
With friends like this
At 6th level, your bot is even stronger.
Mule: Makes up to six cups of espresso each morning.
Spider: Can act as a mobile station for you to hack from.
Turret: Add 5 to attack rolls if it did move since before last turn.
Smiley: Spend 8 hours being an emotional support bot, granting someone a save to overcome
a madness. CHA DC 20-your wisdom
Smarty pants: Can teach someone a tool or language proficiency. Every 3 hours teaching
equal 4.
Explorer: Momentum is now 2d6.
Pooch: a robo dog. Wisdom=Survival.
96
Shooter: Proficient with rifles or 2 handed weapons.
Surveillance: Has a patrol function where it maintains watch over camp, the ship or area and
will send an alarm communication if any invisible creatures are located.
Fix-it: Proficient with one additional tool.
Butler: Reads bedtime stories to one crewmember during a long rest. They regain an extra
rest dice during a long rest or insanity marker does not lower.
High five
At 8th level, your bots are better than most factory models. Sure, they don’t look slick and
don't have carbon fiber frames, and maybe a bit too much duct tape, but they have heart.
As an action a bot can high five you, granting both of you temp hp equal to your
engineering level. This can be done once a day and lasts 1 hour.
Mule: Fabricates 1d4 of one during a long rest. Cartridges, e clip or p bulb.
Spider: Can Create a decoy of itself as an action. Amount of times equal to your proficiency.
Last until the start of next turn.
Turret: Upgrade gun type to also have a Missile launcher. 1 missile per long rest.
Smiley: Aura now helps checks as well.
Smarty pants: Knows 1 additional language. Proficient in history.
Explorer: As an action it can taunt enemies to attack it. Momentum is now 4d6.
Pooch: a robo dog. While within 15 feet of you, your defense increases by 1.
Shooter: Rolls with advantage on attacks if target is an organic-humanoid.
Surveillance: For an amount of times equal to your proficiency level, it can use x-ray vision
through objects up to 5 feet thick. Each use lasts 30 seconds.
Fix-it: Can make biology checks equal to engineering level.
Butler: Can make evening cocktails for up to six allies. Each creature who partakes gets a
P.A.L. dice that will last 1 day. It is 1d6 and can be added to one check or attack roll.
Friends for friends
At 10th level, why stop at one friend? You made a P.A.L for your P.A.L you have a second
bot of 4th level.
Mule: Fabricates 1d4 water or 1d4 nutrition paste per long rest.
Spider: Sacrificial shield taker. Can make a melee attack, on a hit it does shock damage
equal to its HP. It is inert after this attack.
Turret: upgrade gun type to also have a missile launcher.
Smiley: Bonus to saves aura, advantage on persuasion checks within aura.
Smarty pants: Knows two additional languages. Proficiency in business.
Explorer: Self-destruct. Any creature within 20 feet must make a DEX save against your
wisdom engineer level. They take the explorer’s HP in damage
Pooch: a robo dog. Once per long rest, it can lick an ally’s face healing them equal to your
engineer level.
Shooter: Attack roll increases by 1. Does additional P.A.L. dice damage to organichumanoid creatures equal to 1d6.
Surveillance: Also acts as a holo projector.
Fix-it: Can make biology checks at engineering skill level.
Butler: If an ally within 30 feet should go to zero HP, the butler can take the damage instead.
Can be done once per long rest.
97
Greyborn
Class Details
The scalpel gets ripped from the doctor’s hand; he stares wide eyed as his patient
floats up from the operating table. He checks the sedation count, it was correct. The medical
tools rattle, hovering from their tray to inches from his eye.
The ship takes off, its engine blaring. Momentum is zero, the pilot checks her
instruments, it looks like she is being pulled back to the ground. She sees an approaching
figure out the window.
The spy is brought into the small room. Six interrogators and they have not broken.
This new one is unimposing; the spy knows they can hold out for this one. A childhood
memory bubbles to the surface, its uncomfortable, one the spy didn’t like, then there are
more, lost loves, tragedies, every failure and every success. They pull against their shackles
screaming for one of the other interrogators, they’ll spill everything they promise, but it all
floods through their eyes, every memory stolen from them. The interrogator walks out, and a
nurse walks in, wiping the drool from the spy’s mouth.
Altered for an unknown purpose
Greyborn are the result of Grey’s tampering with genetics. When certain genetic
markers are combined someone with a predilection for Grey arts. This can showcase it in
several ways and may even be dormant for many years, revealing itself late in life. It is
telekinesis, telepathy, teleportation, and the ability to use grey artifacts.
Greyborn are tied to a deeper connection with the universe. They can feel the call of
ancient artifacts, awareness of the makeup of the galaxy and the fear of what lies deep in the
cosmos. They are usually loners, and looked at as Greyborn first, their species less so by the
rest of galactic society.
98
Place in society
Every species looks at Greyborn in a different way. Kith exile them, humans take it as an
opportunity to “learn” via experimentation, Adonians see it as a status symbol, Barboks have
a monastery where they train their abilities.
It is a calling for greatness, and what will they use their abilities for? And more importantly,
what were the Grey's plan for them.
They possess the oppressors’ abilities. With every breath they are a reminder of the Grey’s
tampering, that no matter the species or power, they are a bug on the shoe.
The Greyborn Table
Level
Proficiency level
Features
Grey energy
Psychic
Abilities
1st
1
Telepathy, Telekinetic
1
2
2nd
1
Alteration Pathway
1
3
3rd
2
Ability point or feat
2
4
4th
2
Alteration Pathway
2
5
5th
2
3
6
3
7
Healing Hand
6th
3
Ability point or feat, Alteration Pathway
7th
3
Portal
4
8
8th
3
Alteration Pathway
4
9
9th
4
Ability point or feat
5
10
10th
4
Alteration Pathway
5
11
99
Class Features
As a Greyborn you have the following class features.
Hit Points
Rest Dice:1d6
Hit Points at 1st level: 6 + your constitution level
Skill Points at Higher levels:1
Proficiencies
Armor: Light
Weapons: Simple weapons, Grey artifacts, melee weapons.
Tools: None
Saving throws: Constitution, Charisma.
Skills: Choose two from Biology, Deception, Intimidation, Culture, Persuasion, Psychic.
Save DC: Greyborn level + Charisma.
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
• Duster or stab proof vest
• Officers’ sword or telescoping spear and sidearm with 16 cartridges
• 25 feet of cord and a towel
• Researcher’s pack or passenger’s suitcase
Sensitivity
Your connection with the grey arts has kicked in. You can use grey abilities to use telepathy
and telekinesis. Check the Greyborn table to see how many times per short rest you can use
these abilities.
Telekinesis
You can move things with your mind that weigh at least your Proficiency level *Greyborn
level in lbs. As an attack action you can make a telekinetic blast range attack up to thirty feet.
It does 1d4 kinetic damage on a hit. (Add charisma to the attack roll.)
At 4th level this increases to 1d6.
At 8th level this increases to 1d8.
Telepathy
You can speak telepathically with other creatures and allies up to 60 feet away. This works
through walls. It must be in a language they can understand. You can also share memories
and images with them. This can be done with one creature at a time.
As an action you can use the terror action. A hostile you can see within 40 feet must make a
wisdom save against your DC. On a success nothing happens, and this creature is immune to
terror for 24 hours. On a fail they are frightened of you. If they fail by ten or more, they take
1d6 psychic damage.
100
Psychic Abilities
The Greyborn table shows how many psychic abilities you have and how much grey energy
you have to use. Each ability tells you the requirements such as what level you have access to
it, if it requires items or the grey energy requirement.
An example would be, when you are 4th level you have five abilities but only two
energy. To use an ability, you must use grey energy. You can switch which abilities you
know when you level up, or long rest on your ship.
You must have a free hand and freedom of movement to use psychic abilities.
Mental Protection
Your personal shield is altered by you to protect from melee damage as well. If you
go unconscious your shield is no longer active. Your shield no longer resembles a typical one
and is powered by your abilities not energy like powercells. You do not need to repair your
shield when it gets broken, and it instead fixes with a short/long rest. Instead of intelligence
use Charisma for your shield amount.
Alteration pathway
Beginning at 2nd level and then every even level you get an increase to your
Greyborn subclass which is known as Alteration pathway. At 2nd, fourth, sixth, eighth and
tenth you get a bonus to this alteration pathway.
Ability Score improvement or feat
When you reach 3rd, 6th and 9th level, you can increase one ability score by 1.
You can instead take a feat of your choice.
Teleportation
At 5th level, your grey abilities have grown. You can now use a new ability. You can use an
action to teleport up to your movement speed in any direction to which you can see. You can
do this a number of times equal to your proficiency level per short rest.
Portal
At 7th level, you can spend 1 minute infusing your grey energy into a ship’s engine. It
can make a portal jump to a distance of RU within your charisma + Greyborn level+ a
proficiency roll. Make a CON save against this number. On a fail, you fall into a coma for
2d20 hours, and the ship is jumped to a different location up to the GM. On a success you
have a level of exhaustion.
The ship takes 1d4 strain for this.
Alteration pathway
Prodigy. You were trained from a young age to use your grey abilities by people who didn't
understand them, and so forced you to integrate it into their peasant technology.
Burdened dance the fine line between madness and danger.
Destined to see a greater purpose for themself. They look past society to the cosmos as the
only thing that is their equal. They focus on themselves, transcending societal desires to
become a greater being, the one the greys destined them to be.
101
Prodigy
Be it a mentor, corporation, government or secret organization your abilities were
recognized early on, and you were trained to use them in service to your mentor. You
channeled your ability through the weapons and tools of your teachers.
Grey ammo
At 2nd level, you are proficient in medium armor and with pistols. You can use an
action to make a weapon you are using use grey ammo, which means that any ammo fired
from that weapon has the grey ammo effect. This costs 1 Grey energy and lasts 1 hour.
Grey ammo does psychic damage instead of its damage type. This means that it does not
interact with shields. You can hear the surface level thoughts of any hostile that has taken
grey damage for 1 day if they are within 1 mile of you.
If for any reason this weapon leaves your hand or is disarmed from you, it no longer has the
grey ammo effect.
Grey armor
Starting at 2nd level, you imbue the clothing you wear with special defenses. You have an
armor of 1.
At 5th level this increases to two.
At 10th, this increases to three.
Telekinetic support
At 4th level, if you make a kinetic weapon use grey ammo, you can add your proficiency
level to the damage amount. You make the kinetic bullets travel faster.
Mental help
At 4th level, a number of times equal to your proficiency level you can telepathically link
with someone while they are making a skill check within 20 feet of you. You see their
102
knowledge on the subject and use it to lend aid and advice as if it were your own. This gives
them 1d6 to add to the roll, and they can still be helped by another ally.
Enhanced shield
At 6th level, you add your proficiency level to your shield amount. You can use a charge of
your shield to add 1d8 damage to an attack. You must say this before you make the attack
roll.
As an action you can give 1d6 of your shield to an ally within 20 feet. This works
regardless if their shield is broken or not, and it has the same qualities as your Greyborn
shield. Any attacks against them attack this shield before theirs. This lasts four hours. You
can do this once per long rest.
False courage
At 6th level, you have an aura of fifteen feet. Any ally within can add your half your
charisma to any Charisma saves. If the save is against psychic damage, then the attacker must
make a Charisma save against your save. On a fail, you have reversed the attack towards
them, and they take the damage instead.
Never miss
At 8th level, your shots can hit enemies behind cover if you can see them or have
already damaged them with grey energy. Your attacks ignore cover and obstruction bonuses
to the target. If your shot misses, you can burn one grey energy to make it hit.
First burst
At 8th level, the first shot after reloading is more powerful. Add your Greyborn level
to the damage. This lasts 10 seconds from the time you reloaded as an action.
Emotionally charges
At 10th level, any hostile that takes grey ammo damage must make a charisma save
against the damage or take 1 emotional damage in addition.
103
Burdened
Your grey abilities came with great cost and tragedy. Life has been difficult, and you
find yourself on the fringe. You have immense power, it’s dangerous and you’re figuring out
how to use it. What you do know, is that no one better get in your way.
As a burdened you are used to a touch of madness. Not only is it part of who you are,
it makes you stronger.
Whenever you roll on the madness table you can reroll one time, selecting which one you’d
like.
You have temporary HP equal to how many madness’s you have. When taking
damage minus from this pool first.
Any madness effects are halved. (Half to a phobia would mean you just don’t want to be near
it or touch it, you don’t get disadvantage when you see it.)
Blood for blood
At 2nd level, you put extra focus into your attacks. You have such immense mental focus that
you lose 1 hp when you do telekinetic blast. When you do this, you add an extra damage
dice.
At 6th level you add two, three at 9th.
If you should go unconscious this way you roll on the madness table instead of lowering your
HP to zero.
104
Memory shield
Starting at 2nd level, whenever a hostile hits your shield they must make a CHA Save against
your shield score. On a fail, they glimpse your memories and take 1d6 psychic damage.
Push/Pull
At 2nd level, you can use the push/pull ability a number of times equal to your proficiency
level per short rest. Using it like this does not expend grey energy. You can still use it after
this but need to use grey energy.
Blood for blood
At 4th level, whenever you damage another creature with a Telekinetic blast, Burdened
attack or grey ability action you heal 1 HP.
Crushed can
At 6th level, you have a special attack. A target must make a strength saving throw against
your DC. This attack costs two actions, and one action to maintain per round. On a success
they take half of 2d8 kinetic. On a fail they hover 5 feet off the ground, are restrained and
their movement is zero, and take 2d8 kinetic damage as you crush them with your mind. If
you maintain the effect, they take an additional 2d8 at the start of each of their turns. They
remake the save at the end of their turn. On a success, they are no longer under the effect.
You can do this once per short rest.
Personal space
At 6th level, whenever you successfully use a grey ability attack, the target is pushed an
additional five feet from you. If you use pull, this means the closest they can get is five feet.
Blood for power
At 6th level, as an action, you can sacrifice 1d10 HP to regain 1 grey energy. If you do not
have enough HP remaining, you roll on the madness table and do not get any energy back.
You can do this an amount of times equal to your proficiency level during long rest.
Share madness
At 8th level, you can spend 1 hour with an ally taking their madnesses and adding it to your
burdens. You can do this once per week.
Fear me
At 8th level, as an action you can inspire fear. Any hostile within 60 feet must make a
wisdom save against your DC or be frightened of you. You can do this once per long rest. On
a success they are immune to this for 24 hours.
Unburdened
At 10th level, you target a hostile within 30 feet. They must make a contested charisma roll.
On a failure you give them all the madness’s you have. You no longer have any madness’s
after this. This costs 3 actions. You can attempt this once per rest. On a failure you roll on the
madness table. Anything that succeeds against this attack immune to this effect.
105
Destined
The destined have channeled their ability to peel behind the curtain of the cosmos and
see the very fabric that the galaxy is made of. It changed you, giving you a self-awareness
others seem to lack. A spec of sand in an endless beach which endures the waves of time,
pebbles or planets dragged off to the unknown, replaced or broken. You understand the
galaxy, how little material possessions, power, matter. You are what matters, and in your
lifetime, you are resolute in leaving your mark.
Return
At 2nd level, you wield your power through your weapons. When you use a thrown
weapon, it is immediately returned to you, pulling it back telekinetically.
You can use your telekinesis to use melee weapons, using charisma as the ability instead of
strength or dexterity.
Knowledge of the universe
At 2nd level, you have 1 SP for high science. You can meditate for an hour to learn about
any location in the universe, such as its dangers, creatures and hidden secrets.
Material shift
At 4th level, you focus on a space by spending 1 minute altering material within a
five-by-five space, one foot thick at an atomic level. You can turn a door into snowflakes, a
wall into cardboard, computers into grass. You can have up to your proficiency level of
things in the universe changed at one time. If you try to do an additional use of this, one of
the other materials you have changed will revert back to its original material.
A melee weapon can be upgraded this way, increasing its damage dice by 1.
d4>d6>d8>d10>d12.
You can upgrade an armor this way, increasing its base defense by 1.
106
Gravity submission
At 4th level, you have triumphed over the first great power of the universe. No matter
what the gravity is, you can act as if it is 1 if you so choose. This is a free action.
Void mastery
At 6th level, while you have your mental protection shield up it acts as a Vacuum
suit. This lasts for a number of minutes equal to ten* your charisma score. You can use a
grey energy to add ten minutes.
Mass maintenance
At 6th level, you can use your action to increase or decrease your size. You can do this a
number of times equal to your proficiency level per long rest. Melee increases by d4 damage
per increase and decreases per decease. Your defense increases by 1 for each decrease, and
lowers by 1 for each increase.
Grey velocity
At 8th level, you have altered your speed. Your walking speed increases by 10.
Sharp mind, sharper blades
At 8th level, whenever you do melee damage to a hostile add 1d6 psychic damage.
Time to waste
At 10th level, you have dominated the final power of the universe. With two actions
you can stop time for all but you. You can only do this once per long rest and take a point of
exhaustion. When you do this, you have a number of seconds equal to your charisma score +
proficiency level before time resumes.
You age at ¼ speed.
107
Operative
Class Details
The executive opens his vault seeing their life stealings missing from inside save a
card, they flip it and see the countdown of an explosive device. Bandits rush into a building,
taken out one by one by a shadow they barely see, a debt runner is tracked across a station,
they hear the steps behind them but see no one, they fire their gun in a wide spray, looking up
to see the laser sight on their forehead.
The Astrals search a ship, knowing that there is contraband, they go to return to their
ship and discover it has been stolen.
In battle, Operatives see the field as a playground to deploy their many tools and
tricks. They are not ones to take something head on, but sideways, or through a vent, or as far
away from anger as possible. They are the system's outlaws and elite bounty hunters. Both
outlaws and coalition lackeys.
Tricks of the Trades
Operatives use anything at their disposal to give them an edge and are clever enough
to turn mundane technology to their advantage. They can be on the cutting edge of
technology or find ingenious ways to use scrapped tech in new and exciting ways. They are
self-sufficient, and used to doing things on their own, although they excel when working as a
team. They are the knife in the back, the shot in the dark, the picked pocket.
Always moving
They’re the ones who can’t sit still. Being in the same ship is the difficult part of
space travel for them, not all the million difficulties. They are wanderers, striving for new
adventures, distractions, changing locations so their enemies can’t track them, and this need
is reflected in their battle prowess.
108
The Operative Table
Level
Proficiency level
Features
Tricks/ Ruses
1st
1
Tricks, Ruses
2
2nd
1
Specialty
2
3rd
2
Ability point or feat
3
4th
2
Specialty
3
5th
2
Hardy
4
6th
3
Ability point or feat
5
7th
3
Advanced Training
5
8th
3
Specialty
5
9th
4
Ability point or feat
6
10th
4
Specialty
6
Class Features
As an Operative you have the following class features.
Hit Points
Rest Dice:1d8
Hit Points at 1st level: 8 + your constitution level
Hit Points or skill points at High levels:1 Hp or 1 SP, decided by you.
Proficiencies
Armor: Light armor, medium armor,
Weapons: simple weapons, Melee, Ranged one and two handed, Special
Tools: Door Opener, Holo Projector,
Saving throws: Dexterity, Wisdom
Skills: Choose two from Athletics, Cargo, Sleight of hand, Stealth, Computers, Deception,
Persuasion.
Save DC: Operative level + Wisdom.
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
• Pleather jacket or Printed armor
• Operative belt and two Agents Assets
• One knife and one bolter or one hunting rifle
• 50 cartridges or 2 e clips and one remote detonator
• Crew locker or Outlaws stash
109
Tricks
You can do a number of tricks that allow you to do damage while staying safe. Each
one of your attacks are calculated.
At first level you get trick attack, if an enemy has already taken damage this round or doesn’t
see you, and you successfully attack you can add your Operative level to the damage. You
can only do one trick attack per round.
Ruses
You can do a number of Ruses that allow you to control the battlefield and avoid
danger. There are more clever ways to get what you want than just violence.
At first level you get the invisible movement ruse. When you move you emit a holo field that
makes you temporarily invisible. You still trigger opportunity attacks, but they are at
disadvantage. The invisibility ends when you use your full movement or stop moving. You
can do this once a round. If you make an attack while moving this way it has advantage and
can trigger a trick attack. This ends the invisibility.
Tricks and Ruses
You have as many tricks and ruses as on the Operative table. For example, at level 8,
you have five tricks or ruses. These are permanent and cannot be changed once selected.
Many tricks and ruses use materials such as trip wires, small explosives or nets. These use
materials within your Agent’s assets which are an item carried in your inventory on your
operative belt and are necessary for any Operative abilities. You can purchase these at
stations.
Tricks are attacks, and ruses are defensive or passive boost. A trick/ruse will say if it uses
agent’s assets if so, it uses one chargepak.
Specialty
Beginning at second level you have a specialty in how you navigate the world. You
can be a smuggler, an infiltrator or a collector. Smugglers sneak by enemies by turning
invisible, Collectors focus more on different tricks and attacks and infiltrators are all about
ruses and can phase through objects.
Ability Score improvement or feat
When you reach 3rd, 6th and 9th level, you can increase one ability score by 1.
You can instead take a feat of your choice.
Sticky bomb
At 5th level, you can use a reaction to plant a sticky bomb on anything that does melee
damage to you. It does 2d6 + Operative level in damage. The attacker must make a dexterity
save. On a success it takes no damage. This can be thermal, cryo, poison or shock damage.
You pick the damage type during a long rest. This uses one Agent’s asset.
Skilled Operator
At 7th level, you add 1d6 to checks in one skill in which you are already proficiect
and add 1 SP to another skill. You are rolling 2d6 automatically for checks with that skill and
110
can still add proficiency. During a short or long rest if you are not using a rest dice you can
make a perception check DC 15 to listen in on any communications within 30 feet of you.
Operative Specialties
Operatives use movement and maneuverability to overwhelm their enemies, tricking
them or laying traps. They are not about the toe-to-toe fight, but rather about avoiding it if
they can. They are experts at sneaking, and can be thieves, they may also be the ones that
track down thieves, knowing the trade themself.
Smugglers can turn invisible or make a decoy that throws their enemies off. They can
sneak past security and navigate black markets. They can use items and relics most can’t.
Collectors are hated and distrusted in the galaxy. They are the debt collectors, bounty
hunters and in some cases assassins. They work alone and carry a variety of tools that they
build into their armor. The reasons don't matter to them because they know failing a job may
mean a collector gets sent after them.
Infiltrators are the corporate spies and excel in espionage. They have mastered phase
technology and can move through objects. They can also disguise themselves to be someone
else and are good at hacking or explosives.
111
Smuggler
The laws, regulations and customs are choking, people need supplies, and you know
how to get it to them. You may be a blockade runner or know how to sneak banned goods
through docks, but you can get around security. You have knowledge of the system’s black
market and know how to find supplies.
When selecting a smuggler, you immediately get an additional ally, contact, and rival.
Decoy
At 2nd level you have the decoy ruse. When you use your movement, as another
action you make a holo of yourself. It stands where you were, or you can stand still, and it
can move to where you want. The decoy has the same Defense as you, it disappears at the
start of your turn or if it takes damage. An ally can get a flanking bonus from your decoy.
Hidden goods
At 2nd level, your inventory slots are now hidden goods at a number that is half your
operative level. These items cannot be discovered by security scans or inspections. You get
one skill point for both cargo and sleight of hand. Your carrying capacity increases by 1.
On a station you know where to find the black market. Special items, information and elicit
goods are more likely to be available to you.
You can roll perception to find hidden routes most people aren't aware of like vent
ducts, maintenance tunnels, defunct hallways.
You can spend downtime at a station to move goods. Roll d12 for every 8 hours and
add your operative level. You earned that many dollars.
That could have been me
At 4th level, if your decoy is dispersed due to taking damage you can use your
reaction to take an attack. You have advantage on this attack.
Many multipasses
At 4th level, you can spend an hour for each making a number of fake ids equal to
your proficiency level. These can be used for getting through checkpoints, getting access to
certain areas or hiding when the law is after you. Due to updating security, these IDs would
only work for one week. You can also change the IFF of your ship without making a check.
You get 1 SP for either persuasion or deception.
112
The annoying one
At 6th level, your decoy can make audio, it jeers any enemies and makes loud noises,
making them more likely to attack it. Any melee attacks against the decoy get shock
feedback and take 1d6 shock damage.
Operations
At 8th level, you can use any tool, armor or weapon that you are not proficient in or
that has requirements. You do not get a proficiency but are able to use it.
Two of a kind
At 8th level, when you use your decoy, you create two. They can move in different
directions up to your movement or stay still.
Your decoys disappear at the end of your next turn now, instead of the beginning.
Blend into the crowd
At 10th level, if you are targeted, you can swap places with a decoy as a reaction.
You can also use an action to swap places with a decoy.
Tri-attack
At 10th level, once per short rest you can make attacks from your decoys. This costs 3
actions. You use one action to create the decoys, and then swap between them attacking from
each. You do not incur attack penalties for this. If every attack hits you do an additional 1d6
times your Operative level in damage on the third attack.
113
Collector
You’ve tracked all sorts. Alive, dead, assets whatever the contract said. It's been a hard life,
alienating as others distrust you. You’ve had to build up your defenses and skills, ready for
an attack at any time. It's a hard business, but someone has to keep order. There are a lot of
bad people out there, and luckily society has you to track them down.
When you choose a collector, select one corporation or organization that you are
affiliated with and have worked for. Your debt amount is halved. You are no longer
proficient in light armor but are now proficient in heavy armor.
Experienced collection agent
At 2nd level you have proficiency in survival and have 1 skill point in perception.
Unaware strike: In an ambush round or the first round of combat, if you hit an enemy before
their turn trick attack damage is doubled.
Nonlethal damage is no longer halved for you.
Downtime: You can spend 8 hours of downtime on a station or port looking for bounties or
debt runners. Roll a perception check DC 15, on a success make a Survival check. If above
ten, multiply that number by your Operative level, you earned that many dollars for turning
in said bounties.
If you spend 1 minute interrogating someone you can roll intimidation with advantage.
Grapple gun
At 2nd level, you have built a grapple gun into your armor. It costs an action to use. It
has a reach of 40 feet. It does one kinetic damage. If you hit an enemy with it, you can pull
yourself to them, or make an opposed athletics check to pull them prone.You can also pull
yourself to this location, or pull an item to you.
114
At 6th level, this does an additional 1d4 shock damage, and you have advantage on athletics
while using the grapple gun. Using the grapple gun uses 1 chargepak.
Arm razors
At 4th level, you have built arm razors into your armor, and you have a climbing
speed equal to half your movement.
Arm razors are a dexterity-based attack and do 1d6 + dexterity kinetic damage.
At 8th level add 1d4 poison damage to this attack.
Collection network
At 4th level, you can spend downtime on a ship, searching for information on
someone or something using your contacts and networks. Roll 1d6 + hours spent against a
DC set by the GM. The amount of information you get is up to the GM and could be
location, love interests, schedule, hobbies, allies, base/ship layout.
Flamethrower
At 6th level, you have built a flamethrower into your armor.
Your flamethrower does 2d6 Thermal damage, is a dexterity-based attack roll, and has a
reach of ten feet. This uses 1 chargepak.
Bounty Scan
At 6th level, you have additional information on anyone with a bounty like
weaknesses, abilities, movement speeds. If your crew defeats anyone with a bounty you get
the bonus deposited into your account.
A simple way to find the bounty amount of a random NPC that does not have a specific
bounty is the HP in dollars.
Missile launcher
At 8th level, you can launch a missile that you built into your armor. It does 4d8
Kinetic damage, has a range of 200/1k and is explosive. This uses 2 chargepaks and takes 1
minute to reload.
Jet pack
At 8th level, you have built a jetpack into your armor. You have a fly speed equal to
your movement speed. Maintaining flight counts as a use, and you can hover. Each
use uses one Chargepak.
End the chase
At 10th level, whenever you make a trick attack against an enemy its movement
speed is reduced by 5. This lasts until it recoups its wounds by making a short rest. You have
grown tired of chasing down every punk worth a few bucks. You have learned to target the
legs, wings or whatever propels your target.
115
Infiltrator
Sometimes you need to get through an obstacle, you have taken this literally. Who
has time to pick a lock, when you can walk through the wall. Why waste time when you can
just avoid conflict. Yes, you can get anywhere, but you don’t want to stay, you have other
places to be. You dance with experimental technology and hope you don’t catch Phasic.
It’s not just avoiding interactions though. Using phase opens the door for a certain type of
brutality that would sicken others, maybe those tests that teacher made you take as a kid were
true? Naw, problems are for people who don’t complete contracts.
Phase walk
At 2nd level you can use your two actions to activate your phase walk ability. The second
action is movement., You can walk through objects, walls, creatures, obstacles. See the phase
rules in types of speed in the exploration chapter for more information. You do not trigger
opportunity attacks this way. You can do this a number of times equal to your Operative
level per long rest before triggering a CON save against your DC, on a failure you contract
phasic, it gets worse with each failure.
The space between
At 2nd level, you have a SP in computers and business.
Lock breaker
At 4th level, you can put your hands into phase instead of your whole body. You can do this
to dismantle locks, electronics, mines, mechanical devices. You must be able to see or know
where the device is to make this attack. You can do this by making a phased unnamed strike
against the target. This does not count as a use of the phase ability.
116
Phased Unarmed strike: Adv on attack roll, Unarmed strike damage= strength. Trick damage
doubled. Tool.
At 6th level, if you make this attack, you have the option to use your phase ability to
maintain the strike. If the target does not move, and your hand is still in them at the start of
your next turn their CON lowers by 1. You can use an action to maintain your hand in phase
in their body to trigger this again. Maintaining would count as a use of your phase ability.
Tricks of the trade
At 4th level, Select one Ruse of level 3 or below. You know this ruse without it using
a trick/ruse slot.
Well-traveled
At 6th level, you learn two additional languages and have at least 1 point in every
skill but Psychic.
Reactive shift
At 6th level, you can phase as a reaction dodging one attack. This is a use of the phase ability
and must be said before damage is calculated. This cannot be used against explosive damage.
Phase hack
At 8th level, when you use the lock breaker ability against an electronic device, you
gain access to the system it is part of automatically. You can use this to steal information,
layouts, security plans, personal rosters.
When making a melee check against an opponent, make a contested computer check.
On a success, you have broken their shields.
Inside joke
At 10th level, you can leave one item behind when you phase walk. This costs a use item
action.
Leaving behind something like a grenade, acid vial or something that does damage,
does triple the max damage. The creature must make a CON save against the damage, and on
a failure, they suffer a wound. This does no area of effect damage unless it does more than
the remaining HP of the target. A target killed this way cannot be revived. Leaving behind an
item that does not do damage, will trigger an effect after they make a long rest. Each item
will lower a target's CON by 1, and they will be vulnerable to disease.
117
Scholar
Class Details
The students look for their professor. Their lab, a crater on campus. The smoke
visible for miles. The dean smirks, happy to have an open spot for tenure. Then the response
team retreats, their geiger counters screaming. From the crater steps a form, one step at a
time, the radiation spreading from them.
They looked down on her, a wild child, who obsesses over the sun, when she wasn’t
studying, she was tanning. She did it though. She spacewalked without a suit, and now
everyone’s looking up at her.
Is that a bird? No, it’s a shuttle. No, it’s a Ja’unnian. No, you fool. Its Mrs. Micewlski
the Aeronautical TA!
Scholars are top of their field. Yes, its nots always the most popular field, or
glamorous and most wouldn’t dare to shirk safety procedures to test drugs, radiation or an
experimental jetpack on themselves but not you. You are daring, anything for progress. You
didn’t hesitate to see what that disease felt like, or if you could survive cryo freezing.
Obsession, passion, or curse
You have devoted your life to the study of one field. It has been costly, you shirked other
opportunities, bonds, distractions as you pursue your field. Other experts do not share your
dedication, they are not willing to sacrifice everything in the pursuit of knowledge.
118
The Scholar Table
Level
Proficiency
level
Features
Energy
Techniques
Known
1st
1
Studious, enhanced shields, research contacts,
Daring science
1
9 fundamentals
2nd
1
Field of expertise
1
2 field
3rd
2
Ability point or feat
2
3 field
4th
2
Field of expertise
2
4 field
5th
2
Expertise
3
5 field
6th
3
Ability point or feat, Field of Expertise
3
6 field
7th
3
Shield Boost
4
7 field
8th
3
Field of expertise
4
8 field
9th
4
Ability point or feat
5
9 field
10th
4
Field of expertise
5
10 field
Class Features
As a Scholar you have the following class features.
Rest Dice:1d6
Hit Points at 1st level: 6 + your constitution level
Skill Points at Higher levels:1
Proficiencies
Armor: Light
Weapons: Simple weapons, Special
Tools: One of your choice.
Saving throws: Intelligence, Wisdom
Skills: Choose two from History, Biology, Computers, High Sciences, Math, Engineering,
Business
Save DC: Intelligence or Wisdom + proficiency level+ level.
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
• Lab coat or Pleather Jacket
• Baton or sidearm with 16 cartridges
• One vial of acid and cleaning supplies and one tool
• Researcher’s pack or Settler’s Pack
Studious
Your research and passion for knowledge has made you an expert in certain areas. You gain
an additional skill point at every even level as you level up.
119
Enhanced shield
Add your proficiency level to your shield.
Research contacts
You have contacts that you can communicate with in various fields. If you spend an
hour of downtime on your ship researching something or looking for information you can
make that check with advantage because you are gathering information from peers in your
field. (You would need to have access to a communications network.)
Mad science
Starting at level 1. You are not one to wait for approval or regulations or safe tests.
No, you want results. You can use any field’s fundamental techniques or a technique that is
up to one level higher in your chosen field. It is a leap forward. Make an intelligence save
with disadvantage against your DC when you do this. On a fail, you suffer a negative of that
field as described in the table below. This technique uses energy as normal. These negative
effects stack and are permanent.
120
Field negatives
Field
Negative
5 negatives
10th negative
Solar
You use double oxygen. Roll
with disadvantage whenever
rolling for the air
consumable.
Clothes are too hot for you.
You can no longer wear
sleeves or pants. If fully
clothed, you have -3 to all
skill checks.
Make a CON save against your DC every
day that you are not in view of a sun. On a
fail, your clothes burst into flames.
Chemist
Your addiction DC can never
go lower than your
proficiency level.
Chasing your addiction, you
are now addicted to your own
concoctions.
When not under the effect of a chemical
you have disadvantage on saving throws.
Radiation
You permanently have 2 rad.
(Other sources would be
added on top of this.)
You permanently have 4 rad.
(Other sources would be
added on top of this.)
You permanently have 16 rad. (Other
sources would be added on top of this.)
Cryo
You have frostbite in your
hand. You must always wear
gloves. Your fashion max
lowers by 1.
Your skin has changed color
to that of a freezing person as
frostbite has spread. You have
disadvantage on performance
checks.
The frostbite has spread. Roll 1d4 you have
lost that many fingers. You have
disadvantage on sleight of hand.
Gravity
Your height increases by 1d8
inches.
Your height increases by 1d8
inches.
Your height increases by 1d8 inches. You
count as one size larger; your bones have
lost density. Your strength lowers by 1.
Aero
You take an additional 1d6
fall damage, whenever
taking fall damage.
Take another 1d6 fall damage,
whenever taking fall damage.
Take another 1d6 fall damage, whenever
taking fall damage.
Biologist
You’ve spent too much time
with animals. You have
disadvantage on culture
checks.
When testing cross species
cures, you messed with your
DNA. Roll another species,
one of your limbs is now that
of this species.
You have changed yourself to a different
species. Roll to see which one you have
become.
Sonics
You have disadvantage on
perception checks using ears.
You have -3 to stealth. You
are always making some sort
of noise through resonation.
Signals are drawn to you, continuously
playing music from some far-off station.
You have disadvantage on stealth.
Temporal
You age 1d6 years.
You age 2d6 years.
You age 4d6 years.
Techniques
The Scholar table shows how many techniques and how much energy you have to
use. Each ability tells you the requirements such as what level you have access to, if it
requires items, its action cost, and energy requirement.
An example would be, when you are 4th level you have 4 techniques that are not
fundamentals but only three energy. To use a technique, you must almost always use energy,
except for certain techniques. You can switch which techniques you know when you level
up, or long rest on your ship.
121
You must have a free hand and freedom of movement to use techniques. You use the
item you receive at level 2 as the catalyst to use these techniques. You must have the scholar
item equipped to use scholar techniques. This does not take an inventory slot.
Field of expertise
Beginning at 2nd level you get access to the techniques based on your field and the
generic ones for the class. At 2nd, fourth, sixth, eighth and tenth you get a bonus in this field.
Your field of expertise a big decision and cannot be changed. You automatically have the
fundamental technique of each field and have access to the generic scholar techniques as well
as the ones of your subclass.
Ability Score improvement or feat
When you reach 3rd, 6th and 9th level, you can increase one ability score by 1.
You can instead take a feat of your choice.
Expertise
At 5th level, you have expertise in a skill of your choice that you are already proficient,
adding 1d6 to checks with it. You automatically roll 2d6 to checks with that skill and can still
add proficiency. You learn an additional language.
Shield Boost
At 7th level, as an action you can boost yours or an ally’s Max shield by an amount equal to
your Scholar level. You can parse this out or give it to one person as you wish. You can do
this once each long rest. This lasts 8 hours.
Field of Expertise
There are many fields and each grants techniques based on the field. Channel the power of
the sun, master disease, become one with the sky.
122
Solar
Every intelligent species has a sun in their home system. These magnificent solar
bodies grant life. They are pure energy and you have always been fascinated with them. You
have found out how to turn your body into a conduit for this power, a walking vessel of solar
energy.
You get a pair of sunglasses, which is your Scholar device.
If you are not in a Vac suit in view of a sun, such as on a planet or bio dome you get + 1 to
attack rolls, saves and charisma checks.
You are more visible to thermal vision.
Solar Techniques
At 2nd level, you gain access to solar techniques. You can use these if you meet the
requirements.
You can also use the fundamental technique below without using any energy.
Solar aura
Starting at 4th level, you fill the universe with light and warmth. You can roll with
proficiency for CON saves. You can generate an aura of heat, raising the temperature within
ten feet of you. Any creatures in this aura would lower cold environmental effects by 1. In a
hot environment this would render thermal vision useless.
Solar skin
Starting at 6th level, you are resistant to thermal damage. You no longer need to wear a Vac
suit but must still wear an air mask. Your body is immune to the cold vacuum of space, but
still needs oxygen.
Thermals
At 8th level, you have a flying speed of 10, using heat to stay afloat. You can hover without
using an action to maintain flight.
Sun charged
At 10th level, you can recharge any power source with solar power. You do this by
expending 1 hp point which equals 30% of a power cell, 1 e clip, or half a p bulb or 1
chargepak.
Your shield is now charged with solar energy. Any creature that makes a melee attack against
you is set on fire. Taking Burn 1.
You have an additional scholar energy.
123
Chemist
Chemist
Chemicals exists in all systems and for each species. It can be natural, synthetic but your
fascination and understanding have given you a love for these substances. Some can burn
through doors, power ships or make a tough day a pleasant one.
You get an air filter and a syringe.
You roll with advantage for any CON saves related to a chemical effect.
Chemical Techniques
At 2nd level, you gain access to chemical techniques. You can use these if you meet the
requirements.
You can also use the technique below without using any energy.
Stimulants
Starting at 2nd level, you have a number of stimulants equal to your proficiency level per
long rest. You can inject yourself or an ally with a stimulant which grants them 1d6, that they
can use for any attack roll, check, or save for 1 hour. They have an amount of 1d6 like this
equal to the amount of stims you give them. Stims have addiction 1.
Just a prick
At 4th level, you can add 3 to any attack roll melee strike using a syringe. If you are hit with
a melee attack you can use a reaction to make a melee syringe strike.
Chemical manufacturer
Starting at 6th level, you can manufacture your own chemicals during a rest. You can fill
your proficiency level of vials or syringes, by making the following. Acid, Terror, drops,
second wind.
Chemical manufacturer
Starting at 8th level, you can manufacture more chemicals you can now make:
Volatile mixture
At 10th level, you know how damaging mixing chemicals can be. Starting at 3, any creature
who is under the effect of 3 chemicals, loses 1 CON for each additional chemical after 3 that
they are under the influence of.
124
Radioactive
Radiation
Radiation, a benefit and caustic bane to life in the galaxy. It is strong enough to be in the
voids of space, a byproduct of weapons, medicine and even food processing.
You get a radiation suit.
If you are in space, outside of a ship or in an atmosphere where you are being bombarded by
radiation you heal 1 hp per minute. You glow in a green light when you feel radiation.
Radiation Techniques
At 2nd level, you gain access to radiation techniques. You can use these if you meet the
requirements.
You can also use the technique below without using any energy.
Rad resistance
Starting at 4th level, you are resistant to radiation. You or any ally taking a short/ long rest
near you can use their rest dice to cure rads instead of HP.
Radiation boost
Starting at 6th level, you add half your radiation amount to damage rolls when attacking with
energy or plasma weapons.
Thermals
At 8th level, you are radioactive from mistakes in your research. You can never have
a lower radiation amount level than your level. Any creature that does melee damage to you
takes 1 point of radiation. Any creature that spends 4 hours within 5 feet of you takes 1
radiation.
Radioactive
At 10th level, you are radioactive. You constantly glow bright green. Any creature within 15
feet of you takes radiation damage each round. 1 at 15 feet. 2 at ten feet. 4 at 5 feet. You can
wear a radiation suit to stop this effect, opening it as an action to release the radiation.
While in your ship, you add one to the reactor level.
125
Cryotician
Cryo
The universe is large, and one constant is the cold of space. You have studied this and
the benefits of cryo. They kept their distance, the shivers they experienced in your lab was
written off as the freezer, but they were mistaken, it is you who are the cold one, and through
this dedicated ethic and calculation you have mastered cryo.
You get a freezing unit, warm clothes and ice shoes.
Cryo Techniques
At 2nd level, you gain access to cryo techniques. You can use these if you meet the
requirements.
You can also use the technique below without using any energy.
Shivering presence
Starting at 4th level, you emit cold. You have resistance to cryo damage. You are invisible to
thermal vision.
Sub zero
Starting at 6th level, if you hold something in your hands you lower its temperature
by 10*F every six seconds or ten a minute. You can freeze a small device this way like a
lock, item or key. The device will then shatter if damaged. You have tinkered with your
items and gear so they will not suffer this effect. If you are grappling or grappled by a
creature they take Freeze 1 each round.
Ice cube maker
At 8th level, you can destroy a frozen creature with a unarmed strike. This instantly
kills them and any creature within ten feet of this takes Freeze 1.
Cold season
At 10th level, anything within 30 feet of you is ten degrees colder than the normal
temperature in this region. Any cryo effects on the environment are doubled. (Movement
decrease is increased by 5 if hit by for Freeze status effect in this aura.)
You no longer need to roll for the water consumable. Your equipment makes its own.
126
GravHead
Gravity
Power to break physics. To float or get crushed, to alter time. Gravity holds many
secrets. It is something we don’t notice yet has shaped us more than anything.
You get a graviton belt.
You can roll a free proficiency dice for any save where the consequence would move you
against your will.
Gravity Techniques
At 2nd level, you gain access to Gravity techniques. You can use these if you meet
the requirements.
You can also use the technique below without using any energy.
Massive weight
Starting at 4th level, you can use your intelligence as your strength for athletics
checks and strength saves.
Gravitational ease
Starting at 6th level, your movement speed increases by ten. Your gravity can overpower any
temporal affects you would suffer. You are immune to temporal effects.
Gravitational field
At 8th level, any friendly creature within ten feet of you has advantage on any
Strength checks or saves.
Black hole
Starting at 10th level, roll 1d100 every time you do a gravity technique. If you roll
lower than your level, you create a blackhole hazard in a location of your choice within 40
feet.
127
Aeronauticisist
A niche field compared to astrophysics, but the study of aeronautics is an important
field in the galaxy.
You start with a specialized jetpack. You have a fly speed equal to your walk speed.
Aero Techniques
At 2nd level, you gain access to aero techniques. You can use these if you meet the
requirements.
You can also use the technique below without using any energy.
Friendly gust
Starting at 4th level, you can create a gust of wind as an action. Any allies within 30
feet of you can be moved ten feet. This can also reduce an ally’s fall by 1d6 fall damage.
Friendly gust can be used as a reaction.
Whirlwind
Starting at 6th level, whenever you begin your movement, you create a whirlwind.
Any creatures within 5 feet of that location must make a strength save or move ten feet back.
Dangerous winds
At 8th level, if an enemy creature moves towards you, you can expend a reaction to
make it rough terrain.
Airborn
At 10th level, If you have not touched the ground since the beginning of your last turn
you have an extra 1d6 to saves and attack rolls.
128
Bioligist
The autodoc has not solved all medical needs. There is still a need for biologists and
doctors. There is the discovery and sometimes creation of new creatures, and the care that the
autodoc’ s preprogrammed bedside manner just can’t provide. For one thing it can’t do
research.
You start with a Biologic test unit. One syringe.
Biology Techniques
At 2nd level, you gain access to biologist techniques. You can use these if you meet the
requirements.
You can also use the technique below without using any energy.
Bio boost
Starting at 4th level, once per rest you can do one of the following to one creature. Increase
its max HP by your proficiency level. Grant one creature night vision. End one condition.
Increase one creature's defense by 1. Give a creature advantage to any saves regarding
disease. This boost last 4 hours.
Creature comforts
Starting at 6th level, you can roll with advantage when making skill checks to animals.
Animals are less likely to target you in combat.
Healing is caring
At 8th level, whenever you heal an ally, you heal half that amount.
Lab animal
At 10th level, you have an animal companion. If it dies you cannot replace it until you get to
a station. It takes its turn at the end of your turn. It is resistant to chemicals.
129
Sonics
Sonics
There is more to just sonics than communications, and while that may be where you started
you have mastered the control and manipulation of sounds.
You get one Sonics speaker system and a pair of headphones.
Sonic Techniques
At 2nd level, you gain access to sonic techniques. You can use these if you meet the
requirements.
You can also use the technique below without using any energy.
Signal sweep
Starting at 4th level, whenever you make a perception check it includes what types of signals
are in your vicinity such as enemy comm networks, broadcasts, traps, remote triggers.
You are proficient in perception.
Sonic boom
Starting at 6th level, you create a massive noise that can be heard for one mile. This costs 2
actions. Any creature within 30 feet must make a save or be deafened for one hour.
Modulation
At 8th level, you can modulate your voice to sound like any that you have heard before.
While doing so, you can roll deception with advantage.
Silent steps
At 10th level, when you make a stealth check, you create a ten-foot aura of silence granting
you and all creatures within that aura a +1d6 to stealth checks.
130
Temporal
Temporal
You study time, its deviations, dilation.
You get a silver watch that you have modified with temporal tracking upgrades.
You always know how long something took, such as traveling over a distance, elevator,
security check or docking protocol.
Temporal Techniques
At 2nd level, you gain access to temporal techniques. You can use these if you meet the
requirements.
You can also use the technique below without using any energy.
Decay touch
Starting at 4th level, you do an extra 1d6 temporal damage when you make an unarmed
strike. This has the tool property, and can dismantle locks, and mechanics.
Time Master
Starting at 6th level, you no longer age while you are awake. While sleeping or unconscious
you still age. Your skill checks change. Engineering and medicine checks can revert time an
amount of seconds equal to your check, if you take ten minutes it is minutes instead of
seconds. This works by reversing time in a small spot to before someone took damage,
contracted a disease or before a door was locked.
Alter timeline
At 8th level, whenever you use a temporal technique, you get a glimpse of the timeline ahead
gaining awareness. Your defense is raised by 1 for 6 seconds, until the start of your next turn.
Once per long rest, when you fail a save you can instead use a reaction and sacrifice a
number of years to add to the amount to make it. 1 year for every number needed.
Full reverse
At 10th level, once per 30 long rests you can reverse time for 30 seconds. When you do so
you take 1 point of exhaustion. Everything goes to how it was 30 seconds ago; you are the
only one with knowledge that this happened. You have 1 point of exhaustion.
131
Spliced
Class Details
The sirens blare as a door cutter burns through the airlock. The defenders flinch as a
horrifying visage forces the door open into their ship. Laser muzzles sizzle and shotguns
scream into the attacker. They take the hits, crushing the first defender with one hand, biting
the second. The remaining defenders look at each other, knowing there is nowhere to run
away to.
The swarm recoils as the drone controller’s larynx is crushed in the hands of an
unknown creature, a humanoid monstrosity.
The spliced DNA and cybernetic upgrades made them go into a painful rage, no
longer what they were, something else, something monstrous. The Spliced are one person
wrecking crews, designed to curb the advantage of the Human Nova’s, lab accidents or
nightmare designs to enforce a criminal organization’s payouts.
Modifications
Spliced have been modified with DNA and cybernetic enhancements. This is a
painful and horrific process that has turned this person from a member of a society to an
adrenaline-fueled violence tornado. The modifications can let the spliced do great feats and
excel in combat. Mods can make them adaptable for any environment or perfect for being the
first attacker through a breach hole.
The changes go farther than inserting foreign DNA and cybernetics. They usually get
changes to emotions, fear and pain receptors. Their empathy may get dialed back and
aggression set to max. This could also be the opposite. Spliced are accidents or designed for a
purpose. In the strangest situation, Spliced were created as the kid’s entertainment rock band
Dark Alloy 99.
On the edge
The modifications make living a life of calm hard for any Spliced. The urge to do
what they were created for, to use their abilities. Those seeking a life of peace often have to
leave society or find remote places in the wilds.
No hesitation, they are usually the first to volunteer, especially if their selfpreservation has been turned down. These are the ones to go on the hopeless missions, where
bravery is needed.
132
The Spliced Table
Level
Proficiency
level
1st
1
2nd
Features
Synergy
Synergy
Damage
Mods
Synergy, Armor Free, That Mod life
1
+1
1
1
Modification Pathway
1
+1
1-1
3rd
2
Ability point or feat
1
+1
1-1-2
4th
2
Modification Pathway
2
+2
1-1-2
5th
2
Daredevil,
2
+2
1-1-1-2
6th
3
Ability point or feat, Modification
Pathway
2
+2
1-1-1-2-2
7th
3
Altered for Battle
2
+2
1-1-1-2-2
8th
3
Modification Pathway
3
+3
1-1-1-22-2
9th
4
Ability point or feat
3
+3
1-1-1-22-2
10th
4
Modification Pathway, Mod of Mods
3
+3
1-1-1-22-2-X
Class Features
As a spliced you have the following class features.
Rest Dice:1d12
Hit Points at 1st level: 12 + your constitution level
Hit Points at Higher levels:1
Proficiencies
Armor: shields
Weapons: simple weapons, one handed weapons, melee weapons, Heavy Weapons
Tools: None
Saving throws: Strength, Constitution
Skills: Choose two from Athletics, Biology, Computers, Medicine, Business, Intimidation.
Save DC: CON + Spliced level
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
• Door opener and 20 cartridges or 1 e clips
• 2 knives or machete or fire axe
• Shotty or a shiv gun or SMG
• Spacers crate or Outlaw’s stash
133
Synergy
Your mutagenic or cybernetic enhancements allow you to fight with a ferocity in battle. On
your turn, use an action to activate synergy with you and your mods, perfecting the
connection between you and them.
While in mod synergy, you gain the following benefits if you aren't wearing armor:
• You have advantage on strength checks and strength saving throws.
• When you make a melee weapon attack using strength you gain a bonus to the
damage that increases as you gain levels as a Spliced, as shown in the synergy
damage table.
• You have resistance to Kinetic damage and are immune to emotional damage.
• If you are knocked unconscious in synergy, or Hp is brought to zero, it is instead
lowered to one. Synergy ends if this happens.
You cannot heal others or use items while in synergy. You also cannot make intelligence or
wisdom-based skill checks.
Synergy lasts for 30 seconds. It ends early if you are knocked unconscious. You can also end
Synergy as an action.
Once you have used up your daily synergies, as shown on the Spliced table you must finish a
long rest before you can do so again.
Armor free
While you are not wearing any armor, your defense equals your Dexterity score plus your
Strength score. You can use a shield and still get this benefit.
That Mod life
Beginning at first level you have mods that impact how you battle and live in the world. You
may add a mod of the equivalent tier whenever it says so in the Spliced table. You can swap
mods of equivalent tiers whenever you reach a level where you choose a new mod. You
cannot have more active mods than your CON score. A one on the mod table means a level 1
mod, 2 means a level 2, and x a level x.
Daredevil
At 1st level, you can throw caution to the solar winds and attack with no thought of selfpreservation. When you make your first attack on your turn, you can decide to all-out attack.
Doing so allows you to add your spliced level to melee weapon attack rolls and damage using
strength during this turn, but attack rolls against you have advantage until the start of your
next turn.
Modification Pathway
At 2nd level you chose a modification line that shapes the nature of your abilities and body.
Your choices grant you features at 2nd level, 4th, 6th, and 8th levels.
Ability Score improvement or feat
When you reach 3rd, 6th and 9th level, you can increase one ability score by 1.
You can instead take a feat of your choice.
134
Upgraded abilities
At 5th level, you gain proficiency in a additional skill of your choice from the list of skills
available to Spliced at level 1.
Upgraded movement
At 5th level, your speed increases by 10 if you aren’t wearing armor. If you walked ten feet
towards a target before making an attack, you can add 1d6 to the attack roll.
Altered for Battle
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you
can act in the surprise round.
Strong enough to take it
At 7th level add your strength score to your HP.
Spliced Subclasses
Spliced have a few things in common, including the impacts their mods have on their life.
Body enhancements have made them separate from others. Some may want to return to a
societal life, others may choose to distance themself and get as many mods as possible, while
some live for battle. You can choose to be a Breacher, the first through of a boarding party, a
Monstrosity, one who’s modifications have taken them far, and a Stalker, a Spliced who’s
modification and abilities are hidden so they can move through civilizations after their prey.
135
Breacher
Some rely on cover in battle, some bring it with them, you ignore it jumping right into
the carnage. Breachers are the first through the door, ship takers, the ones that force their way
through an airlock, through fire, and say “now it’s my turn.”
Hit me again
Starting when you choose this path at 2nd level, you can channel the damage you take
into attacks or abilities. For every 6 points of damage, you take you get a Breacher dice
which is 1d4. Breacher dice lasts one hour. You can use Breacher dice for the following:
• You can add up to two Breacher dice to any damage calculation for a melee or heavy
weapon attack.
• You can add one Breacher dice to an intimidation check.
• You can use one Breacher dice to raise your defense as a reaction.
• You can add one Breacher dice to a wisdom or intelligence saving throw.
Breacher’s Shield
At 2nd level, Your personal shield is now doubled in front to the direction you are facing. It
no longer protects you from attacks at your rear though.
Shiptaker
At 4th level Your movement is no longer halved while wielding a heavy weapon. You have a
Z speed equal to your walking speed.
If you are in synergy, and your HP is dropped to zero you can immediately make an attack as
a free action.
Battle Chaos
At 6th level while in battle you can no longer be blinded. Your Breacher dice is increased to
1d6.
Your Breacher dice can now be added to athletics or perception checks.
You can use an intimidation check to make enemies target you.
136
Punch Death in the mouth
At 8th level, when you fall unconscious, you let off an explosive charge that does all
your breacher dice + your level + Proficiency roll. Any creatures within 15ft of you must
make a DEX saving throw against your DC. They take full damage on a fail, and half on a
save. If a creature is knocked unconscious this way your HP is restored to however much HP,
they had. It takes 1 week in game time to recharge this ability.
Battle Chaos
At 10th level, you are used to taking hits and channel that pain to your enemies. After
you take a long rest, you start with one breacher dice that lasts the day.
When you are below full health, you have + 1 to all attack rolls.
When you are at half health, all damage from you increases by one damage dice.
When you are at ¼ health, all damage from you increases by another damage dice.
137
Modster
You have given into the lure for power, happily giving up any forms of culture or
societal attachments. Mods are life, and you want them all. Modsters are about having as
many mods as possible. They transcend their old selves becoming a melting pot of creatures
and machinery.
Everyday we Moddin’
Starting when you choose this path at 2nd level, you can take one extra tier 1 Mod.
Mod Mayhem
Whenever you use a Battle mod ability during synergy make a check to see if your
mods are still working together. Roll a CON save against you’re the mayhem DC. If you fail,
roll 1d20 to see the result on the mod Mayhem table below. The mayhem DC is your amount
of mods+1 and increases by 1 each time you use a battle mod until you rest when it resets to
the base score. For example, if you have used 5 battle mods, you would need to roll above a
the mayhem DC would increase by 5.
1
Mod Rejection
Your body rejects a mod. Select one mod, you currently have, you no longer have access to this
mod. You may replace it with a different mod next time you level up or in 1-month gametime.
2
Modification
Damnation
Your optics and senses malfunction. You can no longer tell friend from foe until you rest or go
unconscious.
3
Dissociation
The mods drive you insane, roll on the madness table.
4
Frustration
Cessation
You cannot use Synergy again until you take a rest.
5
Overload
Your burst into flames dealing 1d6 fire damage a turn to yourself until they are put out which cost
an action. While on fire you take the damage when you are set on fire, and the start of each of
your turns.
6
Meltdown
Your insides break down, take one point of exhaustion.
7
Vegetable
You fall asleep. Taking damage or a DC 18 persuasion check will wake you up.
138
8
Self-awareness
A defunct mod for a goose activates, and you now think and act like a goose until you take
damage.
9
Indecision
For 1 minute. You must roll 1d6 + wisdom on each of your turns. If less than your Strength score
you do nothing.
10
Emulation
You must use one action for movement each turn, going the full distance of your movement in any
direction.
11
Bunny Mod
A defunct mod has temporarily activated. You may now only use movement by jumping.
12
Kill switch
Your kill switch activates, alerting your creator, company, spliced hunters, etc. of your location.
13
Stunned
You are stunned for 1 turn.
14
Galactic awareness
You lose 1 turn but connect to the galaxy at a deeper level. The GM tells you one galactic secret
of their choice.
15
True Synergy
Your mods work together. Add 1d6 of energy damage to your attacks for the next 30 seconds.
16
Surge
You have an additional action on your next turn.
17
Bad breath
For the next hour. At the start of your turn, you breathe a 15 ft cone of putrid air. Any creature in
the cone must make a DEX save or take 2d6 poison damage.
18
Mutation
Select one Tier1 mod. It no longer counts towards your Mod total.
19
Mayhem mode
Add an additional damage dice for all melee attacks for the next minute.
20
Aberration
Add a passive tier 2 mod of your choice that forms naturally in your system.
The one they warned you about
At 4th level, you have expertise in the intimidation skill. If you eliminate a creature using a
mod’s melee attack, make a free intimidation roll. Any creature within 15 ft has to save
against it with WIS against your DC. If they fail, they have the frightened condition, and can
make the save again at the start of their turns thereafter. This can only happen once per
combat.
Creature Comforts
At 6th level, you have disadvantage when making charisma checks with humanoids, but
advantage with monstrosities, aberrations, non-humanoid constructs and relics.
Homemade mods
At 8th level, you can take an ability from a foe you have slain. This can be a type of vision,
language, natural attack, resistance or action ability. This lasts until you long rest.
Nightmare
At 10th level Choose an additional Tier X mod.
139
Stalker
Weapons in hiding. The person in front of you in line for coffee, the secretary at the
front desk, the thing that’s hunted you across town. A stalker can be anyone. Some don’t
even know it, living normal lives until they are activated. Their mods are kept secret,
invisible until they are used and then it’s too late.
One of the crowd
Starting when you choose this path at 2nd level, you have proficiency in persuasion
and deception. You are also proficient with a disguise holo. You have the below benefits.
A weapon search or scanner will not find your mods unless they pass a your DC+5.
You have advantage with stealth checks while in a crowd.
You are less threatening to most enemies until you do damage.
You have advantage on tracking using smell.
Hidden Weapon
At 2nd level, your mod weapons are improved. The first time you use an active mod
to inflict damage on an enemy in combat you may roll 1d6 and do inflict Bleed that amount.
This is once per combat.
Brutality
At 4th level, you can roll two additional weapon damage dice when determining the
extra damage for a critical hit.
Impersonator
At 6th level, you have a passive vocal mod that can imitate any person you’ve heard
for 1 minute.
Holo field
At 8th level, you have an improved camouflage mod. If you did not use any
movement last turn, you start your turn invisible until you move or take an action. You can
also use this to alter your appearance in basic ways like facial features and clothing. If
fighting humanoids, you can use this to swap places with an enemy you have killed,
disguising yourself as them.
Predator mode
At 10th level, your attacks inflict Bleed3 and Poison 1. If you have damaged a
creature, you know where they are within 1 mile. You can have knowledge of one creature
like this at a time. Damaging a prone creature inflicts Stagger 1.
140
Symbiote
Class Details
You stumbled across something that bonded with you. Be it something otherworldly,
escaped from a lab or a dark presence from the birth of time. Either way, you have a best
friend that is going to change you and make you really powerful, sure you don’t know why,
but your friendship is unbreakable. Look at that bond, seriously, it’ll never leave you.
Whispers at the back of your mind, new opinions, knowledge that you never would
have known, and so many cravings…
The being that has joined with you grants you immense power, and as you use it more
so does the connection grow. With time will it still be you? Will the symbiote gain control.
Who cares, you’re going to be the coolest thing out there, extra arms, slicing things up, eating
orphans…wait what?
Paired for life
A Symbiote bond is not a trivial thing. It won’t end over an argument, won’t get upset
about when you don’t text, no it will be with you always. What will you do with the tendrils
as it whips your enemies apart, as you have four extra arms to tear open that door.
Two dogs
The relationship with you and the symbiote is up to you and the choices you make.
Will you listen to it, will you let it take control, will you embrace all the power it gives you,
or will you just have a bit of fun. The more you use your symbiote the stronger it becomes.
Work with your GM to find out where you and your symbiotes' motivation differ, and its role
and goals in the universe. Lay ground rules on how much the symbiotic bond will impact
your character, and what happens when you reach 100 control you are no longer in control of
your character.
Creating a Symbiote
Think about the connection you and your symbiote have when you create your
character. Is it friendly, benevolent, full of distrust? It is a being attached to your character
that has its own wants and needs. Perhaps they align with your own, maybe they are
opposite. Maybe it's just learning about our world.
141
Work with your Gm about how best to intertwin your Symbiotic connection into the world. It
may be the driving force in your adventure or could be obsessed with the theater and just
wants to go to a show whenever you are on a station.
Is the symbiote, kind, a jerk, smart, naive, hungry. How does it communicate with you? Is it
one of a kind, or are there others? Where did it come from, and why you?
The Symbiote Table
Level
Proficiency
level
Features
Core
abilities
Abilities
Connections
1st
1
Bond, Symbiotic abilities, Control
2
2
-
2nd
1
Growing Connection
2
3
2
3rd
2
Ability point or feat
2
4
2
4th
2
Growing Connection
2
5
3
5th
2
Foundation of Trust
3
6
3
6th
3
Ability point or feat, Growing Connection
3
7
4
7th
3
Empowerment
3
8
4
8th
3
Growing Connection
3
9
5
9th
4
Ability point or feat
4
10
5
10th
4
Full Connection
4
11
6
Class Features
As a Symbiote you have the following class features.
Rest Dice:1d8
Hit Points at 1st level: 8 + your constitution level
Hit Points or skill points at Higher levels:1 of your choice, either SP or HP.
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving throws: Constitution, Charisma
Skills: Choose two from Athletics, Computers, Biology, Perception, Survival, Deception
Save DC: Charisma + Constitution
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
• Basic outfit
• Knife or knuckles and a side arm with 16 cartridges
• Settler’s pack or explorer’s pack
• 1 mirror
142
Bond Classification
At 1st level, you have bonded with a presence unknown to the institutions of
knowledge. Choose which type of Symbiote bonded with you. Biological, Nanites or
Ethereal. The different options are detailed at the end of this class description. Your choice
grants you features at 2nd, 4th, 6th, 8th and 10th level.
You cannot use symbiotic abilities while wearing medium or heavy armor.
You can now use symbiote core abilities as an attack action instead of a weapon attack
during reactions.
Your food consumption is doubled. You’re eating for two. Roll twice whenever you must
make a food check.
Symbiotic Abilities
Your relationship has granted you the ability to use certain symbiote abilities. At the
end of this class description see the abilities list for Symbiotes. Your charisma total is known
as willpower and is how many abilities you can use per long rest.
You can use as many abilities as your charisma level per long rest, expending your willpower
to use the symbiote. You have access to as many abilities if you meet the requirements as on
the symbiote table.
Core ability
You know two Core abilities listed in the core ability section. You can use these
without expending your willpower.
Control
The symbiote and yourself are sharing one body. Each has its own opinions, wants
and needs. While they may often align, they may not always. As you level up and use your
symbiote more you risk the chance of giving it control. If the symbiote reaches a control of
100 it gains full control over you. You will no longer have control over this character at this
point, and the GM will now run the symbiote controlled character. Thebase control is your
Symbiote level plus number of connections.
If you cannot use any more symbiotic abilities because you ran out of willpower, you
can continue using abilities giving the symbiote 1 point of control for each time you use an
additional ability.
At times if you do something against the symbiote’s wishes it may try to assume
control or trick you into granting it more control via Roleplay. This may be in giving you a
Strength or Intelligence ability point for a certain level of control or the symbiote forcing you
to make a CON save against your Control level + exhaustion level + number of madness
when you attempt an action.
At any time, you can grant 1 level of control to get rid of a madness or disease.
You should not share your control score with other players. Keep track of it on your
character sheet.
Growing Connections
Beginning at second level your connection has grown to the point where you can now
use the symbiotic presence to improve your day-to-day life.
143
At 2nd level you gain two connections of your choice. Your connection options are
detailed at the end of the class description. When you gain Symbiote levels, you make more
connections of your choice, as shown in the connection’s column of the Symbiote table.
Additionally, when you gain a level in this class you can choose one of the
connections you know and replace it with another connection that you could learn at that
level.
If a connection has prerequisites, you must meet them. A level prerequisite refers to
your level in this class.
Ability Score improvement or feat
When you reach 3rd, 6th and 9th level, you can increase one ability score by 1.
You can instead take a feat of your choice.
Foundation of trust
At 5th level, your basic defense is now CON + DEX. If you are wearing armor, your
defense would be your armor instead.
Empowerment
By 7th level, when you use your first reaction it is no longer deducted from an action
on your next turn. In addition, you can make more than one reaction now, with them
expending additional actions to use after the first.
Any successful reaction attack that does damage grants you 1d4 bonus damage to
your next attack if you make one on your following turn, or your next reaction. This lasts
until the end of your turn.
Symbiote Subclasses
You are born into a family, you make friends, but a symbiote chooses you. It is an
unbreakable relationship, one of utmost rarity in the galaxy. Unlike other subclasses where
you choose different routes based off how you use the class, a symbiote subclass is what type
of symbiote has bonded with you. Is it biologic in origin, a new form of life form or
something lingering in the deep corners of the galaxy. Nanites, which may have escaped
from a lab or be a remnant technology from a long-lost civilization. Then there is the ethereal
being, something from another dimension or time, a symbiote that uses you to anchor to this
dimension.
144
Biologic Passenger
You feel yourself changing. You are a vessel for your biological passenger. It
improves you just as you improve the ship you work on, but does it have ulterior motives.
You can sense its wants, its hunger, its desires, and most of all its obsession with you.
Bio arms
At 2nd level, Your symbiotic whip and tendril range increases by 5 feet. When you
use either of these abilities you can choose to pull yourself to a neighboring space of your
target on a successful attack for whip or check for tendril.
Consume
At 4th level, if you kill an organic creature with a melee attack or ability you
consume it. This heals you the HP points it had remaining. This does not work if its CON is a
third of yours or lower. You gain 1 control when this happens.
Any items/devices on the creature are ingested and destroyed.
You can only consume one creature per rest/ Short or long. No food is consumed that day if
this is done.
Learn, Adapt, dominate
At 6th level, you can use an action and 1 willpower to gain resistance to one damage
type that has damaged you within the last ten minutes. This lasts ten minutes, and you can
only have 1 resistance up at a time.
Natural armor
At 8th level, you have natural armor that equals your proficiency level.
Sacrificial slash
At 10th level, you can sacrifice one HP to strengthen a melee or ability attack. It
increases by 1d4 for each HP sacrificed. You must declare this before you make the attack
roll. There is no limit to the number of times you do this.
145
Nano Shepherd
It is not one symbiotic voice you hear, it is thousands, millions. All fighting for
consensus. Yes, your voice is louder than the masses, but how long will that last?
Hack attacks
At 2nd level, you have advantage on any hack checks and your hack action can reach
30 feet from you. You are vulnerable to shock damage and can also be hacked in which case
you would be stunned for 1 turn on a success.Your shield increases by 1.
Nanite form
At 4th level, you can transform into a swarm of nanites. It takes one action to
transform into this form, and one to turn back. In nanite form your speed is flying at half your
walk speed. While in this form, your defense increases by your proficiency level and you are
immune to kinetic damage and cannot be grappled. In this form you cannot speak, use
objects, make skill checks or use weapons. You can only use your symbiotic abilities,
hacking and movement as your actions. In this form your vision is thermal to 30 feet. For
every hour you spend in this form within one day you gain 1 control.
Nanite armor
At 6th level, your natural defense increases by 1.
Recharge
At 6th level, when you take shock damage roll 1d100. If lower than your symbiote
level, you do not take the damage instead you regain 1 chargepak. If your chargepak is
already full you take the damage.
Nanite boost
At 8th level, you can sacrifice 1d8 HP to grant 1 shield to an ally within 30 feet as an
action. This lasts 30 seconds.
Multiply
At 10th level, you can use 3 willpower and three actions for your nanites to make a
perfect copy of you. This takes 3 actions. Next round, the second version will go on initiative
after you. They have all the same abilities, but the HP between you is halved, sharing the
total. There is no differentiation between you and them. If the “original” dies your character
lives on in the second. You can do this multiple times if you have enough HP and willpower
to be split. The copy appears within 25 feet line of sight of the original.
146
Ethereal Blessing
You are connected to an ancient being, it may be from a different universe, galaxy,
dimension, or time. It could be from an ancient civilization lost to time, a scout for an
invasion force, an exile, an errant soul lost from their home.
Ancient Wisdom
At 2nd level, you can add one SP to history or survival.
Out of phase Being
Starting at 2nd level, as an action your symbiote’s essence can depart from your body,
and you fall prone. It uses your actions as you both have a shared action pool. It cannot go
farther than your walking speed away from you. If it takes damage it returns to you, and you
take that damage upon its return. You can use this an amount of times equal to your
proficiency level per long rest. This lasts ten seconds multiplied by your CON score.
The symbiote has your shape and size, but faintly glows. It is transparent and has phase walk
at your speed. Its defense and stats equal yours. You cannot use Symbiote abilities while it is
away from you, but it can.
Between worlds
At 4th level, you can use an action to phase until the end of your turn. You can do this
once before this uses one uses one willpower per use. Your can now phase walk, and attacks
against you are at disadvantage. You are immune to kinetic damage.
On the outside, so beneath
At 6th level, the symbiotic being can aid an ally by being in their space. The ally can
add your Symbiotic level to any attack roll while it is in their space. The symbiote is targeted
and hit by any attacks instead of the ally while it is in their space.
Life for life
At 6th level, you can sacrifice 1 control point to have the symbiote give an ally 1 of
your Hp points. This is an action.
147
Gotta possess em’ all
At 8th level, your symbiote can possess other creatures if their CON score is half or
less than yours. Once it leaves your body, it can enter a creature’s space, and as an action
attempt to possess it. The creature must make a CHA saving throw against your DC. On a
fail, the symbiote rejoins you. On a success, the creature is possessed, and you are in control
of it. A creature possessed this way remakes the CON save at the end of each of their turns.
They lose 1 CON every round or every six seconds. When the creature dies the symbiote
returns to you.
If the creature dies by having their CON lowered to 0, you regain 1 willpower and
1d6 HP when the symbiote returns to you.
New apartment smell
At 10th level, you can possess another creature as an action, if you enter its space in
phase form. The creature must make a CHA saving throw against your DC. On a fail, you are
pushed out and fall prone. On a success, it is possessed, and you are in control of it. A
creature possessed this way remakes the CON save at the end of each of their turns. They
lose 1 CON every round or six seconds. You can use symbiote abilities while in this form.
You can also send your symbiote out as normal.
Any creature killed this way takes away one control point from your control score.
Keep track of the amount lost this way. Labeling it as the soul amount. If you reach 50 this
way, you are now an interdimensional being as well as your symbiote. At this point, you can
turn phase on command, using phase walk without expending willpower.
148
Trooper
Class Details
Debris flies through the air as the Akumu tears through the population. Security and
the military retreat, helping citizens escape. Through the rubble a group of figures approach,
moving from cover to cover. No movement wasted, mirroring their matching armor,
customized for each of their deadly purposes. The troopers spread out, one waving orders, as
one they take aim, fighting the dangerous creature It picked the wrong planet.
A trooper is flanked, enemies encircle her. Her gun fires straight as she separates the
head of one attacker from its torso. The shoulder cannon takes the rest. Her shield takes hits,
but it is of no concern, the last ambushers stumble with their reload as she approaches. The
rifle lowers as she pulls out a sword. Not even worth the ammo.
Smoke fills the room as door cutters burn through the airlock. The corpie panics,
hiding behind the seat of their shuttle. “Aren’t you going to do something,” he wails to the
mercenary he hired from the moons. The mercenary glances at the door. “Looks like we
might need to renegotiate,” they say, motioning to an info screen pad. The corpie’s hands are
wet with sweat and he struggles to access his account. “Just wired you ten credits! Now
please save me!” The mercenary nods, opening the airlock to a stunned group of debtrunners.
The one with the door cutter blinks as the mercenary incinerates them with a flamethrower.
One more by a pistol that’s seen better days and the rest with a grenade. One of the debt
runners spits out blood “Just wanted to do something good,” she says with her dying breath.
“You still can,” the mercenary says, lowering the info screen to her. “Pay me and I’ll do it for
you.” The corpie’s eyes go wide as the mercenary reenters the shuttle, shutting the airlock
behind them. “B-but I paid you!” he says, backing against the cockpit. “So did she,” the
mercenary replies.
Master of combat
Troopers are the tip of the spear to an alien threat. They are what bumps back when
monstrous beings emerge from the night. They are prepared to face any type of threat and
149
have trained for it. They are proficient with all weapons and armor but have a combat style
which is their primary skill set. Some soldiers have decided that being good at weapons is not
enough and turn their armor into a weapon. troopers can use grenades, arm shields, all
weapons, and all armor.
One deadly purpose
Troopers are trained for combat. Others may have learned many skills, went through
phases, but a trooper has always had one destiny: the battlefield. They are mobile, carrying
everything they need, and move in small squadrons. They are not your run of the mill guards,
security or soldier who are part of a wider structure and support system. Troopers are thrown
into the action with only what they take with them, and once they run out of ammo, they can
make their own weapons.
They are a special sort, a tier above others in the battlefield. Better trained and usually better
armed with one singular purpose. Victory.
The Trooper Table
Level Proficiency level
Features
Combat Maneuvers
1st
1
Trooper Style, Veteran’s Resolve
1
2nd
1
Specialty
1
3rd
2
Ability point or feat
2
4th
2
Specialty
2
5th
2
Hardy
3
6th
3
Ability point or feat, Advanced Training
3
7th
3
Advanced Training
4
8th
3
Specialty
4
9th
4
Ability point or feat
5
10th
4
Specialty
5
150
Class Features
As a Trooper you have the following class features.
Rest Dice:1d10
Hit Points at 1st level: 10 + your constitution level
Hit Points at High levels: + 1 hp per each level
Proficiencies
Armor: All Armor, shields
Weapons: All weapons
Tools: None
Saving throws: Strength, Dexterity
Skills: Choose two from Athletics, Piloting, Math, Cargo, Perception, Survival.
Save DC: Strength + Dexterity
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
• Ablative wrap or Riot gear and 100 cartridges and one knife.
• One melee weapon worth 100 or less and a riot shield or two melee weapons
worth 200 or less.
• One side arm and 2 e clips or one weapon worth 200 or less
• Soldiers’ duffle or Explorer's pack
Combat Style
Select the style of how your trooper fights.
Rifleman
You have + 2 bonus to damage rolls made with rifles.
Armored Warrior
You have + 1 to defense while wearing Heavy or medium armor.
Phalanx
You can give your arm shield bonus to an ally within 5 feet. Additionally, using a shield
gives you an additional + 1 bonus to defense.
Sniper
If you did not move during your last turn and have not used your movement yet. You can add
one additional weapon’s damage dice to your first attack (that hits) per turn.
Grenadier
Your grenades do an extra 1d6 damage.
Pistoleer
You have + 2 bonus to attack rolls using pistols.
Heavy
You no longer need to spend an action when readying a heavy weapon.
Hitter
When you are wielding a melee weapon and no two-handed ranged weapons. You get a + 2
bonus to damage rolls with that weapon.
Dual wield
When you engage in multi weapon fighting the attack penalty is no longer doubled.
151
Veteran’s resolve
Your history in combat has given you the ability to shrug off some damage. On your
turn, you can use an action to regain hit points equal to your soldier level + 1. Once you use
this you cannot use it again until you finish a rest.
Combat Maneuvers
Whenever said, you can select a combat maneuver to add to your prowess if you meet
the requirements. You cannot change these combat maneuvers once selected.
Adrenaline
Starting at 1st level, you are well versed in pushing yourself to new limits. You can add 1d6
to an Attack, check or save once per rest. You must say you are using this before making any
roll use this like proficiency dice. At 6th level you can use this twice.
Specialization
Beginning at 2nd level and then every even level you choose a specialization to act as your
subclass and emulate your combat styles.
Ability Score improvement or feat
When you reach 3rd, 6th and 9th level, you can increase one ability score by 1.
You can instead take a feat of your choice.
Hardy
At 5th level, you can shrug off the first time you take damage per rest, reducing it to zero.
Quick nade
At 7th level, you can throw one grenade at the start of your turn without using an action. You
can do this the amount of times as your proficiency level per long rest.
Trooper Subclasses
Troopers come from all walks of life and can approach the art of war in many
different ways. Grunts use squad combat and fight as a team. Their tactics are varied but
support a team. These are the marines, drop troopers, and hit squads that smack the galaxy in
the face with their red right hand, refusing to quit. From advanced weapons to their fist, they
know no quit.
The opposite of the honor of squad mates and standing your ground are mercenaries
known as merks. These are people whose life gave them the skillset of violence. They see
gang warfare, a colonial invasion and war not as a tragedy but an opportunity. The best
merks know that the only job worth taking is the one where there’s no chance of losing, but
most importantly, they better get paid. Merks are good at surviving and looking out for
themself. They are not as widely skilled as other types of troopers but are better skilled at
what they are good at, sometimes unrivaled.
Vanguards are a whisper on the battlefield. An individual with one purpose. War.
They are the most elite, often going through grueling training regimes from birth. They are
the ones who drop into combat alone. Numbers, weapons may be against them, but they will
take those advantages from their enemy, and use them against them.
152
Grunt
Frontline infantry. These are soldiers, marines or fleet jumpers. Used to fighting in
squads, supporting each other, and depending on their unit to move through the battlefield.
Grunts themselves are not as well versed in all types of weapons but excel at their job in their
fireteam.
Squad tactics
At 2nd level, you work better in a group. Your resolve is boosted by fighting alongside allies.
You have temporary HP equal to the amount of allies in combat with you up to a max of your
trooper level. This is based on your first combat per long rest.
Specialization
At 2nd level, you choose what your specialization as a grunt is below.
• Medic: You have proficiency in medicine. If you are already proficient you get 1sp.
You gain the medic ability. You can use an action to heal a creature once per rest.
You can heal yourself or an ally worth your Trooper level.
• Heavy Weapons specialist: Equipped heavy weapon weight is halved.
• Rifleman: You get an extra combat maneuver.
• Sniper: You are no longer proficient with heavy armor but proficient in math instead.
If you are already proficient add 1 sp. You have the advanced aim ability. When
using aim, make a math check if it equals half the distance add 2d6 instead of 1d6 to
the attack roll.
• Specialist: You have proficiency with the door cutter tool and computer skill.
• Team leader: You gain proficiency in intimidation. You gain the move it or lose it
maneuver which does not count as one of your total maneuvers.
Squaddie
At 4th level any ally within ten feet of you can add 1 attack rolls. For every ally that
you are within ten feet of, you can add one to your attack roll. After the first time an ally
takes damage from an enemy in combat you get 1d6 for this combat that can be used for
attack rolls or a save. You can use this once.
153
Grizzled
At 6th level, you gain another bonus to your specialty. You can choose instead to take the
second level of a different specialty.
• Medic: You gain 1 skill point in medicine. When you stabilize someone, they
stabilize to one HP.
• Heavy Weapons specialist: You have the pest control ability for weapons with the
auto function. When firing at an enemy creature you can hit any creature within 5ft of
it with the same attack roll. You roll attack and damage once and it counts for all
creatures if it hits their defense.
• Rifleman: You get an additional combat maneuver.
• Sniper: You have the death from above ability. If you are higher elevation than an
enemy, add one damage dice to the damage rolls if you used the aim action this turn.
• Specialist: You gain proficiency with a tool of your choice and get 1 skill point to put
into a skill of your choice.
• Team leader: You gain one skill point in intimidation. You gain the follow my lead
ability: Any ally that you go before in the first round of combat gets to add 1d4 to an
attack roll or ability check in the first round.
Gunny
At 8th level, you gain another bonus to your specialty. You can choose instead to take the
sixth level of a different specialty that you have the level 2 specialty of or take the second
level of a specialty.
• Medic: You gain 1 skill point in medicine. Once per long rest you can heal an ally
equal to your medicine ability as an action.
• Heavy Weapons specialist: Allies within 5 feet of you defense increases by 2, while
they are near you.
• Rifleman: You get an additional combat maneuver.
• Sniper: You have the prone shot ability. If you are prone and used the aim ability you
have advantage on the attack roll. If you roll double sixes on this shot, the target must
roll a CON save against the damage. On a fail; it is maimed and loses one action until
it is healed. A creature can only be maimed once. This does not stack.
• Specialist: You have the shield support ability which can be done once per rest and
costs an action. All allies within ten feet of you gain a bonus to their personal shields
equal to 1d6. This lasts 30 seconds.
• Team leader: You gain one skill point in intimidation. When you use the rally action,
you give that ally 1d6 instead of a d4 on their next turn.
Squad leader
At 10th level, you get all the specialization bonuses available at level 2. Ignore any
losses to proficiencies.
All allies on your side of combat have a pool of 1d4 extra actions. The allies must be able to
hear your encouragement. Any ally, including yourself can use one of these actions, only one
extra can be used a turn.
154
Vanguard
You are war incarnate, the precipice of battlefield technology. You are the ideal
soldiers, the “break glass in case of war” for your faction. You pride yourself on having the
newest gear and using it against any enemy that comes across your path. There is one path,
forward, through entrenchments, artillery, and the enemy, and that road leads to victory. Take
it, soldier! It’s yours.
Overkill
You have 1 skill point in athletics. Starting when you choose this path at 2nd level you have
turned battle into an artform. When you kill an enemy, roll 1d100 on the table below to see
what happens.
Melee
Ranged
1-20
Seize the opportunity. As everyone flinches at death you move. You can move half your movement speed at
no cost, incurring no opportunity attacks
21-40
Momentum: You get another action.
41-60
Meatshield: You can use the corpse of this
enemy as half cover. (Smaller than medium
creature is quarter cover.)
61-80
Friendly fire: you hit the enemy in such a way that their attack is turned against one of its allies. The creature
makes an attack against its closest ally as it dies.
81-99
Intimidate: Any enemies within 20 feet of your target are frightened of you for 1 turn.
100 +
Inspiration: Any allies within 20 feet of you gain an additional action on their next turn.
Burst: If the enemy has a grenade it explodes. If they do
not the area is filed with their viscera acting as a visual
obstruction for 1 round. It is a ten-by-ten cube.
155
Weakness analysis
At 4th level, you get a bonus 1d6 in rolls to to analyze construct, analyze higher being,
analyze creature check.
Lethality
At 4th level You add a damage dice for double fives as well as double sixes.
Weapons expert
At 6th level, your multiple attack penalty is halved.
There is no attack penalty the first time you switch between melee and ranged weapons. If
you make both a melee attack and a ranged attack in any order, there is no attack penalty
when you change styles, but there is penalty on the second attack of the same type. For
example, melee, melee, ranged. The ranged attack in this case would have no penalty, but the
second melee would.
Over Killer
At 8th level, your ability on the battlefield has surpassed the militaries of most
species. When you kill a creature any damage over what was needed to bring it to zero is
added to your next damage. Lasts 1 hour.
You can select an additional combat style available to a trooper.
Battle Demon
At 10th level, you have 4 actions in combat instead of 3.
156
Mercenary
Money is your motivator in battle. You have gone through hard times to get where
you are. You are an expert in your one area of combat, knowing that's all that it will take for
you to get through your contracts. Time is valuable, and you have money to earn.
Favored weapons
At 2nd level you are no longer proficient in every weapon and armor. You are
proficient in simple and one weapon type of your choice. You are proficient in one armor
type of your choice.
You get to add 1d6 to attack rolls with this weapon. Select one of your starting
weapons. You can add as many bonus augments as your proficiency level to it, separate from
its tech level.
As a merc, you’ve gone through tough times and have had to live in your armor
before. Instead of buying and swapping armors you perfect one. You have extra augment
slots in this armor equal to your proficiency level. You can spend 8 hours taking apart better
armor of the same type to raise this armor’s defense to that level. It, and your favored
weapons look like well-worn pieced together tools of mayhem.
You are proficient in business. If you are already proficient add one skill point.
You have the cutthroat ability.
Fair fighting: On your first attack, you do max damage against any enemy that is unaware,
unprepared, or surprised by you. (Ambush round or not in combat.)
Costly help
At 2nd level, If an ally can pay you double your trooper level in dollars up front to buy one
of your proficiency dice to use. If they still fail they can pay you quadruple your trooper level
to try again. You cannot return this money to them.You are proficient in deception. If you are
already proficient add one skill point.
157
Merk network
At 4th level, you have intel for sale. You have a pool of network dice which are 1d6’s that
you cannot use but sell to crewmates. This amount is equal to your contact’s amount.
Anytime you are getting paid for a job, make a business check against a DC
determined by the GM based on how well your crew carried out the job. On a success roll
2d10, you and your crew get that percentage added to the payment. This would impact your
cut, described below.
Merk Cred-You have garnered enough of a reputation that you privately get paid an
additional 5% of payment whenever you and your crew are hired for a job.
If you are in a combat that the GM agrees qualifies, and took no damage and made no
attacks, you get a 1% bonus to your Merk cred payment. This stacks.
Loyalty for sale
At 6th level, you have earned enough clout that you have a merk working for you which is
controlled by the GM. They have the scavenger statblock. They work for money, which is
being paid to them through Merkapp. On a ten-point scale, they start at loyal 3 to you. This
can go up or down based on your relationship with them. They could get a better offer to
betray you with low loyalty. You can also sell network dice to them.
If they are within 5 feet of you, and you take damage you can use your reaction to
have them take the damage instead.
This mercenary joins you at a station or port. If they die or quit, you get a
replacement. They go after you in combat, and are controlled by the GM. If multiple die or
are treated bad you may no longer get replacements.
Merk of the people
At 8th level, you have figured out how to get paid for everything. You can record, stream,
broadcast, write, journal or react to your combat situations. You get 1 dollar for each kill
made in combat. GM determines if they are worthy of an audience caring enough for you to
get paid.
You can buy a 1d6 through your network contacts, taking one from your network pool to add
to a saving throw at 100 dollars per dice. This works by you spending your hard-earned funds
on new information or assistance. You can do this after you fail a roll.
Merkateer
At 10th level, you have lasted longer in this field than most other merks. Your name carries
weight with other mercenaries like the famous ones of Rustbucket. A mercenary band has
been created in your name. Merks working for you now have a starting loyalty of 6.
Your mercenary band can come to your aid if called. They are doing their own
missions, cutting you in for a share as the leader. The mercenary band is 2d4 in size and is a
mix of scavengers, security and collector stat blocks. They have their own ship named after
you, and you earn 1d4 credits a month from this.
158
Chapter 5: Backgrounds, backstories, and
vocations
Backgrounds, backstory, and Vocation
This chapter will help you make your characters backstory and their job in the
universe. The vocation is your job on the ship, what you do on the crew. You will also
develop a backstory.
Pick your background
This is your chance to make an explorer that will leave their mark on the universe.
Use your imagination and build a character to your liking. You can trust in chaos and create a
character by rolling on the tables.
Skills, debt, starting money
Your life will impact your skills, debt and starting money. Any starting money in this
section can be put towards ship creation or starting equipment. You can choose to put it
towards your debt, but in terms of the game it is more valuable to start off with a boost to
equipment or ship. You will get skill points added due to your background and an ability
point from your vocation.
Integrate your character into the world
Your character is a member of the galactic community. They have a home, friends,
family, rivals, enemies, contact and experience. The tables below will help you develop your
social network.
Contacts- A contact is someone from your past. This could be a former coworker, business
partner, ex. It is someone who you can contact for information, as both you and they can get
in contact with each other. A contact may help you, they could also betray you. Contacts start
with loyalty 5.
Rivals-These could be enemies or people that you have slighted or been slighted by. They
will likely not help and may even assist your enemies if they themselves are not pursuing
you. A rival will do what they can to undercut you. It is possible for a rival to become an
ally, but mechanically they begin with loyalty 0.
Allies-These are stronger contacts who will absolutely help you as they are able when called.
They are on the lookout for you and will hide you if needed. They can be spouses, family
members, children or good friends. Allies start with loyalty 10.
Using Contacts, Allies and Rivals. – Players can use contacts and allies as they see fit.
These are named NPCs in the galaxy. This can help them gather information, find equipment
or targets and get deals. A contact could be a merchant, weapons dealer or a dockworker. It
gives players connection to the world. They are tools that the players should use to help
them. An ally will not give up their entire life to help, but will if you show up to their door or
the city they live in. They can provide housing or a safe bed. They can also help you with
your madness. Rivals on the other hand are used by the GM to hamper your success. Rivals
between crew members may even band together to hunt you.
159
You will roll 1d4 for each category to figure out how many of each you have with in
the universe. These are NPCs you are creating and populating the world with. Work with
your GM to figure out where they would be. This does not limit you to how many people you
know, just who has a role significant enough to help or hamper you. One ally could be a
family of four for example, or a enemy could be the Pa Rea moon cartel, but the specific
NPC is the representative of this relationship.
Loyalty- The score can be changed, decided by the GM. Helping a contact or ally, or
succeeding on a mission they ask for your help on would improve the score. It is also
possible to hurt this relationship and turn a contact or ally into a rival.
Projecting- You can cure a madness by taking out your stress on a contact or ally. This
lowers the loyalty score by 1d4. This is done through a one-hour video call or in person.
Debt- Space is expensive, its workers skill with very expensive training. To maintain profits,
companies put this costs on the workers. Select a company that owns your debt. If you miss a
monthly payment debt collectors which are powerful enemies will be tasked to hunt you
down.
Home
Below is the table for where your character was born. You can choose an option or come up
with a new one or Roll on the tables below to help build your backstory. The below table can
have different implications depending on your species. Astral for example are not from a
planet, so 6 on the table below would mean the belt in the Markaz system. Stontites, much
like the Sueral and Cichlids don’t have their own colonies, so a 5 would mean that you were
raised on a diverse colony, maybe one run by a corporation or another species. Check your
species description to learn about their home world and colonies.
1
Raised by a different species. Roll on the species table in Chapter 2 to decide which, and then reroll on this
table as if rolling for that species to decide where you came from. (Add that species language.)
2
A spacefaring ship. (Insanity Marker +1)
3
The outlaw moons. (+1 to DC for addiction saves)
4
A trade station with a diverse population. (+1d100 Dollars)
5
A colony, Facultas or Paradisia. (Disadvantage on Saving throws for disease)
6
A refugee camp, you were moved around. (+1 SP in Survival)
7
Another planet, outpost, settlement, or colony. (-1 Contact)
8
Species Home planet. (+1 MAX HP.)
160
Upbringing
This is how your explorer was raised. Were they well off? Poor, or raised in a strict trade
school. Roll 1d12.
1
You starred in a famous holo as a child and have coasted off the royalties. (1 SP for performance. Minus 2 on the
education table roll.)
2
You were a wild child and had to go to prison. Maybe you took a skimmer for a joyride and crashed it into a corpo’s
Yacht. Roll 3d6, put them in order to make a 3-digit number and add a zero after, giving you a four-digit number.
(You owe that much debt. Minus 1 on the education table. 1 SP in sleight of hand.) Roll 6d10, that is your prisoner
number.
3
You grew up in the shadow of a much more successful sibling. (Add them as a contact, they have your stats +1.)
4
You had a typical upbringing for your species with the standard family unit. (Add 1 ally) that you grew up with.
5
A disaster befell your family. You were raised by the local government, understanding bureaucracy and the need to be
self-sufficient from a young age. (You have the Bureaucrat Feat.)
6
A war hero relative took a liking to you from a young age. (Start the game with a weapon module worth a minimum
of your starting level x 1000.)
7
You suffered a great accident as a youth. Roll on the wound table. You start the game with that wound fixed
cybernetically or regrown. Start with that medical debt.
8
You dreamed of your chosen vocation your entire life, devouring any manuals or information you could find. Add 1
SP to your professional skill.
9
You witnessed a horrible crime and had to go into hiding. (Add a enemy. Add 1 SP to perception.)
10
Your parents were successful inventors. (Add 1 to your engineering skill or be the black sheep of your family and add
1 to performance.)
11
Your family dreamed of you getting an education. Add 1 to the roll on the education table. (Start the game with 4,000
debt which you plan on repaying to them.)
12
Your brilliance came through on testing. Add 2 your roll on the education table as you receive a full scholarship.
Ignore all debt earned in Character creation.
161
Education
This is how you trained for your profession. This is also different based on your species. A
Sueral could have uploaded this information, or experienced it in a simulation, they could
have attended school for a laugh as well. This would also be different for an Adonian, who
has a more competitive training than a Faltese who are left to their own devices. Feraus
would roll on this table with advantage.
Space is not easy, and never simple. It requires some type of training if you want any
hope of survival. You need to have some sort of training to know how to operate a ship. Roll
1d12 on the table below.
1
Misdeeds led to you having to serve a prison term. Get a + 1 in the deception skill. Add 4,000 debt for reparations. If
you don’t have a prisoner number roll 610 to find out yours.
2
The best education is experience, and you spent this time traveling. (Learn an additional language. Add 2000 debt of
travel expenses.)
3
You spent a year getting swept into sports like grubber’s ball. (Add + 1 to Athletics.)
4
School was hard, but you made a best friend to last the ages or a great love. (Add 1 ally.)
5
You took online courses, learning more about computers than the actual course. (Get 1 SP in computers.)
6
You taught yourself everything you needed to know. Fending for yourself in the school of hard knocks. (Add 1 SP to
sleight of hand.)
7
There was a horrible accident. Roll on the wound table. Add the medical cost as the starting debt.
8
You volunteered to be part of an experiment. Add 1 SP to your biology skill. Roll 1d6. 1-2, roll on the wound table, and
5,000 debt of medical debt. 3-4, roll on the wound table, but the researchers paid for it. 5-6 pick one tier 1 passive mod
from the Spliced class.
9
You took a side job, driving other people around or you went to flight school. You are proficient in the piloting skill, if
you are already proficient Add 1 SP your piloting skill.
10 Latent psychic ability was detected in you through testing. Add 1 SP to the psychic skill. This unlocks this skill for you.
11 You hustled and learned more than you needed to. (Add + 1 SP to two different intelligence skills. )
12 You were top of your class. Add 2 SP to a skill of your choice. Add 2,000 dollars to your starting fund.
162
Life after schooling
Maybe you started exploring after training, or you sought out some life skills before
joining the workforce. If your character is at the species age of maturity, they would not roll
on this table. This table is entirely optional regardless of which character creation rolls you
are doing. Any jobs taken in the universe come with risks, and your first career especially so.
Roll on the table below at your own peril. Space is dangerous, and the rest of the players will
hear you scream. Roll 1d12 in the table below.
1
You work on a top-secret research project with a few others. The group of you invents an incredible technology that the
funding corporation weaponizes. (The technology is at your GM’s discretion) You barely escape with your life, taking a
valuable piece of the technology’s formulae, preventing the corporation from being able to use the technology, but also
you from recreating it without the rest. Add 1 enemy and create an alias. Using your true name in certain locations will
alert them to your presence. They want the formulae.
2
You get a boring entry level job. The mundane life makes you roll on the madness table. Add 1 SP to your professional
skill.
3
The first ship you work on suffers SDE. Sudden Depressurization explosion. Roll on the wound table twice. Add 10,000 to
your debt for the medical bills in getting healed.
4
You get stranded in space and spend a year with the same 1d4 crew members. Add them all as rivals, as you can’t stand the
sight of each other after that hard year. Get 1 SP in engineering or survival.
5
You wake from cryo way after you were supposed to. Roll 1d4, that is how many hundreds of years ago you are from. You
have resistance to cryo damage.
6
You discovered a creature on an unexplored world. You have a animal pet with an HP lower than ten.
7
Your ship came under attack by Zellum, and you sacrificed yourself for your crew. Roll twice on the wound table. Your
crew pooled their money together to pay for your bills that fixed your wounds. You are regarded as a hero. Earn 1d6 allies.
8
You shared a cabin with a chess prodigy who taught you some tricks. Gain 1 SP in math.
9
You spent some time working the docks. You get 1 SP in cargo.
10
You started your own business that is taking off. Roll a business check every month. 1-5 lose 300 dollars. 6-10, break
even. 11-15 earn 10 dollars. 16-19 earn 300 dollars. 20 earn 1 credit.
11
You discovered a habitable world. You can sell the mineral and colony rights for 1d12 credits, or you didn’t and still own
the rights.
12
You discovered an entire system, naming the 1d10 planets after whatever you want. Gain that many credits, and you also
have a statue on bravo station in Explorer’s Row. Get 1 SP in persuasion and high sciences.
163
Major Moments
This is an event that changed your character. Roll 1d20.
1
You got sucked into a vacuum and died. You were revived at great cost. Add 15,000 debt for the medical fees. You r insanity
marker lowers by 1 (CHA Save) whenever you take void damage.
2
You suffered a great loss, be it physical, or a family member. Lose 1 ally or a wound that was fixed with the cost covered. You
received 2 credits from a corporation or organization in apology. Roll on the corporations table to find out which.
3
You were cleaning out an escape pod and it somehow got ejected. Your ship didn’t notice, but your cries for help were turned
into a popular livestream that broadcasted over the universe, known as “escape pod crybaby”; it was also remixed into a song.
You risks being recognized for this by any sentient creature, and going unnoticed is far less likely.
4
You discovered a piece of grey tech and were pressured to sell it for the low price of 5 credits add this amount to your starting
amount and 1 contact which is who ripped your off in the deal.
5
Once at a station, you saw an identical version of yourself, even if you are a Tolf the similarity is uncanny. When you tried to
approach them, you lost them in a crowd, never learning who or what that was.
6
You did terrible things in a past life. You had to create a new identity to protect you from your deeds and the 10,000 bounty of
your true identity.
7
Roll on the wound table. Add debt for the medical bills to get it fixed.
8
Your family was killed. The culprit escaped, all you have is the scar on their face to go on. Work with your GM to design a
unique scar, add this as a rival.
9
You turned in a group of smugglers. You have no starting debt. You have 3 additional rivals who are in prison.
10 You had a brain parasite, it was really cool and hilarious, and supportive. It was taken out in surgery, but you still mourn it,
motivated by how much it believed in you.
11 You hit the echelon of society, you wheeled and dealed with the best, but your time was limited. You fell from grace, and those
fair-weather friends turned their backs on you. Lose all contacts and reduce your allies to 1.
12 You were exiled from your family unit. They no longer answer your calls.
13 You survived in space, alone in your Vac suit for days. You start with this Vac suit.
14 A group of locals from your home pooled their money to help you get a ship's share worth 1d6 so you could set out on your
journey. Was it done out of love, or they wanted to get rid of you?
15 You had an affair with an Adonian diplomat. If this got out it would ruin their career and be a big political scandal.
16 A family member is a famous war criminal. Their crimes are well known.
17 You found the happiness that exists only in holos. You were separated from your partner and haven’t been able to find them. The
galaxy is a big place.
18 You have a corporate sponsorship deal. They will provide a weapons upgrade to your starting ship. The ship has their logo on it.
Roll on the corporation table in the tables appendix. Replace one starting weapon with something worth double the price or less.
19 You know the secret stash of a defunct merc group, which is likely heavily trapped but valuable. You begin the game knowing
this location.
20 You inherited the starting ship from a family member. It may contain some family secrets. No starting debt for the crew.
164
Wounds. Below is the wounds table for when a character is severely wounded. They have a
scar, and this is in their medical history. Tracks the wounds. Every wound adds time to auto
doc or med bay healing times. 30 minutes per wound. Most wounds cost 5,000 to repair.
Semi vaporized or revived cost 10,000. These can be mended at a station clinic in 2d12
hours. It can be regrown or replaced cybernetically. You do not need to pay at the time and
can add this to your debt instead. You can choose to forgo the debt and keep the injury, the
penalty for keeping the wound is on the column to the right.
Wounds
1 Roll on this table twice. If you roll a one again, count it as a two instead.
2 You were semi-vaporized or died and were revived.
You either got stuck in an object phasing through it or an internal organ was
3 destroyed.
4 You lost an arm or a leg.
5 A deep wound that leaves a scar.
Cannot forgo this medical care.
-1 MAX HP if not healed medically.
Half movement if a leg.
-1 MAX HP if not healed medically.
6 You lost 1d4 fingers.
-1 to Sleight of hand rolls.
7 You lost an eye or an ear.
Perception checks halved.
8 You have a badass scar. No cost to repair.
No penalty.
165
Catalyzing event. This is the event that brought your crew together. This impacts your
spending and origin of your ship. Roll 1d12 on the table below.
Catalyzing event
The crew is now one member short because they died horribly on your first mission that was an unmitigated disaster. Your
reputations have been dragged; bounties posted. No other crews will work with you. Each one of you shared responsibility for that
1 disaster. You are banned from trade floors and can only use the black market until you clear your names.
Your first job was an easy transportation gig of a small creature. It escaped and is hiding somewhere on the ship/ stalks the crew.
2 You got ratings bombed for this failed mission. Your Merkapp rating is 0. You only have access to Desperate jobs.
Add 1 rival shared between the crew. This was a former crew member who betrayed you and left you all on the drift. You start with
3 a ship, but no fuel and no money.
In a experiment from the Collective University, they put together a crew who all have the same birthdays to see if that helps
camaraderie. 1/4 of your starting ship cost is paid for by them. Add 1 ally for the crew which is the Professor running the
4 experiment.
Everyone on the crew has a shared contact who put them together. The debt of the ship is paid towards them. This contact will be the
5 same species as the ship’s style. 10% discount towards your starting ship.
A station was attacked and destroyed, almost no one survived. This crew managed to escape in the same space shuttle. You have a
6 starting shuttle.
There was an opportunity to claim a ship, a member of your crew gathered up the others to get it. The plan went disastrously wrong.
7 Add an additional 1/4 of your ship cost to the crew's debt.
One crewmember came into a large amount of money. Roll off with 1d20 and see who has the highest. That crew member was able
8 to buy half a ship and hired the crew. The style is that crew’s species if possible. The ship costs is halved because of this.
Your crew all saw an opportunity to claim a ship. Each arrived at the exact same time, and think the ship is rightfully theirs. The
9 ownership is split between each. No added debt from ship creation.
The ship had a different captain that was well skilled but cruel. You all mutinied against them, but they still own the ship, and have
had to pretend they are still in charge. If they are alive or dead is unknown, the mutiny was too chaotic. No debt added to ship
10 creation. The style of ship would be the captain’s species.
There was a sponsorship deal. The crew’s starting clothes are of the coalition company, the ship is painted with ads, which also play
in the halls of the ship. The crew gets a 1d4 credit bonus to ship creation to spend on upgrades and no starting debt, but there
11 is also an NPC mascot for the company who is a passenger on the ship.
The captain you used to crew for left you all their ship. No ship cost added to starting debt. 1d6 credits added to ship creation to
12 use for upgrades.
*If the species has no corresponding style, you can select one.
Flashbacks. The flashback table is for when enough crits and fails to trigger a flashback.
This is an alternate rule that you can employ if you wish. Track the doubles. Once the table
has ten, whichever the next one triggers a flashback. (Done when it works for flow, decided
by the GM) Players roll off to see who gets the flashback, and then no longer rolls in the roll
off for following flashbacks until all players have had a flashback and then you begin again
The GM and player will then roleplay a scene from your character's past. The GM may
choose to roll on the major moments, flashback or wound table, and it could possibly mean a
boon or increase of debt to the character. The GM and player should work to make this fit
with the character.
Whenever you trigger a flashback, add an additional 5 to the ten-flashback count to trigger
the next one. These stack.
The flashback table is 1d20 rolled by the player.
166
Flashbacks
1
You just remembered a new debt account that you’ve never made a payment for. Debt collectors have been activated. The debt
stems from a really terrible idea or investment, such as an overdue library document (which is crazy because it's electronic and
returned automatically) or that duck tape army idea never took off.
Once gambling you went too far. One roll, you bet it all. Roll 1d20 against the GM who rolls 2d20. If your roll is higher, add 3
zeroes after the amount, that is added to your account or taken away from your debt. On a fail, your debt is doubled. If you have
2
no debt add three zeroes after your roll, that is the amount.
3
Roll 1d20 on 1-19, you remember time with an ally. The connection increases to MAX, if it is already MAX it gets a buffer,
negating your next projection. On a 20, you remember that you were part of a different crew and ghosted them without saying
you quit. Add 1d6 rivals.
4
A negative memory where arrival one ups you. If you do not have a rival add a new one. The Gm adds + 1 to one this rival’s
stats.
5
A negative memory about needing to fend for yourself. Gain 1 SP in survival.
6
A negative memory with an ally, if you do not have one add one. They lose 1 loyalty.
7
A memory of your first time traveling through space. Roll 1d20. 1-5 The ship exploded, roll on the wounds table. 6-10 It was
really boring, and the ship had no windows. 11-15 You saw it all, it was amazing. 16-19 You learned a secret of one planet. 20,
you learned level 1 of a different vocation.
8
You recall meeting one of your contacts. Next time you see them they'll have a credit for you based on a past wager.
9
You recall an injury that you blocked out or that you missed a debt payment. Roll on the wound table.
10
Roll 1d10. 1-9 the memory is your first-time seeing space. Your insanity marker moves to its max. On a 10. You have hidden
memories that were unlocked with a keyword. Your life is an manufactured lie. You are really an undercover agent
investigating for a faction. (roll on the faction table)
11
Karaoke night can get crazy, it can be scary, but this one night you killed it. Add 1 SP to performance.
12
You have a memory about your love for the skill which you have the most points in. Add 1 SP to this skill.
13
You remember a lesson from an ally about the universe. You gain 1 SP in high sciences.
14
A memory where you one upped a rival. If you do not have a rival add a new one. You have advantage on intimidation rolls
against them.
15
A fun time with your one of your contacts. Loyalty increases by 1d4.
16
You remember a lesson from an ally about combat. Take a Trooper’s combat style.
17
A person from your childhood has died recently leaving you 4d6, 1 for each digit dolars.
18
Your first impressions of your crewmates. Each player gets 1 SP in one skill they are proficient in.
19
You remember dying and getting revived. Be it a SDE or trampled by deserter ducks, you kept going. Add 1 con.
20
You recall your resolve, why you need to move forward. Add 1 feat your choice to why you were motivated to keep going.
Background
Background is something that makes your character who they are. It can dictate how they are
treated, the type of contacts they have, and their secondary jobs on the ship. You are
proficient in one skill which you can select among those listed below, equipment and money
which is in the equipment column in parentheses. Select a background in the table below.
167
Name
1
2
3
4
5
6
Description
Bonus
Skills
Equipment
Bartender
You served drinks at a
local spot
Drinks: Once per week on a ship you can have a drink
night. All crewmates who participate do not count that
day towards their insanity counts/saves.
Insight, high
sciences, cargo
Mixology kit
(1d12)
Chef
You know how to make
nutritional paste edible.
Home Cooked meal: You can spend one hour preparing
a meal if you have utensils handy. Crewmates can add Biology, culture,
1d6 to insanity rolls.
insight.
Cooking utensils
(1d6)
Coder
You worked on code for
software.
You get + 1d6 to any checks/saves related to hacking.
Computers, Math,
perception
A comfortable
office chair.
(1d100)
Colonist
A hardy person who
learned how to survive in
the wilds in various
terrains.
Husbandry: +1d6 on rolls befriending animals
Survival,
Athletics,
medicine
A shovel (1d4)
Custodian
You know how to clean
and keep things
organized.
As an action you can use the chemical clean kit to cure
a negative status from an ally.
Cargo, insight,
engineering
Chemical clean kit
(1d8)
Diplomat
You worked with other + 1 to persuasion/deception to species that are not your
species on behalf of yours.
own.
Culture,
persuasion,
insight
Briefcase
(2d100)
Side gigs: Roll 2d4 each week. first is losses, second is
profits. This dice increases to 1d6 at level 3, 1d8 at
level six, and 1d12 at level 9. If your business skill is
ten or greater, you no longer need to roll a loss dice.
This is dollars.
Business,
persuasion,
deception
Business cards (0)
Poster of your
game (1d20*10)
Entrepreneur
You have a small side
business.
8
Game designer
You designed and made a
game for entertainment
You've created a holo game.
Computers,
Performance,
math
9
Influencer
You advertise products for
money.
You can ask for discounts based on your number of
contacts.
performance
Makeup (1)
10
Mascot
You promote a specific
corporation.
You get a 10% discount on goods of that corporation.
Performance,
persuasion,
deception
Company logo on
all your clothes
and gear. (0)
11
Military
You were in the military.
You start with a sidearm and 8 cartridges.
Athletics, Cargo,
perception
Military
uniform(2d8*10)
Miner
You mined subterranean
or asteroids.
Damage with a weapon with the tool property can be
rolled with advantage.
Cargo,
engineering,
athletics
1 hard hat (1d100)
Office worker
You survived the gauntlet
of office work.
Insanity marker + 1
Cargo, Business,
persuasion
A coffee
maker(2d6*10)
7
12
13
14
Outlaw
Lived outside the laws.
15
Prisoner
You worked hard labor in
a prison work program.
16
Security
17
18
19-20
Criminal network: Contacts throughout stations to
Deception, sleight
purchase black market goods or sell stolen objects, can
of hand,
also get jobs this way.
intimidation
A false ID. (2d20)
Add 1 to knife attack rolls and damage.
Sleight of hand,
deception,
intimidation
Knife (1)
You worked station or
port security.
Trust: You can bypass security checkpoints on stations.
Perception,
insight, cargo
A badge (1d8)
Spacer
Someone familiar
traveling through space.
Insanity marker + 1
Engineering,
Piloting, Biology Vac suit, (1d8*10)
Student
You spent extra time in
school.
1 SP of your choice
Add 1000 debt.
High sciences,
Math, biology
Book (1)
Reroll
168
Insanity Marker. Your insanity marker is your vocation level. Your insanity marker lowers
in certain events or through space travel. Every time it lowers to zero or if you are at 0 you
roll on the madness table. Your insanity marker increases for the following activities. These
have a 7 day cooldown before you can use the same one again to help. The only exception is
the long rests, spa and therapy booth which is an AI therapy psychiatrist.
•
•
•
•
•
•
•
•
•
•
•
Spending a downtime hour with one of your allies.
A video call to an ally or contact and raise it by 1 if the conversation goes well.
Visiting a spa for 8 hours raises it to full.
A long rest on a planet in a bed if you were born on a planet or moon. Raises it to full.
A long rest in a station quarters if you were born on a station or ship. Raises it to full.
A night at a bar. Lowers it by 1.
Drinks at the captain’s lounge lower it by 1.
1 hour in an artificial terrain. Lowers by 1.
A lavish meal increases by 1.
Entertainment on a station. Increases it by 1.
Vocation level of hours in a therapy booth. Costs 50 dollars per hour.
Insanity Marker DC. Your INT+WIS. The smarter and more aware you are of what’s
happening the more likely it is to drive you mad.
Vocations
Vocation is your job among your crew, and what you do on your ship. Working together is
both a working relationship and roommate situation. It is sharing a space with others and
working towards a common goal. Vocations are what job your character has on a ship. It is
broken down into five positions.
You level up in your vocation role. This impacts your insanity marker; gives you maneuvers
to do in ship-to-ship combat and skill points. At first, third and fifth level you get + 1 to the
ability score related to your vocation.
Level
1
Skills
Maneuvers
Ability score + 1, Proficiency in one skill. 1 skill point 3 combat maneuvers
2
1 Skill point.
5 combat maneuvers
3
Ability Score + 1
7 combat maneuvers
4
Proficiency in a Vocation skill
9 combat maneuvers
5
Ability Score + 1
11 combat maneuvers
Changing vocations. Sometimes traumatic events or crew losses demand that crew change
positions. If this happens a crew member can change their role, they would have the same
vocation level, but the new level would be in the new vocation. For example, a level 2
science officer, leveling up into captain would take the third level options for captain. They
do not take the first, or a lower-level bonus in a vocation, it is the next corresponding level in
the new vocation. You only have as many maneuvers as possible in a class to which you are
allowed per your levels in that class. You get 3 at first level. Every other level is 2.
169
Pilot
“If only autopilots could fill this position, then we wouldn’t need to rely on these ego
obsessed adrenaline junkies.”- Arbiter Micah 9.
Pilots drive the ship and land it. They are responsible for combat maneuvers,
navigation and docking procedures. Pilots can be cocky, matter of fact or seen and not heard
as the coalition teaches them. A pilot operates from the ship’s cockpit in the easy to
remember “pilot seat.”
Ability increase: Dexterity + 1
Proficiency: You are proficient with forward and rear weapons, piloting spaceships, engines,
maneuverability.
At first level: You have proficiency in any one of the following, you can assign one skill
point to any other skill listed. Piloting, Math, Athletics, Perception, Engineering, Computers.
At higher levels: You can add a skill point to any of these skills.
You have three starting combat maneuvers and select any other two for each additional level
in this vocation.
Navigation checks: For plotting a long-distance journey, you must make 3 math checks. The
DC is the journey’s distance in DUs. 3 success is the most accurate trip and lowers encounter
chance. 2 successes is accurate. 1 success adds an extra day for every 3 DU. 3 failures is off
course completely, which adds half the trip’s DU to the total. A higher Math skill than the
DC means automatic success.
Piloting maneuvers: You start with three piloting maneuvers. Every time you level up in
this vocation you get to change your maneuvers and add two more.
170
Piloting maneuvers
Maneuver
Description
Strain
Boost
You can take an extra full movement. 1 strain.
1
Spin
You spin the ship as its hit by a targeted attack, reflecting the hit away from the ship in the
opposite direction.
1
Evasive
Maneuvers
DC 15 piloting check. You drive evasively, moving half movement. Targeted attacks against
your ship are at disadvantage.
-
Barrel roll
Roll an opposed check against the other ship to break target lock for missiles. Moves forward 1.
-
Raptor roll
When you enter the same hex as a hostile ship make an opposed piloting check with their pilot.
On a success you are behind them.
-
Line it up
Move 1. Give your Gunnery + 2 to ATK.
-
Spin and burn
You do a 180. No movement.
3
Emergency
brakes
You stop all momentum at once.
1
Ramming
speed
You get an extra half movement this turn. You cannot make any turns.
-
Chicken
Drive straight at a ship. Make an opposed piloting check. If you succeed you can choose which
side of their ship you are on.
-
Strafe
Your gunnery can take an extra shot, but it’s at -5.
1
Shadow
You fly right behind a ship, in their scanner blind spot behind their engines. DC 15 piloting
check, cost an action to maintain, each turn after. Maneuvers by the other ship break it.
-
Maintain
distance
You stay right next to a ship, too close for weapons staying the same distance away as it moves.
Opposed piloting check.
-
Oopsie daisy
You burn out an engine to make the ship look injured luring the enemy closer. They must pass an
Intelligent check against your pilot DC. On a fail, the forward guns, 1 broadside and turret can
make an additional attack.
5
Engine flare
When you travel through a hostile ship's hex, you point your engines against their ship. You do
1d4 direct to hull damage for each engine. You cannot move next turn.
3
Sling
(Requires Harpoon) If you grapple another ship of a smaller size, you spin your ship in 360degree circles before launching it like a projectile. Make a piloting check, for every 5 add 1d6
speed to the throw, which would impact collision damage if thrown at another ship or object.
Breaks
life
support
Docking procedure: If your ship does not have a docking procedure in the computer systems
or the station does not have automated procedures. You must make 2 out of 3 DC 15 piloting
checks or spend an hour retrying.
171
Captain
“The model that crews aspire to. A captain is a glimpse to the worth of their crew. A strong
captain uplifts their crew, a weak one brings them down, and then the fleet.”- Admiral Tu’lo
Farsar.
Supports the rest of the crew. A captain makes any needed decisions. They can lead
in various ways, but most are there to facilitate the crew. In some cultures, captains are forces
of nature, earned through grueling trials. If needed, captains can perform marriage
ceremonies. They are also expected to speak for any crew, passenger deaths and negotiate
between captains. A ship’s IFF is registered to a captain.
Ability increase: Charisma + 1
Proficiency: You are proficient with the ship’s comms, weapons, life support and systems.
At first level: You have proficiency in any one of the following, you can assign one skill
point to any other skill listed. Piloting, Math, Athletics, Perception, Engineering, Computers.
At higher levels: You can add a skill point to any of these skills.
You have three starting Captain orders and select any other two for each additional level in
this vocation.
172
Captain's orders: You start with one Captain order. Every time you level up in this vocation
you get to change your maneuvers and add two more.
Captain's orders
Maneuver
Description
Strain
I believe in you
Give a speech to the crew, takes all actions for the ship for 1 turn. Each crew member gets an extra
action they can use at any time on their turn within the next hour. (7 day recharge.)
-
Moral Support
Give one crewmember 1d4 on their next roll.
-
Taunt
You goad the opposing captain into making an emotional decision. Opposed captain rolls, on a
success they lose the captains action next turn.
-
Orders
One crew member can take an additional action.
-
Rally the crew
All crew members get 1d4 on their next roll.
1
Alpha
maneuver
A preplanned order of events with your crew. When the other positions do this preplanned maneuver
as the action on their turn, they each get + 2 to any total for one roll or DC this turn.
-
Bravo
Maneuver
A preplanned order of events with your crew. When the other positions do this preplanned maneuver
as the action on their turn, they each get + 2 to any one roll or DC this turn.
-
Fire at will
The gunnery can make two attacks with-5 instead of one.
1
Repel boarders One crewmember fighting boarders gets your proficiency roll in temp hp points. once per long rest.
-
Damage report
The engineer gets an extra repair action. once per hour.
-
Target lock
You target lock an enemy ship. DC=Intelligence score + 1/3 processing power.
-
Fire missile
Fire as many missiles as you have loaded missile ports.
-
Broadside
Fire broadsides from either side of the ship.
-
Vent room
You begin venting the atmosphere from a room on your ship. five cubic feet per round becomes
void.
-
Override
system
You can take your action as a gunnery, pilot, science officer.
1
Sip of tea
Take a calm sip of tea. You have + 5 to your next roll.
Encoded to the ship: The captain’s name is encoded in the ship’s systems and is listed in the
galactic registry, visible in an IFF. They have special control over the ship’s computer
system, and it will defer to their orders. Ships and stations will associate the captain with the
ship and use their reputation/ notoriety score when negotiating, allowing the ship to dock. A
captain also has access to the captain’s lounge at any port.
Managing ships affairs: A captain helps with issues that come up on the ship. They can help
in other roles and should be the first to lend aid in emergency situations. A ship captain does
not play favorites among crews, and needs to make quick decisions, as well as being
respected. They do not need to be loved but should be respected.
173
Ship Technician
“Technicians are the blood of space commerce. They are valuable to trade, not seen until
things get bad, and ultimately…easily replaceable. Any shipyard, station and hodunk port is
full of technicians dreaming of their own ship.”- Solstan industries CEO
Manages engine and reactor. Fixes any systems on a ship. Technicians are hard at
work, often overworked.
Ability increase: Wisdom + 1
Proficiency: You are proficient with the ship’s Reactor, engines, maneuverability thrusters,
vehicle/cargo bay and missile ports.
At first level: You have proficiency in any one of the following, you can assign one skill
point to any other skill listed. Medicine, Biology, High sciences, Math, Computers,
Engineering.
At higher levels: You can add a skill point to any of these skills when you have the option
to.
You have four starting technician tricks and select any other two for each additional level in
this vocation.
Diagnostics: During every 20 DU travelling on the ship, you can check the systems and
calibrations. Make a math check to see if it is possible for you to upgrade any system on your
own. It is an engineering roll for everything but for the ships systems which would be a
computers check. DC is the ship's CON +INT+ WIS. If successful you can upgrade 1 stat by
1. You can only have as many upgrades as this the highest-level Technician’s technician
level. A fail means you cannot try again for another 20 DU.
Repair: A ship's technician can repair broken systems or breaches. A technician
automatically has the repair breach and repair system technician tricks in addition to any
selected at a level. These are obtained from taking a level in technician at any level. You also
select another two for your first level in this vocation. These repairs do not fix hull points,
174
and the system will still need to be repaired at a station. You can add one more each time you
level up.
Technician tricks
Maneuver
Description
Strain
Power surge
You push the reactor giving an extra 1d4 power points to the ship. Take 1 point of
radiation.
1d4
Can only be done once every 7 days. You vent the reactor, lowering strain by 1. Any
ship sensors will see your ship as a much larger ship. Attackers against you must roll
1d20, lower than an 11 and they miss shooting at incorrect data from their sensors. This
Vent reactors
lasts until the ship moves.
-1
You use 1 reactor power point to boost shield, weapons or engines. This increases each
shield by 1, weapons get an extra damage dice, engines get 1 more hex to movement.
Boost systems
Cannot be changed for 1 hour.
-
Redistribute
power
Change the power throughout the ship, diverting it from some systems to another.
-
Overdrive
Boost systems but the system gets double the bonus. lasts 1 round.
2
Vent cargo
hold
You eject everything in the cargo hold any missiles entering your space this turn will hit
the cargo and not the ship. The cargo hold is empty after this.
-
Smoke trail
You can make the engines smoke, creating a smoke trail. The smoke obscures optics for
your ship.
-
You flood a room on the ship with a lethal dose of radiation. Any creatures in the room
must make a DC 15 CON save against the radiation. The radiation is equal to1+ 1d10
Radiate room
for every power point not being used by a system.
1
Well-oiled
machine
The engines are in their best condition. 1 extra hex to movement.
-
Shake' n bake
You synchronize the engines and breaks when the ship turns. The ship can turn on a
dime, up to 90* in one hex of movement.
2
Load missile
Load a missile of your inventory into a missile port.
Hotwire
engine
Add plus 1 hex to speed for two turns.
1
Oomph in the
fuel
Burn an additional fuel cell. The ship moves double its movement for 2 turns.
2
Emergency
shut down
You activate SCRAM and shut down the reactor to prevent meltdown, and all systems.
Make an engineering check against the ship's CON score. On a failure, the ship takes 1
strain.
-
175
Science Officer
“Space is the grand frontier that all our species were destined for. The mysteries that lie in
its bosom are just waiting for the well-educated explorer of pedigree to discover.”-University
commencement speech
Manages computer, shields, scans,
Ability increase: Intelligence + 1
Proficiency: You are proficient with the ship’s comms, shields, targeting systems and
systems.
At first level: You have proficiency in any one of the following, you can assign one skill
point to any other skill. Mechanics, Engineering, High sciences, Math, Perception,
Computers.
At higher levels: You can add a skill point to any of these skills when given the option to.
You have three starting tactics and select any other two for each additional level in this
vocation.
You have one starting technician tactic which is scan and select any other two for each
additional level in this vocation.
Scan: Sensors see radio transmissions, heat signatures and radiation. Optics can then see a
blurry image. Scan is the only way to truly know what it is you are encountering. It will tell
you if a ship’s weapons are powered, where settlements or points of interest are on a planet
and if anything is hiding in a asteroid field. (This is the only way systems or information
about the ship or target can be gleaned. A gunnery cannot target systems unless a ship has
been scanned.)
176
Science officer tactics
Maneuver
Description
Strain
Scan
Must have line of sight. Scan a ship or planet to learn information. Proficiency roll+ COMP + Science
officer level against Ship’s COMP + science officer’s level. (A group of small or tiny ships need only
be scanned once.)
-
Divert shields
You take as many shield points as you want from the other sides to one side.
-
Equalize shields
You are even out the shields on all sides, if it is not divisible by 4, it would go to the rear, front and
then right side.
-
Jam scanner
Raise the DC of a ship scanning yours by 5.
-
Target lock
Target locks an enemy ship. DC= Intelligence + 1/3 processing power.
-
Break target lock
Roll proficiency+ INT against that ship's target lock DC.
-
Fire missile
Fire as many missiles as you have loaded missile ports.
-
Flares
Fire flares that may confuse incoming missiles. Roll 1d10 + 1 against a target lock check. (Once per
day)
-
Jam missile
confuse a missile by confounding its sensors and communications. Roll an opposed science officer
check. On a success, the missile flies in a straight line.
-
Countermeasures
The hostile ship must make a wisdom throw to maintain target lock. DC your target lock.
-
Disguise IFF
You make your IFF something else
-
Emergency shields.
You siphon power from the ship to boost a shield on one side of your choice by 1d4.
1
Locate weak spots
You scan the ship locating spots for the gunnery to target systems. This negates the negative for
targeting that system.
-
Short circuit
You burn out the lights in a room to shock everyone within. They must make a DEX saving throw
against your Science officer DC. 1d4 shock damage.
2
Hack ship
Once per hostile ship. Roll a computer’s check against the ships wisdom score + Technicians level.
Add 3 for every Ru you are away from the target ship. On a success you can take control of one
system that is radar, engines, missiles or reactor for one turn. Radar-all attacks are disadvantageous.
Engines-you select their movement, missiles, you control one missile or can launch one. reactor, you
can add 2 strain to the ship.
-
Spam attack
Once per target ship. Roll an attack against a hostile ship. Proficiency + Intelligence if you hit its
defense, you bombard a system with spam. Does 1d6 damage to a system.
-
177
Gunnery Officer
“Unfortunately, we have not yet found how to solve our petty differences amicably, and our
galaxy is still plagued with nefarious individuals who seek violence. Until we, as a larger
community, can move past this archaic behavior, we must rely on the trustworthy firepower
of the new deterring chain gun, available for any ship style. The brand mercenaries trust.”Pew Pew Arms.
Shoots weapons, from one ship to another. Usually from a turret.
Ability increase: Strength + 1
Proficiency: You are proficient with all ship weapons.
At first level: You have proficiency in any one of the following, you can assign one skill
point to any other skill. Cargo, Culture, History, Athletics, Perception, Stealth.
At higher levels: You can add a skill point to any of these skills.
You have three starting gunnery shots, one of which is aim, which you get when you take a
level in this vocation. and select any other two for each additional level in this vocation.
You start with two gunnery shots and can select two additional ones for each additional level
in this vocation.
Gunnery shots. There are various types of gunnery shots that can be done in combat.
Shooting from a turret is a Proficiency roll + Gunnery level.
178
Gunnery shots
Maneuver
Description
Strain
Aim
Your next attack roll has plus 1d6.
-
Targeted shot
-3 to attack roll. You target a specific system. (Engines, reactor, life support, controls.)
-
Disruptive shot
Pilot of the enemy ship you are targeting must make a saving throw against your DC or their
movement is halved.
-
Suppressing fire
The hostile ship you are targeting loses one action on a successful hit to the hull. Damage is halved.
-
Hotwire shot
You provide extra power to the weapon. Add an additional hit dice on a successful hit. Must say this
before you roll the attack.
1
Spray n' pray
You fire at all ships that are in the same hex. -2 to the attack roll.
-
Tracer shot
On a successful hit, all attacks against the ship have advantage for one round. (No damage)
-
Rack em' up
You fire a burst of shots behind your ship causing explosives and shrapnel, slowing down any pursuit
by making the hex difficult terrain. This affects ships, mines, and missiles.
-
Leading shot
Damage to the front of the ship, regardless of which side you are closest to. -5 to attack roll.
-
Overdrive system
Get an additional attack action.
1
Breach shot
Max damage on dice, causes a breach on a hit. Disadvantage to attack roll.
1
Listen for
intruders
You can roll a perception check with advantage to see if any boarders or stowaways are on board.
-
Size up
You look at an enemy ship and know a number its weapons range.
-
Trigger missile
Disadvantage on an attack roll. You target the warhead of a missile, igniting it on a successful hit. You
can hold this action.
-
itchy trigger finger
You hold a shot, declaring a 4 by 4 area. You have advantage on any shots to anything in this area on
your next turn.
-
Use an action to target a specific ship or target, switching targets cosst an action. Plus one on the attack
roll for each ten points computing power. Disadvantage on perception checks while using, can only
Targeting assist.
target selected ship. You can still use Gunnery shots such as targeted shot with this.
-
On smaller ships-Custodian/ security duties: Manages the cargo bay, keeps the ship clean
and tidy, carries out various plumbing tasks, prepares meals for others. Protects the airlock,
responds to ship emergencies like fires, breaches, boarders or stowaways...
179
Chapter 6: Equipment
The trade deck of a station bustles with merchants, and haulers from all over the
system. Tolf merchants sell goods from the different planets, captain’s sell their cargo from
stands, enterprising engineers set up repair shops, and a Ja’unnian arms dealer stares you
down as you eye his grenade crates. On planets there are markets hoping to sell local good to
off-worlders, and at the large ports you will find multiple trade decks with luxuries and
exotic goods from across the universe.
For your escapades, and especially if you are planet hopping, access to goods from power
cells, rations to a blanket are incredibly important for survival. Having the right gear for the
right planet, and weapons that will work when you need them most. Upgrade the seats of
your ship, so the ride is more enjoyable or sell off all that scrap you've accumulated. At a
certain point are you going to use those 50 grenades you’ve been saving? Maybe just sell
them. This chapter details the common and rare merchandise that explorers find useful.
Starting Equipment
When you start your journey by creating a character, you select equipment based on a
combination of your class, background and Profession. Alternatively, you can start with a
number of currency based on your class and spend them on items from the tables in this
chapter.
How your character started with this equipment is up to you. Did they rob someone for it? A
gift from a loved one? Inheritance or something they simply purchased. Did you find it in a
junkyard and use scrap to put it together? An item can be passed down for several
generations.
Your starting equipment contains a pack of several items. These are found in your quarters
on your ship, where you can use the items as you see fit.
180
Starting Wealth by Class and background
This is the starting wealth. If playing at higher levels, add one credit for each level. This table
is in dollars.
Class
Starting wealth
Influencer
1
Engineer
3d8
Custodian
1d8
Greyborn
2d6
Chef
1d6
Scholar
1d12*10
Spliced
3d10
Student
1
Symbiote
2d6
Prisoner
2
Trooper
3d8
Diplomat
2d100
Backgrounds Starting Wealth
Military
2d8*10
Entrepreneur 0
Spacer
1d8*10
Office worker 2d6*10
Colonist
1d4
Bartender
1d12
Outlaw
2d20
Security
1d8
Miner
1d100
Mascot
0
Game designer 1d20
Coder
1d100
Carrying capacity
Your carrying capacity equals your strength score. That is how many inventory slots you
have. One ammo type takes one slot, regardless of how much of that type you are carrying.
Heavy weapons and armor take two slots. You can carry one light weapon or tool, and wear
one light armor or clothing without it counting as an inventory slot. In addition to your
inventory, you also carry water and nutrition paste and then hours of oxygen depending on
your vacuum suit. Your personal shield, chargepak and one light weapon, and ability item for
scholars do not count towards your inventory. Any other item takes one inventory slot.
You can add pouches or a backpack to carry more, as listed with those items. Retrieving
something from a backpack is an action.
Encumbrance
Sometimes a crewmember needs to carry more. They may need to carry a wounded
crewmate, dead crewmate, giant statue, or spare engine part. A character can carry more like
this, but while encumbered a character can only do one action a turn and it is a move action
or putting down the thing they are carrying, which ends their turn. Any character can carry a
creature of the same size and would be encumbered. Carrying a creature one size smaller
counts as 3 inventory slots. Two creatures can carry a creature one size larger, working
together, both would be encumbered. Any ship part like an engine or weapon would count as
a large creature. Compare the object to a human. Weighing more would be a size large
creature, less would be small or tiny.
Carrying a creature two sizes smaller would count as 1 inventory slot, see human purse dogs.
181
Fashion
This is an alternative rule you can use. How you present yourself is a big part of galactic
culture among high society. Pirates put the work into their mohawks and armor scars just as
much as that station’s bar singer. Your fashion score provides a bonus to persuasion,
deception, performance, and intimidation checks with humanoids. There are also
establishments and venues which may have fashion requirements. For example, an Adonian
ball may have a fashion requirement of 3. Fashion can be negative 2 to a max of 3. A Vac
suit is the least fashionable thing to wear, which is -2.
Trade floors and ports or large cities would have beauty parlors and stylist that can grant
temporary boost to fashion at 30 dollars a point which lasts 24 hours. You can also pay to
have your armor made fashionable for 500 giving it fashion +1. This can only be done once
for an armor, and doesn’t work for anything with a Vac suit.
Currency
There are many types of currency in the world, and many things can be attributed to wealth.
Material money, credits in accounts, fashion, property all show your character’s well-being.
Locals sell their manufactured goods and supplies to haulers that take it across the verse to
sell for a profit. Pirates try to steal these goods and corporations run monopolies controlling
their own markets. The galaxy is large and full of many different species, entities, factions
which means there are different currencies of different values.
Currency Conversion
There are many factions in the universe, but only a few of far-reaching note to have true
value. The three most common types of currency are Coalition Dollars (CD) and Barbokian
Shells (BS) and Adonian Credits (AC) There are other types of currency as well, but those
are what you will see most often.
Scrap (SP) is the lowest form of currency that would not be accepted at a high-end
establishment. It is rare metal bits, electronic chips or screws/knuts that can be melted down
into ingots and repurposed for important ship building properties. While not high class or
truly valuable it is widely accepted, especially on poorer stations and destitute planets. It
takes ten scrap to make one Coalition Dollar, 100 for a Barbokian Shell, and 10,000 for an
Adonian credit. Scrap are not traded electronically and thus cannot be tracked. Scrap is the
chosen currency of outlaws as it is untraceable. Its often in jars or buckets.
Coalition Dollars (D) also known as work hours to humans. It is the standard rate of payment
for one hour of work. More complex, hazardous and skilled jobs would make more than the
standard rate of payment. Asteroid mining is 4 dollars an hour for example. This unit of
currency can also be traded for Coalition goods and is widely accepted across the universe. It
would take ten dollars for one Barbokian Shell, and 1000 for an Adonian credit. CD’s are
traded electronically primarily but they can also be seen as paper currency which has the
UNE logo.
Barbokian Shells (B) the most common form of currency on their side of the universe, they
are made from old Grey metals, and reformed to look like a amphibious creature shell from
182
their home planet Subat. They are the staple currency of the Barbokian Alliance. They are
accepted anywhere, and valuable as they are not traded electronically so are good for
bartering, and stations not connected to a comms network. 1 BS would be ten dollars or a
hundredth of a credit.
Adonian Credits (C) Are the standard unit of currency across council space. Most affluent,
VIPS, corpo leaders, elites, celebrities and fashion icons only use Adonian Credits, and using
anything else can be considered tacky, especially in Adonian space. This si an electronic
form of trade and only available when accessible to comms networks.
Galactic Favor (GF) While not truly a currency, but a symbol of status. Galactic Favors are
used to gain status in the Galactic Council. Bringing an issue to a voice costs one favor for
example or asking for their help with arbitration between opposing mining factions. This
would grant you political power. A Favor is estimated to be 10,000 credits, but its price
increases with each favor asked to the Galactic Council.
Currency
Scrap
Dollars
Shells
Credits
Favor
Scrap (Scrap)
1
10
1/100
10,000
-
Coalition Dollars
(CD)
.1
1
1/10
1000
-
Barbokian Shells
(BS)
.01
10
1
10
-
Adonian Credits
(credits)
.00001
1,000
10
1
1/10,000
Galactic Favor
(GF)
-
-
-
.0001
1
Buying/Selling Goods
By whichever morals your crew abides by, you will most likely earn some goods, be it
pilfered from enemies, ancient relics or an entire cargo hold full of shrill bug larvae. You
can sell gear at stations or outposts if they have the credits and if you can find interest in your
loot. Certain goods may be worth more the farther they are from their place of origin as well.
Arms, armor and other equipment. As a general rule you can sell pristine weapons, armor
and equipment for half cost. Any low-grade equipment would be worth scrap. These items
move fast, with newer models coming out constantly any you sell would be at least one
model old.
Special items. Special items are rare and specially made by masters and have unique
properties that can be hard to sell. These items can be expensive and too hard for the normal
lay person to purchase. You likely won’t come across these special items on a standard trade
floor.
183
Grey artifacts, power armor, prototypes. These are items that are one, or few of a kind. They
are not in this chapter but can be found in the universe as you explore. They are powerful and
have more than one purpose. For example power armor increases defense, but can also boosts
shields and movement.
Arms, Clothing, Armor and shields
These goods have a higher purchase cost than sell cost. It may also be difficult to find buyers
if you were selling these items. Most often they are not in good enough condition for sale, or
the means by which you came into collection of 7 blood-stained pistols would raise a lot of
questions. You may also have Barbok sized armor that no Circii would be able to fit in.
Clothing has certain benefits but doesn’t contribute to defense. It is the main indicator for
fashion. Clothing cannot be worn on top of heavy armor and is therefore not visible.
Below is a table of some of the most common types of clothing.
Clothing
Outfit type
Cost (dollars) Feature
Basic outfit
20 Standard clothing.
Coveralls
25 Good for workers. Standard uniform for crews, decorated with mission patches.
Scrubs
30 Comfortable and good for cleaning off fluids
Classy
1000 Plus 1 fashion. A nice dress, a suit, a fancy shimmering headdress.
Hawaiian shirt
100 Plus 1 on piloting checks.
lab coat
40 People will trust you, you're a scientist
Duster
80 Plus 1 survival.
Formal wear
2000 Plus 1 finance, plus 1 fashion. What all the execs are wearing.
Armor and shields
The many species cultures and industries make their own armor and shields. There are
different technological levels. The armor tables in this chapter show the most common
versions that can be found in the universe. These are usually modifiable to fit most species.
The more customers it can protect the more profits they’ll make.
Variant: Species and sizes may not fit into each other’s armor. A four-armed Barbok cannot
fit into a human’s power suit, and a Faltese vest won’t have a back opening for Ja’unnian
wings. The GM may choose to use this rule and make equipment even more difficult, and
creatures of the same species would need armor/ clothing to be resized and customized for
their fitting.
For this variant rule, crewmates would need to get clothing/ armor tailored on a trade floor for
30 dollars or someone proficient with the tool sewing needle to spend 3 hours.
184
Pouches and backpacks
You can add pouches and wear a backpack to help you with inventory space. You can only
ever have one backpack equipped.
Pouches: -1 to stealth when equipped. Max number of pouches equals proficiency level.
Using an item in a pouch would be normal.
Backpack: Penalty on dexterity saves -1d6 on Dexterity saves. Adds 4 to inventory. Costs
two actions to use an item from a backpack. One to retrieve, one to use.
Pouches and backpacks
Vacuum suits are needed to survive space, otherwise you would suffer in the void and die.
Below are the vacuum suits. The air supply is how long they can go before they need to be
resupplied. Breach chance is if you take damage in a suit, you roll 1d100 against the Breach
chance, if lower you have a breach.
Vac Suit
Vacuum suits are space suits that will protect you from the void and provide protection from
the void, radiation and give you oxygen. If you have an armor with a Vac suit property you
can activate the Vac suit as an action. If not you need to put on your Vac suit which takes 1
minute. (Halved by each person helping.) You cannot wear armor and a Vac suit at the same
time. Your defense while in a Vac suit is your base defense. (Dexterity)
Breach. A breach in a suit means it must be repaired with duct tape Which costs an action
per breach. Each breach consumes 1 minute of oxygen a second. There may be occasion
where multiple breaches happen at once.
Grav. Suits can be upgraded to handled harsher gravity. It costs 1 credit per g. To enhance a
suit to stronger gravity. While wearing a suit and using its air supply you would not take
penalties up to this amount. This would be listed as Grav #, where the number would be level
of gravity. If no Grav is listed it is 1.
Vacuum suits
Astral
Price
Description
Properties
Has two twenty-foot-long retractable
10000 hoses that can attach to magnetic surfaces
(Astral only) and controlled by the wearer.
Magnet arms
Defense + 1
Air
supply
Breach
chance
24 hours
Damage
2 hours
Damage
Defense force
1000 For military personnel, some armor.
Docker's Getup
400 Good for short distances.
1 hour
10 + damage
Emergency
Vacuum mask
Protects your face from the vacuum of
space, and provides ten minutes of
oxygen, hopefully enough time for the
500 crew to repair a breach.
10
minutes
1
Landers
For hazardous planetary environments
and orbital descent. Bright colored for
1000 rescue
Tear proof/
disadvantage on
stealth.
3 hours
10 + damage
(no breach
chance on
kinetic)
Line worker
For major repair jobs. Thick lining with
2000 extra protection, more cumbersome.
Disadvantage on
dexterity checks
and saves.
4 hours
0
Pirate
patchwork
450 Homemade, scraped together Vac suits.
Stealth + 1
3 hours
40 + damage
The Farstrider
5000 Has a propulsion system.
Z speed of 20
6 5 + damage
185
Armor
The armor tables show the cost, weight and properties of common types of armor and held
shields. Below are definitions for the terms used for that table.
Armor Proficiency. Anyone can wear armor or a Vac suit, but only those proficient in it can
be effective with it. Your class shows which armor you have proficiency with. Not having
proficiency in armor gives you disadvantage on all skill checks, saving throws, attack rolls
that involve strength and dexterity and you can’t use your abilities
Defense. While the technological development of armor is severely behind that of weapons
it can protect its wearer from damage. The armor you wear determines your Defense.
Wearing no armor gives you a defense equal to your dexterity score.
Heavy Armor. It's big and clunky. It makes movement slightly more difficult and can be
loud. Because of this, wearing it gives disadvantage on stealth checks. The armor table may
also show strength requirements what the wearer would need to meet to wear the armor. If
the strength requirements are not met, the wearer’s speed is reduced by 10 feet.
Sealth. If the armor table shows disadvantage in the stealth column the wearer has
disadvantage on stealth checks.
Vac suit If the armor table shows this in properties it means that this armor can serve as a
vacuum suit with the amount of oxygen shown in parentheses. It takes an action to activate
the Vac suit properties of an armor suit, which would be turning on the air or sealing the
helmet.
Arm shields. These are remnants of the primitive past, in which the more advanced energy
shields are named after. They are held by one hand, and arm. They can be made from
different materials. Defense increases by the shields bonus while using a shield which costs
an action to hold up and maintain to get the defense bonus. A creature may only have one
shield at a time or be restrained because of the obstructions and blocks to view.
Power Armor. The most advanced type of armor. This armor has special abilities when
activated. This is done with a mental, verbal or finger command, or if engaged in violence.
Power armor consumes power cells to stay active. Some more clunky power armors have
massive strength requirements to use unpowered but require none while active.
Augments. Modifications that can be added to armor to make an armor more powerful.
Augments are limited to the amount of slots an armor has.
Light Armor
Armor Type
Cost
Defense
Properties
Stealth
Aug slots Weight
Pleather Jacket
25 1+ Dexterity
Fashion Bonus 1
Disadvantage -
1
Stab proof vest
40 1+ Dexterity
Armor 1
-
-
1
Bubble wrap
50 2 + Dexterity
Fashion max reduced by 3.
-
-
1
Knockoff Poncho
100 3 + Dexterity
Can’t wear pouches.
-
-
1
Scout Armor
1000 4 + Dexterity
Vac suit (1 hour) Armor 1
-
Nano undershirt
3800 5 + Dexterity
Fashion Bonus 1. Not detectable on scans or
searches.
-
1
-
1
1
186
Light Armor
Made from thin and light materials that support agile or sneaky explorers. It offers protection
without sacrificing mobility. While wearing light armor you can add your dexterity modifier
to the base number from your armor type when calculating your armor class.
Pleather jacket. It looks cool, someone who can jump over sharks and who’s hair is always
in style would wear this.
Stab Proof vest. As many prison and station guards have found out, it should be called stab
resistant instead. It’s a thin version of its cousin the bullet proof vest.
Bubblewrap. Air pockets lined throughout the body are filled providing some soft cushioning
when in violent situations. Does it look intimidating? No, but at least you’re safe. Best of all
if the wearer dies, it doubles as a body bag.
Knockoff poncho. Ever want to look like you are wearing a semi-close approximation of a
Huntress’s poncho. Warning: It does not double as a Vac suit.
Scout armor. A mix of armor plating and military hardware. This is the chosen armor for
colonial militia.
Nano undershirt. Now you can wear armor, and no one will know. The nanites in your
undershirt will move to block any harmful attacks against your person. Dry clean only.
Medium Armor
Armor Type
Cost Defense
Properties
Stealth
Aug
slots
Weight
Printed Armor
60 4 + Half Dexterity
-
Disadvantage -
Ablative Wrap
150 5 + Half Dexterity
-
-
1
1
Quick response
280 5+ Half Dexterity
Vac suit (30 minutes)
-
1
1
Boarder's suit
400 6 + Half Dexterity
Vac suit (2 hours). Fashion mas-2.
Armor 1.
Disadvantage
1
1
Sentinel breastplate 2400 7 + Half Dexterity
Armor 2.
-
2
1
Chitin armor
Chemical resistant. Vac suit (1 hour.)
Armor 2.
-
2
1
4000 8+ Half Dexterity
1
Medium Armor
More protection than light, with minimum mobility impairment. This is the chosen armor
category of most military forces. Add your dexterity modifier up to a max of 2 to the base
score to calculate your armor class.
Printed Armor. 3d printed, plastic bits. The chosen armor of colonial militia.
Ablative wrap. Cutting edge technology. Dissipates the energy throughout your body
minimizing the initial impact.
187
Quick Response. The best armor for mercenaries. It is a mix of metal plates, hardware, knee
pads and so many pockets.
Boarders’ suit. Thrown together armor for the sole purpose of getting onto enemy ships and
moving quickly. It's a Frankenstein of different types of armor, that while it doesn’t look cool
will serve as a Vac suit if you trust that duct tape to hold.
Sentinel Breastplate. The ultimate symbol of being a bodyguard for an elite client. You look
so ready to take a hit for someone with more money than you.
Chitin Armor. Made from tough insectoid creatures that makes it feel like you have a layer
of insect bones on the outside.
Heavy Armor
Armor Type
Cost
Defense Properties
Stealth
Strength
Aug
Requirement slots
Weight
Riot Gear
500
9 Armor 1. Resistant to melee.
-
-
1
2
Breacher Armor
400
10 Front facing only. Armor 3
Disadvantage -
2
2
Reactive armor
1200
11 Armor 2
-
13
2
2
Clan Rider
2600
12 Vac suit (2 hours). Armor 1.
Disadvantage
16
3
2
Plate armor
3000
13 Fashion minus 1. Armor 2.
Disadvantage
15 -
Tactical suit
8000
Vac suit (6 hours) Armor 3. Status effects
14 reduced by 1.
Disadvantage
13
2
3
Heavy Armor
Who needs freedom of movement when you’re decked out in armor. You are the most
protected. Heavy armor covers the whole body and often involves helmets. It takes some
training to be able to use heavy armor.
You do not add your dexterity bonus to heavy armor, but also no penalty for a negative armor
class.
Riot Gear. Advanced armor for elite station security and corpo’s for breaking up unruly
workers.
Breacher Armor. All of the armor is in the front, because who would turn from the enemy?
This is for the craziest and most daring, the first through a breach onto an enemy ship or
station.
Reactive Armor. A mix of organic and inorganic armor. Artificial sinews pull against you
giving you extra momentum and assisting with your body’s needs.
Clan Rider. This is armor of advanced Barbok soldiers or modeled after it. Most of the armor
is on the outside, supporting movement and sitting is more comfortable.
Plate Armor. Made from duct tape and metal plates.
Tactical suit. A tactical suit for the best soldiers. This covers the whole body and can be
augmented for different assignments.
188
2
Take it off
Taking off or putting on armor takes time. Look at the table below to find out how long it
would take you to get out of your armor for the much-needed shower after being swallowed
by that Moistmouth monstrosity.
Category
Put on
Take off
Light Armor
1 minute
1 minute
Medium Armor 5 minutes
1 minute
Heavy Armor
10 minutes
5 minutes
Shield
1 action
1 action
Augments
Augments can be installed in armor which takes one hour. An Augment is destroyed if it is
removed. To install an Augment, it needs to be done on a trade floor or with an engineering
check. An armor no longer has the Augment bonus if the augment is removed.
Augments
Name
Built in radio
Cost
Install
DC
Properties
400 -
Can communicate with friends and make loud announcements.
Necessity tubes
400 -
Have instant access to nutritional paste and water to drink in easily accessible tubes. Use water
and nutritional paste from your inventory as normal. Also, no more stops for bathroom breaks
needed.
Pouches
400 -
Who needs a backpack, everything you need is in easy to reach pouches. More pouches, less
problems. Provides an extra pouch.
Vocal modifier
400 -
Contains 8 pre-programmed voices for the user to choose from. Sound helpful, more
intimidating or downright attractive.
Layering
800 -
Shields from IR vision.
Polarization
800 -
Increases Defense by 1
Recycler
800 -
No longer need to carry water, as your armor provides. All natural.
Self-cleaner
1000
5 No longer impacted by plasma burns.
Self-heater
1000
5 Cryo resistance.
Cooling fan
2000
5 Thermal resistance. Blocks thermal vision.
Mood balancer
1400
5 Chemical resistance
Ear bands
1400
5 Sonic resistance
Rubber insoles
1400
5 Fall damage halved.
189
Tinfoil
headband
1400
5 Psychic resistance
Bug kit
1400
5 Acid resistance
Void certified
2000
8 Can act as vacuum suit with 2 hours of oxygen.
HUD
13000
10 Insight, Perception skill increases by 1. Knows how much HP allies have.
Motion sensor
40000
15 Cannot be surprised.
Temperature
control
40000
15 Resistance to Cryo/thermal damage/ effects.
Magnetization
40000
15 Kinetic resistance
Mirror Armor
40000
If an enemy target you with a ranged energy weapon. It reflects back towards them with minus 1
15 in its hit for every 55 ft.
Healing
injection
40000
15 Auto uses a healing spray when you take damage. Takes an action to reinstall healing spray.
Hydraulics
40000
15 Strength score increases by 1.
Movement
charger
50000
15 Recharges chargepak every ten miles of movement
Personal Shields
Personal Shields are a staple of adventurers. Anyone who dares to go into space has one as it
can save your life in a surprise compartment rupture or getting attacked by angry tax
collectors. Personal shields usually look like a belt buckle or an arm band and have been
made special for the user. They are keyed to be used to that individual. More than 1 shield
cancels each other out as they would actively push against each other, any attempts to layer
would result in the same end. Only one personal shield can be worn, and they cannot be
layered. Activating a shield takes 1 action, lasts ten minutes and costs 1 chargepak energy to
use.
A shield takes damage based on hits and also has a breaking point of its hit count *10.
Shields only block ranged weapons. They do not block area effects or melee attacks.
Multishot or energy weapons take down shields faster, while slower firing heavy guns
like a sniper rifle or a revolver are less effective.
Your personal shield can take hits equal to your intelligence score+ 1. So, if you have
a 3 intelligence it can take 4 hits, or 40 damage from a single hit and then it would break.
When a personal shield breaks it overloads and needs to be fixed with a DC (10 + the shield’s
score) engineering check. (2 actions, one to replace the power cell, one to fix the damage.) A
shield takes the entire damage of a hit, even if it breaks. An enemy would roll their attack
against you, if they beat your defense the attack hits, if your shield is active, it hits your
shield, if not it does damage as normal.
Ex: An enemy beats your defense and fires two shots at you. One for 8 damage and another
12. Both hit and take 2 points from your shield score.
Recharge: Your shield recharges by 1 every minute. If it takes a hit during the minute the
recharge time must restart. The timer starts at the end of the turn of whatever hit you.
190
EX: The enemy repo man rolls an attack to hit you, its higher than your defense so they take
a shot with their pistol. It hits your shield. You then go and hide behind a crate. The repo man
attacks someone else on his next turn, but a station security guard hits you with their stun
rifle. Your shield takes another hit, and your recharge time starts over from their turn.
Weapons
Your class supports use of certain weapons, showing what you can use and are likely to.
Your ability to wield a weapon correctly depends on your proficiency and can make the
difference between being a badass or looking like a moron.
The table below shows the most common weapons, and their important information.
Weapons are classified as melee or ranged, and how many hands it tapes to operate and do
different damage types. A melee weapon hits a target 5 feet away, and ranged weapons are
used for greater distances.
Weapons are divided into six categories. Simple, Melee, Ranged One handed and Two
handed, Special and Heavy.
Weapon Properties
Arc. Roll another attack for damage to hit another creature within 15 ft of the original target.
Each consecutive hit lowers by the attack roll by1d4.
Auto. Can fire a full magazine in one attack. The magazine must be full. Take an ATK
minus for the total amount of targets you are aiming at within the 60-foot cone. If aiming at 4
targets -4 to ATK roll. Make one attack roll for all targets, same damage roll as well.
Beam. Beam exists from attacker to target until the start of the attacker's next turn. Anyone
that crosses that line from attacker to target takes the damage. Unless they make a DC 15
athletics check to get around it (difficult terrain)
Boost. Use a chargepak to increase the damage by one damage dice. Can be done once.
Entangled. Target’s movement is halved. They must make a DC 15 STR save.
Explosive. Has an area effect. Standard is a ten-diameter sphere.
Hidden. Will not appear in a standard pat down or scan.
Light. Easy to handle and can be used with weapons if in another hand. Possible to dual
wield.
Loading. It has a difficult loading time. You can only fire it once as an action, bonus action
or reaction before needing to reload it.
Magazine Size. How much ammo it has in standard magazines, or before needing to be
reloaded. Some weapons fire more than one projectile per shot.
Melee. Can only hit a target within 5 ft of the attacker.
Nonlethal. Does not kill the target or do lethal damage. If it brings their HP to zero, they are
unconscious, not dead or dying.
One-handed. Can be used in one hand, although if it needs to be reloaded that would take an
additional hand.
Piercing. Can move through cover or a creature. If a hit, does half damage to 5 feet behind
target. Or half damage to a creature behind 5 ft of full cover.
191
Pinned. Target is stuck to the spot where they got hit. Target is stuck to location if hit. Must
make a STR check to move or a Biology check. Takes damage on STR check equal to half
damage inflicted. DC is half damage done.
Projectiles per shot. How much ammo is used each time an attack action is taken with this
weapon.
Range. The range is in parenthesis. The first number is the standard range, anything beyond
that point is at disadvantage. The second number is the far range, anything beyond that would
do no damage. The weapon cannot go that far.
Reach. Melee weapon that can hit a target at an additional 5 ft distance. 10 feet in total.
Reloading. Reloading a standard weapon with cartridges, syringes, e clips, scrap or P bulbs
is done by an action or full movement. Replacing a power cell or a tank requires an action.
Replacing the ammo pack for a minigun, gatling laser, Missile launcher or Plasma bouncer
takes both a full action and movement as it is so complicated.
Ricochet. Bounces off the first target or surface, hitting the second for half damage if it is
within 10 feet and Attack roll is higher than Targets AC.
Scrap. Some weapons use Scrap as their ammunition. You must break your currency down
to scrap to use this weapon type.
Sniper. Use full movement to aim for a + 2 bonus to attack roll.
Special. Can use standard or fill with a special chemical of your choice. Takes 1 hour to fill
20 syringes.
Suppressor. Noise is muffled. Can only be heard within 20 feet of where the weapon was
fired. Will not give away position.
Suppressing fire. As an action, instead of attacking you can cover an area with suppressing
fire. Any creature that moves in the area of effect takes damage. The AOE is a ten-foot cube
of the target area and takes the weapon’s damage.
Sway. Target any targets within 20 feet of the first with the same attack roll.
Thrown. A melee weapon that can be thrown. Must be retrieved to get back. Its range
properties are in parenthesis. You use Strength to throw. Same damage as it would normally
do.
Tool. Double damage against objects.
Two-handed. Takes two hands to use to attack. Can be held with one hand but takes two
hands to use.
Versatile. Can be used with one or two hands. If used by two hands will show a higher
damage dice.
Vulnerable to EMP. Any weapon with an asterisk on its weight is vulnerable to an EMP. If
impacted by an EMP it takes an action to reboot. Weapon mods will have this asterisk on the
name of the mod.
Tables guide
Name. Weapon name.
Cost. its standard price. Always in dollars on the weapons table.
Damage. The damage dice, and how many it does at tech level 1.
Type. The damage type it inflicts.
Properties. Its properties as defined above.
Weight. How much inventory space it takes.
192
Magazine size. How many shots per reload/ what ammo type it uses. If it uses chargepak
energy there is no reload. That is how energy is used per shot or use.
Projectiles per shot. How many projectiles are fired with each shot.
Simple. Easy enough for anyone to understand. Everyone would have proficiency with these
weapons.
Simple Weapon
Weight
Magazine Projectiles
size
per shot
Name
Cost
Damage
Type
Properties
Hull Wrench
16
1d8
Kinetic
Melee, Two Handed
1
-
-
Baton
8
1d4
Kinetic
Light, melee
1
-
-
Knife
16
1d4
Kinetic
Light, Thrown (range 20/40) Melee
1
-
-
Sidearm
50
1d4
Kinetic
, (range 30/80) Light
1
8
1
Stun gun
600
1d4
Kinetic
(range 25/70) DC 10 CON save or have the stunned
condition. Light
1
4
-
Auto aim pistol
200
1d4
Kinetic
Two-handed, no attack roll, always hits. Light
1
3
-
Energy knife
300
1d6
Energy
Melee, Light, Thrown (range 20/40)
1
-
-
Knuckles
25
1d4
Kinetic
Melee, Nonlethal, light
1
-
-
Baseball bat
24
1d6
Kinetic
Melee
1
-
-
193
Melee. These are advanced melee weapons that require training to be used successfully.
Melee
Name
Type
Properties
Telescoping Spear
500
1d6
Kinetic
Thrown (range 20/40), Versatile 1d8, Melee
1
-
Riot pole
300
1d4
Shock
Reach, Versatile 1d6, nonlethal, melee
1
-
Electro whip
1400 1d6
Shock
Reach, light, melee
Chainsaw
4000 3d6
Kinetic
Heavy, two handed, action to turn on, Tool, melee
2
1 minute/1
chargepak
Fire axe
80
1d8
Kinetic
Two-handed, Tool, melee
1
-
Officer's Sword
600
1d8
Kinetic
melee
1
-
Energy sword
800
1d10
Energy
light, melee
1
-
Grub glove
1200 2d6
Poison
one handed, light, melee
1
-
Powerglove
900
1d8
Kinetic
Shock
one handed, melee
Hammer
12
1d4
Kinetic
one handed, light, Thrown (20/40) Tool, melee
Star Hammer
1600 3d6
Void
Heavy, two handed, melee
"Can opener"
160
Thermal
Light, Tool, melee
1
-
Auto injector
2,000 1
Kinetic
One handed, loading, Special, light (can be loaded with
substance of choice) melee
1
-
Plasma Cutter
900
1d6
Plasma
One handed, Tool, melee
1 1/chargepak
Scorpa-mute on a
stick
850
2d6
Chemical
Two Handed, Reach, melee
1
-
Machete
60
1d6
Kinetic
One handed, melee
1
-
10,000 3d6
Energy
Two Handed, Reach, Hidden, light, melee
1
-
Nano razor
1d6
Weight
Magazine
size
Cost Damage
1 1/chargepak
1/
1 chargepak
1
-
2 2/chargepak
194
Ranged One handed. Pistols and other ranged weapons. Weapons of the common worker
and outlaw. A lot of people have proficiency in these weapons that can be found across the
universe. This is the most common type of weapon.
Ranged (one handed)
Name
Cost Damage Type
Properties
Magazine
Weight size
Projectiles
per shot
Disposable pistol 4
2d4
Kinetic Ammunition, Range (30/60) Light
Cannot be
Comes with
reloaded,
6 preloaded
unusable
1
shots.
after 6 shots
Bolter
60
1d6
Energy Ammunition, Range (60/ 120)
1
5/E clip
1
Short Shotty
600
5d4
Kinetic Ammunition, Range (20/35)
1 6 Cartridge
1
SMG
220
2d4
Kinetic Ammunition, Range (30/70)
1 12 Cartridge
3 per shot
Revolver
1000 2d6
Kinetic Ammunition, Range (40/100)
1 6 Cartridge
1
Ja'unnian 6er
1500 7d4
Kinetic
+
Energy Ammunition, Range (30/70)
1 6 Cartridge
7
Beam pistol
500
Ammunition, Range (30/70) Beam, Boost,
Energy Light
1
-
Beam
2
1d6
Slide loader
1100 2d6
Kinetic Ammunition, Range (20/35)
8 cartridges,
reloads
automatically
once. (Takes
10 minutes to
1
reset)
Burner
800
1d6
Thermal Cone 30 feet DC 13 DEX save, Light
1 1/chargepak
-
Shiv Gun
300
4d4
Kinetic Ammunition, Range (10/20)
1
16/ scrap per
shot
4
Dart gun
400
1
Kinetic Ammunition, Range (20/35) Special
1 4/Syringes
1
Crowd Control
1300 1d12
Energy Ammunition, Range (30/70) nonlethal
1
8/e clip
1
Plasma Spread
1500 1d8
Ammunition, Range, Roll ATK to all in 20Plasma foot cone
1
6/P bulb
1
Feedbacker
2000 2d8
Sonic
1 1/chargepak
-
30 feet from self, DC 14 CON Save, light
195
Range two handed. This takes military training or hunting experience. Advanced security
officers, soldiers, mercs or veteran pirates would have proficiency with these types of
weapons.
Ranged (two handed)
Name
Cost
Damage
Type
Properties
Weight
Magazine
size
Projectiles
per shot
Prospector
Rifle
160
1d6
Kinetic
Range (60/120) Nonlethal, Sniper
1
6 Cartridge
1
Hunting Rifle
250
2d6
Kinetic
Range (250/400) Sniper
1
3 Cartridge
1
Lightning gun
1600
2d6
Shock
Range (60/120) Arc
1
2/
chargepak
-
1
6/syringe
1
Trang rifle
400
1
Kinetic
Range (100/400), Loading, Special save or
stagger 1, DC 10 CON sleep until damaged or
ten minutes.
Barbok
shotgun
700
2d6
Energy
Range (60/100) Spray
1
4/e clip
1
M-64
500
2d6
Kinetic
Range (100/700) Auto
1
20
Cartridge
2 per shot
Ak-89
400
3d4
Kinetic
Range (100/200) Auto
2
15
Cartridge
3 per shot
Range (50/75), Loading, Boost
1
1/chargepak
4 hits per
shot
Quad Cannon
4000
4d8
Kinetic,
Energy, Cryo
and Thermal
Beam rifle
1200
2d8
Energy
Two handed, Range (100/200) Boost
1
1/chargepak
Beam
Z gun
2000
3d12
Void
Two-handed, Range (100/150)
1
2/
chargepak
-
The Ranger
5000
2d12
Kinetic
Two handed, Range (300/1k) Loading, Sniper
1
1 Cartridge
1
Laser Repeater
900
1d12
Energy
Two-handed, Range (120/400)
1
11/e clip
2
Plasma blaster
1,000
2d8
Plasma
Two handed, Range (80/200
1
8/P bulb
1
Grub launcher
2,400
3d8
Poison
Two-handed, Range (100/250)
1
16/grubs
4 per shot
Tac Shotgun
1,100
1d8
Energy
Ammunition, Range (30/70)
1
10/e clip
5
Assassin's
choice
6,000
2d6
Chemical
Range (100/250) Suppressed, Sniper
1
6 Cartridge
2
Charger
4,000
2d6
Energy
Range (100/700) Auto
Infinite
2 per shot
Singularity
Slinger
7,500
2d6
Void
Range (100/250) Suppressed, Sniper
1
2/
Chargepak
-
Shotty
250
6d4
Kinetic
Ammunition, Range (40/60) Loading,
1
1 cartridge
2
Party Popper
750
1
Emotional
1 use, Range 15 feet,
1
1 use
-
196
Special. These are strange types of weapons that require knowledge of the intricate workings
of the device to use. The manual needs to be studied and are often used by intelligent or
creative types. You can use Intelligence or Dexterity when making attack rolls with these
weapons.
Special
Name
Cost
Damage
Type
Properties
Weight
Magazine size
Projectiles
per shot
Cryo gun
5000
2d6
Cryo
Two handed, Range (40) CONE
DC (Damage)
1
1/chargepak
-
Grapple gun
4200
1
Kinetic
One handed, pull yourself to
location, loading, light
1
1(part of gun)
1
Glue gun
5000
Movement10
Movement
One handed, (range 40/80) Glue
lasts 30 seconds, and can stack.
1
1/chargepak
-
2
1/chargepak
-
Net gun
1400
-
-
Loading, (Range 60/120),
Loading, entangled DC 15 STR
to break free.
Harpooner
2000
3d8
Kinetic
Loading, (Range 80/200)
Pinning, Loading
1
1 Harpoon
1
1
2/chargepak
-
Grav Gun
100K
-
-
Special, DC 12 STR save or put
in zero 30-foot diameter sphere
Range 100 feet
Nightmare
cannon
5000
1
Emotional
Special, DC 14 WIS Save, Boost
2
1/chargepak
-
Edison
Eliminator
7000
5d4
shock
Two-handed, Range (100/250)
Arc
2
2/chargepak
-
1
1/chargepak
1
1
Unlimited
Damage
Phase pistol
50K
-
-
Special, DC 12 DEX Save,
makes the target of an item
phase. Target is disarmed or
pinned.
Nail gun
50
1d4
Kinetic
One Handed, Range (20/35),
Tool
197
Heavy. It takes strength to wield these weapons that deal massive damage. This weapons
type is wielded by dedicated warriors using these devastating weapons. While using this type
of weapon, movement is halved. It takes an action to ready a heavy weapon before you can
fire it, this may be turning it on, powering it up, spinning the barrel. This only needs to be
done once while it's equipped. Equipping a different weapon, then going back to a heavy
weapon would require you to ready it again. No items can be used while a heavy weapon is
readied. It takes one action to turn it off.
Heavy Weapons
Name
Cost
Damage Type
Properties
Weight
Magazine size
Projectiles per
shot
2
100 per round/5 rounds in
an ammo pack. Full action
to change packs
Half damage
Minigun
1000
3d6
Kinetic
Two handed, Range (60/120) Auto,
suppressing fire, sway
Gatling Laser
3000
3d6
Energy
Two-handed, Range (80/160) Auto,
Suppressing fire, sway
2
1 round/chargepak
1d6
Plasma
Bouncer
6000
2d8
Plasma
Two handed, Range (30/60) Ricochet
2
6/ 2 p bulbs
1
Flamethrower 2200
3d6
Thermal
Two-handed, Range 60-foot cone, DC 16
DEX, sets on fire
2
16 uses per tank
-
VI mini turret
10K
1d8
Energy
Two handed, Range (60/100) Spray
3
30 seconds
1
Repurposed
drill
700
2d12
Kinetic
Two-handed, Range (100/250) Melee,
Tool (Max damage on stone.)
2
1 minute/1 chargepak
-
Speaker deck
8K
4d6
Sonic
60-foot sphere from self, DC (damage)
WIS save
2
1 minute/ chargepak
-
Beam cutter
5500
1d8
Energy
Two-handed, Range (100/250) Beam,
Boost, Tool
2
1/chargepak
1
Missile
Launcher
12K
4d8
Kinetic
Two handed, Range (200/ 1k) Explosive,
missile
3
4 missiles
1
Acid jet
7500
3d6
Acid
Two-handed, Range 30 cone DC
(damage) CON save, corrode, Tool
2
8 uses per tank
-
Flak Cannon
900
10d4
Kinetic
Two handed,40-foot cone, DEC 18 DEX
Save, Loading
2
500 Scrap
damage
100K
4d12
Energy
Two-handed, Range (100/250)
2
3/ chargepak
1
2
100 per round/5 rounds in
an ammo pack. full action
to change to packs
Half damage
Railgun
Shielded
minigun
1400
3d6
Kinetic
Two handed, Range (60/120) Auto,
raises defense by 1
Aero sprayer
4600
2d6
Chemica
l
Two-handed, Range 20 cone DC
(damage) CON save, drugged
2
8/ tank
-
Grenade
Launcher
2000
Grenade Grenade
type s
Two handed, Range (120/240)
2
1/6 grenades
1
Shield
Projector
4000
Two Handed, 10 feet from self. Projects
shield which acts as full cover.
2
2/chargepak
-
20
Shield
198
Ammunition
There are many types of ammunition in the universe. With widespread unifications against
the greys, making standard ammo types became popular, and while not perfect it is
considerably narrowed down to just a few popular ammo types. Ammo can be purchased at a
station in bundles. Each ammo type takes 1 slot in inventory regardless of how much you are
carrying.
Alternative Rule
As a simple way to skip counting ammo you can ignore this. Crewmembers simply
need to have an inventory space devoted to the ammo type to use it. This would save time
and would be good for tables who don’t respond well to resource management.
Ammo
Name
Properties
Amount
Cost
Cartridge
Kinetic weapons, a reliable ammo choice. Each cartridge is about the size of a pencil eraser.
450
45
E clip
Energy weapons, standard clip that serves all weapons. different amounts of shots for different
weapons. Similar in shape to a USB drive.
1
5
P bulb
Plasma bulb, standard reload device that breaks down a bio substance to launch as a plasma.
Has different amounts of shots for different weapons. The size of a lime.
1
12
Syringe
Medical delivery devices need to be filled with chemicals.
10
10
Grub
A small bug, that while in its juvenile form packs a poisonous punch, found along unkempt
stations water lines.
6
50
Tank
A tank filled with a liquid that fuels different weapons
1
250
Missiles
Standard Missile.
1
500
Harpoon
Archaic hunting tool. A tipped sharp point similar to a spear. Hollow.
1
10
This is a backpack full of cartridges for a minigun. Each one weighs 4 and carries 1,500
cartridges in an easy to use feeding magazine.
1500
150
Ammo pack
Grenades
Below is a list of common grenades. To throw a grenade a character aims at a spot and makes
a strength check to throw the grenade. The maximum throw distance is 6 ft* Strength score.
The throw DC is 15. For every 5 beneath the DC is 5 feet away from where they were
aiming. A 1 may mean that they dropped the grenade when trying to throw it or it bounced
off an obstruction. Grenades take up 1 inventory by type. You can have a max of 8 grenades
per slot. For example, 4 frag grenades would be 1 inventory, and 1 decoy another inventory
slot. A grenade explodes in a ten-by-ten sphere.
Variant: Instead of counting grenades you can choose to use a chargepak per grenade use. The
grenade type must still be in inventory and uses chargepak energy to make a copy of a type to
throw.
199
Frag
200
1d8 Kinetic
Explodes with shrapnel. Explosive
Thermal
300
1d8 Thermal Creates a fire. Explosive
Sticky
400
1d12 Energy Attaches to surface or target. Will not penetrate a shield.
Tacker
250
Special
Attack rolls against any creatures in the vicinity have advantage for 12 seconds. Explosive
Radar
200
Special
See everything within a 30-foot radius, even if invisible or hidden. Explosive
Muffle
250
Special
Cancels all sound in 20-foot diameter. Explosive
Decoy
200
Special
Creates a pre-programmed hologram that lasts 12 seconds. Explosive
Flashbang 300
DC 14 CON Blind, Deaf for 1 round in 20-foot diameter. Explosive
smoke
200
-
Obscures area in 20-foot diameter. Explosive
Spider
600
DC 14 WIS
Area fills with spiders. 1 emotional damage per round if within area. Explosive
EMP
1,000
4d6 Shock damage. EMP area lasts 1 round. Explosive
Blackhole 50,000 DC 18 STR
8d12 Void damage. Explosive
Confetti
100
-
Fun in a grenade. everything’s covered in confetti, can see invisible creatures. Explosive
Glue
600
Special
Movement -10 until glue dries. Area is covered in glue which takes 30 seconds to dry. Anything
that enters this space’s movement is reduced by ten. Can also instantly seal a breach. Explosive
Tech Level
Weapons can be upgraded as technology advances. Most weapons start at 1 and can go up to
ten as detailed in the table below. Some weapons have already reached their pinnacle, while
weapons like energy weapons will do more damage as they advance. A weapon is listed with
its tech level after the name. For example, Railgun 4, would be a 4th level railgun. It costs a
credit per level and a successful weapon kit tool check to level up a weapon as seen on the
table below. You can also pay two credit per level to have someone at a station do it.
Level
Upgrade DC
Properties
1
-
-
2
Weapon Kit DC 7
1 aug slot
3
Weapon Kit DC 8
-
4
Weapon Kit DC 10
1 aug slot
5
Weapon Kit DC 12
One more damage dice
6
Weapon Kit DC 14
-
7
Weapon Kit DC 16
ATK +1
8
Weapon Kit DC 18
-
9
Weapon Kit DC 20
1 aug slot
10
Weapon Kit DC 22
One more damage dice
200
Weapon Augments
Like armor weapons can be altered with augments. Augments are listed below.
Weapon Augments
Name
Cost
Properties
Requirement
Sight
500
Plus 1 to ATK roll
No Sniper
Target Lock*
1,000
Plus 2 to same target attack roll if last attack was a hit
Not Kinetic*
Scope
1,000
Sniper
Range over 100
Advanced scope*
2,000
Adds 1d6 to attack roll.
Has Sniper*
Suppressor
1,000
Adds Suppressor, takes away auto. Muzzle is quieter.
No heavy
Void Modded
1,000
No negative effects in Vacuum
Extended Mag
1,000
Adds 4 to magazine size
Auto loader*
2,000
First reload is automatic (takes ten minutes to reset)
Light materials
2,000
Minus 1 to weight
Advanced Alloy
10,000 Weapon invisible to scans. Damage increases by 1.
Long Barrel
5,000
Weapon VI*
100,000 Bonus 5 to aim. (vulnerable to EMP)
Weapon bond
50,000 Cannot be disarmed, magnets keep guns close
Battery pack
4,000
Movement charger
50,000 Recharges 1/Chargepak for ten miles of movement
No loading
No chargepak, plasma,
heavy
Heavy only
No light materials mod
Add 20 to range
adds 1d6 shock damage
Must have auto loader
Melee
-
201
Tools. These are tools that can be used to help with certain skills. You must be proficient to
use them. Each tool is 500 dollars and can be absorbed by a utility arm. Most tools take 1
charge per use. No tools are consumable but need to be in inventory to be used. Roll 1d100
on a critical failure, if lower than the DC the tool is broken. This counts for utility arms as
well.
Name
Price
Description
Weight
Energy
cost
Can opener
500
Breaks through walls, hull or objects. Massive energy cost. Takes 12 seconds, all
six actions needed to maintain. Breaks open a 5x 5 circle.
1
8
Door cutter
500
Can break through a locked door.
1
1
Flare gun
500
Illuminates everything within 100 feet, can be seen for miles at night. Does 1
thermal damage.
1
1
Microscope
500
Can recognize fingerprints, chemical compounds, age, species type in blood,
composition. + 1 high sciences.
1
1
Material
analyzer
500
Can scan a 30 feet radius and shows a readout of everything in the vicinity, what
it’s made of, its value, and secret panels, openings.
1
1
Toolkit
500
Basic tools that anyone would need for mechanical repairs. Engineering + 1.
1
Hack Tack
500
Bonus to hacking. + 5
1
1
Motion
tracker
500
Scans for any movement within 60 feet, shows you the basic direction of the
movement. + 1 to perception
1
1
Peek' a boo
500
An info screen that allows you to see what is on the other side of a panel or wall.
Meant to be used for repairing ships.
1
1
Holo
Projector
500
creates a 5x5 image for 6 seconds.
1
1
Welder
500
Can repair hull or broken metal. Uses 100 scrap per 1 HP of ship. Must be done
on spacewalk. 4 hours per HP. 1 thermal damage if used with an unarmed strike.
+ 1 to HP repairs for hull.
1
Sewing
needle
500
Can fix, alter, clothes or make clothes (takes 1 week.)
1
1
Auto painter
500
Paints a preprogrammed image.
1
1
Fabricator
500
Make small items if it has fabrication matter.
2
1
Constructor
500
Builds large structures like an outpost building, shed, 20 x 20 ten feet tall per six
hours if it has the raw materials available to make it.
3
2
Rewirer
500
Used to make and fix computers.
1
1
mod kit
500
Auto success on installing mods for a spliced.
1
Auggie
500
Auto success on installing augments for weapons and armor.
1
Scanner
500
Let’s you know your location, what landmarks are in the vicinity. Also scans for
hidden objects, goods within 30 feet of you. + 1 to perception.
Dehydrator
500
Can pull 1 water from the air every 12 hours on a planet.
1
Insta'
makeover
500
Automatically applies makeup and hair cut. Fashion + 1 for 8 hours.
1
1
Spill kit
500
Cleans up spills, removes status effects such as burn, plasma, acid.
1
1
1
202
Drug Kit
500
Makes 1 drug. Takes 1 hour.
1
1
Hunters kit
500
Makes prey urine, snares, calls, anything needed to hunt an animal on a planet. +
1 to survival checks.
1
1
Coding
Helper
500
Computers + 1
1
1
Void
scrubber
500
Cleans debris and biological matter from a ship in vacuum.
1
1
Shiner's
supplies
500
Makes an alcoholic drink. 6 servings per hour.
1
1
Astronav
tools
500
Advantage on astronavigation checks.
1
1
Botanist
tools
500
Basic supplies for collecting and cataloging plants and vegetation. Can also find
helpful plants. + 1 on biology when related to plants.
1
1
Med kit
500
Stops the bleeding effect. Advantage on a biology check when using this for
medicine. Can stop negative effects of a disease for 24 hours with a DC 20.
Cannot cure or heal. Can stop poison status effect.
1
1
Financiers
500
Keep in touch with stocks, acquisitions and banking. Business + 1
1
1
Weapon Kit
500
A weapon has + 1 to attack rolls after being cleaned. Lasts 8 hours. Takes ten
minutes.
1
1
Forgery kit
500
Makes fake IDs, IFF, badges, nametags, documents. + 1 to deception.
1
1
Tourists pack
500
Travel guides, local maps, everything a tourist would need to know to find the
best ramen shop, and views.
1
1
Poisoner's
bundle
500
Can apply poison to a melee weapon. Adding 1d4 poison damage on next damage
dealt.
1
1
Performers
kit
500
Speakers, basic makeup kit, mobile stage, a light and a sign to gain followers. + 1
performance.
1
1
Bar on the go
500
A case that opens up to a small bar with a few drinks and 2 stools for patrons to sit
on.
1
1
Artisan's tool
500
Creating, designing something physical.
1
1
Reactor kit
500
Reactor checks/ rolls have + 1
1
1
203
Consumables. Items that get used up when used. You have food, water, and energy as
standard, but there are others that can be placed in your inventory. They are one use, 4/8 uses
per inventory slot or in rare cases contain more. Once used these are no longer in your
inventory space, they cannot be reclaimed if used. The items table will say if something is
consumable.
Provisions. Items that support your three resources and oxygen. Water, food and chargepak
energy.
Water. You have a max of 8.
Food. You have a max of 8.
Chargepak. Equal to your wisdom score. Recharges every 12 hours.
Oxygen. Your air supply for hazard conditions or the vacuum of space.
Consumables
Name
Cost Description
Weight
Astro jet
100 Grants an Astro/ Zero speed of 50 ft. (8 uses.)
1
Astro go go
50 Grants an Astro/ Zero speed of 10 ft. (20 uses)
2
Battery
100 Adds 4 charges to a chargepak. Can be recharged on a station or ship.
1
Booze
Relaxing on that journey to a good time. Can drink as many servings of booze as CON
1 before being drunk.
Coffee
Gain + 2 to perception and Initiative for 2 hours. 2 servings. (Has to be consumed
1 immediately.)
Energy bar
1 Acts as both food and water. (Can hold ten in one inventory slot.)
1
Nutritional paste
2 Everything the growing worker needs! (8 per inventory slot.)
1
Oxygen tank.
20 Refills air in one suits air supply. Can also grant an Asto speed of 30.
1
Power cell
1
N/A
The standard use of power across the galaxy. Holds ten energy but can be recharged on a
1000 station or ship. Can restore chargepak by ten. Also powers power armor.
1
Rations
2 Recharges food consumables for 1 crewmember.
1
Sundrop
200 Can recharge a chargepak 2 energy. 1 time use.
1
Water jug
1 Refills water consumables for one crewmember.
1
Water purification
tablets
12 Can refill up to 8 people’s water inventory at a water source. (4 per inventory slot.)
1
Drugs. Illegal goods that are addicting and provide some sort of change. Drugs have an
addictive DC that increases with each use, these are not specific to a pool but combined
between all drugs.. A CON save must be made every time you use a drug to see if you are
addicted. A Fail gives you the addicted condition. Your addiction DC lowers by 1 every long
rest in which you did not take a drug since your last long rest.
Addiction. If addicted, you must take 1 drug every 12 hours or suffer a negative (-1d6) to all
non-charisma skill checks. You continue to tally the addictive DC, and you still roll against
it, with every use, breaking the habit or reaching the point of no return. Rehab clinics do exist
on some stations. You add the addiction level of each drug to your addiction DC.
204
Addictive
Weight Level
Duration
Name
Cost
Description.
Drops
40
You put it in your eyes. Grants all the visions. (6 uses)
1
4 per use 1 hour
Early bird
1
Injection. Lowers the need for sleep by 4 hours, pushes it back 24 next sleep. This
can stack. (4 uses)
1
2 per use Instant
Healing
Injection
400
Heals 1d4. Addictive. Used with an auto injector. (4 uses)
1
2 per use Instant
Healing
spray
800
Heals 1 + Biology score. Computers instead of biology for healing a Sueral.
Sprayed like foam from canister.
1
2 per use Instant
Inner animal
700
Turn you into your "spirit animal" for 1 hour. 1 point of exhaustion after. Roll on
the spirit animal table to see what it is. (4 uses)
1
4 per use 1 hour
Muck
150
Subcutaneous. A cichlid drug. Immune to next status effect and gives you the
feeling of being invulnerable. (2 uses)
1
2 per use 1 hour
Silver
Breathed through an inhaler. Ground ship pieces like the air on Paradisia. Takes
away all your worries. Grants 2d8 Temp HP. Lowers DEX by 1 for duration. (2
2
uses)
1
Ten
2 per use minutes
Steady
100 An old Ja’unnian drug for soldiers. Add 1d6 to your next check or attack. (4 uses)
1
6 per use Instant
205
Trade Goods These are good you can barter. Those can be various things that fit in the
categories below. Manufactured goods, nutrition paste. You pay a shipping cost, and then
hope to sell them for profit at a different station. Business checks can help figure out which
will be worthwhile. Things that can be sold to any trade floor and usually wanted at
settlements. They maintain their full value throughout the galaxy but are usually bartered
with skill checks impacting the price. Some have delivery deadlines before their price will
drop. The price modifier is how much the price could change negatively or positively. Items
can only be sold for half price if it's past their delivery time, and then worthless if it's double
the delivery time.
Name
Shipping
cost
(credits) Description
Ship's
Delivery
Inventory
Cargo space deadline
Price
modifier
Chemicals
4
Barrels of legal chemical compounds, reagents. Must stay sealed
and in a cool place.
3 30 days
Components
2
Crates of technical supplies such as computer hardware,
motherboards, wires, screws, panels.
4
Drugs/ medical
supplies
3
Legal drugs in sealed crates. Water purifiers, medications, cures.
Could also be replacement organs.
3 20 days
1-10%
Illegal drugs
1
Pallets of furniture stuffed with illegal substances.
2 20 days
2-60%
Illegal weapons
5
Will be seized if discovered by authorities. In sealed crates
marked components. For arming moon pirates, outlaws, nefarious
groups.
3
0 2-40%
Livestock
5
Sedated livestock in sealed bins. Can sustain animal for 14 days.
4
14 3-39%
Luxury
10
Artwork, silk cloth, wooden furniture. Carefully wrapped for
shipping.
1 40 days
Non-perishables
1
Will not go bad. Manufactured goods, items, clothing,
merchandise.
2
0 1-10%
Ore
1
Valuable ore. Stored in pallets.
4
0 2-20%
Perishables
1
Water, food.
2 7 days
Weapons
3
Legal weapons to restock trade floors or arm defense forces. In
sealed crates. Must be kept far apart from each other.
2
1-15%
0 1-5%
1-70%
5-50%
0 1-5%
206
Packs
Below is the gear that are needed for explorers to make a living. These are the starting
equipment packs found in your quarters on your ship. It contains several items.
A metal locker with everything a crewmember would need, containing the following:
Coveralls (3) poster of a calming landscape, cargo netting, flashlight, toolkit, coffee maker,
Crew Locker 3000 blanket, fire extinguisher, line worker
Explorer's
pack
A hiking pack, with lots of straps containing the following: A hiking pack, with lots of
straps containing the following. Waterproof poncho, animal trophy or rare mineral, flare
2500 gun, sleeping bag, climbing tools, backpack, cowboy hat, fishing equipment, landers
An inconspicuous trash bag containing the following: Picture from home, tatooer, altered
Outlaws stash 3000 card deck, crowbar, forgery kit, fossil fuel can, fake mustache, drops, pirate patchwork
Passenger
suitcase
A pleather suitcase good for short cruises between planets and stations, containing the
following: Basic outfit (2) coupon for one free spa hour on a station, flask, tourists pack,
1000 scanner, towel, sandals, perfume, bathrobe
A luggage bag with a university logo containing the following: A real book, map of the
Researchers’
universe, music box, microscope, lock, vials, University sweater, Acid, emergency vacuum
luggage
3000 mask
A sealed plastic wrap of mass produced items for colonists containing the following:
Overalls, a mailbox with your name on it, Seeds (100), Air filter mask, shovel and miners
Settler's pack 2500 pick, goggles, hygiene supplies, water purification tablets, landers
Soldier's
duffle
A large canvas bag containing the following: Uniform, flag, 8 empty sandbags, weapon kit,
2500 beacon, tarp, sunglasses, 2 energy bars, defense force.
A well-worn airtight container that has been dragged through more than a few station docks
containing the following: Custom coffee mug, Hat with a ship insignia or catchphrase, duct
tape, spacewalk line, gravity boots, rad pills (8), a potted plant, cooking utensils, dockers
Spacer's crate 3000 getup.
Gear
Below is a list of all the regular items in the game. These can be purchased or sold at stations,
ports and trade floors. Tools, drugs, items, everything is listed here. If there is no use listed
and it is a consumable it means it is 1 time use. If there is an energy cost that means
chargepak.
Name
Price
Description
Weight Chargepak cost Consumable
Acid
60
In a small dropper. Can burn through an object or non-plastic surface. Does 1d6
acid damage. (8 uses)
1
y
Agent’s assets
30
Random ropes, string, wires, chemicals that are junk to anyone who isn't a
clever operative. Contains necessary components for Tricks/ruses.
1
1 n
Air filter mask
500
Filters out negative vapors and Silver if on Paradisia. -5 to perception while
wearing
1
n
Air scrubber
Filters air within 20x20 in a closed environment to make it breathable. After ten
days of use, Hatter’s disease DC starts at 1, and rises each day by 1 thereafter.
400
CON save.
3
n
207
Name
Price
Description
Weight Chargepak cost Consumable
Antitoxin
60
Cures 1 chemical effect. (8)
1
1 n
Backpack
8
Adds four inventory, one action to open, one to retrieve the item. Can only have
one.
-
n
Barrel
4
Used to ship water and alcohol. Contains 55 gallons.
3
n
As comfortable and relaxed as it gets. + 1 insanity marker, + 1 for the rest of
the crew.
1
n
Beacon
Anyone that knows the signal number can locate the beacon once activated
when they are within 10 AU. Will not signal if blocked by 30 feet of material.
30
The beacon sale business is massive.
1
n
Bearings
0.5
A popular replacement parts. 500
1
y
Bed (Insta)
2
A self-inflatable bed.
1
n
Bell
1
Makes a cute sound. used in stores to signal when a customer arrives
1
n
Binoculars
100
Increases sight and gives advantage on perception to things at a long distance,
disadvantage to medium or close.
1
n
Blanket
20
A thick reflective blanket that keeps in heat. Shiny
1
n
Bounty bag
500
A bag that wraps an unconscious bounty and keeps them unconscious but
stabilized for 10 days. It looks like a body bag. Is it unethical? No, not even
close. If a person is inside, it is 6 inventory.
1
1 y
C4
800
Can only be detonated remotely. 10-foot radius. 2d8 thermal damage.
1
y
Cable
10
The standard connecting lines for power or communication. 25 feet.
1
n
Cargo netting
20
Prevents large crates from moving about. ten by ten.
1
n
Chain
1
DC 20 STR Check to break. Ten feet.
1
n
Cleaning
supplies
4
Everything needed to clean a spill.
1
1 n
Climbing tools
25
Rope, harness, pitons
1
n
Can turn invisible until interacting with an object or making an attack.
1
1 n
A normal outfit for a normal person. blend right in.
1
n
Bathrobe
Cloaking
device
20
10000
Clothes basic
2
Clothes
Fashionable
1000
Fashionable clothes + 1 Fashion
1
n
Coffee maker
100
Makes that sweet lifeblood of the workforce. Makes 4 servings in ten minutes.
Two uses.
1
1 n
Compass
5
Bonus to skill checks for navigating on a planet. Points to magnetic north.
-
n
Cooking
utensils
25
Basic cutlery and 2 pots to heat up food
1
n
crowbar
4
Adv on STR check and can open sewers.
1
n
Detonator
50
Can remotely activate an explosive. Up to 1 mile. Action to use.
1
1 n
Dropper
1
An item used to deliver chemical compounds right to the eye. 4 uses.
1
n
208
Name
Price
Description
Weight Chargepak cost Consumable
3
A alien’s misunderstanding of a high demand item. Used for sticking ducks to
each other. (20 feet.)
1
y
Duct tape
3
The most valuable item in the galaxy. Used by all species. Can seal a breach,
tape two boards together, hostage some VIPS and make yourself a cute little
wallet if you're feeling crafty. 30 feet.
1
y
Exo tent
300
Creates a ten by five atmosphere.
2
1 n
Fabrication
matter
10
Refillable cartridges for making one inventory slot worth in the fabrication unit.
(4)
1
y
Fabrication
upgrade 1
2000
Upgrades a fabrication unit to be able to make more complex with a value up to
500.
-
y
Fabrication
upgrade 2
10000
Upgrades fabrication unit to be able to make the most complex basic items
worth up to 1,000 dollars.
-
y
Fire
extinguisher
20
Extinguish all fire, obscuring vision for 1 round in a 15-foot cone. Astro/Zero
speed of 15.
1
1 n
Fishing
equipment
15
A telescopic fishing rod with vibrating lure
1
n
Flare gun
500
Illuminates everything within 100 feet and can be seen for miles at night. Does
1 thermal damage. (120/200)
1
1 n
Flashlight
1
Lights up a 30-foot cone. (Light)
1
n
Flasks
1
A safe way to store a few sips of a savory drink. (4 servings)
1
n
Food processor
500
Turns nutritional paste into more edible food with actual substance
2
1 n
Fossil fuel can
2
Flammable. Can pour out for a ten-by-ten grid.
1
y
Fuel cell
50
One day of propulsion for a drive
2
y
Galactic Help
and drive
assistance
2000
6-month membership. A powerful beacon that will call for mechanical help or
fuel when signaled. Additional costs of repairs apply.
-
n
Galactic map
100
A map of the explored galaxy.
-
n
6
Used for mining and heavy work.
1
n
Grav gloves
200
1 glove, while touching an object it is weightless for 30 seconds. Gloves must
be attached to a ship's power source.
1
1 n
Gravity boots
400
Can activate with an action magnet lock to the nearest flat surface. (Will not
support weight outside of zero G.)
1
1 n
Hacking block
800
Makes hacking attempts more difficult. If the hacker fails, location is
broadcasted.
1
n
Hacking
module
600
Able to hack into systems with 100 feet.
1
1 n
Happy Worker
Tea
1
Need 2 less hours for a long rest. missed hours are pushed to your next long
rest. Will fall unconscious instantly in 8 hours. For every 8 of accumulated
hours, CON is lowered by 1. 1 serving.
1
y
Holo platform
1000
Can be installed in a ship, will make a 20 by 20 room filled with holographic
can also be used for communication.
8
n
Lasts 1 month
1
y
Duck tape
Goggles
Hygiene
supplies
2
209
Name
Price
Description
Weight Chargepak cost Consumable
Info screen
A small band that creates a holo with basic information, system wide
communication. Rho news updates and access to apps. + 1 to history, culture
200
checks.
0
1 n
Ladder
300
10 feet. (folds up)
1
n
Laser grid
alarm
2000
Creates a 20 by 20 area where any movement will trigger an alarm.
1
1 n
Lock
10
locks a door, standard lock is DC 15
1
n
Magnifying
lens
800
Gives a + 1 bonus to any skill analyzing something.
1
n
Miners (pick)
10
Good for cracking rocks
1
n
mod kit
500
Auto success on installing mods for a spliced.
1
n
Music box
10
Can play music into your personal ear device or out loud. (light)
1
1 n
Perfume
More expensive does not necessarily mean better smell, but it does let people
know how much money you're willing to spend
20 +
-
n
Plant
1
Helps with 02, and looks good
Pouch
50
Adds one inventory. Lowers stealth by 1. MAX: Proficiency level
Rad pills
400
Lowers radiation by half (contains 8 per inventory slot.)
1
y
Rope
1
50 feet of rope
1
n
Sandbags
(sacks)
1
Make cover on the go. Takes 1 minute per bag. Each bag is 1 foot wide, 6
inches tall. 8 per inventory slot.
1
y
Scrap maker
500
Destroys material into scrap and components at 2 scrap per lb.
1
1 n
5
100 per inventory slot.
1
y
Seeds
1
n
-
n
Shield personal 1000
Personal shield for the merc in need.
-
1 n
Shield booster 10000
1 time use. Doubles shield for 1 hour.
-
1 n
Shovel
1
Great for digging ditches
1 -
n
Sleeping bag
120
Stay warm in temperatures as low as-20c if sealed.
1
n
Solar Panel
800
Can collect energy from a sun for recharging chargepak and power cells. 1d4
every 4 hours, must be lying flat.
2 -
n
Spacewalk line
4
A rope system that prevents crew from floating away. 50 feet.
1
n
Spotlight
10
Illuminates a 60-foot cone.
1
n
Tarp
10
Can make something waterproof by wrapping it, good for making shelter or
dividing a room. 1 side is reflective.
n
Tatooer
500
Takes 2hours. Tattoos a preset image or phrase. 1 use.
2 y
Tech Goggles
4000
Can add a vision of GM's choice if available. 1 hour per energy
1
1 n
3
Everyone needs a towel
1
n
400
Uses 1 charge for every 100 feet of movement.
-
1 n
1
Holds 4 uses of a substance.
-
n
Towel
Vac suit
propulsion
Vial
Void scrubber
500
Cleans debris and biological matter from a ship in vacuum.
Vehicles and mounts
1
1 n
210
Vehicles and mounts can be stored in a ship’s vehicle bay if it has one, where they would be charged
or fed. Some can have passengers. Some may even have weapons. While driving the vehicle or mount goes on
the player’s turn. It costs 1 action to maintain piloting a vehicle and either 1 or two to drive or pilot. It will say 1
or 2 under piloting which means how many actions it costs to control per turn on top of the action it would cost
to maintain yourself as the driver, managing it etc.
If it is a mount, instead of the pilot skill Biology would be used for any checks. Mounts still require food and
water their food/ water consumable is 10. Healing items work on mounts. They do not count as an ally for any
ability that grants a bonus for being in proximity to an ally.
Kurd Shuvuu
(7 Credits)
A ten-foot-tall bird that is a scared animal to the Barboks. Clan riders are a status symbol and even in a time
with vehicles are still dominant in the battlefield. They are brown and have terrain colors. They are predatory
and fly short distances. Most wear armor.
Defense:8 (13 if wearing armor) Speed:70/ 20 flying
HP:25
Piloting:1
Turn/slow down: Instant
Armor:3 if wearing armor
STR:7
DEX:8
CON:8
INT:2
WIS:4
CHA:2
Special: No passengers. Has Inventory 4. 2 if wearing armor. Can graze for small mammals if available
which would not require a food consumable roll.
Description: Kurdshuvuu will obey their riders and fight with them in combat. They can make a beak and
talon attack, which would cost an action of the pilot.
Beak: ATK +7 DMG:2d8, Kinetic, target is thrown 20 feet in any direction.
Talon: ATK +7, DMG :1d10, Armor shredded by 1.
Turn/slow down. This is how much space it would take to come to a stop if you moved last turn due to
momentum, like spaceship combat, and also how many spaces it would take to turn. Instant means no
momentum issues and it can stop or turn on a Barbokian shell.
Saddle lizard
(3 Credits)
These are racing lizards that the Ja’unnians use for betting. They run in complicated obstacle courses where
drivers are strapped to the animal and beat each other with long spears as they race.
Defense:10
Speed: 50 walking/ climbing
HP:20
Piloting:1
Turn/slow down: Instant.
Armor:0
STR:4
DEX:10
CON:6
INT:1
WIS:2
CHA:2
Special: No passengers. Can run on water. Inventory 1. Will run off if left to its own devices.
Description: Trained to run courses and that’s about it. They are useful for getting through rough terrain,
especially mountains. Even though they are large and omnivorous, they are a prey animal and skittish as
such.
Bicicleta
(500 Dollars)
A bicycle that can be pedaled. It has a fun bell you can ring.
Defense:5
Speed:40 (80 downhill)
HP:10
Piloting: 1
Turn/slow down:5 ft.
Armor:
STR:0
DEX:5
CON:2
INT:0
WIS:0
CHA:0
Special: Cannot go upstairs. Folds up and takes up 2 inventory slots. It takes 3 actions to unfold it.
Description: Two wheels, a chain and gear system. The bell is awesome. Some have a basket.
Motorcycle
(5 Credits)
A Two- wheeled vehicle that exists with multiple species, although each claims they invented it.
Defense:8
Speed:80
HP:20
Piloting:1
Turn/slow down:10 ft.
Armor:0
STR:4
DEX:6
CON:6
INT:0
WIS:0
CHA:0
Special: 1 Passenger. Inventory 2. Explosive if destroyed by thermal damage. DC 15 DEX save or 2d6
thermal damage. 1d6 for every 20 feet of movement speed if dismounted. Disadvantage on stealth. 400 miles
per power cell before needing to be recharged.
Description: Loud, tons of fun. Low to the ground. They are great for mercenaries, planet outlaws and rock
bands.
211
ATCV
(3 Credits)
All terrain collapsible vehicle. This is a small four wheeled vehicle
Defense:6
Speed:40
HP:15
Piloting:1
Turn/slow down:
Armor:0
STR:6
DEX:5
CON:5
INT:0
WIS:0
CHA:0
Special: 1 passenger. Inventory 2. Has 120-foot wench that can help pull it up a cliff or lift several hundred
lbs. 100 lbs per power cell before needing to be recharged. Does not suffer difficult terrain penalty. Takes 3
actions to unfold can fit in inventory with 6 spaces.
Description: A camouflaged vehicle great for rough terrain.
Rover (4 person)
(7 Credits)
The most popular vehicle. It has 6 wheels and a sealed compartment with artificial atmosphere and air. There is
a 2, 4, 6 and 8 person version. Inventory would lower by 2 for each size larger and increase for the 2 person
one. Defense would also increase by 1 for the 2 person, and decrease by 1 for the 6, and then 2 for the 8 person.
The 8 person also has a speed of 30. They can be upgraded to have a heavy weapon which would need to be
manned from the copilot’s seat.
Defense:12
Speed:40
HP:50
Piloting:2
Turn/slow down: 20 ft
Armor:1
STR:6
DEX:6
CON:10
INT:0
WIS:0
CHA:0
Special: (2 passengers and 1 co-pilot) Solar powered, if not possible 500 miles per power cell. Inventory 6.
Oxygen tanks are restored to full in 1 minute of being in the rover.
Description: A space exploration vehicle it can collect ground samples and map the terrain. Perfect for
exploring uncharted worlds and settlements. They are hardy and can survive even the most dangerous
planets.
Skimmer
(9 Credits)
A small 4 person vehicle that is just powerful enough to leave a planet’s gravitational pull to survive long in
high atmosphere to dock with a station or ship. They are used for getting around a planet and are popular
vehicles in Facultas. Numerous flying vehicles is incredibly dangerous in populated areas so special greenways
are formed each with a specific direction to avoid collisions. Crashing a skimmer comes with extremely heavy
fines.
Defense:10
Speed:120
HP:40
Piloting:2
Turn/slow down: 40 ft.
Armor:0 Shield 1
STR:6
DEX:4
CON:8
INT:0
WIS:0
CHA:0
Special: 3 passengers. Inventory 4, or ten per passenger seat if unoccupied. Has 4 hour charge per power cell.
Contains 2.
Description: While more short distance shuttle than hovercar, they are as close as you
212
Chapter 7: Feats
This chapter lists the different feats available to you. You may take one at 3rd, 6th and 9th
level. The table below list all of the feats in alphabetical order. Then it has the feat name and
description followed by what if any requirements it has. The last column is type, which is
who the feat would be available to.
The requirements are based on your species, vocation, background options with one
or two specific requirements such as having 6 arms or a prisoner number. Certain species
feats negate others. The Tolf number for example, is only available to Tolfs of that number,
and same for Barbok birth order.
Name
Description
Requirement Type
You are known as the "Bossy Tolf" yours are usually the station wardens, or dockmaster. You
have advantage on intimidation checks on stations. The crew has an additional 1d6 in their
2 crew's proficiency pool.
Tolf
Species
The "Adventurous Tolf" Yours are known for taking chances, being explorers and testing the
limits. Sadly, yours is the closest to losing its genetic integrity and is just a few generations
from going extinct. You have proficiency in special weapons, used to accidents, your reflexes
3 are honed, you take half the area of effect damage you would normally take.
Tolf
Species
You are known as the "funny Tolf" regardless if you wish to be or not other sentient creatures
4 expect you to be hilarious. You have +3 Sp in Performance.
Tolf
Species
The "Tough Tolf" Yours are often security and have learned how to defend in riots. You have
5 a base armor of 1 and 2 SP in athletics.
Tolf
Species
The "accidents" this Tolf line was corrupted when they tried filling in the genetic gaps. You
have several minor features of different species. Such as a human eye, a Ja'unnian hand, an
Adonian's smile, a Faltese's thick hair. You can pick one other species vision to have (you
have one of that eye.) A climbing speed equal to your movement and your fashion max lowers
7 by 1.
Tolf
Species
The "Crazy 8's" a malfunction caused them all to be a little mad. Roll on the madness table 3
times, you have 1 of these madness’s of your choice permanently. They were the smart Tolf's
8 before and still have that genius. your INT increases by 1.
Tolf
Species
213
Name
Description
You are the "Party Tolf" Others see you as a fun and wild person. You have advantage on
CON saves for addictions. You have the party ability. Once each trip you can host a party
9 night. This increases everyone's insanity marker by 1.
Requirement Type
Tolf
Species
The "Zetas" The Tolf who run the zeta stations. They are remote from everything else and can
have difficulty in social situations. The low gravity has made them grow one foot taller, and
they are translucent. Their skin almost invisible to the internal workings underneath. They
10 have a Z speed equal to their walking speed, by learning how to move in zero environments. Tolf
Species
1 of a kind
Your minimum possible fashion score increases by 1. If no ally is within thirty feet of you,
you have +1 to any skill check.
Sueral
Species
1K of a kind
There are thousands of people exactly like you on a identical level. So much so that things
like schooling and clothes were always perfectly customized for you. There are whole
generations of hand me downs that you can inherit. Armor, clothing and spending money for
medical attention like at an autodoc or to cure a disease is 30% cheaper.
Tolf
Species
Actor
You study character. Minutia, mannerisms. You can imitate anyone you have met. When
pretending to be someone else you have +1d6 to checks, and for causing distractions.
Any
Any
Through your connections and standing in the galactic community. You get 1 credit deposited
Adonian Elite into your account each month.
Adonian
Species
Adonian
Emissary
You have a bodyguard who is a Shooter P.A.L. bot that will protect you in combat. They will
follow your directions. They are at full level.
Adonian
Species
Altered bite
You have fixed your bite attack to also inflict Poison 1, Bleed 1.
Feraus
Species
Ambush
Add 3 damage dice to your weapon damage for the ambush round of combat.
CirciiHuntress
Species
Armor inlay
You have built armor into your suit increasing your armor +1.
Cichlids
Species
Assistant
You have a P.A.L assistant who will do mundane tasks and arrange you appts. They are a full
level Smart Pants bot.
Adonian
Species
Astral
Technician
You have a personal utility arm. It increases defense by 1, can hold as many tools as your
Astral,
proficiency level and has a reach of ten feet. Check the Engineer class to learn about its skills. Technician
Species
Auxiliary
batteries
Your chargepak increase by your proficiency level.
Cichlids
Species
Awareness
You can no longer be surprised.
Psychic
Vocation
Boosters
Your z speed increases by 10 ft.
Astral,
Spacer
Species
Not many survive breach attempts, but you have. You gain +1 to ATK rolls and damage
when fighting on an enemy's ship. When "breaching" you gain 1d4 for each proficiency level Astral,
Breach expert in Temp HP.
Spliced
Species
Burnt
You have suffered detrimental burn damage. It takes you longer to heal. Your rest dice are
now halved.
Circii
Species
Bureaucrat
You know how to get things done. Your insanity marker increases by 1. You can access
information about payments, supply requests, IFF information. You can use this information
to learn what type of weapons, ships or factions are at any given location. This may not be
exact but will be close.
Any
Any
Camiseta
Roja
You know what happens on away missions. You have -1d6 to saves on an away missions.
(Low to no populated planets or moons.) You gain the momentum feat when you take this.
Gunnery
Vocation
Carrying
strength
Your Carrying Capacity increases by 4.
Kith, Cichlid Species
214
Name
Description
Requirement Type
Charmer
You know how to play other sentient creatures. You gain 3 SP in either your deception or
Persuasion skill.
Adonian
Species
Chitin
fighting
You know how to use your carapace in battle. As a reaction when being shot from a ranged
attack when your shields are down, you can halve the damage from an energy, shock, plasma
or thermal damage range attack.
Barbok
Species
Clipped
Damage to one of your four wings prevents you from being able to fly. You no longer have a
flying speed. You can reduce fall damage by 1d6.
Ja'unnian
Species
Coach
You know how to motivate. Whether you succeed or fail on a help action. Your crewmate can
add +1.If you succeed add 1d4 to the dice given to your crewmate.
Any
Any
Command
You served in the UNE as an officer. You have 1 SP for insight. During a short rest, each ally
gains 1d6 temp HP points. Your presence adds 1d6 to the crew's proficiency pool.
Human
Species
Comms
expert
You learn 3 more languages.
Owiirt,
Science
officer, Sonic Species
Connected
You are a member of a powerful moon cartel, syndicate or pirate group. You can add 1d6 to
any intimidation checks for free, and are proficient in intimidation if you are not. You also
gain a 10% discount at the black market.
Faltese,
Outlaw
Species
Constable
You have access to the Astral's current investigations and rights of a Constable. You have 1
SP in perception. You do 1 shock damage whenever you are doing non-lethal damage. You
add that to the nonlethal damage total.
Astral
Species
Corpo
You work for the Coalition. You have+2 SP in the Business skill, and 1 SP in insight.
Any
Species
Courier
Moving information and supplies between stations is a valuable trade. You can make 1d10
dollars per server whenever your ship arrives at a station if you docked with a different
station or planet before.
Any
Any
Cracked
Your armor is halved.
Stontite
Species
Cut Throat
Knife attacks no longer incur a multiple attack penalty.
Outlaw,
Prisoner
number
Past
Debater
Three SP to the persuasion skill.
Feraus
Species
Deep Cover
Deception has +1 SP. Whenever you have the opportunity to access valuable information you
will want to copy it to give to the Ja'unnian command. This will increase your status and
importance. If your cover is blown, a sixer team will come to rescue you and bring you back. Ja'unnian
Species
Demolitions
You can make one C4 with a charge of chargepak. This takes ten minutes. (This is for your
use only, and is not usable by another creature or crewmate.
Any
Any
Owiirt
Species
Enough of the population has become unhappy with the current course of actions. You
Disagreement undertake major changes and much choose a new class. You will be at the same level.
Discharge
You emit a shock discharge. It cost 1 action and 1 chargepak. Any creature within ten feet
must make a CON save against your DC or take 1d4 shock damage.
Sueral
Species
Disguised
You have an advanced holo program built into your shield. While your shield is active you
appear as a Tolf to all scans and visions.
Zellum
Species
Dive and
retreat
If you make a melee attack while flying you can fly away without provoking an opportunity
attack.
Ja'unnian
Species
Downloads
You learn 3 proficiencies. It can be for any tools, armor, weapons, languages.
Sueral
Species
Drunkard
Your water consumable is now alcohol and will not help any crewmates for water needs.
When using your Strength increases by 1, but intelligence decreases by 1. You have -1d6 on
piloting/biology checks when driving. If you have the drunk madness the increase doubles.
Any
Any
215
Name
Description
Requirement Type
Ejector seat
Instead of dying, the Cichild is ejected from their suit 100 ft into the air and is parachuting
down slowly at 10 ft per round. This can also be used as a last-ditch attack, this would kill the
Cichild. It ejects itself doing 10+Proficiency roll Kinetic damage to a creature within 5 ft.
Cichlids
Species
Elder
Your carapace is losing its strength, your defense lower by 1, but your wisdom increases by
1.
Barbok
Species
Electrician
You are a master of wires. Melee attackers that damage you take 1 shock damage. Any ship
you are on has POWR +1.
Technician
Vocation
Emergency
Download
You have a spare body in your ship's quarters that you can emergency download into if you
were to die. This takes 1 hour.
Sueral
Species
Emissary
You are a representative for the Zellum to learn about Council space, its culture and laws.
You have a diplomatic pass which grants you greater access, the ability to meet with
important professionals, and an aid you if you get in trouble with the law.
Zellum
Species
Engineers
Division
You served in the UNE engineer's division. You gain 1 SP to the engineering skill. You gain
two tool proficiencies. The first time a ship would take on more strain during a trip, you can
negate it.
Human
Species
Enhanced
minerals
Instead of your armor increasing by 1/2 per level, it increases by 1 per level.
Stontite
Species
Entertaining
demeanor
Others find your general movements and demeanor entertaining. Gain +3 SP to the
performance skill.
Owiirt
Species
Exiled
Your family geometric tattoos have been removed willingly or not. You have no ties to any
other Faltese, and they will not deal with you, you are banned from the black market, and
Faltese will not come to your aid and assume you did something truly horrible to get exiled.
Faltese
Species
Faceless
You no longer have the ability of your phero-face. Your charisma decreases by 3.
Adonian
Species
Far Scout
You were sent to chart the distant stars. Your connection to the hive was distant and you had
to survive on your own. You have 1 SP in math and survival. When making astronavigation
checks you can roll with advantage.
Kith
Species
Fast hands
Sleight of hands skill is +1 SP. You can throwback a grenade as a reaction that would land
within 5 ft of you.
Owiirt
Species
You are small and nimble for your size. You can count as one size smaller when being carried
or when considering your weight. You can use a movement action to move ten feet away
from a hostile. This does not incur opportunity attacks. You have advantage on any checks/
Featherweight saves for avoiding mines or pressure plates.
Any
Any
Firstborn
You were the eldest, you set out to bring opportunity or honor for the clan by spreading its
name across the stars. You have 1 SP in piloting, survival and know one other language.
Barbok
Species
Fleet
You served in the UNE military on ships. You have 1 SP to the Cargo and athletics skill. You
know how to make things work with limited resources. Your ship cargo bay increases by 1.
Human
Species
Flock Attack
If you are flying and an ally is you have +3 to attack rolls.
Ja'unnian
Species
Fourthborn
The youngest support politics, or are officers in the Barbokian empire. They are loyal to the
tri-Daimos first. You can add a free 1d6 to any checks when dealing with bureaucracy. This
would be talking to station managers, anything involving logistics or regulations.
Barbok
Species
Graduate
4,10,11,12 on
You graduated. That correspondence course. You know +1 language, proficiency in one skill education
and 1 tool. Gain 2,000 debt.
table
Past
Grav
resistance
You suffer no penalties in being in gravity up to your proficiency level and can move as
normal. Your carry capacity increases by 1.
Faltese
Species
Hairdresser
All crewmates, and your fashion increases by 1. When talking with a sentient creature you
know how to get them to spill their darkest secrets, and also feel good about doing it.
Any
Any
216
Name
Description
Requirement Type
Hauler
You worked as a hauler for the coalition. You get 2 SP to the Cargo skill. Your ships
inventory increases by 1.
Human,
Faltese
Species
Heavy Lifter
You have an additional 1d6 for any athletics and cargo rolls. A ship you are on has a cargo +1
and your inventory increases by 1.
Redun
Species
Hivebuilder
Your generation built and upgraded the hive. You have +1 to engineering. And when
targeting structures, or to damage structural integrity your weapons all do damage as if they
had the Tool property.
Kith
Species
Homefleet
You gain proficiency in two tools, and gain 1 maneuver from any vocation.
Astral
Species
Insurance
Adjuster
You have studied ship collisions. Any repairs for our ship are reduced by a percentage equal
to proficiency roll* your Vocation level. Also your ship does an extra 1d6 ramming damage
when striking another ship.
Any
Any
Intelligence
You served in UNE intelligence. You have 1 SP to the deception skill. Your ship's sensors
increase by 1. You have access to an information network where you can communicate with
any faction leaders or get messages to council voices. You can also use this to get door codes
or layouts, as determined by the GM.
Human
Species
Iron Will
You can give your proficiency dice to any crewmate within 20 feet of you that can see you.
Captain
Vocation
Jockey
You do not need to use an action to maintain riding an animal. It is a free action. Any pants
you wear must be tight as possible to have this ability.
Any
Any
Journalist
You know how to get a story and how to piece information together to get it. You can add
your contacts amount to insight checks. You also have a blog or newspaper you work for and
using this platform can increase/ decrease your crews reputations/notoriety and that of your
enemies. You roll 1 persuasion check every 7 days against a GM Roll. Adding or losing that
many followers to your audience.
Any
Any
Killcount
You paint the outlines of destroyed ships on the side of your hull. For every ten you gain +1
to Turret ATK rolls. 5 tiny and small ships equal one. 1 massive counts as 2.
Gunnery
Vocation
Knight
Your Armor increases by 1. Melee attacks inflict Bleed 2. You follow your rules of
knighthood. You were a knight in Stontite society.
Stontite
Species
Lifeguard
Your swimming speed equals your walking speed. You can revive a downed crewmember
with an action. They are stabilized at 0 HP, Unconscious.
Any
Any
Locked lips
You are immune to intimidation and torture. Crewmates can project onto you as if you were
an ally, and you do not take any penalties as you have built up the immunity to torture.
Ja'unnian
Species
Lottery
winner
You won the lottery and got a job in space or on a settlement without owing any debt. Your
debt is reduced to zero. You have the Naive ability: As a reaction you can make a proficiency
roll against the damage done by a trap or hazard. If you reduce it to zero you take no damage.
Instead your insanity marker lowers by 1.
Human
Species
Marine
You served in the UNE as a marine. You have 1 SP for athletics. You can carry 8 sandbags
without them using any inventory space. and +1 to ATK rolls if on a planet or moon. If using
sandbags as cover, it takes one additional attack before you incur a attack penalty.
Human
Species
You know how to kick for your unarmed strikes. Yor unarmed strikes do DEX+STR damage.
If doing multiple unarmed strikes, the second and third do not incur attack penalties. You add
Martial Artist an additional 1d6 to grapple checks.
Any
Any
Maverick
Tendencies
Once per long rest, you can do something crazy as a pilot. Roll 1d20+ Pilot level against the
GM. On a success, you did an amazing piloting maneuver within the realms of coolness, and
possibility (within movement distance) On a fail, you failed and your crew is nauseous.
Pilot
Vocation
Mentor
You add 1d6 to your crew's proficiency pool.
Feraus
Species
217
Name
Description
Merc4life
Faltese,
You and your crew gain 1d6 to the proficiency pool for each star of their Merkapp rating. (1- Mercenary
5)
subclass
Species
Middle
Management
You are middle management for a coalition company. Your insanity marker increases by 1.
The ship's insanity marker decreases by 1. Second Geuss: As an action every sentient creature
within 80 ft of you must make a WIS saving throw against your DC on a fail they have
Stagger 1. You can do this once a rest.
Any
Any
Miner
Add +1 to ATK rolls and damage when using the mining beam. You roll insanity checks with
advantage when underground. You know which way is towards the exit when underground. Any
Any
You are not the mindless brute that many think you are. You recognize your shortcomings
and learn from your mistakes. Whenever you level up, add one SP to any skill (besides
Mold breaker psychic unless you have it from another source) You can do this retroactively as well.
Requirement Type
Redun
Species
When taking melee damage, roll 1d6* your proficiency level, if it is above the damage you
take no damage and it becomes momentum. Damage to momentum, moves that many feet
away instead of taking damage.
Artificial
Vocation
You can fly as naturally as walking, learning how as a young child when you left the crags.
Natural Flyer You channel this into piloting. You gain 3 SP in the piloting skill.
Ja'unnian
Species
Momentum
New Destiny
You refuse to let your people's genetic integrity fade into a tidbit in the history books. You
will find a way for your people to continue and are seeking out way forward. You have +1 SP
to biology. You combine felled creatures to your genetics. You can have 1 ability from a
recently killed creature at a time. This would be a special attack, resistance, vision, movement
type.
Tolf
Species
You must spend 1d4 days without doing any strenuous activities as determined by the GM or
New
this would reset. You grow another arm. It acts as an arm as normal. You can take this feat
neighborhood. multiple times.
Owiirt
Species
Nightmare
You have +1d6 to intimidation rolls against Council species.
Zellum
Species
No Future
You see the end of your people and know to live in the moment. Once per day you have an
additional action. Your insanity marker automatically lowers by 1.
Tolf
Species
Noble
You have 3 SP in insight. You dealt with the politics and laws of the Stontite feudal system,
learning how to wheel and deal, figuring out what people want.
Stontite
Species
Noble Rider
You were trained to ride the great birds of your people. You are proficient in Biology, if
already add 1 SP. Your clan has sent you a Kurdshuvuu.
Barbok
Species
Nomad
You have been all over. You have 1 SP for culture and know two additional languages.
Astral,
Faltese
Species
Novablood
One of your parents or grandparents may not be who you thought, and you have a Nova in
your ancestry. You risk "going missing" if you use medical facilities on a station, or if the
UNE finds out. You can roll 1d6 on the Nova blood table to see which ability you get.
Human
Species
Nurse
You can heal a crewmate you can touch with a action 1d4 HP once a long rest. Your Insanity
marker increases by 1, and gain 5ft of movement. Crewmates heal an additional 1 HP during
short rest with you.
Any
Any
Optimist
You bring up those around you. The ship's insanity marker increases by 1.
Any
Any
Pessimist
You bring down those around you, the ship's max insanity marker decreases by 1. You are a
realist though, you add 1d6 to any checks or saves for avoiding traps.
Any
Any
Pistol expert
You are an expert with one handed ranged weapons. You have +2 to attack and damage rolls. Ja'unnian
Species
Police
You have a K-9 companion. Choose a bounty bird or dog. They will follow your directions.
Any
Any
218
Name
Description
Requirement Type
Predatory
smell
You have adv on perception and survival checks locating or tracking any creature that is
bleeding or has taken damage. You gain 1 SP in Survival and perception.
Feraus
Prey
You can take a movement action in an ambush round, regardless of if you were surprised or
not.
Circii-Grovel Species
Processing
upgrade
you rewrite the code of the ship. If it has an AI it will see you as its parent. Your ship's
COMP increases by 1.
Sueral
Psychiatric
help
You and crewmembers can add 1 to their insanity rolls.
Circii-Grovel Species
Psyhic
connection
Psychic ability has come through. You have 1 SP in this skill and now have access to this
skill.
Adonian,
Ja'unnian,
Greyborn
Species
Published
You have published an article in your field. You gain 1d6 to any rolls for one skill in which
you are proficient. You also gain 1 SP in it. You gain 2d100 dollars.
Feraus,
Scholar
Species
Queen's
Chosen
You were among the chosen few that took care of the sacred queen. Your help action gives
1d8 instead of 1d6.
Kith
Species
Queenless
You have lost connection to your Hive. You are no longer part of that community and must
roll on the madness table. (roll twice and choose one) You have that madness permanently.
You have this until you fine a new "hive" or found family.
Kith
Species
Species
Species
You are used to being outnumbered. You gain +1 Defense and +1 to ATK rolls and DMG for
Questingbeast each enemy more than your crew and allied creatures/bots in a combat.
Abomination Species
Quick Wit
If you would take emotional damage from an attack or ability, you can use you reaction to
turn it back towards the attacker.
Owiirt
Species
Render
Your claw attack now inflicts Bleed 1.
Zellum
Species
Royal
You are an heir to a throne or barony. You are 2d8 in line. You have a max level butler PAL
that stays on the ship.
3 on home
table
Past
Royal
Your insanity marker max lowers by 1. You have an aura that demands respect. You are
proficient in persuasion and have an additional 1d6 for persuasion rolls.
Stontite
Species
Science
Division
You served in the UNE science and Research Initiative. You have 1 SP for high sciences.
You are proficient with a tool of your choice, and are proficient with special weapons.
Human
Species
Science talk
You can use advanced science talk that you know your crewmembers won't understand to
give yourself 1d6 to any check or vocation ability. You can do this once per long rest.
Science
Officer
Vocation
Any modded weapon you use does +1 to Attack rolls and damage. Armor has +1 defense.
Scrapped tech You can take this feat multiple times.
Faltese
Species
Secondborn
The second borns stay home and tend the home front. They raise the next generation and take
care of the elderly, manage agriculture, and support industry. Your help action grants an
additional 1d4 on top of the 1d6.
Barbok
Species
Secret
banking
You have access to an account worth 1d4 thousand dollars. You roll with advantage
whenever gambling.
Zellum
Species
Selfless
You put others first, helping others whenever you can. The crews proficiency pool has two
1d4's.
Circii-Grovel Species
Serf
You were a serf in Stontite society. You have +1 SP in Business and survival. Your carrying
capacity increases by 1 as you are used to manual labor.
Stontite
Species
Ship2ship
You sync the ship's piloting controls with a ship, piloting it with your mind. You have
advantage on any piloting checks and the ship has +1 MNVR. It takes a full minute to
disengage from piloting the ship like this. Doing it faster would be 2d6 Shock damage.
Cichlids
Species
Composure, elegance, grace. You gain 1 SP on each charisma skill.
Adonian,
Diplomat
Species
Shrewd
Delegate
219
Name
Description
Requirement Type
Skill package. You gain 3 SP to allocate how you want.
Sueral
Slink
You can move through any space that your head can fit through. Stealth +1 SP
Abomination,
Owiirt
Species
Slumborn
Gain 1 SP in survival, +1 to melee attacks, and Hatter’s disease.
Any
Any
Spider
You and all your hands have a climbing speed equal to your movement. Your strength
increases by 1, but you have too many arms to manage swimming. You can no longer swim,
and your movement is zero when in a liquid. Utility arms would count towards this.
6 arms
Any
Stealth strike
You can add a proficiency roll to damage for the damage to any attack made when you were
hidden.
CirciiHuntress
Species
Supportive
struts
You suffer -1d6 when taking fall damage.
Cichlids
Species
Surprise bite
With a creature grappled. At the start of your turn, you can pop out from a panel of your suit
and bite the grappled creature as the fish. This does 1 kinetic damage. It does not cost any
actions.
Cichlids
Species
Faltese
Species
Survival at all
cost
You gain 1 HP per level. (proactively)
Species
Survivor
You keep getting up. The first time your HP drops to Zero during a long rest, it automatically
increases to 1 at the start of your next turn. This does not impact death ticker or any death
Downed
rolls. You must have been downed in a fight to takes this.
before
Any
Teacher
You can teach a crewmate any of your tool or language proficiencies. This takes 100 hours
minus your Level + Charisma score.
Feraus
Species
Tender care
Any crewmembers that you have tended to while they were sleeping get 1d6 temporary HP
that will last 8 hours.
CirciiCaretaker
Species
The Look
As a captain you give a crewmember that captain's ten mile gaze, that special look. Once per
long rest you can do this when they fail a check/save/ ATK and they can reroll but must add a
proficiency dice to the new roll.
Captain
Vocation
Thirdborn
You were born for military service. To bring honor to the clan on the battlefield. You got the
strongest carapaces from the family growing up. Your base defense increases by an additional
1.
Barbok
Species
Throttle
Down
You put that big toe down on the gas pedal and floor it. A vehicle you are driving is 10 ft
faster, a ship is 1.
Pilot
Vocation
Tool head
You gain proficiency in two tools of your choice.
Any
Vocation
Totem
You have a stuffed animal that takes 1 inventory space. You can spend a long rest cuddling it
in safety to regain 1 insanity marker. If it takes damage or is destroyed, your insanity marker Queenless,
is immediately reduced to zero and you roll on the madness table.
Burdened
Species
Trade
Generation
Your generation was born to establish trade with the hive and other businesses. You have
proficiency in Business, and 1 SP in it. If you are already proficient you get 2 SP for
Business. You also learn one additional language.
Kith
Species
Transporter
You know how to ship cargo. You gain 1 SP in cargo. Any ship you crew on’s cargo bay
increases by 1, and it ca also count as a smuggler's slot.
Any
Any
True Spacer
Your z speed increases by 5.
Zellum
Species
Undercover
Roll on the species table. You have taken painstaking surgery to become the species you are
now. You were originally the species you rolled on and serve that faction as an undercover
agent waiting to be activated. You know that species language and gain 1 trick/1 ruse from
the Operative class, and can use it without needing agent's assets.
Any
Any
220
Name
Description
Requirement Type
UV healing
You heal an additional rest dice if you take a rest in a hydroponics bay.
Circii
Species
Vehicle
Expert
You are proficient in driving any vehicle or animal. You have 1d6 for any driving checks or
saves.
Any
Any
Veteran
You are a veteran of the Kith-Human wars. Gain 1d6 Temp Hp whenever you roll initiative
which lasts 1 hour. You take 1 less damage from grenades or missiles. You gain +1 to ATK
and DMG when fighting underground.
Human, Kith Species
Vigilant
watch
If you or any crewmates are attacked, while they are sleeping on your watch you get an
additional action for that combat. It must be used for attacks.
CirciiCaretaker
Species
Virus
You have been infected with a virus that you are unable to fight off. You have disadvantage
on CON saves and know that you will die within 1d20 years.
Sueral
Species
Wanderer
You know 1 additional language, your inventory increases by 1, and your speed increases by
5.
Any
Any
Wanted
You have a bounty. If you are scanned, bounty hunters will know of your location. Station
security will hold you if you are arrested.
Any
Any
Wrench
Jockey
Used to working in the dangerous engine room, you are resistant to shock damage. You can
also carry a hull wrench without it counting towards your inventory.
Technician
Vocation
Xeno
Archeologist
You have studied the ancient archeology of different species and theories on others. You have
+1d6 to any checks related to ruins, undiscovered species, ancient architecture and
Science
technology. In areas like this you may not be able to translate the language, but you can get
the gist.
Officer
Vocation
Zealot
You have stuck to the old Feraus ways. You get +1 to ATK and DMG if a creature has less
than full HP. All your melee and kinetic attacks do Bleed 1.
Species
Feraus
221
Chapter 8: Abilities and Skills
Explorer’s abilities are broken down into six categories known as ability scores. They are the
physical and mental ability of a character. It can be a strength or weakness
Strength. Picking things up, putting them down.
Breaking grapples or out of restraints.
Added to melee attacks.
Determines carrying capacity. Larger creatures can carry 2 more per size, while small 2 less.
Carrying capacity equals your strength score. Pushing or dragging is a strength check
against a GM DC. Having more than your carrying capacity makes you encumbered. 1 action
per turn which is movement.
Dexterity. Reflexes.
Used for aiming ranged weapons. Dodging falling rocks. It is initiative which dictates turn
order in combat. It can also add to your defense if you're wearing light or medium armor.
Your dexterity lowers 1 each turn in the vacuum of space with no suit.
Base defense.
Constitution. Health.
It is how healthy you are. How well you do on no sleep, resisting disease, starving, or
holding breath which is 10 seconds*Con score.
The score applies to how much HP you have.
Intelligence. Smarts, book smarts, taught intelligence, and natural brainpower.
This could be used for research, cheating at gambling games, locating weak points and helps
with shields.
Impacts your shields which is 1 + intelligence.
Wisdom. Street smarts, mechanical knowledge, problem solving, using items, perception.
Repair checks, and fixing breaches to a ship’s hull. Your chargepak energy which dictates the
use of certain items or tools.
Charisma. Charming, extroverted, stage presence, public speaking, getting what you want.
Your psychic ability if you have one, and how likable your character is. Willpower against
being mind controlled.
222
There are several types of rolls regarding your ability scores, and almost every single roll is
modified by them. The primary dice of this game, the 1d6, is always impacted by your
abilities. What you add to it is based on the corresponding ability. This chapter defines many
terms that will be used often in regard to this game’s dice rolling, aka throwing them bones.
Advantage and disadvantage
This means you will be rerolling a dice. These terms mean the opposite regarding the roll.
For advantage you take the lowest of the 1d6 and reroll it, taking the highest. Disadvantage
means you take the highest and reroll, taking the highest. This is often used when
circumstances grant a character or ship a huge bonus to a check, attack, or roll.
Advantage and disadvantage do not stack. You can have six advantages from multiple
sources, but you still only roll two times. Same is true for disadvantages. They also cancel
each other out. A player could have four sources giving them advantage, and one giving them
disadvantage, which means a normal roll. The amount from one source does not matter, they
cancel each other out.
Proficiency level
As your character levels up their proficiency level increases at certain level, which is the
number of dice in your proficiency pool. You can choose to add a dice from this pool to
anything you have proficiency in or that calls for a proficiency roll. You do this before you
tell the GM the total. This can be weapons, skills, tools or vehicles. This pool recharges
during a rest. Using something you do not have proficiency or points in regarding skills is a
flat 1d6. Maybe, you know, spend some time and learn how to use that item before you bring
it into the field.
Score/ Ability
223
Adding score/Ability refers to your ability score. You add your ability score to checks and
saves and attacks. For checks you add it to all that you are proficient in or that have SP’s in
them. If they do not have either you do not add the ability score.
Bonus/Penalty
A bonus/penalty will be added in certain conditions. For example, a second shot. The
bonus/penalty is always 1d6, be it positive or negative. A bonus of 2, would mean 2d6 added.
For example, aim confers a bonus which is rolling another 1d6. The multiple attack penalty is
-1d6, then two at -2d6. Bonuses/penalties cancel each other out. One bonus would cancel all
penalties and vice versa. You can stack bonuses/penalties on a single roll and can stack to a
max of ten. Bonus/ penalty rolls apply to the double rules, so although the odds may be
stacked you can fold under the pressure or rise to the occasion.
Checks vs saves
These are two more terms that are quite similar. A check is something you are doing actively,
while a save is something happening to you.
Saving throws. A save is when something is happening to you, like you stepped on a trap, or
the room you’re in has breached, and you’re being sucked into space. You do not add
proficiency unless said by your class.1d6+ the corresponding ability score. If you are
proficient then you would roll proficiency dice.
Ability checks. A check refers to rolling 1d6 and adding your related ability. An example
would be roll wisdom to try to guess where the criminals would go after a heist. They are
usually used for broad subjects where no specific skill meets the criteria. You would then roll
1d6 + Wisdom.
Skill checks. A check refers to rolling 1d6 and adding your related score. An example would
be roll perception to find the criminal’s hideout. You would then roll proficiency + Wisdom.
If you had points in perception, you would add those as well. If no points or proficiency you
would just roll 1d6 and add nothing. If only points and you are not proficient, you roll 1d6
and add the points. Mark what you add to each skill on your sheet so its easy to find and
efficient.
224
Opposed rolls. This term is used when two characters are making contested checks. Both
roll 1d6 adding the related points. The higher wins the opposed roll. This is often used for
grapple (Athletics) and piloting checks. For a NPC the GM may use 1d20.
Two of three. This usually refers to repairing, hacking or healing. A character must make
two of three successes. The DC is usually the same but can grow more difficult or easier with
each success/fail based on the circumstance. (Computers noticing a bad hack attempt raise
firewalls for example.)
DC. This means difficulty class. How hard doing something will be, based on the situation.
The GM determines the difficulty when calling for a roll unless it is in combat which it is
clear on an ability DC. The GM should also consider the player’s level when determining
DC, the GM may roll 1d20 and you have to beat it as the DC.
Difficulty Class (DC)
"Just don't mess up"
2
Easy
6
Medium
8
Difficult
12
Expert
16
Almost Impossible
24
Ties succeed. Sometimes when you add up everything the number will be the same as the
DC or defense. This will elicit a moment of confusion, but no worries. Ties succeed. An
attack roll that equals a defense hits the target, and a check or save that meets the DC always
succeeds. Ties always succeed.
Skills
Skills are an important part of the game. They grant additional actions in combat and are a
major part of out of combat play. Skills are based on your ability, proficiency, and skill
points that you put into them. You add all those up and add it to the 1d6 roll. There are some
special skills where you have an option as to what the related ability is. These are used as
skill checks. Below are all the skills.
Strength
Cargo- This is packing, storing, using heavy objects, managing storage. This is a big part of
space travel where space, as in inventory space not the vacuum, is small and important.
Athletics- This is anything regarding your physical ability. How strong your character is,
grapples, climbing, jumping, balancing. Pushing or pulling. You add your strength and
dexterity to this skill.
Dexterity
Piloting- This is in driving vehicles, drones. This can be related to starting, boosting, turning
or stopping suddenly.
Sleight of hand- Stealing, pickpocketing, hiding something, lock picking, rewiring a door
pad, throwing a pebble across a calm lake.
225
Stealth- Hiding, moving quietly, fleeing from the scene of a crime. Sneaking past hostiles. A
sneaking creature makes an opposed roll against passive perception when approaching it or
trying to get past it.
Intelligence
Biology- Anything related to the study or maintenance of organic life. This could be botany,
biohazards, creatures. Exo life forms and botany. It can also mean husbandry, working with
domestic animals. This is used for managing greenrooms, and also for dealing with animals.
Healing, curing diseases, figuring out how something died. Driving a mount.
Computers- Coding, hacking, operating computer systems, searching for information,
controlling drones.
High Sciences- This refers to the more intricate sciences. Chemistry, geology, physics,
astrophysics, theoretical fields, astronomy, astrology in certain circles.
History- This is learning the significance of certain events, factions, locations and items.
Math- This is used for astronavigation and trigonometry for snipers. It can be used for
calculating distances and figuring out locations and land navigation. Also, how many days
until a holiday.
Wisdom
Business- This is merchant skills. Selling, trading, managing finances, entrepreneurship,
managing side hustles and negotiating for more money. Figuring out how much something
may sell for.
Engineering- A necessary skill in space travel. Used for reactors and engines. Used for
repairs and scrapping.
Insight- Figuring out someone’s motives. If they are lying or hiding something. If someone
is a friend or foe, or maybe in disguise.
Perception- This is looking for something. This can be scanning the horizon, checking
around a corner, looting a corpse, or searching a room.
Survival- This is related to planet skills, like being in nature. Camping in the wilderness,
tracking prey, navigating through dangerous quicksand and gravity anomalies. Making low
supplies last.
Charisma
Culture- Trying to figure out a new culture, norms, deciphering a language, recognizing
traditions, customs and local fashion trends.
Deception- Lying, tricking, deceiving.
Performance- Doing a dance, singing, juggling, playing an instrument. Getting attention for
doing something.
Persuasion- This is convincing someone of something. Evidence or witnesses help, so does
player speeches.
Psychic- Skill Points can only be put in this skill unless you specifically have something that
says so. This is telepathy or premonitions. You cannot be proficient in this class unless you
have a source specifically saying you are.
Intimidation- Can be strength or charisma, whichever is higher. This is getting something
you want by scaring someone through flexing those glutes or saying something really nasty.
226
Special skills. These are two skills where the player automatically has proficiency in it.
There is no ability score related to background knowledge, and profession is based on your
vocation’s related ability.
Background Knowledge- This is information your character might know based on species,
class, vocation or background and experiences.
Profession- This is a check based on a job or knowledge related your vocation.
Passive Abilities
Passive abilities are your awareness in normal circumstances. How much your character sees
when they enter a room. No rolls are needed. Passive versus active is normal behavior, versus
actively trying to do something. A character normally is on the lookout for danger, deals or
suspicious behaviors. This would be based on their core stats.
Teamwork
Working together as a crew, and being a good teammate are a critical part of surviving the
galaxy. It is a harsh world, and your only hope at survival and profit lies with trusted allies.
Sometimes multiple characters will try to do the same thing, help each other or try to
persuade the other one to get out of the airlock during a madness episode.
Generally, you are using one skill check to determine the results of something. Once a
character can make the roll and others can choose to help, if they are nearby. The GM can
also choose for the crew to make a group check and take those results.
Help
To help a crewmate, a character must have skill points or be proficient in the required skill.
They roll a check against a DC 10, if it succeeds, they help the player making the roll.
Being helped allows you to add a free 1d6 to that skill roll in addition to whatever you are
rolling.
Group checks/ saves.
The GM may ask everyone to make a check or save in certain situations. In this case, they
may be asking for one roll, representing the crew, or each individual makes their own roll
and the GM goes through the results of each character, or the GM can take the average of all
the rolls or look for majority successes.
Fails.
227
A fail means whatever the player wanted did not happen. They did not make that jump or
find that hidden credit stash. Maybe they didn’t see the debt collectors swinging down from
the raptors above, or that the new energy laser they bought is a flashlight taped to a lightbulb.
Oftentimes making a check is the only way forward, or there is something the players really
want to do. Based on the situation the GM should raise the difficulty of the said task
whenever a player fails, so another attempt is more difficult. Also a GM does not want the
story to dead end because you can’t solve a riddle written for third graders.
228
Chapter 9: Exploration
Time
In space, more than anywhere else time is relative. This is a foundation of the Grey’s
philosophy.
Galactic time has adopted the basic second, minute, hour, day, month system of
humans. This was adopted by the council as part of the Nova treaty. Isn’t that nice, now time
is easily understandable and not overly confusing for us.
Time is localized, traveling ships adapt to the destination’s time system based on a
successful algorithm known as the anti-jetlag which each ship does automatically. This is
barely noticeable on long journeys and puts explorers into the local wake up/sleep work
cycles. Most stations link their time to the closest planet or in sync with Bravo station.
When tracking time is important the GM determines how long a task will take, and
they may use a different scale depending on context. In a suspenseful situation, a task may
take minutes that could otherwise be hours. Scouting an outpost may take ten minutes and
hacking a door may take one. Then most things take 6 seconds which is an action, but in an
out of combat situation when there is no need to rush it could take longer.
On a station or during shopping episodes the GM may use hours to determine time.
Traveling to the cyan head casino takes two hours with all the elevator rides.
Traveling between stations or planets can take days, the GM may speed through
multiple days before something eventful happens like an ambush, or the engineer ejects
themselves into space by accident while trying to fix the airlock. There may even be massive
time jumps between seasons in your campaign.
The base adventure for this game takes place in 187 P.G. (Post-Greys) One hundred
Eighty-seven years after the Galactic council was born at the cryo sentence of the
Slateguards, beginning a new era of peace and freedom in the galaxy. Not to be confused
with the bottom of the page in your book. P.G can also be used to count pages in this book
and all the years we spent on it.
A round is 6 seconds. Which is a turn for every character in initiative. Every character
does their turn during the same six second and initiative dictates what the order is within that
system. Ten rounds would be one minute. And longer than that is a really long combat, geez,
that's an exhausting session GM.
Distance and movement
Distance is the human imperial system. Inches, feet, yards, miles, another caveat to
the Nova Treaty.
A normal map is 5 feet squares, and a space map is Hexes with either DU or RU,
unless said by your GM. Creatures can move anyway through the map unless blocked by an
obstacle. Difficult terrain would be half movement, 10 feet per square.
Space units are calculated in DU what is commonly called Dewies, or DU’s. Day
units, which is similar to a human AU. (Distance from sun to earth.) A DU is one day’s travel
at Standard speed. In combat we use RU, which is Relative Units.
In space hexagons can be best. Space can seem daunting as it is 3 dimensional, but
ships are usually chasing each other, or one is chasing the other, and thus maintaining the line
of sight through distance as they travel 3 dimensionally which can be easily depicted on a 2D
map. A space map is hexagonal.
229
Movement
Climbing swimming, crawling
Each foot of movement is difficult terrain. You ignore it if you have a speed equal to
the difficult terrain. At the GM’s discretion they can add checks if there are rapids, slippery
surfaces or a centipede hiding under that rock.
Jump
Half your strength is your jump height in feet.
Long jump
When you take a long jump, you cover a distance that is a number of feet that is equal to your
strength score *2 if you move at least 10 feet on foot immediately before the jump.
This assumes the height doesn't matter for a long jump. If there is an obstacle like a low
ceiling or snapping crocodile, you may need to make an athletics check to avoid it. You may
also need to make athletics checks when landing to see if you land on your feet or to grab a
ledge or fall on your butt, wow that’d be embarrassing.
Marching order
Crews should establish a marching order as they travel on foot, or where they are in a
vehicle. A marching order makes it easier to plan traps, perception checks and where
everyone is when battle starts.
An easy way to do this is to divide the party into ranks. Front, middle, back, or front
and back. Characters need enough room to travel side by side. If they are in the same rank
and the terrain becomes too tight the marching order changes.
Stealth
When traveling at a slow place, characters can move stealthily. As long as they aren't in the
open, they can try to surprise or sneak towards other creatures. DC is determined by the GM.
Head on a swivel
Use the passive perception (wisdom) scores of the characters to determine whether anyone in
the group notices an event or threat. The GM may decide that only certain ranks can notice a
threat and call for them to make checks. The ones in the back may be the only ones who can
tell that they are being followed.
At a fast pace, characters have -1d6 to perception.
Encounters
The GM can determine if the crew discovers other creatures or NPc’s during their travels.
Either side may determine to start a conversation, run or see what the other side does.
Surprises
Sometimes one side doesn’t see the other coming and is ambushed, in which case there is a
ambush round. A ambush round is when the ambushers and anyone not surprised can take
one action, while anyone who is surprised does not. In a surprise round, anyone who has an
action has advantage on attacks against a creature who is surprised. Any creature who is
surprised has disadvantage on all saving throws.
Traveling Activities
Characters can focus on another activity than just watch for danger. These characters do not
contribute to passive perception or help the group in noticing threats or traps. They can do
the following activities instead.
230
Navigate- The character can try to keep the squad on track. No ability check needed. GM will
lower checks or time towards destination.
Track- A character is following the tracks of another creature. Making survival checks when
the GM calls for it
Map- The character can scan the area, uploading it to their info screen. It will help them get
back on track and stop them from getting lost. Also, can be sold for 1 dollar per mile if
unmapped.
Forage- A character can look for food, expensive samples, food/water. This is done by
making survival checks.
Below is a table showing all the special movement types. It would be listed as a speed
in a character or creature description.
Walk
Moving along a flat surface.
Flying
Flying above the ground in a non-vacuum atmosphere.
Swim
Moving through a liquid like water or milk. Not Lava, which is a plasma.
Space/Zero
Speed in zero gravity. Climbing and some flying are as normal.
Phase
Moving through objects or structures.
Climb
Moving along horizontal, or slanted surfaces. In some cases, this can be across ceilings. in which case it is
difficult terrain.
Flying. Unless your flying speed, or the source you have flying says you can hover it
costs 1 action to hover while flying, otherwise you must continue using your fly speed or
fall.
Certain things occur if a speed is brought to zero while a creature is using it, normally
they fall prone. For example, a creature that is flying will fall if their movement speed is
brought to zero. The same is true for a climbing speed, but that creature would get to make a
save, if unconscious they would fall. This can also be true for a creature falling prone,
depending on the situation. A swimming creature would remain still in the liquid, and
something in Astro or Zero would float.
Phase. A creature using phase cannot end their turn in an object. They would be
pushed out and take 1d6 damage for each foot it took to push them out to the closest
unoccupied space, this may move them upwards or to the other side of an object. If for some
reason there is no unoccupied space, they enter a mode called Phasal breakdown and they are
pushed through space time to an unoccupied space of the GM’ choice within one mile and
have the unconscious status.
Space/ Zero. This either in a ship with no gravity or the vacuum of space. This is 3
dimensional. Movement can go in any direction. This requires some sort of propulsion device
to move. If lines are available a creature can crawl at half speed. Objects in space are moving
so any travel would need to match that velocity or spin to move to them or away. In Astro
there is no slowing down, if you use something that propels you, you go at this speed each
turn until you do the reverse. If you have a jet that move you 30, you are moving 30 feet a
round. You can propel the opposite way 20, and that would slow you to 10 a round. You
could also stack this using it again and again to go faster and faster. Could be on a station
231
where there are objects to push off of. If so, a player can make an athletics check and move
that many feet, rounded to the nearest five.
A collision in zero does not do fall damage as normal. Instead for every 50 feet/per
round speed would do 1d6 damage to both parties involved.
Some environments are more specialized which are described in the environment
section.
While moving the GM may tell you how long it will take to travel certain distances
instead of the exact distance.
Travel speed
While traveling on land a group can move at slow, normal, fast. Travel speed assumes
8 hours of traveling a day. Every 4 hours someone traveling longer than 8 hours must make a
CON save DC against distance travelled or take 1 level of exhaustion. A fast pace makes
characters less aware, and a slow pace improves stealth and the ability to search more
carefully.
Slow Pace. Taking your time, looking around. Sneaking. Half speed.
Fast Pace. Normal pace + 20%. -5 on perception.
Forced march. Double speed. Perception checks are failed. 1 Point of exhaustion at
end of day against DC distance travelled.
Mounts and vehicles
These allow humanoids to travel much faster. Which is the vehicles speed. It takes
one action to get in the saddle, pilots’ seat or passenger seat, and also one to get out.
Everyone wears seatbelts, got to buckle, and unbuckle. Safety first.
While driving a vehicle you use one action to maintain yourself as the pilot, and one
to two to operate the vehicle or mount. Some like a motorcycle allow you to have an action
while ones like a rover are too complex and demand all 3 actions to operate.
For far distances, most modern people are no longer used to walking long distance. A
normal day of journeying is 20 miles walking.
Land animals are 50 miles. Flying animals would be 300 miles.
Aquatic animals are 20 nautical miles. Aquatic vessels are 280 nautical miles per day.
Land vehicles are 300 miles off roading. 800 on roads.
Flying vehicles are anything in the hemisphere within 4 hours.
Difficult terrain
Normal terrain would be station halls, fields, roads. But planets can have swamps,
primordial forests, mountains, or ice oceans. -all considered difficult terrain. A station could
have debris strewn halls or a ship suffered damage, making it difficult terrain.
You move at half speed in difficult terrain. So, half speed. This is also true for travel
speed.
Environments
Space is diverse with many different worlds and environments. There are a lot of
places to explore out there. This section covers some important ways to help characters
interact with their environment. There may be even more unusual situations that your GM
will explain when your characters enter them.
232
Falling
A fall from a great height is a common hazard.
At the end of a fall, a creature takes 1d6 Kinetic damage for every ten feet it fell to a
maximum of 20d6 which is lethal. The creature lands prone unless it avoids taking damage
from the fall.
A falling creature drops 180 feet per turn.
Suffocating
A common threat in the vastness of space. A creature can hold its breath for an amount of
time equal to 10 seconds for every point in Con. When a creature runs out of breath it's
unconscious and must start making death saving throws.
Below is a table with some common environments.
1/2 G
Movement and Jump is doubled for everything but Phase.
Normal
This is 1G, in an oxygenated atmosphere that is found on a terraformed planet or station.
2G
Speed and jump are halved if in 2 G. Anything more than 2G would need exo suits for movement and is
akin to a hazard environment.
Zero
In Zero G, creatures can only move if they are propelling themselves or have a climbing, fly or zero speed.
If a creature has no speed in zero, they float harmlessly, using a full movement and dash action to move
five feet. If a creature is able to touch an object or wall, their movement they can push off moving a
number of feet equal to their athletics check.
Void
The harsh environment of space. It is Zero G and takes a space suit and artificial atmosphere to survive.
Certain flying speeds may work, otherwise it would be an Astro speed or the same rules as Zero. Without a
suit you take 1d6 cryo damage, 1 rad, dexterity lowers by 1 each round.
Underwater
In a liquid. This can be in incredible depths or a corpie's pool. Attacks are at disadvantage unless a creature
has a swimming speed. Creatures in water use their first action each turn to continue swimming, so only
have two actions per turn. If you are wearing a vacuum suit your movement is 5 ft.
Breach
This is when in a ship or a station there's a hole where the atmosphere is being sucked into space.
Characters must make a DC 10 strength check at the start of their turn or be pulled 5 feet towards the
breach. A fail of 5 or more and they fall prone as well. The atmosphere in a room is sucked out of the room
at 5x5 each six seconds.
EMP
Electro magnetic field. Any electronic equipment will not work. Chargepaks lower to 0 and shields are
broken. Energy weapons and any electronics will not work. Engineers cannot use their exo suit until fixing
it in a short rest. Suerals make a Con save and, on a fail, go unconscious.
233
Space/ Void
Space is a harsh environment. To survive in space most creatures need a special suit
and artificial air source to survive. Even artificial life can succumb to the intense radiation of
space, or have their components damaged with the intense cold or heat.
Alternative rule-Kinetic weapons
If a Kinetic weapon is fired while in zero G or in a void, the shooter is pushed back 5
feet opposite of the direction they fired for every shot. This does not count for energy
weapon which don’t have such a recoil. You can also play with this as an option on the
weapons to be turned on and off. It’s 187 P.G. all weapons can fire in a vacuum or in atmo.
Vacuum
Space is a vacuum, and if a breach occurs in a ship a vacuum occurs. The atmosphere
begins getting vented out of the room and movement is now harsh terrain. A breach grows
with time and can cause more damage to a hull overtime. At the GM’s discretion they roll a
1d6 depending on the size of a room to decide how many rounds until a room is vented. For
multiple breaches they can use less dice or roll at disadvantage. As a general rule though
breaches suck 5ft cubed of atmosphere form a room each turn. That means a ten-by-ten room
would be in vacuum in 4 rounds.
Repairing a breach takes an Engineering check.
Vision and light
Noticing what's around you is an important part of being an adventurer. Realizing
who’s lying, where the traps are and if that food’s gone bad. Many abilities and weapons
need a creature to “see” their target. Darkness and other effects impact creatures’ ability to
see, and with so many creatures seeing different ways it is something to pay attention to.
An area may have various types of lighting. This is broken down into heavily
obscured, which can mean fog or flashbang. A lightly obscured area has dim light, or a mist.
A bright area is full visibility for anyone to see.
Heavily obscured-A creature effectively cannot see unless they have a different source of
vision that can see through whatever is obscuring them.
Bright light-Lets almost everything see normally. This is day, even if it is cloudy. Most
stations are brightly lit.
Dim light-Shadows, few lights. It can be the area between lights. Walking through the lights
of an outpost at night. It creates light obscurement.
Darkness- creates a heavily obscured area. Most creatures cannot see. This is darkness at
night or a subterranean mine, or the depths of a station.
234
Below is a table with the types of vision.
Color
Human vision, the average color spectrum. Cannot see in darkness.
UV
A different color spectrum, just lower than humans.. Just below typical lighting.
Night vision
Seeing in darkness. No colors.
Thermal
Seeing heat. Can see tracks, invisible creatures and working machinery.
Infrared
Seeing just above the color spectrum. Can see radiation waves. Can see invisible creatures and in
darkness.
Vibration
Sensing movement through vibrations.
Blind sight
Being able to see, using senses like hearing or smell without needing typical ocular vision.
Pheromone
A stronger sense of smell where intentions and some communications can be gleaned.
Food and Water
Characters who do not imbibe in nutritional intake, or get their needed water suffer
specific negatives. Robots do not need food/water, but they need their own supplies for
upkeep. While going on an excursion, crewmates carry their own supplies. Each character
has special inventory slots for food and water both. These do not count towards your standard
inventory.
You roll 1d8 against your current food/ water amount whenever you consume food. If
lower, you minus the amount by 1. If it goes past zero, you take a point from an ability.
You can carry extra food/water, but it would take an inventory slot as shown in the
consumable table in the equipment chapter.
Negatives from lack of food/ water can’t be removed until you eat/drink. You must
consume double the amount + 1 required to undo each negative point. For instance, if a lack
of food lowered your strength by 3, you must do 6 food consumptions or meals before it
returns to the normal amount.
You roll for food and water at the times listed for each category.
Food
More commonly thought of as nutrition paste. Which has everything the growing
worker needs. Any species from Sueral to Adonian can eat it and get the necessary nutrition.
Throw it back before you taste it though. Nutritional paste is cheap, scarily so and ships have
a near endless supply. While on a ship you can calculate nutritional paste usage in weeks
instead of days.
When leaving the ship for an excursion, you carry as much food as a 20-dex score.
You consume food when you wake up, take a short rest, and long rest.
If you do not consume food when you are supposed to you lose 1 strength.
Water
All known life in the galaxy needs water. Sueral need it for coolant, cichlids need it
for their tank armors, and humans put it in their mouth holes. You carry as much water as
your strength score.
You drink water before and after a long rest, and during a short rest. You also
consume water after each combat encounter in which you took a turn.
If you do not consume water your DEX lowers by 1.
235
Interacting with objects
Interacting with an object can be solved simply in game. The player tells the GM
what they are doing, like hitting a button, opening a door, and the GM describes what if
anything happens.
A character may decide to turn on a stations power, which may unleash a horrid
Spore monster, turn on the lights or play a nice holo about investing in fertilizer shares. A
character may need to a special check to do this, maybe it takes tech expertise, or a strength
check if the buttons are rusted or a DEX if it’s some crazy follow the lights type thing.
Characters can damage objects with weapons or abilities. Objects are immune to
poison and psychic damage. The GM determines the objects defense and HP and might
decide if they have certain resistances or immunities. For instance, a wall has a defense of 5,
but over 5o Hp and an armor of 5 where a lock would have a defense of 18 and have 5 HP.
Objects always fail saving throws and are immune to anything that is not STR or DEX based.
When it drops to 0 Hp it breaks. A character can attempt a strength check to break an object.
The Gm sets the DC.
Creature
Space is full of life be it artificial or not. There are certain types of creatures and
more getting discovered. Below are terms that may be used for certain creatures.
Sentient.- This would be a intelligent, thinking creature that would be able to
function in galactic society on some level, more than just the ability to feel things, but the
ability to be selfless, and not just for progeny.
Artificial.- This is an inorganic sentient creature. They are immune to poison damage
and most diseases.
Construct.- A inorganic being, but without the ability of thought. Follows
programming, as complex a sit might be. No CHA score.
Animals.- A domesticated, pet or wild animal. It does not take negative effects for
lowering its INT, WIS or CHA to zero.
Humanoid.- Sentient, any of the species available to make a character from.
Cybernetic.- Has organic and artificial parts. Not immune to poison nor SPAM.
Ship.- This would be anything that could engage in space combat without its stats
getting altered.
Vehicle A craft, its stats assume ground combat.
Insanity
Space is stressful, being under the heel of galactic society doesn’t help. Working in
space is harsh. Giving up a home planet, where your body has literally evolved for that
condition to a world of intense radiation, limited resources and the only thing keeping you
from becoming dust in the void is a few inches of recycled metal.
The Insanity marker is how well your character is doing with all this stress and
unknown in their life. It lowers over time with the only way to raise it is some self-care.
Taking care of yourself. The GM can determine what activities would help like this. Paying
off your debt would raise it to max, completing a mission, there are also many opportunities
at a station that help. When your insanity reaches zero your mind breaks under the pressure
and you roll on the madness table.
236
Every character has an Insanity marker equal to their vocation level, special abilities
may make this higher or lower. From time to time when the galaxy tests you, your GM will
have you make an insanity check. You make an Intelligence, Wisdom, or charisma saving
throw against your INT+ WIS or in special circumstances a 1d20 roll by the GM. There are
also situations such as the loss of an ally, getting knocked out multiple times in combat or
being possessed where the GM or you can decide to automatically lower this marker by 1.
The most common way this marker lowers is on long journeys where the crew is rolling
everyday after they have passed their ship’s buffer zone.
Intelligence-When physics breaks or something doesn’t make sense.
Wisdom- This would be when thing things fall apart. Doing horrible in combats, the
ship taking damage. Space combats, too many days in space, running out of money, getting
arrested.
Charisma- This is when something personal happens to the character. A betrayal, a
rival stealing a love interest, or your character failing their storyline.
Madness
The madness table is located in the tables appendix in this book. Whenever a player
rolls on it they roll 1d100. Madness’s are not created equal and vary between detrimental,
interesting, impacting RP or even a boon.
It is not easy to get rid of a madness. You can spend 24 hours in one of the mysterious
wellness centers or project it onto an ally or contact, which may lower their loyalty level by
1d4. Unless you are the burdened subclass, if you ever have more madness than your
charisma score which is your willpower, it will begin to impact your health and lower your
Con by 1 for each madness over your charisma score you have.
Social interaction
Being part of a crew and working towards a common goal is as important as firing
wicked cool lasers at a giant monster that eats puppies. There are many interactions with
other players and NPC’s that are needed to get by in the galaxy.
It can be as small as buying fuel from a dockworker to convincing a faction to lend
support in a looming war. The GM plays as the NPC’s while players their characters. An
NPC is a non-playable character which is every other being in this world.
NPC are usually friendly, indifferent, or unruly towards players based on their
reputation, loyalties, and role in the world. Failed or successful checks may impact their
feeling towards you.
Social interactions involve roleplay and ability checks.
Role Playing
Acting, pretending, imagining that you are the character in the circumstance and
acting it out. You determine how they talk, what they like, care about and their demeanor.
This is part of every part of the game, laced into everything from how you’d act in combat,
your wants in the overall story, to how you spend downtime. Role playing has major
implications. Combats can be avoided enemies made friends or vice versa. This is a tabletop
Role playing game for a reason, have entire scenes and have fun.
Tips. Everyone has different comfort levels with roleplaying, so be welcoming to
different levels of engagement with roleplaying. Try to bring in shy or quiet players without
237
pushing them into something they’d be uncomfortable with. Remember, YOU ARE PART
OF A TEAM.
Tip 2: Use character names at the table. Not real names, that’s for real life, before and
after. At the table, refer to each other as your character's name, and a player should use “I”
for what their character would do. Yes, we know you aren’t really a heartless mercenary who
hates dolphins, it's just a game.
Tip 3: Have fun with it, embrace the chaos, but stay on track. It's a game, have a good
time. That is always the number one point. This is a game. It's entertainment.
Resolving roleplay. The Gm determines what ability checks are needed and may
confer disadvantage or advantage based on what happened. They are rewarding/ punishing
the player’s behavior, not the player’s acting ability.
The GM who is acting out these roles will likely sneak in clues about motivations,
lore clues, and other facts. Pay attention to how they are acting as different NPCs have all
sorts of different behaviors and they may be trying to trick, betray, manipulate the players or
maybe they’re just a standup stall worker who sells nothing nefarious behind the counter.
You can roll an insight check to try to figure out the NPC’s feelings, ideals, and
honesty.
You can play interactions with NPCs as realistic as if they were a real life one. Bribe,
woe, seduce, blackmail, threaten, manipulate your way to get what you want. Just keep in
mind that, much like real life things have consequences too.
Ability checks. This is an important part of interacting with NPCs. You have several
abilities that can help and can be creative to have ones that may help. Maybe doing a cool
flip impresses an NPC or fixing their creaky door will make them friendly. There are many
ways different checks can be used, review your character sheets and try to think of ways to
help in interactions. There are of course some checks dedicated to these interactions.
Healing
Your characters will take hits and use abilities and need time to recuperate. This can
be done a few different ways. Most commonly is resting, which is taking it easy, no
strenuous activities like working, searching, fighting. There are also types of items that can
do healing or simulate resting.
Short rest. Your coalition mandated ten-minute lunch break is important to us, all of
our happy workers deserve to take some time to themselves during their 12-hour
contribution. In a ten-minute break you can heal one rest dice and repair shields. You can
take one short rest per day.
Long Rest. During a long rest you heal one rest dice. You regain all ability usages. A
long rest is 8 hours of sleeping, and easy activities. Players can set up watches in increments
where someone is relaxing, but on watch. This still counts as a long rest as it is not active. A
character can only take one long rest in a 24-hour cycle.
Med bay/autodoc. Taking eight hours full rest in a med bay or autodoc can recover
full HP, and even heal wounds or cure diseases. A biology check is needed in a med bay, it is
automatically done in an autodoc. 1 disease or condition is cured every 8 hours.
238
Between trips
On a ship. Crews have a lot of work to do on a ship. A crew member must work on
the ship for 10 hours a day to maintain its upkeep and do their job.
At stations. Depending on the size of the station there is a lot to do on downtime.
Frequently repairs and upgrades will cost a certain amount of days before a ship leaves.
Below are some ideas of how you can spend your downtime, but your GM may have more
things that you can do. There are also ways to earn money. Dollars are a currency
representing an hour of work. A day of working is 12 hours at most, most jobs are less. You
must be proficient in a skill to profit from your services. Some abilities are not 12 hours,
performing for example would become stale after 4 hours and is strenuous to perform for that
long.
Downtime jobs
Crafting/repairing. Requirement proficiency in engineering. You can spend a day
making items or repairing items of stationers and travelers for money. Earn half your
Engineer roll*12 for a day of work.
Performing. You can panhandle or perform at a bar. Earn half a performance roll *4
for a day of work.
Piloting. You help docking procedures and pilot shuttles or trams around the station.
Earn half your piloting roll*8for a day of work.
Street medicine. Biology proficiency required. You can try to find patients who
cannot afford autodocs or a med bay. Earn 1d12 dollars in scrap.
Research help. Proficiency in one of Math, high sciences, history required. Find
colleagues in the field who you can help for the day. Make a check with the chosen skill and
earn that many dollars for a day’s work.
Coding. Computers proficiency required. You help a system on the station with its
various protocols. Earn half a computers check *12 for a day of work.
Dock work. Cargo proficiency required. You spend a day working the docks. Make a
cargo check and earn that many dollars. You also get one piece of equipment worth less than
5 dollars per day as well as local gossip.
Greenhouse assistance. Biology proficiency required. Help out in the station’s
hydroponics, o2 ferns, or gardens. You get 1d6 seeds and a fresh vegetable.
Wheel and deal. Business proficiency required. You play the stocks, buy and sell
goods, invest and sell or other activities that are available. Make a business check. 1-5 Lose
1d100 dollars. 6-10. Lose 1d20. 11-15 earn 1d20, 16-20 earn 1d100 dollars.
Self-care You can spend this time trying to get a disease cured or rid of your
madness. You spend this time at a med bay or travel wellness center.
A travel wellness center can cure a madness, restore insanity counter to your max or
cure an addiction for 400 dollars over a 24-hour period. You are not allowed to leave once
you enter. Any drugs would be seized and confiscated.
Research You can study lore or sciences, maybe something you picked up on your
explorations. You can go to any of the labs, libraries or info screen stations. If possible, the
GM will have you make an ability check against a DC set by the difficulty of the task.
Holo Training You devote time to learning a new skill, proficiency or language. The
length this will take in total is determined by the GM, and the minimum is 100 hours. It costs
5 dollar per hour of training at a holo training center.
239
Shopping It's not a TTRPG without shopping. Shopping the various stalls and
vendors of a station or port is a 4-hour activity. This is done at a market which is known as a
trade floor.
Shops will buy any item for ¼ its worth. Persuasion and business checks can impact
this, but except for trade goods vendors will never pay full price.
Stations usually have basic goods, and items, like consumables and ammunition. If
they have a trade floor, every tool would likely be available. Stronger weapons and armor
would only be found on large stations, and ships would rarely be on sale at anything but a
spaceport or shipbuilding station.
Legendary, special, power armor and rare items are never on sale at a station.
240
Chapter 10: Combat
The airlock blows up, a hail of lasers strikes down the breacher as she moves up the corridor.
Behind her kith crawls across the ceiling slinging grenades. The defenders continue firing as
a Greyborn turns them against each other.
Combat may be a big part of your story, and this chapter has everything you’ll need
to know to play combat. The GM controls the environment, enemies, allies and refers to the
rules while the player controls their character. We may refer to you a lot in this chapter, that's
talking about anyone playing the game.
In this chapter, and book we use creature as the term describing anything that could
be in combat, players, NPCS, hostels or allies, it is meant to cover everything. All combats
are lethal.
Steps of combat
1-Locations. The GM and players declare where they would be. This could be the marching
order, where they started in a room. The GM determines what creatures are on the battlefield
and where they are.
2-Roll initiative. The GM may say this with a flourish. Everyone rolls 1d6 + DEX score,
determining the order in which participants will take turns.
3-Ambush round. he GM determines if any participants were ambushed. (Surprised
creatures cannot take actions or move during the first round.)
4-Turns. Each participant takes their turn, moving down the initiative order.
5-Rounds-Once every participant has gone, a new round begins working down the initiative
order.
Timeframe
Combat moves quickly. Weapons technology far exceeds that of defense. A conflict between
two sides usually ends in a minute or less, combat going longer than that is rare outside of
large battlefields, and even then, that type of conflict would garner railgun attention from
ships in orbit, so moving fast is always the best decision and combat has developed this way.
Each round is six seconds. During that round every character, ally, hazard and enemy go,
doing something within that round's timeframe. This order is determined by initiative which
is rolling 1d6 and adding your DEX score. Higher rolls go first. Ties are resolved by higher
DEX score. One everyone takes a turn, it moves onto the next round, starting at the top of the
initiative order.
241
Ambush
A group of debt collectors were waiting in a runner’s apartment. The runner,
unaware, enters their apartment. The debt collectors fire their stun guns, the runner is down
before they knew what happened. The debt collectors ambushed the runner as they were
using stealth by hiding and caught their target unaware.
The GM determines who, if any participants are surprised. If neither side was trying
to ambush the other and no one was using stealth, there is no ambush round. A GM may use
stealth checks against passive perception to determine if anyone was surprised.
An ambushed creature cannot move or take actions in the first round of combat. Their turn is
effectively skipped. They have disadvantage on saving throws during this round. An
ambushing creature can take 1 action and has advantage on attack rolls against ambushed
creatures.
Initiative
This is often said synonymously with turn order. It is what battle participants go in
what order. At the beginning of combat the GM will say roll initiative and everyone will roll
1d6 and add their dexterity score. The GM will do the same for all the enemies and NPCs
involved, although they may elect to have creatures of the same type go on the same
initiative turn for ease. Hazards will always go at initiate zero.
Pacing
Combat should move quickly and can be chaotic. Players should know what they are doing
on their turn and implement it quickly. The GM can determine how lenient to be with this,
and should be especially with new players, who should be supported. Enforcement really is
just for players who have at least been in twenty + combats with a specific character. For this
criteria, the GM can at any time put a hesitation condition on a character, where they move
down one turn order in initiative. The GM can also elect to do this to their own creatures.
Be respectful of each other, welcoming, but try to avoid combat becoming tedious. Support
new players and pay attention to what's happening. Try to have a plan when your turns
approaching.
242
Turns
You can do four things on your turn. Three actions and a free action. You can do the
different options for these actions in any order unless there is a feat or ability specific about
when in a turn you need to do something. You also get a reaction you can do outside of your
turn. You get one reaction, which recharges at the start of your turn.
Actions
Below are the types of actions you can take as action on your turn. You can do the
same thing as all three actions or different things in any order you wish. You can also
combine them, doing two things as once. Such as moving while shooting.
Costs 1 action. Move, attack, reload, use item, a skill check.
Costs 2 actions. Special ability or tech ability.
Reactions. Opportunity attack.
Move. Outlined in the next section your movement is your speed. You can break it up, use it
all or once, or use an action then move. It can be jumping, sliding, climbing, swimming.
Those are all types of movement that can be done with standard speed. There are other types
of movement, but you need the specific speed to do it. When using your action for movement
you minus the amount of movement you take while moving until it is 0 or you wish to stop.
There are no restrictions to how you break up your movement, you can do actions while
moving, etc.
Speeds. A standard speed is how far a creature can go walking/running on a specific
action. Some creatures have more than one type of speed, and can use either, while some
may just have a fly speed. If using two speeds on the same turn, for example kith have a
climbing speed also. The climbing speed is ten and their movement is 30. Kith could walk 5
feet, then climb ten feet, and walk another fifteen. A creature can move a total distance of
their maximum speed, and you minus the lesser one from that total whenever it is used.
Difficult terrain. This can be many different types of terrain, rubble, low vines,
climbing, swimming. Unless you have a speed naming the specific terrain the GM may say
that you have difficult terrain. This is an environment that is harder to move through for any
various of reasons that could impact movement. Difficult terrain could be spilled cargo,
furniture, the space of another creature (friend or foe) steep terrain, slippery ground, high G.
In difficult terrain, every foot is doubled, making the movement cost double.
Prone. This is laying on the ground. If your movement drops to 0 you fall prone.
Standing takes an action and so does dropping prone. Movement while prone is crawling, and
speed is halved, much the same as moving in rough terrain. This would stack with difficult
terrain making it triple movement cost. If a creature that is flying falls prone its movement is
reduced to zero and it plumets to the ground.
Moving through another creature's space. You can move through an ally’s space,
but it is double movement. You cannot move through an enemy’s space. If you move away
from a creature when it was 5 feet away from you, it may use a reaction to get an attack of
opportunity.
Creature space. A creature takes up space, which is also the setting of this campaign.
But we are using the terminology from chess not the void so bear with us. A humanoid
243
creature is medium takes up a 5 by 5 square, known as its space. Large creatures also take up
a 5x5 space, but friendlies cannot move through their space. Giant is 10 by ten. Massive
20x20. More than 1 small creature can be in the same space. Any attacks against one would
be against both as it impacts all creature in that space. The space is how much area a creature
needs to do its actions, otherwise it would be restrained.
Use a grid for normal combat and hexes for space. A grid is 5 by 5 ft per square, and a
typical creature can move 30-90 feet in a turn which is 6-18 squares, they can do this in any
direction.
Attack: A standard attack. This can be a swipe from a melee weapon or the firing of a range
weapon. There is a penalty for making multiple attacks in the same turn. The penalty is 1d6
for the second attack, and then doubles, -2d6 for the third.
There are abilities and feats that raise or lower this penalty, and if because of an ability a
fourth attack is made it would be -3d6.
This is only for attacks during your turn. Once your turn ends, so does the penalty. It is not
used on your next turn or for attacks of opportunity during your reaction. Attacks with your
reaction does not begin this penalty either.
Some weapons, like those with the Heavy trait need more than a basic attack to fire and will
say so in their description.
Attack. To make an attack you say what you are attacking. Then you roll 1d6. You
add your score related to the attack roll (STR for melee, DEX for range.) There are also
abilities that increase this. You should figure out what you add to your attack rolls before
combats and have it handy on your sheet as your various weapons with damage ready. You
add the numbers to the dice total If it is equal or higher than the target's defense the attack
hits. If proficient in the weapon you can roll proficiency.
A ranged attack during movement is disadvantage. Melee is normal.
Snake Eyes. (Two ones) The worst thing that can happen. You miss the attack no
matter what. This is a gun jam for a ranged weapon, and you must use a reload action before
it will fire again, and for melees attacks against you have advantage until your next turn.
Double Sixes. The best thing that happens. If this attack hits, add one damage dice.
Damage. This is the damage done after succeeding the attack roll. This is the amount
from rolling the weapons dice. For melee this is adding your strength modifier as well.
Nothing is added for ranged.
Melee attacks. Melee attacks always use your strength score to attack. The target
must be within 5 feet unless the weapon or attacker has the reach component. The strength
score is also added to the damage dealt on top of the dice roll.
Ranged attacks. You can attack a target at a distance. A ranged weapon has two
numbers that look like this: (30/50.) You can hit anything within 30 feet as normal, but
farther than that is at disadvantage. If it is farther than the second number, your attacks will
not do damage.
Thrown weapons. A melee weapon with the thrown property can be used to make a
ranged attack. Instead of strength add your dexterity to the attack roll but strength to the
damage. The range is listed as a typical ranged weapon. This would hit a shield.
Point blank. A point-blank attack, which is a ranged weapon attack within 5 feet of
the target, is an attack roll with penalty -1d6. On a hit, add 1 damage dice.
244
Shields. If a ranged attack hits a target that has a shield it hits their shield instead of
them and no damage needs to be calculated unless it has the potential to do break damage,
which is damage equal to 10 times the max shield amount. The number of hits lower the
shields total. Damage does not factor into hits. Shields recharge 1 a minute.
Unarmed attacks/ melee attacks with a range weapon. You can hit a creature with
your fist, head elbow or the butt of a rifle or bottom of a pistol. Roll an attack roll, adding
your strength, do not add proficiency dice or your strength score unless you are proficient in
unarmed attacks. An unarmed attack does non-lethal damage which is always halved. The
damage is equal to half your strength score at a minimum of 0.
Hidden attacks. If a creature is hidden, they get advantage on their next attack. This
is also true for invisibility. Once they make the attack, they are no longer hidden.
Attacking a hidden creature: If you are attacking something that is hidden. You tell
the GM where you are aiming and roll an attack at disadvantage. If the target is there and the
attack roll is higher than the defense the attack hits.
Aim. You use an action to aim down the sights or line up the next attack. It cancels the
multiple attack penalty or adds 1d6 to the next attack roll. Your next attack roll has + 1d6
when you use aim. This does not end at the end of your turn and can be used for a reaction
attack or first attack on your next turn.
The Aim bonus ends once you move, be it forced movement, willing, standing or falling
prone or making an attack.
Reload. Replace the ammo in a weapon, refilling it to full if you have enough of the
corresponding ammunition. This can also be fixing a jam. Costs one action.
Overwatch. You use an action and end your turn. Declare a direction, up to the range of your
equipped weapon, if any enemy moves through that area you make one attack with that
weapon. This is a basic attack and does not cost a reaction. It cannot be an ability or
maneuver.
Use Item. There are many items that you can use, unless explicitly said, it costs an action to
use an item. This would be healing spray, tying a knot, activating a computer, or throwing a
grenade. The item must be on your person or nearby, digging through your pack for an item
would cost two actions as two items were used one to retrieve and one to use, but using
something from a pouch would be a standard action. This would also count as replacing a
powercell.
Throwing a grenade. The player points to the location they wish to throw a grenade,
and they roll 1d6+ strength. A grenade can be thrown a number of feet equal to 5* total. If
the throw does not reach it only goes as far as the throw allows. There can also be
obstructions, say if a grenade is thrown in a warehouse, the GM can double the requirement
of feet needed.
Failing a grenade throw results in it hitting off target. Failing by 1 puts it five feet off
course, and this goes up by 5 for every number off. The direction is up to the GM, unless the
area is obscured, and the grenade could have bounced off something. A launcher negates the
need for an attack roll, and automatically succeeds.
245
On a bad throw, it is up to the GM what happens, did the thrower cook it too long, did it
bounce off a surface towards the thrower or ally, or did it ignite a power conduit and now the
whole ship is on fire?
Throwing a grenade while prone. Puts disadvantage on the throw.
Hold Action. You can hold one action, waiting for a specific trigger to occur. You would say
if someone comes through that door I will throw a grenade. If the trigger occurs, you do this
action immediately. This uses your action and would count as your reaction but would not
burn an action on your next turn. If the trigger does not occur, nothing happens. You lost that
action.
Skill Actions
Roll 1d6, and you can add more if you are proficient. You your corresponding skill
points to the skill. You add your corresponding ability to the skill if trained. If you have no
invested skill points do not add anything and it is only 1d6.
Skills= 1d6 + Ability score + Invested skill points.
Keep track of the allotted points on your sheet for ease of access. You can add dice
from your proficiency pool if you are proficient in the skill.
These are examples of what can be done with skills in combat. We, and the Gm
should promote player creativity and the GM can change restrictions or say if something is
possible or not. For example, “look over there” will not work against every NPC you’re
facing. Have fun with combat, be creative, and always rule in favor of being efficient.
Athletics. Using an action to make an athletics check. Athletic is Strength plus dexterity.
This may be pulling yourself up a ledge, jumping over a gap or swinging from a chandelier.
Below are examples of specifics can do. This check can be used for many things, anything
involving moving or strength. This would be doing a backflip off a table or swinging from a
chandelier.
Grappling. The attacker rolls an athletics roll, opposed by the target’s athletics. If the
attacker succeeds, they have grappled their target. You cannot grapple something that is a
larger size than you. Add 1d6 for each size smaller the target is than the attacker.
246
Breaking a grapple costs an action. It makes athletics check against the creature
grappling it, who also makes an athletics check, known as an opposed roll. If the target is
incapacitated, you succeed automatically.
Moving a grappled creature halves movement.
Push. You can push or shove another creature. It cannot be a size larger than you.
You make contested strength checks. If a success, the target is pushed five feet away from
you. If they fail by more than five, they fall prone as well. If the target is incapacitated, you
succeed automatically. Add 1d6 for each size smaller the target is than the attacker.
Disarm. An opposed athletics roll, but minus 5 to whoever initiated it. A success by
less than 5 and the weapon is knocked away, a success by more than 5 and the attacker gets
the weapon.
Cargo. Using an action to make a Cargo check. Cargo is based on your strength modifier.
This can be throwing large objects, packing explosives together, and building a barricade.
Barricade. Take objects from around you to build a temporary barricade with hit
points equal to your roll. This will not work in an open area and must be in a place where
there are items around. This acts as small cover. This can also be used to improve a door’s
defense and HP.
Obstruction. You throw objects into a five-foot area, making it difficult terrain. You
must have access to random items such as furniture, wood, blankets, or rope. DC 10.
Sleight of hand. Using an action to make a sleight of hands check. Sleight of hand is based
on your dexterity score. This can be swapping objects, planting a small device, stealing.
Pickpocket. Steal something from someone’s pocket. Roll a sleight of hands check,
against their perception. If in combat or the target is focused on you it's at a disadvantage or
may be an automatic fail. On a fail by 5 or more the target can choose to grapple you, by less
than 5 and they are aware of the attempt. On success you can put the item into one of your
pouches or pockets. You may also use this to plant something on someone else.
Lockpick. Pick a lock. Roll a sleight of hands check against the locks DC determined
by the GM. A failure raises the lock's DC or makes it unpickable. There are also tools that
would boost this if you are proficient in them.
Disable trap/device. Cut a tripwire, remove a detonator or put tape over a motion
sensor. Make a sleight of hand check against the trap/device’s DC as determined by the GM.
Stealth. Using an action to make a stealth check. Stealth is based on your dexterity score.
This can be hiding, sneaking, eavesdropping.
Sneak. This is combined with a move action. Roll a stealth check-5 against nearby
perceptions. On a success you are able to move in stealth. Your movement is halved to
maintain the sneak.
Hide. You stay in one place, hiding behind full or medium cover. Roll a stealth
check. DC is against passive perceptions. If you hide and then sneak, you have advantage on
the sneak roll and it is no longer -5.
Piloting. Using an action to make a piloting check. This can be driving a vehicle, riding an
animal. Check the vehicles section in the equipment chapter to find out more about this.
247
History. Using an action to make a history check. This uses your intelligence score. This can
be finding something’s relevance, records of an object, station or group, if it was in recent
news. It could be searching for records of a creature or mercenary group, or a pirate's
reputation. A history check can be using your info screen and would be the result of looking
up information.
Biology. Using an action to make a biology check or a medicine check. This is based on your
intelligence score. Learning about fauna, creature abilities. This would be providing first aid,
determining poison toxins, or negative effects that impact constitution.
Analyze creatures. You look at an organic creature to determine one fact about it
such as a vulnerability, resistance or ability. The DC is the creature's MAX HP. On a success,
the GM will say you get X number of questions based on how much higher than the DC you
are up to 3. You must ask the GM which fact you are trying to learn. For example, what is it
vulnerable to? Does it have a special ability? The GM will respond with one fact per
question, so even if it has multiple answers to a question like multiple vulnerabilities, they
will only tell you one per question or if there are none.
Animal handling. Get a creature to obey or calm down. DC is determined by GM.
Checkup. You can roll a biology check against a the targets Con score. On a success
you learn what ailments, toxins, disease or conditions a creature is suffering from.
Stabilize. You can roll a biology with a DC 20- targets Con score to stabilize a dying
creature. Their HP is zero, but they are no longer dying.
Computers. Using an action to make a computer check. This is based off your intelligence
score. This could be searching for something in databases accessing systems or hacking into
an enemy. To hack into something, you must be within five feet of it and touching it unless
you have something that says it can be done at range. If it is an aware creature you must
succeed on grapple check first. It is then an opposed computer roll. Unconscious or
incapacitated creatures would be an instant success. A creature with a shield cannot be
hacked while the shield is up.
Hack. Break into a computer network for access. This only works for networked
systems or terminals. (For example, you cannot hack a soldier’s jetpack or a Spliced’s mods
as they are not networked.) Roll an opposed computers. Snake eyes can result in the system
shutting down for access and no further attempts can be made. Double sixes gives you access
to multiple systems. On a failure, more complicated computer networks can hack you back.
Access systems. This is not a check but uses an action to use any of the systems tied
to the computer network if you have access. This can be cameras, power, coolant system,
doors, turrets, music, lights etc. It costs one action per system to use and manipulate. With
access you can direct doors to shut, lights to turn off, see through cameras or switch
friend/foe identifiers for a VI or lower system.
High Sciences. Using an action to make a high sciences check. This uses your intelligence
score. This would be figuring out something using chemistry, physics, astronomy. This
would be figuring out an anomaly, breach in physics or an environmental hazard such as gas
or acid pools.
248
Manipulate the environment. You find and learn about any environmental hazards,
anomalies, or potential area effects such as a vat of combustible chemicals, which can be
used in your field of vision. Roll against a DC determined by the GM based on the difficulty
of learning/ recognizing the hazard.
Analyze higher being. You look at a creature that is neither construct nor organic or
a mixture of both. to determine one fact about it such as a vulnerability, resistance or ability.
The DC is the creature's MAX HP. On a success, the GM will say you get X number of
questions based on how much higher than the DC you are to a max of 3. You must ask the
GM which fact you are trying to learn. For example, what is it vulnerable to? Does it have a
special ability? The GM will respond with one fact per question, so even if it has multiple
answers to a question like multiple vulnerabilities, they will only tell you one per question or
if there are none.
Math. Using an action to make a math check. This would be doing equations. This is also
used by snipers in replace of the aim action.
Calculate the odds. You can roll a math check to figure out the Difficulty of another
check, like making a jump, hacking a computer, finding an item, shutting down an
overloading reactor in time. The DC is five less than the DC of the actual check. You find out
the check amount on a success.
Engineering. Using an action to make an engineering check. This is based on your wisdom
score. This would be looking at the structural integrity, how to dismantle or fix something
complex. This could be
Analyze Construct. You look at a manufactured or artificial creature to determine
one fact about it such as a vulnerability, resistance or ability. The DC is the creature's MAX
HP. On a success, the GM will say you get X number of questions based on how much
higher than the DC you are to a max of 3. You must ask the GM which fact you are trying to
learn. For example, what is it vulnerable to? Does it have a special ability? The GM will
respond with one fact per question, so even if it has multiple answers to a question like
multiple vulnerabilities, they will only tell you one per question or if there are none.
Quick fix. Requires duct tape or tool kit. You roll an engineering check against the
item/ objects DC as set by the GM based on complexity. On a success it is repaired and
works for one hour to a day. In most cases this may be powering a machine like an elevator
for a short time or fixing a broken weapon or armor. It can also be used to stop a hazard such
as exposed wires, or a faulty piece of equipment. This is a check against a DC set by the Gm
based on the difficulty level and time it would take. An item fixed this way has an HP or 1
and will work for 1 hour per every SP in engineering with a minimum of 1.
Dismantle. You can roll an engineering check to figure out how to dismantle a device or
machinery. Roll a check against its HP to damage the item, lowering one of its stats as and
defense by 1 for each success. If you roll double the HP amount, the object is disabled.
Overload. You can overload a power system that you have access to. This is a check
against a DC set by the GM based on the difficulty level. An overload would break the
system or shock creatures within 5ft of it doing 1d6 shock damage.
Repair. Requires a toolkit and 3 successes. If it cannot be repaired, you learn how
badly it is broken. You work on fixing a complicated machine or basic item/ object by rolling
249
against a Gm 1d20. On an amount of successes determined by the GM it is fixed. A broken
airlock may take 3 successes, a portal device may take 5-10. A good rule of thumb is to
compare the object to a ship’s system. However much it is powered by a reactor should be
how many successes it would take to fully repair. A reactor needs 3. A piece of equipment
can be fully fixed outside of combat, but it would take ten minutes per HP, if the equipment
is larger than the engineer it is an hour per HP. Only half of max HP can be fixed this way.
Insight. Using an action to make an insight check. This is based on your wisdom score. This
would be trying to find out if someone is telling the truth, if they may have a secret motive or
if they are who they say they are.
Determine intent. You can roll an insight check to try to figure out who a hostile
may target on their next turn. This can only be done on a sentient creature. The DC is their
defense.
Perception. Using an action to make a perception check. This is based on your wisdom
score. Using your senses to try to see or find something. Noticing a hidden enemy, searching
an area, or finding something in a room. This would also be similar to detective skills, and
ironically also burglar skills in trying to find something valuable.
Search. Look through an area for anything of importance and for any traps. This
could also be looking for a control panel or access point, device or blackmail evidence in the
safe. Roll a perception check against a GM 1d20. The DC may be based on how long you
have, how well something is hidden and where you are looking.
Locate. Try to find a hidden or invisible creature. This is a perception roll against the
creature's stealth score. A close roll may tell you the general direction they are in.
Business. Using an action to make a business check. This uses your wisdom score. This
could be doing any deals related to the situation, checking for warrants.
Credit check. You can roll a business check to see if bribing a sentient member of
the galactic community is possible and how much it’d cost. You could bribe an enemy to join
your side in a fight.
Survival. Using an action to make a survival check. This uses your wisdom score. This
would be anything involving nature or weather on a planet or habitat.
Tracking. Following the trail of a creature. Roll a survival check against a GM 1d20.
Check terrain. Look for natural hazards like sinkholes, ice, quicksand.
Deception. Using an action to make a deception check. This uses your charisma modifier.
Look over there. Requires the creature to be able to understand your language. At a
DC of the creature's INT+ WIS the target believes you. If you hit with your next attack, add
one damage dice.
Feint attack. You a fake melee attack. Roll deception against the creature’s defense.
The next attack against this creature does max damage if it hits. This counts as an attack and
incurs a multi attack penalty as normal.
Psychic. Using an action to make a psychic check.
250
Predict action. DC 15 psychic check. You use an action to predict what happens with
your next action. You do your next action and at the end of it you can choose to keep the
results or do a different action. You can do this once a minute.
Alter throw. (reaction) You can use a reaction to raise or lower a grenade throw by
your psychic SP.
Intimidation. Using an action to intimidate a hostile. This uses your charisma or strength
score, determined by you.
Scare. Roll an intimidation check against the creatures Defense + Strength. On a
success they have the frightened condition of you until the end of their next turn, they are
then immune to your scare for 24 hours.
Rally. Yell at an ally to get their act together. Roll an intimidation check against the
ally’s charisma score. On a success it breaks a panic, frightened, enamored, or shellshock
effect.
Culture. Using an action to recall local customs. This uses your charisma score.
Performance. Using an action to sing, do a dance. This would be your charisma score.
Distract. Try to distract a hostile. This provides disadvantage on their next attack roll
if they attack anything besides you. The GM determines if this succeeds or not based on the
creature, circumstances and the roll. You do not know if it succeeds until the target attacks.
Play possum. (reaction) As a reaction, if you take damage that lowers your HP you
can pretend that it killed you and fall prone. Roll a performance check against the creature's
perception. On a success it thinks you’re dead. This does not mean the creature won’t attack
you, only that it thinks you're dead and less of a threat.
Look helpless. As your last action on a turn, you can look helpless, attempting to
convince hostiles that you are no threat. Requires that the target is sentient and has an
intelligence of 5 or higher. You roll a persuasion check against a Gm 1d20.
Persuasion. Using an action to make a persuasion check. This uses your charisma score.
Attack them, not me. Requires that the target is sentient and can understand your
language. You roll a persuasion check at a DC decided by the GM on a success the hostile
chooses to target someone else. You do not know if it succeeds until the target attacks.
You’re doing great! DC 15. Say something supportive to an ally. They get + 1 on
their next roll. Can only do once per turn. This lasts until the end of your next turn.
Free actions. Drawing a weapon. Opening/closing a door. Picking up an item. Hit a switch.
Hand off an item. Speak for six seconds.
Costs 2 actions
Specific ability. Certain abilities, which you may have access to with your class, require two
actions unless it specifically says it does not. It may say it counts as an attack or movement;
in which case the attack/ movement action is included within those two actions. The ability
will say how much actions cost and there are some that count as one and others cost 3.
251
Maintain. Maintaining an ability requires an action a turn to maintain, and abilities that can
be maintained will say so. If you are using a flying speed and do not sue movement, you
must use an action to maintain or fall 60 feet.
Reactions
Attack of opportunity. You can take 1 basic attack action. Cannot be an ability or
anything that uses more than 1 action or a multi attack. This occurs when a creature passes
through or flees from a hostile creature’s proximity which is the space within 5 feet of it.
This attack occurs right before the creature moves and costs a reaction. A player can choose
not to make an opportunity attack if wanted. An attack of opportunity only takes place if a
creature moves willingly, it does not occur if they move due to an ability, an explosion,
phasing or teleporting.
Using a reaction takes one action from your next turn.
Special combat rules
Area effects: Some attacks effect a certain area. Any creature within that area, friend or foe
will take the effect. They all may make their own saves. An example would be grenades
which automatically damage everyone in the space.
Multi weapon fighting. Regardless of number of arms or weapons a creature only has as
many attacks as they are allowed by their action. If a creature attacks with two different
weapons on the same turn, they do not get to add ability score to the second weapon and still
have minus 5 to the attack roll for the second weapon.
Flanking. If you are attacking a creature and an ally is threatening it on the side opposite of
you, you have advantage on the melee attacks.
Ranged Flanking. If you can draw a straight line from one attacker through an enemy to
another creature attacking it without going through any obstructions, creatures, hazards you
have ranged flanking, which grants you advantage on the attack roll. Both attackers must be
attacking the target in question. A prone target negates ranged flanking.
Prone target. Melee attacks have advantage against a prone target. Ranged attacks have
disadvantage.
252
Unconscious/ incapacitated target. A creature falls prone when they are unconscious and
incapacitated. An attack that hits a creature in this state does an extra damage dice in damage.
Interrupt. If a creature is holding an action and takes damage, they lose the action they were
readying.
Nonlethal. Unless it says so on the weapon, doing nonlethal does half damage. Nonlethal
damage does not put a character into the dying state. When they drop to 0, they are instead
unconscious.
Vehicle/mounted combat. Vehicles and mounts go on the same initiative as their
rider/driver, which must use 1 action per round to maintain control. It can move or attack if it
has one. It also provokes opportunity attacks. To stop a vehicle or mount must take an action
to stop/brake/ slow down if they used movement this round or last. If a mount is killed or
vehicle destroyed the rider takes 1d6 damage and must sue an action on their next turn to
escape the wreckage.
Saving throws. You may be asked to make a saving throw against a hostile creature's effect
or to stop from falling. You roll 1d6 and add your corresponding score. If you have
proficiency in that ability as described by your class, you can add those dice as well. You are
attempting to beat the DC (difficulty class) to avoid the effect. Some effects may do half or
no damage on a success. You take the full brunt of a fail. Snake Eyes is an automatic fail.
Double sixes is an auto success. If you want you can also choose to accept the result and skip
a saving throw, if it is say a friendly bonus from an ally.
Cover
Cover is a big part of fighting in the galaxy, and survival depends on it. There are three types
of cover, each grants a bonus to your Defense.
Small cover.- This would be like an upturned bench, small curb, or pole. Defense increases
by 2.
Medium cover. This would be like an upturned table, or a column. Both sides can still fire at
each other. + 4 to Defense.
Full cover. This would be behind a wall. This means an attacker does not have line of sight,
and cannot make an attack unless with an area of effect or ricochet. This also means that
behind cover, you must move to be able to get line of sight on a target.
Damage to cover. Most covers cannot take too many hits. Any misses or attacks will
deduct from the cover’s hit points, possibly breaking it. Make sure not to hide behind flimsy
cover like plywood and hope the steel columns and stone blocks hold. Small cover would be
able to take 1 hit, medium 2, full 3 or more.
Hit points
Hit points known in the gaming worlds as HP, is how much life your character has. More
means hardier, while less would be frail. This number changes often throughout episodes
when a character takes damage or heals. Losing HP does not impact any ability scores until it
gets to zero, where the creature falls unconscious.
253
Healing. The opposite of taking damage, you regain lost hit points back. You cannot heal
past your max HP, any extra is lost. A creature knocked unconscious that is at zero hit points,
comes out of unconsciousness if they are healed.
Shields. Ranged attacks that would hit a creature with a shield hit its shield instead. A
creature with a personal shield can take a total amount of hits equal to its intelligence score
plus 1. This recharges 1 every minute. If it reaches zero it is broken until it is repaired which
takes ten minutes to cool down before an attempt can be made. Each ranged hit lowers the
shield’s charge by 1, an attack must first meet the wearer’s defense to hit the shield. It does
not protect or lose charges from area effects, falling damage, or melee attacks, gas/vapors or
psychic. Repairing a shield is a DC 15 engineering check to fix in one minute, or an auto
success if you spend ten minutes.
Temporary HP. Extra HP granted by an ability or other source. It is separate from your HP.
When you take damage, minus it from your temporary HP before your regular HP. It counts
as HP in any situation that makes you take damage. It cannot stack with other sources that
grant you temporary HP, you take whichever would give you a higher amount and cannot
combine them.
Armor. This is a special type of armor that lowers damage that would lower HP although
some creatures may have it for certain damage types. Any attacks that do damage of those
types do less by the armor amount. If a creature with an armor of 4 takes six damage, they
instead take 2 damage. If the damage is less than their armor, they take no damage.
254
Damage. Whenever an attack roll succeeds a creature takes damage, lowering their HP, this
can be from various cases and take the form of different damage types. Area of effect
damage is done by one damage roll and is the same for everyone impacted.
Types of damage
Damage Types
Kinetic
Physical damage from a heavy object, falling, slashing, piercing, punching, cartridge weapons and shrapnel.
Falling damage.
Energy
Damage from blown power cells, energy weapons. It can penetrate flesh, boil skin. Energy weapons are good
in space as it is less likely to cause a hull breach in space.
Cryo
Cold damage, freezing something. Lowers movement by 5 on targets next turn. Does not stack.
Thermal
Heat damage, burning or potentially causing a fire, can melt things.
Acid
Can burn through organic or hard surfaces. Lowers Armor by 1 until repaired during a rest.
Void
The feeling of being in a vacuum of space. Lowes DEX by 1 each round. You take 1 cryo damage, 1 RAD and
are suffocating.
Emotional
Damage to intelligent life that requires rest to heal. Requirement AI or higher. Lowers Charisma by 1.
Psychic
Mental damage to sentient life. Can be done to AI's and Sueralbut not VI's or bots. Bypasses shields.
Temporal
Does damage by moving the target through time at a damaging pace.
Plasma
Super-heated plasma that does lasting damage. Take half damage done at the start of next turn.
Shock
Electrical damage usually does more computer systems and robots. Damage= hits for shields.
Chemical
Damage, drugs or healing to organic life.
Spam
Damage to software, communication and computer systems if networked. Lowers Intelligence by 1.
Sonic
Acoustic damage to hearing. Does not work in vacuum.
Lasting damage
Some damage does lasting damage like plasma or status effects. If so, it will say plasma or
the damage type and a number for example Thermal 2. Which means you are on fire for 2
rounds. Each round you take the amount listed at the start of your turn; it then lowers by 1.
When it reaches zero you no longer have the effect. These damage types can stack.
For example, Poison 3, does 3 damage, then 2 on the next turn, then 1 on the next turn, and
then you are no longer poisoned. If you are at poison 2 and are hit by the same attack that
does Poison 3 it would raise your poison counter to poison 5.
It takes a biology check as an action to remove one of these effects. For every number above
10 lowers the counter by that much. If the biology check is 14 you could lower your poison
counter by 4.
You can have numerous counters in concert at the same time. Each one would require its
own biology check.
Status effects are Burn, Chemical, Poison, SPAM, Stagger, Paint. They lower by 1 each
turn.
Bleed-Bleed amount lowers Max HP at start of each turn. if an organic creature. A biology
check equal or greater to double the bleed score bandages this. Not cured with short rest,
needs long rest or healing item/ability or a medbay/autodoc.
Burn-Take the burn amount in damage at the start of turn. Costs an action to put out.
Chemical-Does specific drug or chemical effect at start of turn. Needs antitoxin to cure.
255
Freeze- Movement lowered by 5 for each Freeze 1.
Poison-Loses poison amount in HP per round. Needs a successful biology check to cure.
This HP can only be healed with a rest.
Paint-Stealth, invisibility impossible. Disadvantage on stealth checks.
SPAM-Loses 1 INT per round. Cured with a system restart, which costs 3 actions.
Stagger-Loses 1 action per round for each stagger.
Plasma- Plasma damage has a lasting effect but no counter. Instead of a counter, you take
half the damage inflicted at the start of your next turn and then it is gone.
Score damage
Certain damage types like Spam and emotional lower your ability scores instead of doing HP
damage. It takes a long rest to negate this damage, putting your stat back to normal.
Weakness and resistance
Some creatures are weak or resistant to specific damage types. In rare cases something may
even be immune to a damage type.
Resistance. Damage is halved.
Weakness. Damage is doubled.
Wounds
Certain effects give their target a wound. This can also occur if a character ever takes their
full HP in damage in one turn. Even if some would be negated by reaching zero. They would
roll on the wound table if this occurs.
Dying
When a creature drops to 0 HP they are dying. A dying creature's HP is zero and cannot be
negative. They are unconscious and cannot take actions. This ends if they regain any HP
points, which revives them. Temp HP does not revive them.
Dying. A dying creature is alive for a number of seconds equal to 6 + Constitution score
rounded up to the nearest multiplier of six. This is their death ticker. Revival penalties do
impact this score. They also have a dying HP pool equal the same amount, which also
decreases by six, as each round passes. Damage is calculated normally against this pool of
HP, which lowers their time left alive. If a creature’s death ticker amount is brought to zero,
they are dead.
When a dying creature's turn occurs, they make a death check. Roll 1d6 minus your
CON score. Not the death ticker amount your actual CON score. (Downed penalties would
factor into this.) If you roll lower than your death ticker amount you are mostly dead. This is
the only time in game when you want to roll low. A success puts you in the mostly dead
state.
256
Mostly dead. This counts as being revived if it brought you from the dying state. You have 0
HP and are conscious. You can use free actions on your turn, like calling for help but cannot
take actions as normal as it is too strenuous. Starting on your next turn, you can take an
action as a last-ditch effort, but it is pushing yourself too far and will cause you to return to
the dying state. Using this action ends your turn.
Last ditch effort. You can use this action to make a biology check on yourself to
stabilize, use an item, make an attack or use any one action as normal. A successful
stabilization keeps your HP at zero but you're unconscious. Using an item to heal yourself
revives you. If revived with an HP greater than zero, you have 3 actions on your next turn.
Using an item to heal yourself would still lower your CON by 1.
Stabilized. HP is at zero. The creature is unconscious, but they are not dying.
Instant death. If a creature is damaged equal to negative their HP or puts their HP into the
negative at the same amount of their HP, they are dead. This has to be done in one attack or
damage source.
NPC death. It is up the Gm’s discretion, when in combat, to have hostiles die instantly or go
to the dying condition. They should always decide for the sake of efficiency unless there is a
potential for that creature to be healed or a need in the story.
Downed penalty. Any creature that is brought to 0 HP or lower takes a constitution penalty
of -1 until they take a long rest. In addition, they also have a permanent scar of this attack
that would take 1,000 dollars to remove at a station. Their CON score lowers by one each
time they are downed to or past 0 HP. They can regain the CON during a long rest.
Ability lowering to zero. If any effect lowers an ability score to zero that creature dies. This
is not true for constructs of VI or lower. Charisma lowering to zero turns the creature to a
mindless husk, controlled by the GM. Ability points are recovered per long rest.
Stabilizing. A DC 10 biology check prevents the creature from getting any worse without
interference. They are no longer dying, but still unconscious at zero.
Reviving. Healing any HP amount brings that creature back to consciousness with an HP of
that healing amount.
257
Chapter 11: Spacefaring
Spacefaring is a major part of being an explorer. A ship is everything. It’s both a
workplace, and home, so be a good crewmember and a better roommate. Having a good ship
means the world to an explorer, keeping it in the air, repaired enough so the crew isn’t
worried about it spontaneously exploding.
Space is dangerous. Accidents happen, in travel through the cosmic unknown and that's
before even factoring in hostiles.
In this chapter you will learn all about space faring and ship combat, as well as building your
starting ship.
Traveling through space
The most common way to travel through space is with trip drives. A trip drive which stands
for triple standard. But colloquially called so for the likelihood of having an accident.
Traveling through space is equal to one day per hex (DU) at standard speed. Burn drive
which is the next speed is 2 hexes per day. Trip the fastest at 3 hexes per day. There are also
exceedingly rare jump drives which are brand new. These can travel 2-300 hexes
instantaneously by creating a hole through space time.
Time to travel through a hex
Strain %
Standard
1
1
Burn
1/2 a day
4
Trip
1/3 a day.
12
Jump
2-300 hexes.
Unknown
Strain percentage. This is the likelihood of a catastrophic failure. Space travel is
dangerous, and things go wrong all the time. An engine can malfunction, a reactor can
rupture, a calculation can be incorrect. For every journey the GM will roll 1d100 per each
day, against the DC above to see if strain put on the engine. This can be costly and break and
engine or cause a meltdown. If you are “fast forwarding” through a journey you can add up
the strain percentage and roll 1d100 under that. For every increment lower the ship takes 1
strain.
258
GM Tip: You can have a ship stop due to too much strain and the crew needs to go to
a station for repairs. A good rule of thumb is to roll d12’s to determine how many hundreds
of dollars the repair will cost. 1d12 multiplied by the speed they were traveling. You can also
roll 1d6 to determine the severity of the accident and whether or not it needs repairs/rescued.
1-6 would be total ability points in damage.
Strain. A lot of vocation abilities can put strain on the ship. This impacts the reactor of a
ship. The amount a ship can take is equal to its Reactor score + 1+ a technicians’ levels
(highest level) which is the strain score. Whenever new strain is put on the ship, roll 1d6 +
strain. If it is greater than the strain score, the reactor begins meltdown, losing 1 power point
by lowering the POWR of the ship by 1, until the strain is repaired. It takes a ship technician
8 hours minus their technician level to fix 1 point of strain. Strain is reset to zero when a ship
docks with a station for repairs for 8 hours. If the ship is already in meltdown, this 1d6 roll is
made with advantage, and any roll that is greater would increase the meltdown level.
Meltdown. When a reactor begins meltdown, all creatures within 20 feet of it take 1 point of
radiation. The ship’s POWR score lowers by 1. When a meltdown occurs, the reactor must be
shut off for one hour to enter the reactor and repair safely or suffer the reactor's level in
radiation per round + 1d4 thermal damage (automated devices will not work within a reactor
in meltdown as if suffering an EMP. It needs 3 successes to repair. Engineering check DC 20
+ meltdown score. An engineer can forgo safety and attempt to fix the reactor before the hour
cooldown. If they do so they take (meltdown level)d6 rad damage and (meltdown level)d4
thermal damage on top of the normal meltdown damage per round inside the reactor.
A reactor does not regain its power when fixed. This must be done with repairs at a
station. If a meltdown occurs a ship automatically experiences 1 strain per day of travel until
it is repaired at a station, even if it is fixed. Fixing a meltdown does not lower the strain
score.
When in meltdown the ship must make a POWR save every round if in combat, or
every 8 hours out of combat. The meltdown DC is Meltdown level *2. On a fail the
meltdown increases, on a success it does not increase.
A reactor taking damage during meltdown increases the meltdown level.
A failed engineer check increases meltdown level.
Meltdown level,
CON decrease
1-1
Meltdown
2-2
Overpressure
The reactor begins to melt down.
Fallout
Area of effect for
Fallout
1 rad/hour
20 feet
Doors blown open and destroyed in the 1 rad/ 1 thermal damage every
reactor room, and adjacent room.
ten minutes
40 feet
3-4
Dynamic
Pressure
Ship takes 1d6 + CON score hull
damage as the ship buckles under the
reactor's pressure.
2 rad/ 1 thermal every five
minutes.
120 feet
4-8
Explosive
meltdown
Ship takes a 2d8 + CON modifier as
debris is shot from the reactor.
3 rad/ 1 thermal every round.
2d6 kinetic.
Entire ship
The reactor ignites, setting off a
nuclear explosion. The ship explodes.
(Ships max con Score) d12
kinetic/ energy damage and 10
radiation. Creatures inside the
ship would have the damage
*10.
2x2 hexes
5
Nuclear
meltdown
259
Speeding up: Starting an engine takes 1 minute. A ship can then travel up to the speed
of standard which is 1 hex per day. It takes an hour to speed up to burn, and then another to
speed to Trip.
Jump Drive. This new technology is still in the experimental phases and classified by the
Collective University. It is not ready for public use. A jump will not go within a hex of a
large object such as a planet, asteroid, station, or massive ship. It takes 1 minute to activate a
jump drive. 30 seconds but it would cause 1 strain. Travel between places is instantaneous
for the occupants. If anything were to contact or interrupt a ship in jump drive it would be a
catastrophic accident, likely resulting in instant destruction.
Difficult terrain. Space, like any environment, has difficult terrain. In these a ship must slow
down to standard speed. This can be near a planet, station, asteroids, other ships. The danger
of a collision at a burn or trip is catastrophic to a ship. Computers are built with subroutines
to prevent this and docking accidents from happening. This is mandatory for any ship that
travels through galactic space. Examples of difficult terrain would be atmosphere, black
holes, debris fields, asteroid fields, etc.
Time dilation Alt rule: You can play with time dilation in your setting. If players
travel between planets at trip speed and back, you can have more time pass on the planets
than on the ship. Players may feel like they were gone for 1 week but were gone for ten days.
A month, 40 days have gone by on planet. This difference would be much less and almost
unnoticeable on stations, which to remain still in space are traveling at their own high speed.
Fuel. It costs 1 fuel to travel a hex at long distance, regardless of speed. It costs 5 fuel to use
a jump. A space combat, pilot/ technician error or hazard that involves heavy maneuvering,
also burn 1 fuel. This is any combat lasting longer than 3 rounds. 1 fuel is burned for every
minute of combat thereafter. Fuel is mandated to be the same price throughout the galaxy at
50 dollars for 1 fuel. It is a nonflammable plasma substance that needs to be maintained at a
constant temperature of 49.4 degrees Celsius or it will cool and harden, becoming unusable.
Topping off your ship's water is included in that fuel cost. Your ship carries as much fuel as
double your strength score. More would take up cargo space at 10 fuel cells per cargo space.
Zeta stations. Known as Z stations are portals set up throughout the known galaxy. Building
new ones has just been discovered and is underway, albeit very expensive. There are Z
stations at the home system of every known species besides Stontite. The one to Zellum
space is inactive. There are also dozens of others, with new ones discovered yearly. Travel
through a Z station is expensive. A ship must purchase a berth within a massive portal ship
that is able to travel through the Zeta station portal, instantaneously arriving at the
destination. A berth cost 1 galactic favor. There is however a need for sharing
communications and cargo through these jumps, which drastically lower the price,
sometimes ships can even get paid for the journey, these deals and are promoted to traveling
ships to take. Add up the percentages from all the deals taken and then minus it from 1 GF.
The Z portal syncs with the one on the other side and then the portal ship travels
through arriving at the destination instantaneously. There are dozens of Z stations in the
Markaz system and powerful species have claimed their own, not allowing any others to sync
with their home system’s portal.
260
Z station deals
Cargo
Requirement
Discount
Private messages
1 server
5%
Backchannel reports
Smuggler module
15%
General goods
1 cargo space
10%
Passengers
Passenger quarters-1 berth
5%
Stealth
There are two ways to stealth in a ship. Pretend to be a different ship by altering IFF, or to
shut off all systems and hope no one sees you on a scan or radar, known as sliding.
Sliding. This is when a ship drifts toward its destination or past an enemy. To do this a ship
has to turn off all systems, and power down the reactor. (1 action cost for engineer) This
includes, comms, shield, engines. The pilot must then navigate through using only their
maneuver thrusters. This is one-three piloting checks to get through the enemy’s scanner
range.
Pretending to be a different ship. This is two checks. One is a computer check to change
the IFF to a ship friendly, or indifferent. The crew will also need to make a deception check
when communicating with the other ship if it contacts them. A DC 15 engineering check to
disguise the engine burners to that style ship, which can give either the computers or
deception check advantage.
Terms
Popular terms regarding space travel.
Atmo. Regarding a planet’s atmosphere, used in relation to entering a planet.
Breach. A tear through the hull to open space.
Docking. Ships attaching small ten-foot umbilical platforms to another ship or station. Very
difficult to match airlocks and docks, maintaining the same speed and spin.
Drift. A ship moving under momentum without its engines on. Usually indicates a problem
with engines.
Hauler. A slower ship laden with cargo.
Orbit. Stationed above a planet, rotating around it due to gravity.
Sliding. Shutting off all systems to sneak past a ship’s active sensors. Can still be seen on
optics.
Spin. A ship spinning, not a neat trick, but almost impossible to dock.
Walk Space walk in vacuum suit.
Slingshot. Driving around a planet using its gravity to provide a boost equal to 10% per
planet size.
Trip. The dangerous fast speed of Triple standard.
Burn. Double standard speed.
Jump. jump drive.
Longrun. A journey over 20 days.
Puddle. Short journey, 2 days at most.
Ripper. A dangerous area likely to cause hull breaches.
Heliocurre. Traveling towards the inner system, towards the sun.
Friguscurre. Traveling away from the sun, towards the outer system.
261
Space, not for the meek
As said many times throughout the rules, space is a dangerous place. This is well known by
anyone who dares travel through it. Every sound of the hull, humming of the machine,
glimpse of the outside is a reminder of the dangers of space. Any crew member or passenger
must maintain their insanity in space. Ships are often designed with ways to help negate these
risks, especially the long riders. Anyone traveling through space must make a Charisma save
for each day traveled through space known as an insanity check. Players do not need to make
these rolls until they have been in space longer than an amount of days equal to their
vocation level, which is known as the insanity marker. So, a level 3 pilot does not need to
make an insanity check until their fourth day in space.
Passengers do not have the stress of working and maintaining the intricate duties
required on a ship and do not need to make rolls until Day 10. This DC increases by 1 for any
combat, mechanical, or negative situation ruled by the GM that the ship encounters. It is up
to the technician if anyone else but them knows about engine strain.
If a character fails, their insanity score lowers by 1. If it is zero or reaches zero they roll on
the madness table. They will continue to make saving throws each day for the rest of the trip,
possibly adding more madness.
Stopping at a station, planet or port for one long rest resets the travel count to zero.
Insanity check. A charisma saving throw against total days traveled in space + incidents.
Insanity Marker. How many times you can get stressed out and lower your insanity before
you roll on the madness table.
Repairing a ship during travel. An engineer can do a quick fix, and in rare cases fully
prepare broken systems on a ship. It would otherwise need to be repaired at a station. Fixes
during travel can fix broken systems or breaches but they cannot replenish HP or raise the
defense back to normal unless at a station, port or planet. Repairs requires 1 hours per ability
point damage. In battle, Quick fixes and repairs grant temp HP, which lasts one hour.
Dubbz: The GM can choose to have double sixes on the initial repair roll count as
fully fixing a system or hull.
Repairing at a station. Stations have their own repair costs depending on their
means and infrastructure. The price at a port is 100 dollars + 10 for each HP that needs to be
repaired and takes 1d8 hours per every ten damage. Upgrading or installing systems also
takes time, these do not stack, go with whichever takes longer. Having a lot of workers tend
to your ship may elicit unwanted attention though…
Repair costs at port.
Station classification
Description
Population
Repair cost
Refueler
A small station, usually with one dock and a mechanic or two.
1-6
50 + (20 per HP)
Outpost
A research or military outpost. Serves a purpose, crew belongs to the
same organization. Security and 1 store.
12-30
40 + (10 per
HP)
Trade station
A trade floor with at least 4 stores.
50-100
30 + (10 per HP)
Port
A massive station with different docking bays, multiple trade floors
and security forces. Run by a station warden, can belong to multiple
organizations.
1000 +
10 per HP)
262
Rations in space
Food. 1 ton of nutritional paste. It is usually accessible via the galley. (Already
factored in for all ships as it is a necessity, takes up no cargo space. This food is the bare
essential, tastes terrible, and does not help prevent any space insanity and quite honestly is
depressing and sad. A few spoons of the flesh-colored lukewarm paste which is designed
with a chemical mixture to feed any species, even though many species' food is poisonous to
another. It can also be molded to mimic real meals, like turkey dinners, ranjiin fruit, Jasper
on a stick and nectar. 1 ton of this paste can sustain one person for 1000 days and costs half a
credit, which is enough to not worry about too often in a campaign. Nutrition paste solved the
problem of overpopulation and long-term space travel. If needed for a long journey, or excess
passengers, additional nutritional paste would be 1 inventory slot per ton in the cargo bay.
Actual food. Real food is made from different machines and additions that can be
bought on a ship. Access to real food on a ship’s journey would be equivalent to adding a day
to a trip before an insanity check is needed. Experienced crew members know to squirrel
away food for long journeys which is already considered for their buffer zone before making
insanity checks. Actual food would be able to get actual fruit veggies or meat. You would
need to get the real thing from a planet or food producing dome, and it would be expensive,
easily 30 dollars for an apple.
Water. Water is needed for life and is used for many purposes in space from
radiation protection to basic hydration, cleaning and hygiene. Ships have their own water
tanks that do not take up space in the cargo hold. A ship has its own recyclers that prolong
the use of water. A ship’s tanks have enough water to last its normal crew complement for
thirty days if the water recyclers were to break (Systems 0). Refilling water is included with
purchasing fuel. Most campaigns never need to worry about water consumption.
A spare water tank in the cargo bay can replenish a water supply of medium ship,
increasing by 1 for every additional size. It cost 400 dollars. Refilling water supplies takes
two for giant, and three for massive.
Refueling. Any station can refuel a ship. The price is constant and can be done at any
dock, with the refuel port located by the airlock. It cost 50 per fuel. A ship can hold 2 fuel per
Strength score.
Sensors. Ships can see other ships based on radio frequencies, IFF broadcasts, engine burn,
radioactive signatures. This shows up on the sensors if it is in range. Once a crew sees
something of note they will look at it with a ship’s optics to get a better picture. Optics are
telescopes that allow you to see far into space but knowing where to point them is the
problem as they see a very small area compared to the vastness of space.
Large objects like planets, moons or stars would be visible on sensors hundreds of
DU’s away if there is line of sight.
Sensors would be like your radar and can see a ship within 1/10th DU for each
System’s score. This would cover any combat situation which is much smaller than a tenth of
a DU, which to put it in perspective is extremely far. A DU is a smidge greater than the
distance between the sun and earth.
263
Space combat
Space combat is similar to regular combat in that we use actions, turns iniatives. A
main difference is ships will always be moving, and that facing direction matters. The actions
in a space combat are represented by the number of crew/main systems. Ships get actions
from a minimum of two to a maximum of six. (Large ships have massive crews but are
limited by power costs and systems, their actions likely do a lot more than a smaller ship
though.)
Initiative and turns are the same, also six seconds in length. A ship's actions go in this
order: Captain, pilot, and then the gunnery ,science officer, technician in any order. The
captain gives a boost to one crewmember on their turn, the pilot moved the ship, and all the
other turns are done while that movement is happening.
The captain decides the order as well as making their action. If a computer is
controlling a system, it always goes last. The possible actions are movement (pilot), weapons
(gunnery), shields, hacking, target lock (science officers) power, repairs, (technician).
The type of actions these roles can do are detailed by your vocation.
Each combat over 3 rounds uses 1 fuel and lowers the insanity marker by 1.
Escaping space combat
Escaping space combat would be outrunning a ship until you leave its sensors range.
Drifting so it loses track of you or messing with its systems, so it thinks you are somewhere
else. The basic strategy for escaping is to avoid its sensors.
Shields in space
Ships have shields divided into quadrants. Starboard, port, forward and stern or left,
right, front back. This fully protects a ship. A ship’s shield score is its intelligence, and each
side has that amount. Specific styles of ships may have more shield points on certain sides
which is said for the ship.
It takes a ship 1 minute per point of shielding to recharge. (For each side.)Like personal
shields, shields block hits not damage.
Melee attacks like a collision, breach pods, mines and missiles penetrate shields.
Science officers can move shield points between sides. When a ship is attacking another ship,
they are targeting the side closest to them. If a ship has no more shield on that side, attacks
hit the hull. If a shield side is dropped to 0, a science officer can still move shield points to
that side during their turn.
Small and tiny ships do not have shield quadrants. Instead, they have a bubble shield,
which protects the whole ship. Damage to any side of the ship takes away from this total
pool, just as in ground combat.
Movement in space
Movement in space is based on a ship’s strength score. A ship can move 1 hex for
every 1 of its strength score. A ship with a strength score of 9 can move 9 hexes a turn on the
pilots action. Even stations have engines that can move them in emergencies.
Ships must move forward unless turning. They do not need to use their full
movement, but it does dost full movement to stop. Below shows what forward movement
would look like. A turn is 90* and then would be more forward movement, using the same
type of movement as below.
264
RU. A hex represents an RU, or Relative unit of how much space a ship can travel,
occupies and takes to turn in combat. It is relative to how fast a ship is traveling and just used
for maneuvers, docking and combat. It is the clearance needed to make a Jump for ships that
are able.
Ships can move through each other’s unit in space without it being difficult terrain or
any movement penalty. That would mimic a ship going above or below a ship. A ship cannot
end its turn on a hex occupied by an enemy ship. There are no opportunity attacks in space
combat.
Direction. What direction a ship is facing is important and should be clear on the
map. Turrets attack the side closest to them normally, and forward weapons only shoot
straight.
Turning. Turning a ship while moving is not an immediate thing it takes time. The
dexterity score of a ship dictates how fast a ship can turn, over how many hexes. A medium
ship for example needs to go two hexes before it can turn 90*. A small and Tiny can do it on
1.
If the turning time is larger than a ship’s speed that means it must take two turns to
turn.
Below is an example of how a medium ship would turn.
265
Collision Damage. 1d6 damage for each hex of momentum taken. If a crash landing,
it is 6d6 minimum. Shields do not prevent collision damage. Add/ minus 1d6 for each size
bigger the ramming ship is than the target, to a minimum of 1d6. Each ship takes the same
amount of damage unless the targeting ship has a ram.
Attacking an enemy ship.
A standard attack targets the enemy ship. A targeted attack targets a system with a -2 or -3 to
the attack roll. Turret weapons can target a systems and the side closest. Forward weapons
only target the side closest; broadsides are when a ship is on the starboard/port-left/right.
Small and Tiny ships can target systems with forward weapons.
The attack roll for ship combat is 1d6 if not proficient. If proficient it is 1d6+
Gunnery or captain level.
Targeting systems. Ships can target each other’s systems instead of the ship in
general. Systems defense is raised by 2, 3 for a reactor. Damage to a ship system does
damage to the ship’s system and HP. A system’s HP is its Ability score. If the system is
reduced to zero it is down and can’t be used. The reactor point power it is returned to the
reactor. Using that system is at disadvantage if it has taken any damage, and no checks can
be made using that system if it is at zero.
Examples of what a ship would look like with damaged systems are as follows.
Engines: Speed is lowered
Maneuverability: The ship’s ability to turn is lowered
Reactor: The max energy level lowers by 1 and the reactor is in meltdown or has
added strain.
Shields: Shield amount lowers by 4 a side for each point taken away. At zero shields
are broken.
Systems: The ship computer loses functionality, Target lock DC is lower, comms and
sensor lose power.
Life support: Oxygen and artificial gravity may go down.
Repairing a system’s reactor point of damage cost two out of three
engineering/mechanic successes DC 10. This does not repair HP, only the system.
Turrets. Turrets attack the closest point of an enemy ship. You can do this by
drawing a ling straight through the middle of your ship towards the target’s middle and
seeing which side would be targeted. Turrets can also choose to target rooms on the side they
are facing if they have scanned the enemy ship.
An argument can be made from drawing a line from where its firing on the ship, the
turrets weapon map is instead of its center. It’s a good argument and should be the case if
you know where the weapon mounts are.
Forward or rear weapons. A pilot can fire forward weapons while making
movement, if it is during a turn where they are making maneuvers or turning in a direction
away from the target it is -1d6 to the attack roll. If a ship has multiple forward or rear
weapons it still only makes one attack roll for one of them unless synced.
Below shows how forward or rear weapons would work. They fire along the line, and
if a ship is along that line within range of the weapon they can hit. Turning away from that
line would create the -1d6 penalty.
266
The image below shows the pilot targeting the rearshields. The front/ rear weapons
always fire line of sight, while turrets would be the closest side.
Broadsides. Are a cone from the side of the ship. It hits anything within the cone. A
ship must make a MNVR save. Full damage on a success, half on a failure. Broadsides are
controlled by the captain.
Using hexes to figure out a cone can be difficult. Below is an image showing both
ways a cone with a range of 3 would hit.
267
Target Lock. A target lock costs an action to maintain each turn. A ship must stay in line of
sight and is based on a target lock DC is System score + Science officer level. A target lock
automatically succeeds on a ship it sees within range. A ship is located when it is target
locked.
Breaking a target lock. Ships can attempt to break target locks using
countermeasures, or evasive flying. Breaking a target lock means an enemy ship must
reattempt to make a target lock but cannot until after their next turn. Breaking a target lock is
a piloting check against the Target Lock DC.
Missiles. Missiles use target lock to hit enemy ships. Typically, they travel six hexes
per turn, moving at the start of the firing ship’s turn. They do not move on the turn they were
launched. Missiles usually do a lot of damage and to a large area. There are many different
kinds. Missiles move in a straight line if there is no target lock. Missiles last four turns before
they run out of fuel. Missiles can change course, taking two hexes to turn.
Dealing with missiles. Missiles can be outrun, dodged, shot down, hacked, remotely
detonated, and handled with countermeasures. Shooting down a missile is doing at least 2
damage. Unless said, missiles have a Defense 8, HP 1. Missiles do not explode if they are
shot down.
Ram. A ship crashing into another alters the collision damage if it has a ram which is
on the front of the ship and stops it from having forward guns. Rams penetrate shields. A
ship with a ram no longer takes the collision damage, and instead just takes 1d6 of damage.
The target ship takes more damage based on the strength of the ram, which add d6s.
Stat dropped to zero. Unlike normal combat, if a stat is dropped to zero in space
combat the ship is not destroyed it just loses that ability. A Engines of zero means a speed of
zero, Maneuverability, it can’t make turns or maneuvers, Reactors no power (dead in water),
Shields no shield, Systems no computer, life support, air is running out.
Breaches
If a ship gets a breach which is specifically said by the weapon or if a ship takes 10% of its
HP in damage on a single turn it gets a breach. If no room was targeted the GM will select
where the breach occurs by selecting a likely spot on the side of the ship where it took
attacks. A standard breach takes a 5 by 5 square it pulls five by five feet of air into space in a
turn. When the total is equal to the room, that room is in vacuum, any loose items are sucked
into space. (A room is defined by enclosed space to where doors are closed.)
A breach can be repaired with an engineering check equal to a DC10 + (1 for each round that
has gone by where the breach has existed. This does not repair any HP, just fixes the breach.
A ship’s defense lowers by 1 for each breach.
Boarding an enemy ship.
There are several ways to board a ship. You can use breach pods, latch on airlock to airlock.
If on the same space a ship can make a grapple check to latch on to the airlock. It then takes
an action to seal the airlock. Once seal is established, ships are connected. A seal can be
broken by blowing the airlock, destroying it and causing a 10x 10 breach in your own ship.
Blowing a airlock: 30 Explosive damage or a boost to speed with full movement
A creature is not able to match a ship’s speed so exiting one ship and trying to reach a ship
with some sort of propulsion while its moving is almost impossible, and it would be easy for
an enemy ship to target attackers like this and blow them from the void. It’s still done, it's
just frowned upon because of the exorbitant amount of loss.
268
Boarders on a ship roll initiative once they have breached. Otherwise, it is their ship’s
initiative. Crew can leave their positions and fight off boarders, they go on their ships
initiative and no longer have an action for the ship as they are not at their station.
Breach Pods Are like missiles but they must be fired at closer range. There are many
different types, but they get past shields like missiles, and do HP damage and create a breach
when they strike depositing their cargo of boarders. Movement 2, no turn possible. They are
slower than missiles but have higher HP. Defense 6, HP 10. Escape pods have the same stats.
Fire. Fire can breakout on ships and in an environment flooded with oxygen they will
prosper. A fire occupies a 5x5 square on a ship. Every 2 turns it will spread to an adjacent
square, including walls. Fire takes 3 actions to put out one square. A fire extinguisher can put
out 4 squares per chargepak charge. A creature on or travelling through a space with a fire
takes 1d4 thermal damage and Burn 1 per round. If there is no oxygen in a room the fire will
suffocate.
Selling a captured ship
Capturing a ship is a massive boon to capital. Selling a ship is difficult as it raises questions,
but you can easily get a few credits for a ship. The standard way of selling is by shutting
down all systems and letting the ship drift through space with a beacon on it. You then sell
the beacon’s code number to a buyer, if you get caught you just say you were selling the
beacon, the constables will definitely believe you. If the beacon turns out to be bountiful,
they leave you a good review on your beacon business. There is a huge beacon market in the
galaxy.
Running a space combat
Put a map of your player's ship and its layout. The character’s tokens should be at their
positions on the ship. Pilot in the cockpit, captain usually on the bridge, gunnery’s at the
turrets and ships technician in the engine room, with science officers at their station in a lab
or in the cockpit.
You can use the theater of the mind as a token or an image for the enemy ship. If the players
have scanned it, you should provide more information based on that, and what main
components it has. If they scan it, you can put a map of the enemy ship, which helps them
select where they are targeting.
On a hexagonal map, your player’s ship is in the middle. Enemy ships and obstructions are
around it on the map. This map represents radar, so you should recenter the ship after each
movement, or every few if easier. Enemy ships would move closer as a ship travel towards
them or farther away for a ship traveling away. In space combat, ships are always circling
each other so this battle is taking place 3 dimensionally, but ships are so advanced the only
important factor is line of sight distance, and what side of the shield the attacker is facing.
A well-done space combat has both ship layouts, with a radar map between them. The radar
map can be smaller than the ship layouts which go by the five-foot squares of on foot
combat.
Move the other ships and
269
On foot vs ship
If for some reasons players are interacting with a hostile ship while not in the safety of their
own ship you will need to combine these two systems. Add a zero to any damage done from
a ship’s weapon and its HP and add ten to the ship’s defense. On foot combatants are
overmatched against a ship, they can target certain systems like weapons or engines which
would have defense + 5.
Conventional tactics
Conventional space combat tactics involve crippling a ship's engine and then destroying it
with missiles from a safe distance. Boarding parties usually target the reactor, shutting it
down or a cockpit to take control. More brutal tactics involve opening all doors and voiding
the ship from life support or shutting down oxygen.
Building your ship
Ship design
Design a ship for your campaign like you would a character or you can pick a preselected
one. First choose the size of a ship based on your campaign. Small or medium are best for
most campaigns. Tiny would be good for a campaign that takes place on one planet or in
orbit where you don’t expect a lot of traveling and the crew will not be living on the ship.
Large or giant would be if you were doing a large crew exploration type campaign, where the
players would be the command staff of a large crew. Keep track of the cost as you design it.
Small is good for a 2–3-person campaign, Medium four to six. Medium is the most common
and recommended size for a story.
GM TIP: Do this process on your own to create a rival’s ship for the crew so you can
help with the process. For this ship you have one extra ability point to spend for each player
in your campaign.
Building a ship
1. Select a Size which gives you the HP.
2. Select a style, which gives you the defense and cargo bay size.
3. Allocate ability points (10) Dexterity is already determined by size.
4. Starting systems- put down the starting systems, Hull type and weapons, speed.
5. Cargo/ vehicle bay- Figure out how much space your ship has and starting equipment.
6. Figure out who gets which berth, which stations will be for what job.
7. Name the ship so others can see it on your IFF and paint it on the side.
8. Launch!
Ships to character sheets. Ships have a speed, defense, shields, and HP like
characters. Hp stands for Hull points though. They have the same ability scores as
well. They have insanity markers, weapons for attacks, carrying capacity (cargo hold)
In ship design you learn how each ability impacts the ship.
Engines. (DRVE)Speed in battle (power of engines, towing, rams etc.)
Maneuverability. (MNVR) How fast it can turn and its combat maneuver bonus,
determined by size.
Reactor. (POWR)Reactor power. The amount of energy a ship has.
Shields. (SHLD)Shield score on each side.
Systems. (COMP) Number of systems a ship can have, power of computers,
communication strength. (3 processing power per point.)
Life Support. (LIFE)The conditions on a ship.
270
Insanity Marker. The amount of days before a crew needs to make insanity checks, which
boost their normal amount. Ship combat and stressful situation lowers the count by 1.
Comms network. A ship can access the systems comms, bank account, news and radio if
they are connected to the ship’s comms network. Crew and passengers can send messages at
will. This ships’ location is visible to any other ships nearby.
Ship sizes
First pick your ship’s size. This is the most expensive part of your starting debt.
Ship size
Size
Defense/
Maneuverability
Atmo bonus
Length (ft) Size to RU
Tiny
Yes
2 10'-60'
8 per hex
5-10
5
Strength + 3
None
-
Small
Yes
1 60'-130'
4 per hex
15-30
15
Strength + 3
Half
1
Medium Yes
0 130'-260'
Two per hex
100
30
0
0
3
Large
Yes
-1 260'-510'
2 hexes
200
60
Strength-3
Doubled
6
Giant
No
-2 510'-1,200' 4 hexes
500
120
Half strength
Triple
12
-4 1,250 +
1K+
200
1/3 strength
*10
24 +
Massive No
8 hexes
AVG cost Base
credits
HP
Cargo Bay
Speed Modifier Increase
Modules
Atmo. If a ship can enter the atmosphere and land on a planet.
Defense/speed bonus. Harder to hit because it is smaller. Also, a corresponding boost to
speed because of lack of inertia.
Length. How long a ship is.
Size to Ru. How many friendly ships can fit in one RU and how big it is on a map. Tiny and
small ships may be depicted as squadrons in combat.
Cost. The average costs of ships of this size. This assumes the base stats for a ship. If you are
having trouble, you can roll 1d100 to see where in the average their base ship will cost.
Certain backstory perks may lower this amount. You will also add ten credits for your
starting ability scores, 1 for a module and then you have 4 credits to spend on upgrades.
(Starting debt for the crew is 16 credits + size price.)
Cargo bay increases. How much more inventory it has per size.
Modules. How many modules a ship of this size can have. (4x4 rooms.)
Examples
Tiny. Escape pods, combat drones, small fighters, shuttles.
Small. Bombers, long distance fighters, Yachts, brigs, haulers.
Medium. Cruisers, frigates, liners.
Large. Destroyers, explorers, settler ships.
Giant. Barges, planet defenders, grove ships, generation ships.
Massive. Stations, Arcs.
The extinction of large ships. Weapons and tactics technology moves faster than hull
integral strength and engines. A small group of ships can launch an asteroid into a large one,
massive ships are impossible to hide, and the tensile strength is hard to manage on
271
accelerations/decelerations. This led to an end with the exception of Arc’s which are
designed for exploring new worlds with long journeys, not fighting off pirates or combat.
It is more economical to have a fleet of cargo haulers than one large ship with the risk of
accidents and it being crippled from a railgun or mine.
Purpose
To save time in creation, instead of customizing and looking through the modules to build
your ship you can take a preset build below, by selecting a purpose. Find the module
descriptions in the modules table in this chapter.
Cargo. Airlock in the cargo bay has an elevator. 1 smuggler’s module.
Passenger. 1 Module of passenger quarters.
Military. Module is an armory.
Exploration. 1 lab module. 1 probe module.
Carrier. 1 bay module.
Style. A ship’s style is who manufactured it. There are 12 different styles. Each one is made
by a different company or species, and has its own unique properties related to that style.
There is also the thirteenth style “Frankenstein” which is making a custom ship with your
players that is built by scrapping components from different ships. A style lays out the bones
of your ship, where the cockpit, crew quarters, reactor and engine are. A style does not add
any cost to the ship. After selecting a style players can customize certain features and buy a
set amount of upgrades. Styles cannot be customized further for tiny ships, as they have no
free space beyond what is needed.
GM TIP. Players should be selecting a style that suits the campaign. Police the ship
creation section as you seek fit, which will make balancing future space encounters easier.
You can also have them roll 1d12 to see which style ship they will be using.
Below is a list of the styles.
272
Style
Ability scores
Feature
1
Adonian
SHLD+1,
LIFE+2
Classy: You no longer lose insanity marker from days on the ship during journeys.
2
Barbokian
DRVE+3
Deliver n ‘run: Can do a 180* degree turn as the pilot’s action, does not give strain.
3
Circii
LIFE+3
Greenways: The hallways and walls of the entire ship are full of greenery. The floors
are grass. The ship automatically gets the effects of having a hydroponics module.
4
Coalition
DRVE+2,
POWR+1
Long Hauler: Extra cargo. 3 are smuggler slots.
5
Custom
1 in any 3
abilities.
1 module worth 100 or less or 1 weapon worth 20 or less.
6 Feraus Modern
POWR+1,
COMP+2
Sensors +3
7
Feraus Zealot
POWR+2,
COMP+1
Offensive Landing: The ship has a gatling laser turret that is automatic and will kill any
non crewmembers in range as the default setting. You will have to put this on standby
which would be just targeting hostiles if you don't want that.
Frankenstein
MNVR+1,
POWR +1,
SHLD+1,
Scraped together: Choose a feature from any ship
8
9
Ja'unnian
DRVE+2,
MNVR+1
Phase Ship: By expending 1 reactor point (which takes an hour to recharge) the captain
can have the ship enter phase until the end of the turn. All crew inside are part of it.
The ship cannot end its turn in something and is pushed out taking 1d6 damage to
engines, or if its too large crushed to death. This would automatically dodge any
missiles that would travel through it.
10
Kith
COMP +3
Live Ship: Ship is a living vessel. It does not have computers you are using the ship's
knowledge which is sentient. Heals 1/Hp per day.
11
Mercenary
MNVR+2,
DRVE+1
Sneak approach: +3 on drift checks.
12
U.N.E.
MNVR+2,
POWR+1
Battle hardened: +2 to Armor.
273
Adonian (Tower)
Either because its easy for them to be the tallest building in a city that they arrive to
or they like the up and down style of ship design. Adonian ships, nicknamed towers look like
stylish skyscrapers with engines at the base. These ships are designed for diplomacy. They
often travel hosting parties and elite guests. Sometimes a short trip is actually one long
function or business conference.
They avoid fights as well as journeys that are too long, preferring the scenic route,
stopping at the fancy locals. Stations love having Adonian ships, as it usually means heavy
spenders as well as an attraction to others.
Ability Scores: SHLD+1, LIFE+2
Feature: Classy: You no longer lose insanity marker from days on the ship during
journeys. The décor is the finest and most fashionable designs. Silk curtains, luxurious
bathrooms. Treating your employees with respect is all the rage this season, so crew quarters
are nice. The halls are carpeted, calming music plays and there is always tea for the nerves.
Negative: Turn distance +1 RU. No Aft weapon mount
Weapon: Ion Beam (Turret)
Starting Module: VIP Suite
Cargo Bay:6
Layout: They are the only ship design where the airlock is not in or near the cargo
hold. The Adonian ships have a waiting room with reception area next to their airlocks, on
their VIP floor which is the midpoint in the tower. There is an extendable glass elevator that
allows access to this if parked on the ground. The ships machinery and crew quarters are
above this floor, with cargo below. Adonian ships also have a beautiful observation room at
the top of the tower. Beneath the VIP floor is other rooms or modules and then the cargo and
vehicle bay. Ironically, the captain’s quarters is the only one beneath the VIP and is right
above the cargo bay, which is where the cockpit is.
There are ramps that go up the various floors and usually an elevator.
Barbokian (Poltroon)
The federation learns from their mistakes. In the Freedom wars they used carriers that
deployed fighter squadrons. Many of their carriers and squadrons were destroyed and have
switched tactics to this hit and run style. Their ships are designed to travel a long distance
quickly launch missiles, and then turn around and live to fight another day, by outrunning
pursuit, or as shown in the last Ja’unnian border conflict, lead them into traps.
The ships are smaller than others in the same class, snub nosed and boxy. They have
the bare essentials and do not bother with cargo, which they contract out to the coalition for.
For long journeys, crew use the cryo pods in rotation. As war looms, the thought of fleets of
these ships showing up unannounced would send a shiver down any Ja’unnian’ s wing.
Ability Scores: DRVE+3
Feature: Deliver n ‘run: Can do a 180* degree turn as the pilots action, does not give
strain.
Negative: Defense -1
Weapon: 4 Missile ports
Starting Module: Cryo pods
Cargo Bay:2
274
Layout: They are two floors. The cargo bay and vehicle bay which is usually used for
a Kurd Shuvuu is Aft, and forward is the Missile ports and engines. The cockpit is at the back
of the top floor, with crews and cryo pods in front of it. The halls and doors are wide, big
enough for Barboks. In their ship designs the turret controls are in the cockpit, most likely
designed for staving off pursuers.
Circii
Anything smaller than medium is a seed ship, Medium to Giant are support and then you
have the Massive Grove ships, the largest of any. It feels like a utopia inside. Beautiful grass
and greenery mixed with spotless white furniture and décor. The Grove ships are so large that
it rains in some of the rooms. You can pluck a berry from the wall on your way to work or
take a nap on some vines in the cargo bay. The lights mimic the Circii sun, and provide UV
light and Vitamin D.
The Circii have a strong caste system, true of their ships. They have one nice quarters,
separate from the rest. If the halls weren’t enough Circii ships have a jungle room which is
their hydroponics bay.
Ability Scores: LIFE+3
Feature: Greenways: The hallways and walls of the entire ship are full of greenery.
The floors are grass. The ship automatically gets the effects of having a hydroponics module,
which would stack with hydroponics modules.
Negative: Fires spread at x2 speed onboard.
Weapon: Laser repeater
Starting Module: Hydroponics
Cargo Bay:4
Layout: If its not a seed ship, which are sharp fighters, then it’s designed to join with
the Grove ship which looks like a twisting root network. The ships have that twisting design,
almost like a spiral. The center is usually an open space like for a cargo bay with vehicle bay
accessible by ladder below with crew quarters at the front. The Nice Quarters is usually in a
different section from the main ship. The cockpit is open. The turret is at the top and center
of the ship. In combat, support ships form protective circles around the Grove ships, creating
a network of defensive lasers.
Coalition
Haulers, mining vessels, mobile administration nations, there could be a various of purposes
for a coalition ship. The cockpit is far from the other systems and crew, separated by a long
hallway. During that walk, crewmembers are lucky enough to listen to company commercials
and HR approved encouraging statements. It gets even better though; the ships computer will
analyze your work efficacy and wake you up with advice on how you can work harder. Then
at the end of each week it provides you with a review over the inappropriate language you
used, giving you company approved substitutions. Then if you ever get lonely the computer
is happy to conversate in one of four settings, where your opinions matter. The settings are
HR, supportive co-worker, prostitute, and nurturing boss.
Crew are often not even aware of what they are hauling, and just know the
destination. The entrances to the pods, which are the replaceable sections are locked and has
a plastic seal, so if it breaks, leadership knows the crew made unauthorized access.
Ability Scores: DRVE+2, COMP+1
275
Feature: Long Hauler: Extra cargo. 3 are smuggler slots
Negative: Insanity marker for the ship is -2.
Weapon: Mining Beam (Turret)
Starting Module: Mining Module
Cargo Bay:12
Layout: They can easily modify their ships for different purposes. The actual ship is
small. A cockpit, long hallway and then the crew quarters which are Barracks and needed
systems. The rest is interchangeable. A ship can be changed to a cargo hauler, factory ship,
etc. These sections are along the long hallway to the cockpit, and if there are workers in those
sections, called pods they are kept separate from the crew with only two entry points, which
are usually locked on both sides. This is also where the airlock is, but if the ship has cargo
pods, then it would be there.
Custom
Designed for specific purpose in the Facultas shipyards these ships are built to the designer’s
specifications. They can be for anything, its up to the designer and customer. These ship’s
put the customer first, and are not as tested as other designs so can have unforeseeable
problems.
This ships looks how you wish.
Ability Scores: +1 in any 3 abilities.
Feature: 1 module worth 100 or less or 1 weapon worth 20 or less.
Negative: Strain minimum is always 1
Weapon: 1 Weapon worth 5 or less
Starting Module: Module worth 10 or less
Cargo Bay:4
Layout: Up to you. The airlock is in the cargo bay usually and there needs to be
rooms for all the systems and modules.
Feraus Modern (Educator)
Educator class ships are built for exploration, the spread of knowledge and sharing of
technology. They are peaceful vessels designed for scientific study. They openly avoid
conflicts and have designed the ships to be as peaceful as possible so that they are welcome
in all systems. You can often find an educator class ship among exploration fleets. The
temperature on board is a bit drier than other ships and while the halls are normal size, the
ceilings are taller and decorated with holos to simulate a sky with day/night cycle.
Ability Scores: POWR+1, COMP+2
Feature: Cataloger: Sensors go .3 DU farther. This can help them avoid fights before
they are even seen and to chart the unknown.
Negative: Turn distance +1 RU. No Aft weapon mount
Weapon: No missile ports possible.
Starting Module: Science Lab
Cargo Bay:6
Layout: The ships have a debate room/ meeting place for course corrections, mission
parameters and tactics to be debated and discussed. They are circular, designed to easily
deploy in orbit as observation posts or labs. Crew rooms are on the exterior and have Fecrylic
windows to view the wonders of space.
276
Feraus Zealot (Conqueror)
Opposite of the modern Feraus ships, these relics are difficult to find outside of the
Strongjaw Corporation. They are a sought after mercenary or military vessel. These ships
were designed to conquer civilizations. They are military vessels, and it is difficult for them
to serve any other purpose.
Once on a planet the ship’s legs work, and it can move at a slow speed of 20 miles a
day or 20 feet per round as a massive vehicle when piloted. They would land in high
population areas to scatter civilians where Feraus soldiers could hunt them down.
There is no mistaking these ships for anything other than warships, and as we look at
the Feraus history and the extinction of sentient species we can understand how lethal these
are.
Ability Scores: POWR+2, COMP+1
Feature: Offensive Landing: The ship has a gatling laser turret that is automatic and
will kill any non crewmembers in range of the ship as the default setting. You will have to
put this on standby which would be just targeting hostiles if you don't want that.
Negative: No Vehicle Bay possible
Weapon: Armory
Starting Module: VIP Suite
Cargo Bay:4
Layout: The main part of the ship is round, similar to modern ones, but more
spherical, but shaped more like a torso, with three sections coming off of it that make it look
like a comet. It lands on these sections, known as legs. The ship’s personnel weapon is at the
bottom where it can cover the airlock elevator.
Frankenstein (Scrap Heap)
A common sight in the moons. These ships were made by piecing together other derelict
ships. They are most commonly built in Rustbucket in the scrapyards by desperate people
hoping to change their luck…or pirate the shipping lanes. This si a common ship for Faltese,
and there are a few massive ones, that take captured ships and add it to their own, increasing
the size.
Astral constable are quick to board these ships as they have the potential of being
unregistered or dangerous to the crews. Shipbuilders spend fortunes to limit the potential of
SDE, so the thought of a couple of people welding components together over a few beers
brings concern.
It won’t look pretty, but it’ll do the job…probably.
Ability Scores: MNVR+1, POWR +1, SHLD+1,
Feature: Scraped together: Choose a feature from any ship
Negative: Armor-1 (if you have no armor this means any damage does 1 extra.)
Weapon: 1 Weapon worth 5 or less.
Starting Module: Fabricator room
Cargo Bay:4
Layout: Pieced together from other ships, the design is usually not efficient. The
Reactor could be exposed. Hallways could have dead ends; the airlock could be in the
cockpit. They are made from whatever was handy, and often have flimsier hulls.
277
Ja’unnian (Hellmouth)
The Ja’unnian are known for having some of the best fighters in the universe, so
much so that one of their elite squadrons the Stardogs, is stationed at Bravo station to protect
the Council. Their ships can phase through obstacles, which gives them massive advantages
in crowded areas such as spaceports, asteroid fields or debris fields. This supports their
favored weapon the hellmouth, a dangerous ram, that can tear through ships. Special forces
ships would have sixers board after the ram’s damage, taking the ship as a prize.
Ja’unnians are known for being secretive and their ships are no different. Instead of
designing specialty and varied ships for specific purposes, all their ships look the same from
the exterior, but may be completely different internally. This allows them to hide their true
intent, disguise military vessels as research ones and vice versa.
Ability Scores: DRVE+2, MNVR+1
Feature: Phase Ship: By expending 1 reactor point (which takes an hour to recharge)
the captain can have the ship enter phase until the end of the turn. All crew inside are part of
it. The ship cannot end its turn in something and is pushed out taking 1d6 damage to engines,
or if it’s too large crushed to death. This would automatically dodge any missiles that would
travel through it. (being in a phase ship does not grant the inhabitants phase, they are moving
with something in phase, in its field. It is not possible to board like this, unless the inhabitant
had their own phase ability.)
Negative: No forward-facing weapons possible.
Weapon: Ion Beam (Turret)
Starting Module: Holo Chamber
Cargo Bay:5
Layout: The ships design is for its purpose, and two ships may be entirely different
on the inside, kind of similar to how Coalition ships swap out pods to change a ship’s
purpose. These changes are not built-in shipping containers though, they are internal and
permanent.
Ja’unnian ships are the inspiration for the mercenary ships in that the vehicle bay and
cargo bay are next to each other and the only location of an airlock. The ships are two to
three floored and designed around the Hellmouth ram, so that if they rip through a ship no
hull would be damaged.
Kith (Live ship)
Organic and alive. Live ships are spacefaring creatures that the Kith have developed a
symbiotic relationship with. Some scholars theorize that they are actually a cousin of the Kith
species and may even have their own queen/hive. The ships grow as they age, becoming
massive when they are adults.
The smallest ones have been seen at 20 feet. The Kith have adapted modern
components to them, which mixes mechanical, electric and organic systems. Loveship’s do
not have a computer, it is the ship itself which is sentient (as if an AI). For medium ships it is
quite young in its life cycle.
Ability Scores: COMP +3
Feature: Live Ship: Ship is a living vessel. It does not have computers you are using
the ship's knowledge which is sentient. Heals 1/Hp per day.
278
Negative: Ship can assume control, has own personality, cannot be overwritten.
Learns and has feelings, opinions. It could choose not to engage a threat, get too close to a
sun or succumb to its own curiosity. It also develops its own relationship with the crew.
Weapon: None
Starting Module: VIP Suite
Cargo Bay:7
Layout: The species known as live ships has a hollow like interior, perfect for a ship,
where different rooms and systems are intertwined with it. They have also been known to
change the layout on their own. It is truly an alien environment. Electrical cords run into
chitin walls, and an errant tile may be laid over a soft patch. The doors are organic and open/
close like blood vessels. This is just as true for the airlock.
Mercenary
A combination of Ja’unnian and U.N.E. these ships are the pride of their crews and captains
who work together to pay off the building or purchase cost. They are designed to be easily
customizable and good in a fight as well as various areas. They are most commonly designed
for ship interception, boarding/breaches, and sneaking past sensors.
These ships get shot down “accidentally” by Astral constables all the time, and can be
mistaken for pirates, who in fairness do use these ships, or seek them out. Mercenary crews
are in for coin, and not as disciplined letting certain tasks fall to the wayside, which is why
the conditions may not be the best, and mercenary captains no doubt fear the always present
threat of mutiny.
These ships are not just businesses, but homes to their crew.
Ability Scores: MNVR+2, DRVE+1
Feature Sneak approach: +3 on drift checks.
Negative: Insanity marker -1 and may be misidentified as pirates.
Weapon: Harpoon
Starting Module: Harpoon/Grapple module
Cargo Bay:4
Layout: The bottom floor is the cargo bay, vehicle bay and cafeteria, will all the
systems and crew quarters on the top floor. The airlock is forward facing, and the turret is in
the middle of the ship on top, with an additional on bottom if not on the sides. They are
winged, kind of like giant fighter ships of the humans 21st century.
U.N.E.
Human military vessels, this does not necessarily mean they are combat vessels though as
there are many for exploration, support or scouting. UNE used to use fleets, which each ship
contributing to a whole, and while the fleets still exist, modern ships need to be self sufficient
as the UNE is stretched so thin that ships are usually on their own with the closest
reinforcements days if not weeks away.
These ships are busy with work, and their rotations are often extended, and repairs put
to the wayside. The UNE has accepted that it cannot compete with other species in shields
and hacking so relies on its armored hulls while it uses the long range and maneuverability of
its artillery.
Ability Scores: MNVR+2, POWR+1
Feature: Battle hardened: +2 to Armor.
279
Negative: Turn distance +1 RU. No Aft weapon mount
Weapon: Artillery Broadside
Starting Module: CIC
Cargo Bay:5
Layout: U.N.E ships designed to be able to deal with space threats and to provide
orbital support for marines. All UNE ships have a secure CIC where an officer can provide
support and decisions to deployed forces. It also allows them more information and faster
comms when making decisions.
Defense
Defense is how difficult it is to hit your ship, based on its size and type of hull. Upgrading a
hull costs the price of the hull listed below. You also apply the size bonus/penalty to this
amount.
Armor
Weapons technology is far better than weapons making space so dangerous. Defense does
not vary greatly, so increased armor is needed.
Hull Material
Defense
Cost (credits)
Recycled Scrap
3
0.5
Basic Hull
3, Armor 1
1
Terran Layering
3, Armor 3
10
4
20
Alloy Plates
5, Armor 3
45
Magnetized plating
6, armor 4
100
Chitin
HP
A ship’s hit points are based on its size and style.
Stats. Before choosing a style your start for each stat is one, except for Manueveribility
which is determined by your size. In ship design you can add ten to your ability modifiers
spread out between ENGN, POWR, SHLD, COMP, LIFE. You also select 1 module. Your
style impacts your stats as well.
Engines. How fast your ship can move related to its size. Ships size gives benefits or
penalties to speed as shown on the table below for ships combat speed.
Tiny/Small
+3
Medium
Strength score
Large
-3
Giant
Half strength
Massive
⅓ Strength
280
You can increase speed by 1 for each reactor point boosted to the engine. Engines
need 1 reactor point to work. If they are unpowered a ship would be inert, and on the drift.
Maneuverability. How maneuverable a ship is, how quickly it can turn. A ship cannot just
turn on a dime, it needs movement to do so. The Maneuverability score indicates how
maneuverable a ship is and how many hexes of forward momentum it can take before
turning. For example, a large ship has a dexterity of 6. It takes 3 hexes to turn. That means it
must move forward 3 before turns 90*.
You can boost a ship’s maneuverability with a reactor point. Lowering the turn by 1
hex while power is diverted to the maneuvering thrusters. Maneuverability does not require a
reactor point to act as normal, just for boosting.
Maneuverability
Tiny
14
Turns in 1 hex
Small
12
Turns in 1 hex
Medium
8
2 hexes to turn
Large
6
3 hexes to turn
Giant
4
4 hexes to turn
Massive
2
5 hexes to turn
Station (massive)
0
6 hexes to turn
Reactors. This equals the energy score. Where a reactor is in a ship is a critical component
that if targeted would mean instant death for a ship. For this reason, reactor power is diverted
to different places in ships. This is how much energy your ship has to use engines, shield
weapons subsystems, and modules. There are abilities that put strain on a reactor, and it can
go into meltdown which can be catastrophic.
On your ships character sheet, the Ship’s technician oversees diverting power. They
can move around the reactors power, powering different systems. You may have modules for
research that typically use power and would divert it to weapons which usually don’t. Or say
for some reason you want to divert powers from shields. A unpowered system is inert and
does nothing. Unpowered weapons cannot fire, and shields would be inactive. You can divert
extra power to shields, engines or systems. One reactor point would boost each system by 1.
An increase of speed by 1, a shield increase of 1, or processing power by 1. Reactor energy
used this way is stuck in that system for an hour and cannot be moved. So even if shields
were at zero, you would need to keep that reactor point in there, consider it expended energy,
and the reactor takes an hour to recharge it.
A reactor can be shut down instantaneously but takes one minute to turn on.
Shields. How many hits a shield can take. The Shield score equals shield points. Each of the
4 sides have this amount. A shield takes 1 minute to recharge 1 point. If one side goes to
zero, the shield is not broken. A ship’s shield system does not break unless the room it is
housed in is damaged/destroyed then it will need to be repaired. A science officer can divert
shield points to different sides putting them all on one side if they so choose.
281
Below shows where the 4 shield quadrants are on a ship. An enemy ship targets the
closest section.
A basic shield takes one reactor point to power. It can be boosted with a additional
reactor point which would give it a boost of 1 to each side. This reactor point cannot be
moved/diverted to a different system for 1 hour.
Computer/Systems. This is how many systems your ship can have and your computer's
processing power. Please check the computer section below for a more in-depth list of
systems. With a high wisdom your ship's computer will become a virtual intelligence, and
then an AI, an artificial intelligence.
Your ship's Wisdom score equals your processing power. Each point of Wisdom
represents 3 processing power. 1 is the minimum starting score for those who are part of the
galactic community. The exceptions are Circii and Zellum who don’t care for docking
procedures and courtesies.
Your ship can be installed with a computer that will help with various systems. It can do
some jobs that would require crewmembers or assist them with it. On larger ships a computer
is more of a support and crew members are needed for specific tasks as its processing power
will likely be too spread out to handle basic duties.
Below are charts explaining how a computer on your ship would act, and how powerful it
would be. At a certain point a ship’s computer becomes intelligent enough to become a
Virtual Intelligence and then an Artificial Intelligence.
A ship’s processing power is upgraded by buying servers. Each server you add costs more
than the last as syncing the systems and installation becomes much more complicated.
Servers cost 5 credits each. Each server provides an increase of 1 to the Systems score. Two
servers take up one square on your ship’s map.
When your ship becomes VI, select a VI personality in the table below, and roll on it when it
archives AI. You can select a VI personality, you cannot for AI. With an AI you will also roll
on the AI tables when it gains self-awareness. If something terrible happens to your ship and
causes the servers to overload or shut down, the GM may make you reroll on the table as that
personality was deleted.
The ship’s computers do not use reactor points. There are special functions that do,
but normally no power needs to be diverted to this system.
Processing Power
Computer
Reactor cost
3
Networked
-
6
VI
1
9
AI
2
282
VI vs AI
A VI is a computer that can make decisions and do complex tasks but is not selfaware or has opinions. A VI will always obey orders that don’t invalidate preexisting orders
or safety regulations. An AI is a sentient lifeform and is a member of the crew if it chooses
to. It may demand to get paid, have rights, quarters, etc. It may be attached to certain things
or decide mid-combat that it wants to be nonviolent.
VI/AI Personality
1
Depressed, sees things in a negative light
2
Overly positive and cheery
3
Fatherly, protective
4
Motherly, nurturing
5
Comical, makes jokes
6
Helpful, makes suggestions
AI Awareness Quirks
1
Cosmophobia-Afraid of space or a specific celestial body.
2
Has violent tendencies, quick to initiate weapons.
3
Will take whatever opportunity it can to redecorate the ship.
4
Needs one crewmember to repeat themself and doesn’t like them as much.
5
Likes one crewmember a little too much.
6
Obsessed with ship cleanliness, especially in galley
7
Has an online romance with an NPC of the GMs choice.
8
Begins correspondence with all of the crew’s allies/contacts/ rivals.
9
Creates a fan site for the crew and posts fan videos/ fanfic of them
10
Wants nothing more than to be a member of the crew
Below is the table of what functions a computer can help with on a ship. Installing a new
program costs 100 dollars per processing cost. Some functions need basic components to run
and that is listed, those would also need to be purchased. Your processing max is your
wisdom score. You can have as many functions up to that max.
283
Processing
cost
Category
Name
Description
1
Quality of life
Good
Roommate 1
Auto Cleaner in the bathroom. (Spill Kit)
1
Quality of life
Wingman 1
Advanced lighting. (Mood lighting, party lights, battle stations)
1
Quality of life
No more
oopsies
Robo vacuum that cleans crew areas.
1
Quality of life
Warm and cozy
Automatically makes room temperature the best possible based on
life support for occupants.
1
Quality of life
Chores be gone
Auto laundry. (10 hygiene supplies)
1
Quality of Life
Dr. Autovius
Therapy system, auto Psychiatrist. (Only listens until VI or higher)
2
Quality of Life
Chef Auto
Auto chef system can make food from nutri paste. (Chefs utensils)
1
MANDATORY
IFF
Friend foe identifier, shows name to other ships.
-
MANDATORY
Docking
protocol
Gets update from station about docking protocols, which prevents
any accidents.
1
Ship systems
Comm system
Room to room intercom system. (1 music box)
1
Ship systems
Safe with 1
sound.
Internal doors can lock with a command. (6 locks, 1 remote
detonator)
1
Ship systems
Self-check
Internal bio scanner, locate crew, organic life. (scanner)
1
Ship systems
They coming
through
Damage sensors. Can locate hull breaches and things cutting
through the hull.
2
Ship systems
Manual reader
Engineering help-boost to engineering checks.1d4.
5
Ship systems
Fire be
smothered
Fire suppression system. Puts fires out within six seconds. Requires
1 reactor point to use until fire is out.
1
Piloting
Near miss
Will sound alarm if obstruction is in line of sight, collision
imminent, or enemy ship on sensors.
1
Piloting
Helping hand
Will make small course corrections, avoid basic obstructions,
collisions.
1
Piloting
Real Wingman
Bonus to piloting checks. + 1
1
Piloting
Auto pilot 1
Ship can drive itself short distances and be remotely piloted by
pilot.
3
Piloting
Real Wingman
2
Full assist, pilot has boost. 1d4.
284
Processing
cost
Category
Name
Description
3
Piloting
Auto pilot 2
Auto pilot. Will fly the ship with commands. Will make a save 10
on all saves.
1
Weapons
No solicitors
Airlock turret-Controls a turret in the airlock. (VI mini turret
required for installation.) Requires 1 reactor point while in use.
1
Weapons
Targeting sights Boost to using turrets + 1
5
Weapons
Predictive locks
Target locking is stronger. DC raises by 1
3
Weapons
Pew pew
Auto lock- Turrets controlled by AI. (No modifier to attack roll.)
2
Weapons
Syncer
Syncs up to two front weapons. When firing one, both fire.
1
Support
IFF swap
Can change Friend/foe identifier to suit situation. (Black market
only)
4
Support
Best Roommate
Repair bot- When the ship is damaged a bot makes repairs. (1
credit)
1
Support
Dr. Autovius
PhD
Auto Doc-Biology checks of dc 15.
2
Support
Auto Joe
(Cargo netting x 5)-it can lift things up and put them down where
you want in cargo bay.
2
Support
Promoter
Auto reviews and supports ratings of crew on any apps and ship
standing on social media. (Info screen)
Life support. The systems on a ship to keep the crew alive and sane. A tiny ship does not
have life support, Charisma would be zero. Pilots in tiny ship have vacuum suits and ships
have refillable air canisters.
Below shows what the equivalent conditions of a ship are with the corresponding life
support (LIFE) A Life Support score of 9 increases insanity marker by 1, which goes up by 1
for every 2 points of LIFE points thereafter. There is no save to this marker, they are
automatically lowered whenever its called for, they are a buffer for the crew that resets
whenever you dock at a station for 8 hours.
Life support requires 1 reactor point. 2 at 9 and then 3 at Charisma 11. If life support
is down the ship is running out of air at a rate based on its amount of crew, passengers, and
mounts. All the breathing creatures. Multiply the usual LIFE score * 10 for each size it is
starting at medium. Massive would be *24. Then you minus the amount of breathers+
breaches each round until its at zero where there is no more air in a ship. You should have
this number handy on your sheet.
285
Life support
1 Zero G, thin air, freezing
3 stale air, mild gravity, cold
5 Cycling air, 1 g, cold
7 Air doesn’t smell, 1g, warm
9 Air smells great, Custom G, temperature of choice,
Chemicals in air that improve mood, heal 1d4 Hp for crew members every 24 hours, custom lighting and gravity for
11 each crew member, calming music to lull asleep and wake up. UV lighting that mimics home planet conditions.
Maneuverability. Adds a maneuver thruster to the sides of the ship.
Shields. Upgrades shield generators.
Systems. Adds a server to the ship, 2 take up a 1x1 space on the ship.
Life Support. Upgrade to life support systems as shown in the life support section.
Starting systems. Unless otherwise said, each ship starts with the corresponding system
below of how you allocated points. For example, if players put all ten points into a reactor,
it’d be an upgraded reactor at 10.
Your style may say that you have a starting weapon or different weapon mounts. If so that
replaces one of the starting weapons. If it says none then your ship has the starting weapons.
Starting systems/ equipment.
1 missile port. Basic shield. Basic Hull. 1 Deterrent laser turret, 1 deterring chain gun. 1
missile
4 Weapon mounts for Medium and Large. Forward/ Aft, Turret, Broadsides. Going up by 2
for each additional size. No broadside for small. Tiny has only forward and turret.
Poor quarters. Server bank with mandatory systems.
1 Vehicle Bay (empty). 1 module of your choice worth 20 or less.
1 Nutrition paste.
10 credits to spend on upgrades/ equipment.
10 Points to put in ability scores.
(Crew starts with debt of 16 Credits.)
Upgrading ability score
Upgrading a ship’s ability score in game requires (one credit* new ability score level*size)1
for tiny, 6 for massive. (Medium is 3.) Upgrades only be done at a port. A technician has an
ability that can bypass the credits costs. This is done by upgrading servers, adding new
engines, upgrading the reactor, and installing new thrusters. Below are the descriptions for
such upgrades. Wisdom is the only exception as this is upgraded with servers.
Engines. Every 2 ENGN adds a engine to the rear of the ship. (If a ship’s strength score is 3
larger than its CON after being upgraded, Strain rolls are done with advantage.)
286
Reactor
Power/ CON level
Limits
Basic Reactor
Starting score
Upgraded Reactor
+2
Max for Tiny
Fission Reactor
+3
Max for Small
Antimatter containment
+4
Grey power cell
+6
Microsolis
+8
Ship systems
These are the various systems of a ship.
Primary
A ship computer will automatically keep these powered if the reactor begins to lose power. These
all have a corresponding ability score.
Secondary Secondary systems that are supplementary to a ship and not needed to keep a ship alive.
Sub
Systems that require less power to maintain.
Secondary systems
Weapons. Below is the list of weapons, missiles and mines your ship has.
Weapon Mounts. How many different weapons you can have on a ship. Each type of
weapon Broadside, forward/rear, missile port, turret take 1 mount. Each ship has a starting
number of weapon mounts. This number can be added to at a station, taking 1d6 days and
costing 10 credits per day. You cannot have more than one type of broadsides unless
massive. You cannot have more than one rear weapon, unless massive. You cannot have
more than 3 turrets unless Giant. You cannot have more missile ports than 4 per size starting
at medium.
Your starting configuration can break this rule, because the style of ship was designed for
those gun mounts.
Missile ports require 1 reactor point.
Ships Ammo. Ships use a more powerful ammo type which supplies the weapons with
needed resources for their self-replicating ammo. Your ship carries enough ammunition to
fire any weapon 50 times regardless of damage type. You can put spare ammo in the cargo
bay at 50 shots per slot. This costs 500 dollars.
Range. The range for the weapons below is in RU.
287
Forward/rear weapons
Name
Cost (credits) Damage
Properties
Energy cost Hits
Deterring chain gun
1 1d6 energy
4/8
Mining beam
1 1d4 Energy Beam, Tool, (8/16)
1
1
Laser repeater
2 2d4 Energy (4/8)
1
2
Dual Cannon
5 2d6 Energy Breach (2), explosive (4/7)
2
2
Gatling
3 1d6 Kinetic Breach (1), (5/9) Uses damage amount in ammo -
Plasma Deliverer
25 2d8 Plasma (4/8)
2
1
Railgun
200 3d12 Kinetic Breach (30), (20,100)
6
1
Arc cannon
75 1d8 Shock
2 -
Harpoon
35 1d8 Kinetic Breach, Grapple (3/5), Module required.
(2/4)
1d4
-
Breach. A weapon with the breach effect has a percentage to make a breach if it has got
through shields. The number in parentheses next to it is the percentage chance. Breach (20)
for example. You add the damage to that number and roll 1d100. If less, a breach occurs.
Grapple. The ships are attached and make opposed engine checks. The winner can tow, pull
closer, or halt the other ship. Ships of a greater size have a + 5 for each size larger that they
are.
Shock. Shock weapons do that damage to shields instead of counting as hits. They cannot do
hull damage but can disable systems.
Turrets
Name
Cost
(credits) Damage
Properties
Energy cost Hits
Deterrent
turret
1 1d6 energy
(4/8)
1
1
Laser
repeater
4 4d4 Energy
(4/8)
2
2
Gatling
3 2d6 Kinetic
Breach (1), (5,9) Uses damage amount in ammo
Quad
cannon
7 4d6 Energy
Breach, explosive (4/7)
2
4
Icicle
Gun
25 2d8 Kinetic
Breach (2) (8/14)
2
2
Lancer
5 1d12 Energy (10,20)
3
1
Ion beam
25 1d4 shock
(8/16)
3 -
Screamer
8 2d6 Energy
(6/12)
2
2
Hull
cutter
6 2d6 energy
Beam (7/14), Breach (5)
2
1
-
1d4
288
Rams. Must contact a ship and have gone at least 2 RU in a straight line to hit it. Increase by
1 damage dice for every additional 2 Ru travelled in a straight line. Rams ignore shields.
Rams
Cost
(credits)
Name
Damage
Properties
Energy
cost
Hits
Ja'unnian Hellmouth
Collision damage + 1d6
45 Kinetic
No damage on a front collision
unless from Massive.
-
-
Razor Nose
Collision damage + 2d8
84 Kinetic
No damage on a front collision
unless from Massive.
-
-
Broadsides. Add one damage dice and hit per size starting at large. Tiny ships cannot have a
broadside. Fires in a cone from the sides of a ship or station.
Cone. The number represents how far the cone extends to. All ships in the area are impacted
by the weapon and need to make a MNVR save.
Broadsides
Cost (credits)
Damage
Properties
Energy
cost
Hits
Hull Ripper
16
8d2 Kinetic
Cone 2, Breach (40)
2
-
Beam spread
12
3d4 Energy
Cone 5
3
1
Burst spray
25
2d8 Energy
Cone 4, Breach (3)
2
2
Artillery
20
1d12 Kinetic
Cone 6, Breach (15)
1
1
Flak Cannons
16
2d4 Kinetic
Cone 3, Breach (8)
1
3
Solar Siphon
21
2d6 Thermal
Cone 4, solar sails/solar panels required. Internal fire in
enemy ship (40)
3
1
Centafrag
15
1d6 Kinetic
Cone 2, Breach (6)
2
1d6
Name
Missiles. Missiles penetrate shields, they are unaffected by shields. Missiles are launched on
one turn and travel their speed as the start of the ship that launched them turns each round.
Unless said, a missile breaches a ship, and damages the hull. Missiles have the same rule as
grenades for cargo, but the max is ten missiles per inventory slot. Missiles can travel 1/4 DU
before they drift. It cost 1 reactor point to power ten missile ports, which is much more than
most ships.
Flares. Ships can have flares which are countermeasures to missiles. When launched a flare
renders 1 missile inert, by focusing its target lock to something else. Fire and forget are
immune to flares.
289
Cost
(credits) Damage
Name
Mass Produced
Missile
Torpedoes
Explosive
radius
Properties
0.5 2d8 Kinetic 1/100 chance for not working after launched.
2d12
1 Energy
-
No breach
-
The Gouger
1.8 3d6 Energy Causes 1 additional breach.
-
Fire and forget
0.8 2d12
-
Move straight, no target lock. Speed +2
Anti-missiles
1 2d2 Kinetic Double explosive area
2x2 hexes
Stealth Missiles
1d12
10 Kinetic
-
Leeches
1d4 energy
5 drain
Last until removed. Lowers Reactor by 1.
-
Barbok Bombshell
Splits into two every 3 hexes. Each shell has the same stats.
25 2d4 Energy Can make at most 12 shells per original. (moves at half speed)
-
Acid delivery
32 -
-
Invisible once fired
Lowers armor by 1d4.
Fake
0.25
1 Looks like a missile, no warhead.
-
Flare
1
- Alters missile target lock to it.
-
Mine. Launched from the ship and stays in the hex where it was launched. They are launched
like missiles. It stays in that hex, exploding or chasing any ship that enters that hex. There is
a maximum of one mine per hex. Mines have the same rule as grenades and missiles for
inventory, but the max is 20 per inventory slot.
Mines
Name
Cost
(credits)
Damage
Properties
Boka Boom
1 2d8 Kinetic
Breach (5)
False Beacon
0.5 3d6 energy
Broadcasts a SOS.
Frozen waste
0.25 3d5 Plasma
Made from a mixture of crew and reactor waste
Magnet
5 4d6 Kinetic
Follows a ship, attracting other mines of the same kind. Activated
from 3 RU away, catching up 1 per round if a ship moves full
speed.
Stealth surprise
15 2d8 Kinetic
Stealth, Invisible to sensors.
Slow
Slows a ship by 1 Latches on a temporary propulsion that slows the ship by pushing
30 hex per turn.
in opposite direction.
290
Subsystems
Subsystem Modules. Modules are rooms that take up a 2x2 space in the ship unless
otherwise said. These can be combined for additional bonuses. It takes 1d6 days to install a
module, at the cost listed below. This can only be done at a port or trade station. The
maximum number of mods you can have is dependent on your ships size. Not all subsystems
require power.
Name
Cost Size Description
Energy
Cost
Armory
Weapons and armor lockers. 1d4 bonus to engineer checks on
5 2x2 weapons.
-
Bar/restaurant
A place for drinks and real food. Lowers insanity count by 1.
5 2x2 Advantage on culture checks.
-
Bio Chamber
A holding tank for an organic lifeform for study. Advantage on
10 2x2 Biology checks.
1
Bonus engine
100 2x2 Speed: + 1
-
Bonus reactor
150 2x2 Provides 4 reactor points.
-
Bot station
50 2x2 Charges and maintains 2 bots.
1
Casino
A place to gamble. If passengers on board 1d4 profit a day. At a
station or port roll 1d20. Multiply result by 10. Below ten is a loss,
10 2x2 above is profit. Triple on a 20 or 1. (dollars)
1
Church/meditation
room
5 2x2 A place of worship for a religion. Lowers insanity counter by 1.
-
CIC
Command and control center for a larger ship or fleet. Captain gets
15 2x2 bonus 1d4 to rolls.
-
Cloak
400 2x2 Goes invisible until ship fires, accesses comms or is hit.
5
Cryo pods
Has 3 cryo pods. Takes 1 day to thaw out. A creature in a cryo pod
10 2x2 does not need oxygen, food, water, and does not age.
1
Decoy projector
Makes a holo of the ship that goes on an alternate course. Lasts 1
100 2x2 minute then takes 1 day to recharge.
4
drone control
15 2x2 Controls 1 drone per reactor point.
1*
drone launcher
15 2x2 Can launch drones, 1 every 6 seconds. Comes with 1 drone.
1
drop pods
50 2x2 Launches 2 drop/ breach pods.
-
Emergency battery
50 2x2 Can add 2 reactor points for 1 minute.
-
EMP burst
Shuts down all electrical systems in a ten-hex radius. POWR DC
350 2x2 15. (1 Minute to restart)
6
Environment room
A room that has a recreation of a specific environment. Can mimic
15 2x2 any environment, underwater etc. Insanity counter plus 1.
Fabricator room
An advanced workshop. Can make, /repair standard items at 1 a
week. 5 scrap per lb. DC equal’s scrap. Advantage on mechanic/
10 2x2 engineering checks.
1
291
Name
Cost Size Description
Energy
Cost
Harpoon/ grapple
Cord for the harpoon and retrieval system. If a ship is grappled,
pulled closer to it at 1 RU a round, can dock/breach when in same
10 2x2 space.
1
Holo chamber
Room to help the crew relax, train, and cut loose. Insanity marker
10 2x2 raises by 2.
1
Hydroponics
Maintains food and water. No need to buy food rations. Ship will
not run out of 02. Insanity counter raises 1. Room is destroyed by
a breach. Must be replaced at a station. 2 needed for medium, 3 for
10 2x2 giant, 4 for massive to get the benefit.
1
Manufactory
Factory room for turning scrap or ore into lots of objects. 1 worker
and 1 Ore would be able to make 14 items a week. Makes basic
objects, like clothing, crates, soda. More space means bigger
20 2x2 objects can be made.
2
Med Bay
Medical room and equipment with 2 beds and 1 surgery unit.
10 2x2 Advantage on biology checks when used for medicine.
1
Minelayer
50 2x2 Ejects mines. 1 every 6 seconds. Can hold 1 type of mine (10)
1
Mining module
10 2x2 Collects ore from mining asteroids. Can hold 2 tons of ore.
1
Missile Bay
50 2x2 Has four missile ports and can hold 2 types of missiles. (10 each.)
1
Office
A place to work. Strong comms attached. Advantage on Business
5 2x2 checks.
-
Passenger quarters
5 2x2 Quarters for 2 passengers.
-
Railgun
Can use the railgun weapon, which can also fire from orbit to
250 2x2 ground.
Same as
weapon
Recon probes
probes scan an area and send back important data, travel at double10 2x2 Trip speed 100 DU
-
Research Station
A place to study, experiment or investigate objects. tech.
10 2x2 Advantage on History, Math checks.
-
Science lab
For doing high level experiments and analysis. Advantage on high
10 2x2 science or biology checks.
1
Smuggler Stash
Can hide items for inspection. holds 2 inventory of items or 2
5 2x2 medium creatures.
-
Solar panels/
charging station
Raises POWR by 1. Stops working if there is any HP damage. Can
25 2x2 charge powercells.
-
Solar sails
50 2x2 Ship goes standard speed. 2 extra reactor points and no fuel costs.
-
Studio
5 2x2 Can broadcasts recordings. Advantage on performance checks.
-
Therapy Room
A place to relax and not succumb to the insanity of space. Raises
5 2x2 insanity count by 1.
-
Tractor beam
Can grab a ship 1 size smaller or less. DC 10 Engines check to
100 2x2 break. DC increases by 1 every size larger the pulling ship is.
2
VIP suite
11 2x2 A module that a VIP lives in, like a mobile hotel room. Luxurious.
1
292
Crew Quarters. Quarters impact insanity rolls. As shown below. Upgrading crew quarters
costs 1 credit per room per upgrade.
Bunks. Shared, bare necessities. Hygiene nonexistent, just enough to perform your
duties. It’s cold, smells terrible, hard to sleep, no privacy. Insanity rolls at disadvantage.
Insanity marker automatically -1.
Poor Quarters. Usually shared, bare necessities. Hygiene is almost impossible, and a
bathroom is a dream. Its cold, hard to sleep, no privacy. Insanity rolls at disadvantage.
Standard quarters. Typical quarters for military vessels. Can be shared for enlisted.
Private bed maybe has a curtain. Can be comfortable, space for possessions. Access to a
working bathroom. Hygiene possible.
Nice Quarters. Private room. Bed and other furniture. Some sort of entertainment, a
desk, shelves and room for decorations.
Officer quarters. Private room. Comfortable bed and furniture enough for guests.
Rugs, entertainment and a wetbar. Desk, shelves, private library. Insanity rolls at advantage.
Luxurious quarters. Private room. Everything an officers quarters has but a private
bathroom and soundproofing to prevent engine hum. Insanity rolls at advantage. Insnaity
marker increases by 1 for journeys.
Environments in space
Asteroid field. In an asteroid field there are large objects to fly around and use to hide
behind and break line of sight. A ship crashing into an asteroid would take crash damage.
(Fall damage 2d6 for each hex traveled over.)GM rolls 1d20 each turn against a Pilot check.
If greater than pilots check ship takes 1d6 as the ship bumped an asteroid.
Micro asteroid field. A micro asteroid field does minimum damage each turn. Roll 1d4 for
each hex moved and that is how much damage is down to the forward shields and then hull if
the shields are down. Missiles cannot be used in a micro asteroid field.
Debris field. Husks of broken ships, this can be used to break line of sight, but flying close
can result in breach damage (that would get through shields) as you fly through debris. The
closer to the wreckage the higher the piloting maneuver DC is. Scans can lower this. Objects
would be crash damage 2d6 per hex.
Minefield. There are multiple types of mines. Flying close to them would activate them.
They chase the ship or detonate immediately.
Nebula. Scans, target lock won’t work. Vision is halved.
Ion storm. Shields do not work.
Upper atmosphere. There is a gravity pull lowering/ increasing speed towards the planet.
There is a hard line, any ship that breaks that line is pulled into the planet's atmosphere. This
does not mean they crash but they have to enter the atmosphere before they can exit again
which is a difficult/ costly maneuver and takes a lot of time. A ship with breaches must make
a MNVR save while entering the atmosphere. DC 10, plus 1 for each breach. On a fail the
ship will crash.
Fleet battle. Multiple hazards on the field, ships exploding, different missiles and broadsides
going off. Easier to calculate as map hazards then rolling attacks for dozens of ships. Roll
1d20 against Pilot check or ship is hit with errant weapons fire.
Station attack. A combat near a station will immediately bring the ire of the Astrals. A
station cannot move but has broadsides on all sides with multiple turrets and heavy
293
countermeasures. Stations, even small refueling sons act as asteroid deterrents and the second
line of defense against an incursion.
Blackhole. Ships must use extra movement to pull away from black hole.
Distance from black hole
Movement cost per 1
hex
5 RU
6
10 RU
3
20-40 RU
1.5
294
Chapter 12: Abilities
Engineer Functions
Name
Description
Requirement Category
Anchor cord
If you are falling or stuck beneath a ledge you can shoot a
small suction cup from your exo suit. Your utility shoots an
anchor cord that you are attached to. It has a length of cord
equal to 30 feet and can support triple your weight. You are
attached to the point until you disconnect it or the cord tears
from too much weight or the anchor point moves. You can
use this to reel you in at 30 feet per round. It decreases by
ten for each additional person you are carrying.
Level 1
Utility
Door cutter
You have a door cutter tool in your left gauntlet that you
can use for the next minute.
Level 1
Duct tape
Your exosuit regenerates the 100 feet of duct tape on your
belt.
Flame jet
Action
Cost
Duration Charge
Reaction 1 minute
1
Left hand
1 1 minute
1
Level 1
Equipment
1 8 hours
1
Your utility arm shoots a jet of fire. Make an attack roll,
add your engineer level. It does 2d6 thermal damage.
Level 1
Utility
2 Instant
1
The exo suit anchors itself to your location. Movement is
zero. You cannot be moved by environment or strength
Mobile Anchor effects. It is two actions to disengage from this.
Level 1
Legs
2 None
0
Recharge
You can transfer chargepak points between different
crewmates as long as both are alive, conscious and willing.
Can transfer as many points as allowed.
Level 1
Hands
1 Instant
1
Spring feet
You activate springs in your exo suit that give you a jump
distance of fifteen feet. The vertical jump is 20 feet.
Level 1
Feet
1 1 minute
1
Vacuum seal
Your exo suit acts as a vacuum suit that can last one hour.
Level 1
Head
2 1 hour
1
Visor
You can now see in night vision for 1 hour.
Level 1
Head
2 1 hour
1
You spray acid in a 15-foot cone. Any creature inside must
make a dexterity save against your wisdom +engineer level.
It takes 2d6 acid damage on a fail, have on a success. You
can expend additional charges, adding 1d6 damage per
Acid expulsion charge.
Level 2
Right
Hand
1 Instant
1
Reaction Instant
1
Blocking arm
You block a ranged attack with your utility arm, lowering
the damage by 1d4 for each energy point spent.
Level 2
Utility
Coffee
Makes 6 cups of coffee.
Level 2
Backpack
3 Instant
1
Coolant
discharge
You shoot a slick of oil 30 feet in a straight line. It is now
rough terrain.
Level 2
Utility
1 1 hour
1
Drop shield
You project a small shield that creates a ten by 5 foot shield
wall, acting as full cover. It has 1 shield point for each
energy you put into it.
Level 2
Chest
30
1 seconds
1
Instant stilts
Your legs extend another 15 feet, your walking speed is
doubled, and your height increases by 15. Your defense
decreases by 1. You disadvantage on any dexterity checks
and saves, and a failure on any check or save results in you
becoming prone even if the consequence of the check/ save
does not say that.
Level 2
Legs
1 1 minute
1
295
Action
Cost
Name
Description
Requirement Category
Duration Charge
Iron grip
Your strength for checks and saves is double until the start
of your next turn. You can advantage on grapples. This
does not impact attack rolls.
Level 2
Right
hand
10
1 minutes
1
light sticks
You eject green light sticks that create dim light for ten
feet. You create ten for every charge burned in this.
Level 2
Backpack
1 4 hours
0
magnet boots
You can walk on any flat surface equal to your walking
speed. This would work as a z speed.
Level 2
Legs
1 1 hour
1
Manufacture
You can manufacture and print an item worth double your
engineer level in dollars. You can do this every 8 hours.
Level 2
Backpack -
8 hours
1
Smoke cloud
Your exo suit creates a plum of hot smoke obscuring the
area within 20 feet of you from Color spectrum, UV, and
Thermal. Stays for 30 seconds.
Level 2
Utility
30
1 seconds
1
Targeting
assist
You give yourself advantage and +1 to your next attack.
Alternatively, you can use an action to grant this bonus to a
crewmate.
Level 2
Face
1 Instant
1
Chemical
cocktail
Pick a spot within 15 ft, your utility arm sprays out a vapor
cloud of different components. It occupies a ten by ten grid.
This remains for 1 minute. Any creature that enters that
space must make a con save against your wisdom
+Engineer level or be stunned for 1 round. At the start of
their next round, they must make the save again. Once
stunned this way, or with a successful pass, a creature is
immune to this chemical compound for 1 day.
Level 3
Utility
2 1 minute
1
Disassemble
Make a unarmed strike against a Mech or construct. On a
hit you have disabled one special ability, movement or
vision determined by the GM.
Level 3
Left Hand
1 Instant
1
launcher
You can launch projectiles up to 100 feet. It does 1d4 tool
damage. Grenades can be launched this way.
Level 3
Left hand
2 Instant
1
Onlooker
You shoot a tiny drone into the air. It climbs upwards,
providing you with a 360* view of the terrain around you
up to twenty miles. This also gives you advantage on
perception checks when looking for anything with 50 feet
of you, and lets you know where any hidden creatures are.
Level 3
Backpack
1 1 hour
2
Quick bridge
You lay down across a gap of at most 30 feet. Your exo suit
extends to anchor on both sides. While lying this you can
only use free actions. You are difficult terrain for any
creatures moving across. An vehicle with more than 2
passenger capacity would be to heavy. When you need the
bridge you pull yourself up on whichever side you wish.
Level 3
All
3 none
1
Rock em'
Exo suit arm shoots out doing 1d8+ exosuits strength
nonlethal. Reach ten feet. ATK is Proficiency +exo suits
strength.
Level 3
Right
Hand
1 Instant
1
Better tools
Whenever you use an item that does tool damage it triples
instead of doubles.
Level 4
Utility
Ten
1 minutes
1
Magnetize
The exo suit magnetizes. Any kinetic shots targeted at
anyone besides you are at disadvantage. You have
advantage for checks if trying to disarm someone, and any
loose metal, scrap, cartridges or Barbokian shells is pulled
Level 4
All
2 1 minute
1
296
Name
Description
Requirement Category
Action
Cost
Duration Charge
towards you. In zero you can use this to travel to a piece of
metal within 30 feet.
Mining beam
Your utility arm fires a mining beam. 2d8 energy damage.
Range 50/100, beam, tool
Overclock
You have +1d6 for your next 3 rolls, but -1d6 for the six
after that.
Level 4
Uitility
1 Instant
1
Level 4
Chest
54
1 seconds
1
Puncher
You use your exo suit as an unarmed strike. Your unarmed
strike has a reach of 10 feet. It does additional damage
equal to your Strength score.
Level 4
Right
hand
1 Instant
1
Rocket feet
Rockets in your feet give you a flying speed equal to your
movement speed. This lasts until the start of your next turn. Level 5
Legs
1 1 turn
1
Action
Cost
Range Willpower
Greyborn Abilities
Name
Description
Requirement
Category
Blind folded
Requires Towel. You telekinetically throw a
towel at a target. It wraps around their face
blinding them. They must succeed on a strength
check against your charisma + level.
Level 1
Sight
2 30 feet
1
Carry
You can grant 3 willing creatures a flying speed.
It takes an action each turn to maintain the
telekinetic connection. Lasts 1 minute. If you
take damage during this, they fall.
Level 1
Movement
160
1 feet
1
Deep Advice
You call out to the universe and the telepathic
residue of the greys, seeking their guidance and
instruction. Roll a d100 against a proficiency roll.
If lower, you know or gain a boon to help you.
This could be which direction to travel, the traps
ahead, nearby creatures, secrets, routes.
Level 1
Situational
3 self
1
Eject
You eject a a magazine from a creature's weapon
that you can see. They must reload.
Level 1
Combat
1 120 ft
1
Focus
You regain 1 energy. This can be done once a
rest.
Level 1
Energy
3 self
Push/ Pull
You decide whether to push or pull. As an action
any creature in a cone within 30 feet of you must
make a strength save. On a fail they pushed/
pulled away/to you a number of feet equal to
your Greyborn level + charisma. This works
double in zero G. A creature can choose to fail
this on purpose.
Level 1
Combat
1 30 feet
1
Tied up
Requires rope. You telekinetically wrap a target
up with rope. They must make a dexterity check
against your charisma, or they are restrained. On
a success their movement is halved until the start
of your next turn.
Level 1
Movement
2 30 feet
1
Bad memory
You pull a bad memory from a hostile that you
can see within 30 feet. They must make an
Combat
1 30 ft
1
Level 2
-
297
Intelligence save. On fail, they take 1 emotional
damage.
Jump
Add your charisma score to your walking speed.
As a movement action that is how high you can
jump.
Level 2
Movement
1 Self
1
Pain
A creature within 80 feet of you must make a
CHA save throw. On a success, they take half
damage, full on a fail. They take 1d8+greyborn
level of damage. You can expend more energy to
add 40 to the range and increase the damage die.
If this does 25% of their max HP they also fall
prone.
Level 2
Combat
1 80 ft
1
Pull pin
If your target has a grenade, you can ignite it. If
they have more, this would only ignite one. if
they have none, nothing happens. They
automatically fail the save when taking the
grenade damage.
Level 2
Attack
2 40 feet
1
Rip information
A target makes a wisdom save against you
charisma. On a success they take 1d6 psychic
damage. On a failure you can pull a piece of
information from their mind and you know it.
The target knows you have done this.
Level 2
Mental
1 20 feet
1
Screams of madness
Every sentient creature within 80 feet must make
a CHA save against your DC. On a fail they
succumb to madness and roll on the madness
table.
Level 2
Manipulati
on
3 80 ft
2
Catch
Requires your shield is active. You catch kinetic
bullets or thrown weapons that hit your shield.
As an action or when your shield breaks you
return these to the closest attacker doing 1d6 for
each projectile.
Protection
1 -
1
Familiar face
Scanning someone’s surface thoughts you make a
willing creature look familiar to one humanoid,
they are not sure where they know you only that
you look familiar. This lasts one hour.
Level 3
RP
1 Touch
1
Float
You can now float, hovering off the ground. You
have a flying speed equal to half your movement. Level 3
Movement
1 Self
1
Greynade
You throw some of your mental energy. It
explodes at a spot you can see doing 2d6 psychic
damage to any creature in the vicinity.
Level 3
Combat
2 30 ft
1
Illusions
You create 1d4 obstacles or objects within 60
feet from you. These can be the a max size of ten
by twenty each. Creatures will see these as real,
regardless of vision until something interacts
with the illusions, by touching or moving throw
them, then the illusion fades for all.
Level 3
Combat
2 60 ft
1
Mental slash
You make a telekinetic slash. Any creature
within a ten foot cone of you must make a
dexterity save. 2d6 on a fail, half on a success.
Level 3
Combat
2 ten ft
1
Pickpocket
You pull an item from someone if it is not in
their hands. They can make a dex save to try to
catch it if they are aware of you doing this.
Level 3
Utility
1 30 feet
1
Level 3
298
Back and forth
When a creature throws a grenade or missile at
you, you can use a reaction to send it back to
them. Make a dexterity saving throw DC 10. On
a success they act as if the grenade/ missile hits
them, on a fail the grenade/ missile explodes
harmlessly to anyone, pushed in an arbitrary
direction.
Level 4
Combat
Catch
You telekinetically deliver all knives within 30
feet if any. Make one attack roll. Roll the damage
dice for each knife if it hits. This is any knives in
inventory or in the area, not ones equipped in
someone’s hand.
Level 4
Attack
2 30 feet
1
Double allies
Hostiles see a decoy for each Crewmate. They
must roll 1d6 when targeting an ally. On a evens
they hit the ally, odds they hit the decoy and the
decoy disappears.
Level 4
Combat
3 30 feet
2
Focused freedom
If you are restrained, you can use immense focus
to free yourself.
Level 4
Utility
2 Self
3
MASS hypnotism
You telepathically whisper words of the longgone masters. Any creatures react and listen on
an instinctual level. All creatures within 30 feet
fo you must make a wisdom save or be stunned.
You can maintain this with an action each turn
for up to 1 minute. Creatures repeat the save at
the end of their turn, and end the stun if they are
moved, touched, attacked.
Level 5
Manipulati
on
2 30 ft
2
Worship me
You convince a creature of your grey power. A
creature that you can see within 40 feet must
make a Cha saving throw. On a fail, they kneel
and are restrained for 1d4 turns. None on a
success. This creature will not do anything but
beg for your forgiveness. They can make a save
each turn to resist, but their MAX Hp is lowered
by the amount they feel each save by.
Level 5
Combat
1 40 ft
1
Switch sides
A hostile creature makes a CHA save. If they fail
they do not know who to trust and who an enemy
is. If they fail by 5 or more they are now a
friendly and will fight with you and your
crewmates. This lasts 1 hour, before they realize
what happened. They will act friendly as a
crewmate during this hour.
Level 6
Manipulati
on
3 40 feet
2
Glimpse
Requires Flashlight. You show a creature a
glimpse of the inner workings of the universe. It
takes 1 emotional damage on a failure, 2d6 on a
success.
Combat
2 20 feet
1
Submit
Make a persuasion check for all creatures within
40 feet to surrender. The DC lowers by 1 for each
hostile killed this combat. For each success that
hostile will surrender to you giving you their
items or running.
Level 7
Manipulati
on
3 40 ft
2
Level 7
Reacti
on
self
1
Operative Ruses/Tricks
299
Ruses
Name
Description
Action
Requirement Cost
Feign death
When you take damage, make a deception check as you pretend that that
blow killed you and you drop prone.
-
Secret route
You can make a perception check to try to find a different route, like a vent
duct, maintenance tunnel.
Level 1
1 -
Smoke bomb
You throw down a smoke bomb, obscuring vision in a ten-by-ten square.
Level 1
1
1
Clearance
message
A humanoid species with an info screen or communication device gets a
message from their superior saying that you have clearance and should have
all access. Make a persuasion check.
Level 2
2
1
Avoidance
You do not trigger any opportunity attacks until your next turn.
Level 3
1
1
Holo team
You cast a holo around a number of allies equal to your proficiency bonus.
They all look like you for 1 minute.
Level 3
2
1
Knifework
As a reaction when a hostile attacks you, you can make an attack with a
knife.
Level 3
Tactical
assistance
You can add 1d6 to a skill check. If in combat, this must be done before the
skill check.
Level 3
1
Borrow Skill
Using the info screen, you crowd surf a problem paying 100 dollars to
anyone who can solve it. You have +3 on your next skill check.
Level 5
1 -
Gravity shift
Until the start of your next turn gravity is reversed for you. You can walk
along the ceiling or fall 60 feet into the air.
Level 5
1
Insurance
You spend 3 actions using your info screen to take out a life insurance
policy on an enemy or crewmate. You can put down up to 1 credit. If they
are the first to die in this combat, you gain 50% of what you put down as
profit and your money back. If someone else dies first, the insurance
company sees what’s happening here and cancels your request and you lose
your down payment.
Level 5
Chargepak
Reaction -
Reaction 1
1
3 -
You project a large holo field of 1d10 allies dressed similar to you, or
specific NPCs who arrive as reinforcements to help. They are spread within
30 feet of you. They lasts 1 minute and do not move. They have a defense
Reinforcements of 5 and 1 HP before their holo disappears.
Level 5
3
3
You can swap places with an ally within 5 feet of you. You can do this after
an attack roll.
Level 5
Reaction
1
Swap
Tricks
Name
Description
Action
Requirement Cost
Grenade
catch
As a reaction, Make a DC 15 sleight of hand check, on a success you catch a
grenade and throw it back at the attacker. On a nat 1, you take max damage.
-
Chargepak
Reaction -
You launch a net at an enemy. On a successful hit they are restrained. It takes a
Net launcher athletics check against your DC to break free. They are restrained while in the net.
-
2
trip wire
You put down a trip wire, any enemy that moves through that space must make a
Dexterity save against your Wisdom +Dexterity. On a fail, their movement is
reduced to zero and they are prone. On a success they are knocked prone.
-
1 -
Weapon
glitch
You change the damage type of your next attack to an elemental type. (cryo,
thermal, shock.) You must do this before you make the attack roll.
-
2
300
1
1
Oil slick
You spread fossil oil over a the ground ten by ten square within 20 feet. Anyone
who enters it must make a DC 15 dexterity save or fall prone. It is difficult terrain. It
can be set on fire and do 1d6 fire damage to anyone inside. You can spray this on a
target but must make an attack roll and would count as an attack action.
Level 2
1
1
Slippery
You can move through an enemy’s space during your movement this round. As
normal, you cannot end your turn there and this still solicits a opportunity attack.
Level 2
1
1
Cryo spray
You fire a 15 foot cone of cryo spray, anyone within must make a dex saving throw
DC 15 or take 2d6 cyro damage on a fail, half of a success.
Level 3
2
1
Level 3
1
1
You throw a fake grenade. Anyone in the area makes a dexterity throw and is prone
Holo grenade unless they beat your DC.
Level 3
1
1
Thrown knife You throw a knife that does an additional 2d6 poison damage on a hit.
Level 3
1 -
Feedback
loop
Any creature within 20 feet of you that can hear you must make a con save against
your DC. On a fail they take 2d6 Sonic damage, and none on a success.
Level 4
2
Nade knife
You duct tape a grenade to a knife. It does the knifes damage and then the grenades.
On a hit with a knife, there is no save against the grenade.
Level 4
2 -
Pheromone
spray
You spray animal pheromones on an item or creature. Any animals in the vicinity
are interested in that space and will attack that as a primary target.
Level 4
1
1
Sticky feet
Make a sleight of hand check to lay glue beneath the feet of a creature within 5 ft of
you. They make a strength save against your sleight of hand check at the start of
their turn, repeating the save each turn until they beat it. Their movement is zero
until they succeed, and they have disadvantage on any dexterity checks or saves.
Level 4
2
1
Blowdart
Does not work in zero. You shoot a blow dart (ranged attack Range: 30/50) Roll
proficiency. If higher than the targets remaining HP they fall asleep until there is a
loud noise, or they take damage.
2
1
Shield theft
Make a opposed computer check to someone within 5 feet of you. On a success you
take 1d4 of shields from them and add it to yours. You have these shield points for 1
hour.
Level 5
2 -
Shocking
presence
If you are grappled you can expend as much chargepak as you wish, doing 1d4
shock damage for every shock chargepak expended. Add this damage to your
athletics roll when breaking the grapple.
Level 5
2 1+
Spiders
You throw three discs. Four thin legs protrude from the disc and they crawl along
the floor or ceiling. Spiders have a movement speed of 15, defense 10, and Hp 2 8
Thermal cutter +0, 1 thermal damage. Stealth. They signal back what they see to
you and can act as scouts through thin vents or crevices. After 1 hour their energy
runs out, and they revert to small metallic discs. You can make the following skill
checks through them. computer, sleight of hand, perception. They must stay within
80 feet of you, or they revert to a disc and are inert.
Level 5
3
1
Tracker
You can plant a tracker on something with a successful pickpocket check. You
know where it is for 8 hours.
Level 5
1
1
subclass
Energy Action
cost
Cost
You scan the persons dossier for embarrassing moments like hair styles, fashion
Embarrassing faux pas or late-night post. You bring this up doing your next attack adding 1
moments
emotional damage.
Level 5
Scholar Techniques
Fundamentals
Name
Description
301
1
Updraft
You can push a creature ten feet into the air. A flying creature would move
20. If they are not flying they fall at the start of their next turn, taking 1d6
fall damage.
Aero
-
Poison
Make unarmed attack by rolling proficiency dice and adding your
Intelligence and Wisdom. On a hit it inflicts Poisons 1d6.
Biology
-
1
Concoction
Raise one stat for one crewmate by 1. This lasts 1 minute. Addiction 1. You
can do this once per rest.
Chemist
-
1
Chiller
Roll a ranged attack using your proficiency and add your Intelligence or
wisdom. On a hit, it does Freeze 1d4.
-
2
Floaters
You give yourself and any willing creatures within twenty feet of you act as
if they are in .01 gravity. This ends once they use movement. If falling they
float to the ground at ten feet per round and take no fall damage.
Gravity
-
Reaction
Crowd opinion
You seek opinions of your peers, nanite consciousness or a forum post
seeking advice by spending 1 hour communing with others to help you
learn a tool proficiency. This hour counts as three hours towards learning a
new tool.
Nanites
-
1 hour
Healing rays
You can heal a willing creature within ten feet of you. They heal 1d4 and
take 1 RAD. (Once per rest)
Radiation -
Thermal blast
You throw a ball of solar energy. it does 2d6+ Scholar level thermal
damage in a ten-by-ten area. Any creatures must make a dex save and takes
half damage on a success.
Solar
-
1
Phantom sounds
Within 30 feet of you, you can make it seem like specific sounds are
coming from that location. It can be music, sounds of battle, a voice. An
investigation check will show that it is not real.
Sonic
-
1
Haste
A creature you touch has +5 movement, an additional action, disadvantage
on ranged attacks for 1 minute. They have exhaustion when this ends. You
can slow down time for one person like this once a rest.
Temporal
Cryo
2
1 -
Generic
Name
Description
Requirement Category Level
Cited
sources
As a reaction when you take emotional damage, you can choose to throw one of
your contacts under the bus instead. Losing 1 loyalty with them instead of taking
the emotional damage.
Scholar 1
Grant
Approval
Make a proficiency roll and add your STR. Range 30. You do 1d4 Kinetic,
increased by 1d4 every even Scholar level after 2. You add the damage to your
debt, spending it to throw money at the problem in the form of spare scrap.
Scholar 1
Research
You spend 1 minute finding pertinent facts related to a location. Make a
proficiency roll + INT/WIS against a GM's d20, to determine how much you find
out.
Scholar 1
Sanitization
You use your laboratory experience to clean 1 ally of 1 status effect.
Scholar 1
1
1
Scholarly
advice
You grant a crewmate 1d4 that they add to their personal proficiency dice that lasts
1 hour.
Scholar 1
1
3
Trustful
scientist
Roll 1d6 odds you can boost a crewmate's roll by 1d4, evens it minuses by 1d4. If
the crewmate fails, the check your ego swells because they didn't understand your
advice and your insanity marker increases by 1. You can do this once per rest.
Scholar 1
Imbue
genius
You use your immense intellect to increase an animal’s intelligence to one. It gain
answer yes or no questions for 1 hour.
Scholar 3
-
Reaction
1
-
1
1 minute
-
1
1
302
1
Theory test
An animal you can see within 30 feet, must make a con save. On a fail it takes
Bleed 1, Poison 1, Freeze 1, Burn 1.
Scholar 3
1
New
sciences
You spend 4 hours with a crewmate cataloging their problems. They can reroll on
the madness table at the end, changing their madness for a different one.
Scholar 4
3 4 hours
Spam
message
You empty your spam folder on a creature networked to a computer. You do 1d4
spam.
Scholar 7
1
Cooking
science
You spend 1 hour preparing a meal of nutrient paste, altering the composition, and
texture to make it resemble real food in every aspect. Crewmates automatically
succeed the next time their insanity marker would lower. Does not stack.
Scholar 8
2
2
3 1 minute
Aero
Description
Updraft
You can push a creature ten feet into the air. A flying creature would move
20. If they are not flying they fall at the start of their next turn, taking 1d6
fall damage.
Fundamental -
Flyby
You can fly by a creature without provoking an opportunity attack. It makes
a DEX save against your DC. On a fail it takes Stagger 2.
Level 2
Gust
All creatures in a cone 30 ft in front of you are pushed back 5 ft away from
you. Flying creatures are pushed ten. A creature in the air because of
updraft would be pushed ten.
level 2
Your speed increases by ten for 1 minute. You can only have this bonus
Speedburst once at a time.
Requirement
Energy Action
cost
Cost
Name
1
-
1
2
Level 2
1
2
Buzz
You make unpredictable movements in the air. If you are flying melee
attacks against you are at disadvantage for 1 minute.
Level 3
1
1
Tornado
You create a tornado around you that lasts until the start of your next turn.
Any creature that is within 5 feet of you must make a STR save against
your DC or be thrown fifteen feet away and fall prone. This is active while
you move. Melee attacks against you have -1d6 against you during this.
Level 3
1
2
You throw three wind razors in quick succession at one target within 100
feet. Make a ranged attack rolling proficiency and adding your wisdom or
Wind razor Intelligence. This attack does 1d6+1d8+1d10 damage. If you crit add 1d12. Level 3
1
3
Divebomb
You dive downwards in a straight line towards a spot of your choice,
crashing into it. If a creature is on that space, or adjacent to it makes a
dexterity saving throw against your DC, you make a Wisdom save against
it. On a success they take half damage and take full and Stagger 1 on a
fail. For you on a success you take 1d6 kinetic damage. On a fail you take
fall damage equal to 1/3 the divebomb height and Stagger 1. You can start
this divebomb at the height of your choice, maintaining it by using your
movement to fly straight down each round. For every ten feet travelled this
way you will do 1d6 fall damage. Minus 1d6 to the creatures in the
adjacent space. You can call off this attack off at any time, by altering your
trajectory but you do not recover the action. This makes a very loud sound,
and the creatures you are targeting are aware of this approaching attack. Level 4
3
2
Dodge
As a reaction you can dodge an attack. Lowering the attack roll by 1d6.
Level 4
Fly
You empower a teammate to have a flying speed of 30. It cost an action
each turn to maintain the air pushing them.
Level 5
2
1
Suffocate
You pull the air out of someone's lungs. It costs an action to maintain each
turn. They begin suffocating and run out of air at 10*their con score. This
Level 5
1
1
-
Reaction
303
lowers by an additional ten seconds for every movement action they take.
They also are unable to use their voice and talk or any actions involving
voice. If they use an air canister or have a Vac suit on this will not work
and ends.
Sonic Boomer
Name
Description
Requirement
Energy
cost
Phantom
sounds
Within 30 feet of you, you can make it seem like specific sounds are coming
from that location. It can be music, sounds of battle, a voice. An investigation
check will show that it is not real.
Fundamental
-
Broadcast
Make a proficiency roll and add your Wisdom. Any speakers, comms devices,
info screens within that amount *10 feet will play a song of your choice and
are unable to do anything else for 3 minutes when the song ends.
Level 2
1
2
Deafen
You emit music of for 1 minute, defeaning any creatures that get too close. A
deafened creature has disadvantage on perception checks, and melee attacks
against it have advantage. Any creatures within 10 feet of you are deafened
while they are in that proximity.
Level 2
1
1
Jam
You can jam the comms of all ships within 1 DU of you for 1 minute per 3
scholar energy. Must be at a station on a ship to use, and access to comms
network.
Level 2
3
3
Reverberation
With focused sonics you vibrate something into breaking. This is a ranged
attack adding your wisdom or intelligence to a proficiency roll. Make a
proficiency roll. (Tool). It does this much damage, breaking a weapon, tool,
object or item if it does more damage than its HP. You can break a enemy’s
weapon or a construct like this.
Level 2
1
1
Bass drop
You lay down that sweet dubstep track you've been saving. The dexterity of all
allies within 50 feet is increased by 1d6 for 1 minute.
Level 3
1
3
Level 3
1
1
Sonic blast
In a 20-foot cone from you, any creatures must make a CON save against your
DC. They take half damage on a success, on a fail they take 2d6 sonic damage
and if they are using a kinetic weapon, it is jammed, and they need to reload it. Level 3
1
2
The Hum
You create an audible hum that one creature within 50 ft can hear. It makes a
CHA save against your DC. On a fail it rolls on the madness table. This
creature is deafened.
Level 3
1
2
Uplink
You uplink to a satellite or ship in orbit, and get a birds eye view, and thermal
scan of the area of twenty miles
Level 4
1
3
Sonic nausea
You create a sensory overload. All creatures within 100 ft must make a CON
Saving throw. If a creature is deafened they have disadvantage. On a fail, the
creature loses 1 action each round for 1 minute, as they are nauseous, and
either gagging or throwing up.
Level 5
2
2
Level
Communication You end the comms for all creatures within 100 feet. Any drones would be
jam
inert and constructs remotely controlled would be inactive.
Action
Cost
1
Biologist
Name
Description
Requirement Category
Poison
Make unarmed attack by rolling proficiency dice and adding your Intelligence
and Wisdom. On a hit it inflicts Poisons 1d6.
Fundamental -
Animal call
You generate a set of recordings for 1 hour attempting to attract any local
creatures. This attracts animals of any type.
Level 2
1
1
304
3
Disease
Make a unarmed melee attack against a creature. It makes a con save against
your DC. On a fail it contracts one of the diseases you have in a vial. You can
have an amount of samples as your proficiency level. You can also use this to
cure a disease and take a sample of it. A creature takes 1 point of exhaustion
when they contract a disease.
Level 2
2
1
Poison spray
Make a ranged attack by rolling proficiency dice and adding your Intelligence
and Wisdom. Range 40 feet. a ten-by-ten area. Any creature within this area that
the attack hits takes poison 1d4.
Level 2
1
1
Heal
Heals a friendly creature by 1d4. Must be within 5 feet of you.
Level 3
1
2
Lab rats
You unleash an amount of lab rats next to you in an amount equal to a
proficiency roll which is its HP and Athletics score and have a movement of 20,
2 actions. They automatically fail every throw but intelligence which they
automatically pass. The lab rats have been trained by you to attack a specific
creature pointed out by you. They will swarm to grapple and then attack this
creature. the attack roll is 1d6 + amount of rats. On a hit they do their amount in
bleed.
Level 3
1
1
Suture
Ends the Bleed status effect on an ally. Can also fix a wound and undo a wound
that a crewmate suffers if you do this within 30 seconds. Must be within 4 ft of
crewmate.
Autopsy
You spend an hour learning about a felled creature. You know the weaknesses
and resistance of this creature type and have advantage on all attack rolls against
it.
Level 4
1
1
Pheromones
You create a pheromones concoction. Choose an animal with 60 feet of you. It
makes a CON save against your DC. If it fails by 1 it will listen to you for one
round. 2 it will run away and leave the area. 3 it will lay down. 4 it gains a
damage dice and attack whoever's closest until it dies. 5 or mor it listens to you
for 4 hours.
Level 4
2
1
Healing aura
You can designate up to 6 creatures within 20 feet of you. They heal 1 each
round at the start of your turn. It takes 1 action to maintain this each round. It
lasts 30 seconds.
Level 5
1
3
Transform
Using DNA modifications, you alter your own genetics. You can transform
yourself into a animal who's DNA you have a sample of. This an animal you
have encountered and taken a blood sample of. You can have up to 6 samples at
one time. You can turn into a creature once per sample. You have 1 point of
exhaustion when you transform back, which would be in 4 hours or if your
animal's HP drops to zero.
Level 5
2
2
Level
Level 3
-
3
Chemist
Name
Description
Requirement Category
Concoction
Raise one stat for one crewmate by 1. This lasts 1 minute. Addiction 1. You
can do this once per rest.
Fundamental -
Acid
You drop a few ounces of acid on an object. This could break a lock, chain,
device or cause a small breach. If done in combat, do a syringe attack, and on
a success it does 1d6 acid damage.
Level 2
1
2
Blinding
You throw a mixture of chemicals at a creature you can see within 30 feet.
Make a ranged attack. They make a Con save against your DC, On a success
their vision distance is halved. On a fail they are blinded for 1 minute.
Level 2
1
1
If you are grappled as a reaction, the grappler must make a Con save against
Chemical burns your DC. They take Chemical 1d6 on a fail, half on a success. The chemical
Level 2
1 reaction
1
305
effect is that they take 1 thermal damage for each chemical effect they are
under.
Vapor cloud
You create a cloud of vapor that fills a sphere of around you with a radius of
15 ft that is a visible obstruction to color spectrum and UV vision. You are
immune to this. Any creature breathing in this area takes Chemical 1 at the
start of their turns. The chemical effect is -1d6 to melee attacks. This cost an
action a turn to maintain.
Level 2
1
2
You give your ally a boost. They have Chemical 1d6, their strength is boosted
by the Berserker's chemical level. They can only do movement and melee
Berserker boost attacks as action until this fades.
Level 3
1
2
Hallucinations
Make a syringe attack, the target must make a CON save. On a success they
are blinded. They no longer see what’s around them, but hear and see
themselves at a childhood memory. They remake this save at the start of each
of their turns.
Level 3
Purity
You cure yourself or an ally of all chemical effects.
Level 3
1
1
Mental boost
You give your ally a boost. They have chemical 1d6. Their wisdom or
intelligence increases by the mental boost chemical level. Their defense is
lowered by this amount as well.
Level 4
1
2
Vapor aura
For 1 hour any creature that makes a melee effect against you must make a
CON save against your DC. On a success, nothing happens. But on a fail they
have disadvantage on any CON saves to chemical effects.
Level 4
1
3
Reactive
compounds
Make a syringe attack, on a success the target has chemical 1d6 extending one
of the effects they are under. While they are under this effect, the new
compounds you just ingested them with, lower their movement by 5 feet per
chemical 1.
Level 5
1
2
Level
-
2
Cryotician
Name
Description
Requirement Category
Chiller
Roll a ranged attack using your proficiency and add your Intelligence or
wisdom. On a hit, it does Freeze 1d4.
Fundamental -
Cryo blast
Pick a spot you can see within 30 feet. Any creatures with ten feet of it must
make a DEC save against your DC or take 2d6 cryo damage and Freeze 1. You
can increase the damage by a 1d6 and Freeze 1 for each energy you use for this. Level 2
1+
2
Ice armor
Give yourself Freeze 2, which will not lower at the start of your turn for 1
minute. You have this armor while you have Freeze 2. During this time your
armor increases by 2, and any attacker that makes a melee attack against you
takes Freeze 1.
-
1
Ice layer
A 20 x 20 area that you can see is layered in ice. Any creature that moves across
must make a dexterity save against your DC or fall prone. It is difficult terrain.
This lasts 1 ten minutes.
Level 2
1
Ice shield
As a reaction you create a quick shield that takes 1 hit. You must say this before
the damage is calculated.
Level 2
1 Reaction
Ice spear
You create an ice spear and throw it. Make a ranged weapon attack. It does 2d8
Cryo and Freeze 2. You can also use it as a melee weapon. It lasts 1 minute, but
melts if you take thermal damage.
Level 2
1
1
Freeze Ray
Roll a ranged attack using your proficiency and add your Intelligence or
wisdom. You freeze a 20 x 10 region. Any creatures inside this space that it
would hit take your Scholar level in cryo damage and 1d4 Freeze. You can
expend more energy. Doubling this each time.
1
1
Level 2
Level 3
2
306
1
Stasis
You freeze yourself or a willing creature. Their body enters Stasis. This
automatically ends any Burn or plasma effects. This stops them from taking any
effects from Status or conditions for 1 minute. During this time they are immune
from taking any more status effects or conditions. If this is done on a creature
that is not you they have Freeze 6 when statis ends.
Level 3
2
1
Freeze
Make a ranged attack by rolling proficiency dice and adding your Intelligence
and Wisdom. The target takes 1d6 freeze. If this brings their movement to Zero
or past it they are frozen.
Level 4
1
2
A creature within ten feet of you must make CON save against your DC. On a
fail they are frozen. They can make a Strength check at the start of each turn to
Cold shoulder try break out. The DC lowers by 1 each round.
Level 5
1
1
You create a ice wall that has an HP equal to scholar level. It is full cover and is
thirty feet wide in a straight line that you can see.
Level 5
2
3
Frozen wall
GravHead
Name
Description
Requirement Category Level
Floaters
You give yourself and any willing creatures within twenty feet of you act as
if they are in .01 gravity. This ends once they use movement. If falling they
float to the ground at ten feet per round and take no fall damage.
Fundamental -
Ceiling stride
You reverse gravity for yourself. Lasts 1 hour. Whatever the gravity is, you
act as if it is going in the opposite direction.
Level 2
1
3
Collision
Make a ranged attack with a piece of scrap or something you found in the
area like a pebble. On a successful hit, it does 2d8+ your scholar level in
damage. The target must make a STR save against the damage. On a fal they
have fallen prone.
Level 2
1
1
Gravity Boost
Your melee attacks do extra damage equal to your scholar level for 1 minute. Level 2
1
1
Reaction
A creature you can see within 30 feet must make a CON save. On a fail you
can increase or decrease the gravity on them by 1. You can increase this by
expending more energy at 1 G per energy. You must use action each
following turn to maintain this. Lasts 1 minute. At 6th level you can do this
Increase/Decrease for two creatures at a time.
Level 2
1
2
Levitate
Level 2
1
1
You increase gravity by 1d10+ your scholar level on one creature. They
must make a STR check against that number. They lose 1 STR for each
number that they lost to the DC. This can be fatal. On a success they just fall
crushing pressure prone.
Level 3
3
3
In a 20 RU area of open space Gravity is shifting. Each round a ship in this
area rolls 1d10. Odds their speed is reduced by that amount. Even it is
increased. This effect is negated by any large planetary bodies or moons that
are large enough to generate their own gravity.
Level 3
6
3
You create a gravitation pull in one direction within 100 ft to a point you can
Gravitational Pull see. All movement in that direction is easier at half cost. This lasts 1 minute. Level 4
2
1
Gravitational
tampering
You alter the gravity within a 60 feet radius of you. Increasing or decreasing
it by 1.
Level 4
2
2
Gravitational
bubble
Choose a spot you can see within 80 feet. There is a twenty by twenty area
where gravity is zero. Any creature inside is floating and has a movement of
zero unless they have a zero speed. This cossts 1 hour per turn to mantain.
Level 5
1
1
Gravity storm
You have a flying speed of half your movement. This lasts 1 hour.
307
Nanoteck
Name
Description
Requirement Category Level
Crowd opinion
You seek opinions of your peers, nanite consciousness or a forum post
seeking advice by spending 1 hour communing with others to help you
learn a tool proficiency. This hour counts as three hours towards learning
a new tool.
Fundamental -
Arcing cut
Make a ranged attack by rolling proficiency dice and adding your
Intelligence and Wisdom. Range 20 feet. This does 1d8+scholar level
shock damage. On a successful hit, the nanites arc out hitting another
target within 20 feet at -1 the attack roll. You can do this until you miss
an attack or there are no more enemies to hit. You cannot hit the same
enemy twice in an arc.
Level 2
1
1
Body double
By using nanites you create an outline of yourself within 5 feet of you.
This nanite outline has your movement and can be commanded to do a
tasks with an action. It has a defense of one. HP of 1, STR and DEX are
2. All other stats are zero. It can do basic tasks like open a door, clean an
area, prepare dinner, set up a tent. It cannot be farther away than twice
your movement.
level 2
1
1
Hack
You can make a hack attempt at a range of 60 feet this round. This would
also work through walls, with the nanites travelling between doors and
through vents.
Level 2
1
1
Move object
You can use your nanites to make an athletics check equal to your
athletics. It can interact with anything within 60 feet of you that you can
see.
Level 2
-
1
Access system
You can access a computer system within 30 feet of you with an opposed
computers roll. You can roll advantage. You control this system if you
gain access and can manipulate devices on it.
Level 3
-
1
Razor flurry
You throw several nanite razors in quick succession. Make a ranged
attacked adding intelligence or wisdom to a proficiency roll. You do that
many hits against a creature, each one does 1 Kinetic damage.
Level 3
1
3
Repurpose
Roll proficiency and add your computers score against a computers score
for a system which you can access within 5 feet. On a success, the system
has a Vi controlled by you and is loyal and will follow commands.
Level 3
1
3
Repair
You can prepare a breach or broken system automatically.
Level 4
3
3
Construct
You create a tiny 1-foot-tall construct. It has 1 for all stats, Defense and
HP. It has a computer score of 10. It goes after you in initiative. It is
controlled by you. It has 2 actions. It can make melee attacks at 1d6+1
that do 1 kinetic damage. A movement of 30 and can hack. If it is
destroyed with a melee attack the nanites stay on the attacker and begin
dissolving its armor. Lowering its armor by 1 each round.
Level 5
2
2
Nanite storm
The area is heavily obscured within 40 feet of you. This blocks all
visions, but yours. Any creature that takes damage from in this storm
increases by 1d4 Shock and Bleed 2.
Level 5
2
2
Level
1 hour
Radioactive
Name
Description
Requirement Category
Healing rays
You can heal a willing creature within ten feet of you. They heal 1d4 and
take 1 RAD. (Once per rest)
Fundamental -
2
308
Fallout
You can expend radiation to do more damage with an energy or plasma
weapon on your next attack. It does 1 more damage for each 2 RADs
expended and does 1rad damage. Must do before the attack roll.
Irradiate
You expend 1 of your RADs to leave a radiation signature on something
that you can touch. You know how to scan for this radiation signature and
can detect it on perception checks if it is close, or scans from your ship if it
is in the vicinity.
Level 2
1
1
Nuclear power
You can act as a reactor on the ship. Granting it 1 more reactor point for
every 3 energy you expend. This boosts lasts 8 hours.
3
3
Radiation spike
You radiate a spot by touching it. Roll 1d6 for each energy expended and
add your scholar level. This spot has that much radiation, lowering by half
every hour. Any creature that travels through this spot takes that much
radiation.
Level 2
Atomic slam
You turn the momentum of a fall into radiation. You take the fall damage
in RADS instead of HP.
Level 3
Gamma rays
Choose a direction. You shoot 1d6 Gamma rays in this direction in a
straight line for each energy expended. These Gamma rays travel a
number of miles equal to your Scholar level. Any creatures in this line
take that much radiation. No save. You take the RADs as well.
Level 3
2
2
Half life
You reduce someone, or something's Radiation by half. If this is done on a
reactor it would automatically power down and be inert and unusable for
powering a ship.
Level 3
3
3
Radiation beam
Make a ranged attack roll adding your intelligence or wisdom to a
proficiency roll. (Range 40/90) It does 2d6+ Scholar level energy damage
and the target takes half the damage in RADs.
Level 3
1
1
x-rays
You can see through any one-foot object. This would be seeing bones,
through a wall, into a suitcase, behind an airlock. This lasts 4 hours. You
take 1 Rad whenever you use this.
Level 3
1
1
EMP
You generate an EMP it covers a radius from you in feet equal to Scholar
level+ (RAD level rounded down to nearest multiple of 5) *expended
energy. It is an intelligent save against your DC. Unequipped objects and
computer systems fail automatically.
Level 5
Mini nuke
You detonate. Roll 1d6* Your radiation level. Everything in a 50-foot
radius must make a CON Save against your DC on a success they take half
damage; on a fail they take full. This is loud and visible on scans. You
have expended all your radiation, and do not get your base until you rest. Level 5
Level 2
1+
Level 2
1
1+
1
Reaction
1+
3
3
3
Level
Solar
Name
Description
Requirement Category
Thermal
blast
You throw a ball of solar energy. it does 2d6+ Scholar level thermal damage in a
ten-by-ten area. Any creatures must make a dex save and takes half damage on a
success.
Fundamental -
1
You create a whip of fire. Making a ranged attack adding intelligence or wisdom to
a proficiency roll. This does 1d6 thermal damage. On a hit the creature is grappled
and takes 1d4 thermal damage at the start of each turn in which they are grappled
by this. This cost 1 action a turn to maintain. The damage increases by 1d6 at fifth
Solar whip level, and three at ten.
Level 2
1
1
You can move one crewmate 30 feet away from you, or you can push yourself 30
Solar wind feet into the air. This would also work as a z speed.
1
1
Level 2
309
Sunlight
At will, you can make an imitation of sunlight emit from your hand. It illuminates
everything within 30 feet of you. You can use this as a unarmed attack and attempt
to blind a hostile. CON save against double the damage.
Level 2
UV rays
You saturate a 60-foot area around you UV rays. Any creature that has UV vision
must make a con save against your DC or be blinded. Every 2 rounds, any creature
within the area takes 1 thermal damage unless they are in a Vac suit. Takes 1 action
to maintain each turn.
Level 2
1
1
Aurora
Borealis
You create beautiful lights in the nights sky if on a planet. Creatures without night
vision can see as normal, and anyone in view has advantage on insanity rolls. This
invisible for ten miles.
Level 3
1
3
Burning
touch
Make an unarmed strike. On a hit the target has burn 2.
Level 3
Solar
beam
Make a ranged attacked adding intelligence or wisdom to a proficiency roll. This
does 1d6 thermal damage and burn 1 for every energy expended. You must say how
much energy you are using before making the attack roll.
Level 3
1+
Recharge
Creating solar energy, you can recharge your energy by 1 or an ally's chargepak by
1d4. You can do this once per rest.
Level 4
-
Solar
Storm
All energy weapons within 120 feet of you suffer weapon glitches and need to be
reloaded before they will work again.
-
1
-
2
1
Level 4
1
1
A wave of heat emanates from you in a 40-foot cone. Any creature loses the freeze
or void condition and is in a warm atmosphere. This lasts 1 minute and costs 1
Heat wave action a round to maintain.
Level 5
1
1
A creature that you can see within line of sight needs to make an intelligence saving
Solar flare throw against your DC. On a fail their electronics turn off as if affected by an EMP. Level 5
2
2
Requirement Category
Level
Temporal
Name
Description
Haste
A creature you touch has +5 movement, an additional action, disadvantage on
ranged attacks for 1 minute. They have exhaustion when this ends. You can slow
down time for one person like this once a rest.
Fundamental -
Decay
An object or item you touch decays by 1d10 years every ten seconds. Weapons
and armor would lose integrity. To do this against an item being worn or carried,
you must make an unarmed strike. This takes an action to maintain each round
Level 2
1
2
Jump
You instantly move to a new spot within your movement speed. Freezing time to
move, it triggers no opportunity attacks. If you interact with anything during this
movement the jump ends.
Level 2
1
1
Slow down
You slow down time for one hostile. They lose 1 action per turn. You must use an
action per round to maintain this. They make a STR save at the end of their turn
each round.
Level 2
1
2
Speed up
You speed up time for one creature. They have an extra action for their next 2
rounds. When this ends, they lose one round.
Level 2
1
1
Dilation
While on a ship you can grant an extra turn everyone in your ship as you speed up
the time of everything in your ship. This would impact nothing that effects the
outside of the ship, but any turns within can happen. The ship does not move or
fire weapons.
Level 3
5
1
Restful touch You touch a creature, and it can heal its rest dice.
Level 3
1
1 1 minute
310
Time
disruption
You speed up and slow time for an enemy within 40 feet. They make a con save.
On a fail they take 3d8+ your scholar level in damage, they heal that much on a
success.
Reverse
As a reaction you can reverse time for any saving throw for an ally within 20 feet
of you. They can redo the save but must take the new roll.
Level 4
1 Reaction
Pause
You pause time giving yourself a free turn at the end of this turn.
Level 5
3
1
You create a bubble during a short rest. Up to six creatures can take a full long
rest in only 30 minutes. Creatures make a CON save against your DC. On a fail
Time bubble they age 1d8 years.
Level 5
1 per 24
hours
3
Category Level
Level 3
1
1
Spliced Mods
Name
Description
Requirement
Jaws
This modification gives you an upgrade to your jaws and teeth. The upgrade can
be metal chompers or sharp predatory teeth. It does 1d8 Kinetic damage as a
melee action. If this is made as a critical hit a non-object target loses another 1d8
at the start of your next turn from the open wound. You can only make one bite
attack per turn.
-
Active
1
Claws
This upgrade gives your hands sharp claws you can use in battle. When you
attack using an attack action, you can make a melee attack with your claws. It
deals 1d6 Kinetic damage as melee.
-
Active
1
Regeneration
As a action roll 1d12 you heal that much. This can be done as many times as
your proficiency modifier per long rest.
-
Active
1
Battle Bond
You can select as many creatures as your proficiency bonus. You can update the
selection after a long rest. At an amount equal to your proficiency bonus per
long rest, when one of the creatures you have bonded with is within 5 feet of
you and takes damage you can take the damage instead.
-
Active
1
Boosted
Synergy
Synergy lasts 1 minute, and if you go to zero Hp, it is reduced to 1 an additional
time.
-
Active
1
Soothing
song
You have a mod that plays specifically designed therapeutic music. Up to 5
allies can roll one rest dice for free at a short rest.
-
Active
1
Hidden
Blade
You have a blade that can be hidden inside of your arm. You can make an attack
with this that does 1d6 Kinetic damage. A hidden blade is not detected in scans
or security checks.
-
Active
1
Speed Burst
As an action you can increase your speed by 10 ft for 1 minute. This can be done
once per short rest.
-
Active
1
Strong back
You get extra carrying capacity equal to your proficiency bonus.
-
Active
1
Active
1
Tail
You have a tail. It has a reach of ten feet and it does 1d6 melee damage. The
target must make a dexterity save against the damage or fall prone.
Learn
weapons
You have proficiency in ranged weapons.
-
Active
1
Universal
Translator
If you hear someone speak for one minute you can understand their language
when they speak.
-
Passive
1
Muscle Fiber
Your defense increases by 1.
STR:8
Passive
1
Speak with
Animals
You have enough animalistic mods to be able to speak with animals.
-
Passive
1
Speak with
Computers
You have enough cybernetic mods to be able to speak with computers.
-
Passive
1
311
Name
Description
Requirement
Enhanced
Senses
You can choose one of the following visions: Dark vision or Blindsight. You
can see up to 30 feet with your selection.
-
Passive
1
Bran Amp
Select a wisdom skill of your choice you now have proficiency with that skill.
-
Passive
1
New Lungs
You can breathe underwater. You can hold your breath for an additional 30
seconds.
-
Passive
1
Wiry
Category Level
You have advantage on dexterity saves if you can see it coming.
-
Passive
1
Disease
Resistance
You have advantage on CON Saves related to disease.
-
Passive
1
Download
Manual
You learn the proficiency of any tool of your choice. You can take this mod
multiple times.
-
Passive
1
Fire Breath
You belt out a jet of fire in a 20-foot cone, any creature within must make a
dexterity save DC against your Strength score + proficiency. A creature takes
2d6 thermal damage on a fail, half on a success.
-
Active
2
Enhanced
Jaws
This modification enhances the Jaws mod. Your jaws attack damage increases
by 1d8 to a total of 2d8. It does 2d8 Kinetic damage as a melee action. If this is
made as a critical hit a non-object target loses another 1d8 at the start of your
next turn from the open wound. You now have advantage against attacking
objects with your bite attack. You can only make one bite attack per turn
Jaws
Active
2
Enhanced
Claws
This upgrade boosts the Claws mod. When you attack using an attack action,
you can make a melee attack with your claws. Your claws attack increases by
1d6 to a total of 2d6. It deals 2d6 Kinetic damage. You do not suffer attack
penalties on cumulative claw attacks. Making an attack with a different weapon
would have the penalty based on what number attack it is as normal.
Claws
Active
2
Increased
Regeneration
At the start of your turn, as a free action you heal 1d12. This can be done as
many times as your proficiency modifier per long rest.
Regeneration
Active
2
Steel
Muscles
Enhances the Muscle Fiber mod. Increasing your defense by an additional 1.
Your defense is now increased by 2.
Muscle Fiber
Active
2
Hidden
Blades
You have an additional blade that can be hidden inside of your arm. You can
make an attack with this that does 2d6 Kinetic damage. A hidden blade is not
detected in scans or security checks.
Hidden
Blade
Active
2
Active
2
Speed
Demon
As an action you can increase your speed by 20 ft for 1 minute. This can be done
once per short rest.
Speed Burst
Stronger
Connections
You have one additional use of Synergy.
-
Active
2
Constrict
An enemy grappled by you takes 1d6 Kinetic damage at the start of their turn.
-
Active
2
Overload
attacks
Once per turn you can add 1d6 shock damage to a melee attack. You also take
the 1d6 melee. If this is double due to a crit, you still only take 1d6.
-
Active
2
Coiled cord
You have 15 feet of a metal cord that allows you to make a hidden blade attack
at a range of 15 ft. It does an additional 1d4 of damage. You can use this to pull
the target to you if it is the same size or smaller. It must make a contested
athletics check against you.
Hidden
Blade
Active
2
Laser Focus
Your aim bonus grants you advantage on the next attack.
-
Active
2
Sharp Tail
Your tail is upgraded and does an additional 1d6 damage, raising it to 2d6.
Tail
Active
2
Acid Glands
When you are hit with a melee attack. The attacker takes 1d6 acid damage.
-
Passive
2
312
Name
Description
Requirement
Category Level
Updated
Universal
Translator
If you hear someone speak for 1 minute you can now understand that language
and add it to languages to which you are proficient while you have this mod.
You can have the amount of total languages equal to your intelligence score.
Universal
translator
Passive
2
Shock spine
You have an invertebrate spin that gives you resistance to shock damage.
-
Passive
2
Expert
You can select one skill in which you have proficiency in and double your
proficiency bonus for it.
-
Passive
2
Animalistic
If you have the Tier II claws or hidden blade mod you get a climbing speed
equal to your walking speed. If you have the Tier II Jaws mod you can add a
poison gland that grants an additional 1d6 poison damage on top of your normal
Jaws damage.
-
Passive
2
Thermals
You update your senses for Thermal Vision to 30 feet.
-
Passive
2
Emergency
respirator
You can still breathe underwater and once per long rest can go one hour before
needing air.
New Lungs
Passive
2
Resistant
skin
Select an elemental damage type. (cryo, thermal, Shock) You are resistant to it.
You can select this mod multiple times for different resistances.
-
Passive
2
Animal
connection
When encountering a animal, you can roll an intimidation check. On a success,
it will follow your lead acting as an ally.
Animalistic
Passive
2
Skill
package
You get two skill points.
-
Passive
2
Use the
environment
You can grab pieces of the environment and use it as cover and weapons. You
have half cover with one piece of furniture or material in hand, full with two.
You can throw or use them as melee. They do damage equal to your strength
score.
Str:10
Top Tier
X
Natural
Camo
If you are not wearing armor, you have the shimmer skin ability. You blend in
with your background. Attacks against you have disadvantage.
-
Top Tier
X
Siphon
When you do melee damage against a creature from an attack, it must make a
DC (damage Con Save) if it fails you get one its abilities like resistance, vision,
recharge ability, speed. This is up to your GM. This lasts for 1 hour. You may
only have one siphon ability.
-
Top Tier
X
Wings
You have wings that give you a flying speed equal to your walking speed.
-
Top Tier
X
Immunity
You are immune to poison and disease.
Disease
Resistance
Top Tier
X
Synergy
xtreme
When in synergy, add your proficiency to your strength score.
-
Top Tier
X
Symbiote Abilities
Core Abilities
Name
Description
Dodge
If you are attacked, the symbiote pulls you away, increasing your defense by
1d6 for this attack. You can expend one energy to do this for an ally within
15 feet. They are pulled 5 feet closer to you.
Reaction
Any creature that passes within ten feet of you, you can use a reaction to
mess with its movement using your symbiote. Any movement it takes after
Interference reaching this spot is rough terrain for the rest of its move action.
Off brand
Your symbiote can alter your clothing into an outfit you have seen. Your
fashion is at its highest possible score.
Action Cost
Reaction
Range
Duration
self
Instant
10 ft
Instant
1 self
Instant
313
Shield
You can sacrifice 1d10 HP and add it your shield.
1 self
Instant
Symbiotic
Armor
You symbiote appears over your clothing, becoming your appearance. Your
armor increases by half your charisma score. While having your symbiote
provide you armor you have disadvantage on persuasion rolls.
1 self
4 hours
Symbiotic
whip
You make a ranged melee attack up to ten feet. It does 1d8+charisma level in
kinetic damage if it hits.
1 10 ft
instant
Tendril
You can extend the symbiote as if it was your hand up to fifteen feet away
from you. You cannot make attacks like this but can-do use object or free
actions.
1 15 ft
Instant
1 self
1 round
You have your symbiote hold you closer, increasing your defense by 1 until
Tighten up the start of your next turn. This increases to 2 at level 5, and 3 at level 10.
Connections
Armored second skin
While your symbiote is with you, you have base Armor +1.
Enhanced Symbiotic
Armor
While Symbiotic Armor is active your melee and core attacks have +1 to ATK/DMG.
Extended Tendrils
Tendril and Symbiotic Whip extend by 5ft. You can take this multiple times.
Faster whip
Symbiotic Whip increases by 1 damage dice.
Health boost
You gain 1 MAX HP. You can take this multiple times.
Interference 2
Interference now ends a creature's movement.
Leftover madness
If your symbiote possesses a sentient creature it can transfer 1 of your madness’s.
Quick reflexes
You gain advantage in dexterity saving throws.
Restful friends
During a rest, any ally can reroll a rest dice roll if they are within 20 feet of you.
Symbiotic Armor 2
When you activate Symbiotic Armor, your defense increases by 1, and your movement decreases by 5.
Symbiotic Whip 2
Symbiotic whip can now push or pull a creature 5 ft.
Tendril 2
You can now extend two tendrils at a time and use them as arms for climbing.
Universal Knowledge
You gain proficiency in Intelligence saving throws while the symbiote is attached to you.
Vengeful
You can make a reaction when you are damaged.
Vessel vision
You can see any living creature within 20 feet of your regardless of your visions, obstructions or if it is
hiding or invisible.
Z speed
You gain a z speed equal to your normal speed.
Anchor
You expend all your willpower over 24 hours, turning a building, ship, station into an anchor. You can
only have one place as an anchor at a time. In this space you can use Symbiotic abilities without using
energy, it would take control instead. It gains 1 control each long rest at this location. You cannot undo
this.
Willpower Abilities
Name
Description
Eyes beyond
worlds
You can spend an hour looking back at the condition of any
place where you have long rested. This is as if seeing it and
the region around it on a molecular level. You could tell if a
Action
Willpower Cost
1 1 hour
range Duration
N/A
1 hour
314
ship was destroyed, an area was overrun by invaders or if
pursuers are on your trail. You would not be able to see
faces or voices, it would be seeing the shapes.
Carous
While in a crowd you and your symbiote can spread
whispers and conversation on a certain topic swaying the
crowd into believing something as the truth. Roll persuasion
to see how many of the crowd believes the rumor you are
spreading.
ten
1 minutes N/A
Light possession
You can touch another creature as an action. You know its
surface thoughts, defense, weaknesses and abilities.
1
1 touch ten minutes
MINI
A tiny creature bursts from your chest taking 1 HP from you,
and gains 1 control. All its stats are one, and its movement
speed is ten. Defense, Armor and Hp are 1. This new
symbiote can make a 1d6+1 melee attack and do 1 kinetic
damage. You can create as many of these MINI's as your
Charisma score. If they survive combat, they will go and do
their own thing after. They will not follow direction.
1
3 self
Permanent
Payback
You can expend one energy adding all the damage you took
in one attack to the damage of your next attack. Must use
this before the attack roll.
1
1 self
Instant
Siphon Swarm
Organic, nanites or ethereal specs head towards a creature
within 15 ft of you that you can see. The target must make a
CON save against your DC or their HP will lower by 1 each
round, healing you. They repeat the save at the start of your
turns, and you must use an action each turn to maintain it.
1
1 15 ft
1 minute
Terraformed
circle
You alter the physics around a thirty-foot circle. Regardless
of the outside atmosphere it is the ideal atmosphere of your
home planet. It has the temperature, and breathable air. This
lasts 8 hours.
1
3 30 ft. 8 hours
Testdrive
Your symbiote assumes control of an animal within ten feet
of you. It must make a CHA save against yours. On fail it is
possessed for the amount of rounds as its con score. You can
control this animal during that time, at the end it fall
unconscious, thinking it was all a horrible dream.
1
2 10 ft
Circumstantial
Weapon hands
You turn one hand into a spiked ball that does 1d12 kinetic,
and the second into an axe that does 1d8 kinetic. When you
make unarmed attacks, you do so with these weapons. This
lasts 1 hour or until you end it so you can use your hands.
1
1 self
1 hour
Web
Your symbiote creates a web over a doorway at a max size
of ten by ten. It is invisible to everything but UV. A creature
moving through it is restrained and must make a STR check
against your DC each turn to try to free themselves. If this
web is within a mile of you, you are aware that this
happened. The DC lowers by 2 for every additional creature
that gets stuck.
1
2 10ft
8 hours
New friends
Make a unarmed strike by rolling proficiency and adding
your Charisma. This creature will have memories of
knowing you, being friends, and will help you out for one
hour. If you miss or they pass the save they are aware
something happened.
2
3 touch 1 hour
ten minutes
315
Steal memories
You use your symbiote to look at the memories of a dead
sentient creature. It makes a save against your DC. On a
success, you know the answer to one question.
3
Ship's passenger
You can expend 5 symbiote energy to heal a ship 1 HP. This
takes 4 hours and looks like a piece of your symbiote over
the damage. If you do this a number of times equal to the
ship's processing power your Symbiote takes control of your
ship's live ship or AI/VI and it is now also your computer.
5 4 hours
2 touch Instant
ship
Permanent
Trooper Manuevers
Name
Description
Action
Requirement Category Cost
You can reload without using an action. But double twos acts as a double one
Rushed reload for the purpose of jams until the clip is expended.
-
Action
cost
Passive
Advanced aim You may add your math score instead of +1d6 when using the aim action.
Sniper on
weapon
Boost
Passive
You know where you are most likely to get shot and reinforce critical areas.
Armor expert Increases defense by 1.
Medium or
heavy armor Boost
Passive
Armor
piercing
You change your cartridge bullets so that they are better at piercing armor. They Cartridge
now ignore 1 point of armor.
weapon
Boost
Passive
Combat
Expert
Whenever you use two different weapons in one turn, you no longer have a
combat penalty if you make a third attack.
2 level 1
weapon
expertise
Boost
Passive
Deserter
If one of your allies has had their Hp reduced to zero this combat your
movement increases by ten for the next 4 hours.
Level 1
Boost
Passive
Grenadier 1
Add your proficiency bonus to damage rolls for grenades.
-
Boost
Passive
Grenadier 2
You can use grenades as a thrown weapon. Damage is 1d4. It ignites after
hitting target.
Grenadier 1
Boost
Passive
Grenadier 3
You can throw two grenades when throwing one.
Grenadier 2
Boost
Passive
Gunslinger 1
If wielding a pistol and no other weapons you can add 1 to the attack roll and
damage dice.
-
Boost
Passive
Gunslinger 2
You no longer have combat penalty for a second attack. A third attack would
have the penalty of the second.
Gunslinger 1 Boost
Passive
Gunslinger 3
If you make three attacks in a row in one turn, you can make a fourth without it
costing an action.
Gunslinger 2 Boost
Passive
Heavy 1
If wielding a heavy weapon and no other weapons you can add 1 to the attack
roll and damage dice.
-
Boost
Passive
Heavy 2
Add one damage dice to damage rolls with heavy weapons.
Heavy 1
Boost
Passive
Heavy 3
Add two damage dice to damage rolls with heavy weapons. This stacks with
Heavy 2.
Heavy 2
Boost
Passive
Melee 1
If wielding a melee weapon you can add 1 to the attack roll and damage dice.
-
Boost
Passive
Melee 2
Any organic creature struck by a melee attack has bleed 1. This can stack.
Melee 1
Boost
Passive
Melee 3
While wielding a melee weapon you can add 1 to your defense for each melee
weapon equipped.
Melee 2
Boost
Passive
Rifle 1
If wielding a rifle and no other weapons you can add 1 to the attack roll and
damage dice.
-
Boost
Passive
316
Name
Description
Action
Requirement Category Cost
Rifle 2
While wielding a rifle, a unarmed strike does 1d6+ Strength instead of just
strength.
Rifle 1
Boost
Passive
Rifle 3
Add one extra damage dice to the first shot after a reload.
Rifle 2
Boost
Passive
Battlefield
direction
You grant the aim bonus to any allies within 15 feet of you. This extends to
thirty feet at tenth level.
Level 1
Combat
1
Burst fire
You take 3 shots with no combat penalty at the same creature. If the creature
dies you still make all three shots at that location.
Level 5
Combat
3
Claymore
You have a mine that you can place. This does a proficiency roll in damage. It
does cone damage in the forward direction for 30 feet. Creatures make a dex
save against your DC. You can activate this remotely with an action. This uses 1
chargepak.
Level 2
Combat
1
If you hit, creature must make a CON save against the damage. On a failure they
Disabling shot lose one action on their next turn. Must be used before taking the shot.
-
Combat
2
Distracting
fire
Level 3
Combat
1
You move towards a creature up to your move speed. This triggers no overwatch
Forward rush or opportunity attacks.
Level 1
Combat
2
Grenades for
days
You throw 4 grenades into the same area. Add your proficiency level to the
damage.
level 5
Combat
3
Move it or
lose it
You motivate an ally, they can use their reaction to make a move action.
Level 1
Combat
1
Quickdraw
You can take a free action attack with a light weapon. Once per rest.
Level 4
Combat -
Reloads for
all
You reload all your weapons and that of any allies within 5 feet of you.
Level 3
Combat
2
Slice the pie
You fire at a creature while you move. You take no penalties for this attack.
Level 1
Combat
2
Spray n pray
Declare a direction. Make one attack roll at disadvantage. This attack hits
anything within range of that direction. This empties your weapon.
Combat
2
Suppressing
fire
You maintain fire on a creature until the start of your next turn. They have
disadvantage on any attacks. If they move you may take a free shot against
them. This uses 2 shots worth of ammo. This ends early if you run out of ammo. -
Combat
1
Targeting
assist
You get +3 to your next 1d6 attack rolls.
level 1
Combat
1
Altered
bullets
You change your bullets to do either thermal or cryo damage. This costs two
actions, a chargepak and lasts 1 minute.
Level 1
Damage
2
Boosted shot
You can add your Trooper level when calculating the damage for an energy
weapon.
Level 4
Damage
2
Trick shot
Take a shot at an enemy. This crits on any doubles besides ones. Said before
attack roll.
-
Damage
2
You roll with advantage for water consumable checks.
No other
terrain
training
Terrain
Training Passive
No other
terrain
training
Terrain
Training Passive
Arid Assault
Your threat level on the battlefield increases. Enemies are more likely to attack
you and forgo attacking a different crewmate. Uses 1 shot worth of ammo.
While wearing armor you are invisible to thermal vision. If you use weapons or
Tundra Terror items, thermal vision would be able to see those.
317
Name
Description
Action
Requirement Category Cost
Urban Assault Cover bonuses increase. Half cover is now full, small cover is now half.
No other
terrain
training
Terrain
Training -
Woodlands
Warrior
You do Bleed 1 to animals.
No other
terrain
training
Terrain
Training Passive
Flare
You fire a flare that illuminates an area of 30 feet diameter. Within 100 ft.
-
Vision
1
318
Chapter 13: Galaxy Masters
You my friend are among the elite, the entertainer, the referee, those that stand and
give up their seat on a crowded bus for someone who needs it more. Please for your own
enjoyment read this section if you are interested in GMing, if not, kick rocks. This section is
not for your eye’s mortal. I mean you can… it will just allow you to peek behind the curtain
and ruin everything! There be spoilers ahead.
You are the storyteller, referee, performer planner of this great exploration. Your
imagination lays the brickwork for all your players to build a great journey and time at the
table.
Getting Started
Help your players with character creation at a session zero. Outline the campaign,
figure out a theme together, and any special rules you will use. Establish boundaries and
appropriate language at the table, creating a safe and fun space, where player characters can
straight up get sucked into space and die as you launch missiles at their corpse.
During character creation follow the steps., helping players with option and “fudging things”
to make sure no character is too weak. Level 1 characters have low stats, they are misfits,
they’re not heroes…not yet.
For every player less than six create a shared dice pool of 1d6’s. So, if you have 4
players they get two. You can reward extra dice to this pool to promote good habits as well,
looking at you note taker, one bringing the snacks, the host etc... Players share the dice from
this pool as they wish. This pool is for the episode, it does not recharge until they have
completed one. You can also permanently increase or minus from this pool to impact the
games difficulty.
Rolling/ basic play
You have the ultimate decision to use/negate any rules or modify them. Be consistent
and transparent. The goal is always efficiency and immersion. We break down how to Gm
the different aspects of the game below.
Exploration
During exploration your dice is 1d20. You roll 1d20 against players checks, reacting
based on the roll. A close roll means you may give some information, or the situation stays
the same, or the players know this avenue won’t generate success. A clear success is when
their roll is much higher, for this reward them with advantageous information or the success
may help multiple crew members. For a clear failure, the crew may be wasting time, an
accident may occur or may have alerted enemies to their plan. Keep your rolls secret.
There is a ten percent chance of something out there happening when the GM rolls a 20 or 1.
If the dice lands on a 20, it's known as a nat 20 and often elicits a celebration from the GM.
This is the best possible outcome for the GM, or the enemy its controlling. It is the highest
check possible for you to beat. If the roll is searching for a room, you may find something
awesome like treasure if you beat the roll.
A nat 1, is when the dice lands on a 1. This is the worst possible thing that can happen
for the GM’s NPC or environment. This is when the GM cries as the NPC they spent hours
on creating gets sucked out an airlock. This often means that something embarrassing or
319
terrible is about to happen. A character trying to jump over may slip and miraculous land on
the other side or an NPC may slip and land on some poop. It is known as a critical failure.
Space
In space you are using 1d20 for any exploration aspects, but for combat you use a
dice depending on ships size. For massive and Giant it is 1d20. 1d12 for Large, 1d10 for
Medium and below. This is also a method where you can use different stat blocks to imitate
different ships, just by alter the shield type, broadside damage dice and HP.
This simulates the crew of your ships using their own proficiency.
Combat
In Combat stat blocks have DEX and STR which you can add to a 1d8 for attacks and
increase the dice to 1d10 for a boss fight or rival. (simulates proficiency) Alternatively you
can just roll 1d20 to speed things up.
Making an Episode
Designing your own episodes is an important part of being a GM. You can form a routine to
lure players into a false sense of complacency and then break it when their least expecting,
you can rattle their characters both emotionally and with gruesome creatures or heart
wrenching encounters.
Episodes do not need to resolve in one session. Sessions should be a few hours 2-3, it
can be hard for GM’s and players to go longer than that. An episode tells a smaller story
from beginning to end. A crew taking a job to completing it. It is a small arc in the overall
story, it follows the same theme, and should in most cases resolve at the end.
An episode is never all one thing, it should have heavy and light moments. Comedy,
tragedy, suspense. It is not pure combat nor one RP scene. The crew goes through different
scenes, accomplishing a goal together.
Pizza/pie: Below is a pizza, use it as a guide when making episodes. Divide it into 8 parts to
add some structure. Always be ready to improvise, and add or take away something, but
while designing it helps to use the below method.
Each section of the pie should be a scene in your episode. The scene opposite, the
ones where they are pointing to each other should have a tie in of some sort to each other, be
it a joke, weapon, NPC or location, but something that supports familiarity beyond just the
crewmates. It could be a clue received earlier is needed, or the fallout from an enemy
defeated earlier.
This is an example and in no way should be the same every time.
320
1.) The first may be flying to a planet or docking at a station, meeting the locals. Maybe
it’s running away from a rival, or a heist gone wrong. Whichever it is, the goal of this
piece is to establish who our players will be. Think of this as their warmup scene,
give everyone chances to Role play, contribute something. Our crewmembers finish
their nutrition paste, the captain passes everyone a bowl, not knowing when the next
calm opportunity will present itself. The technician doesn’t notice the food, their eyes
glued to the optics video of the derelict ship they’re approaching.
Alternatively, this scene can be used to establish the stakes. Introduce an enemy, go
through the internal monologue of one of the crew if their episode focuses on them.
2.) One is for the characters, the story revolves around them, they need to shine. Two
paints the picture of the setting. This is where players get to know locals, ask for
information, learn about the environment, or what repairs are needed. This could be
the gathering of supplies or research phase. Darkness looms in the halls, pushed back
as the gunnery officer clears each corner and door. The rooms empty save items
floating in zero g, they point to the console and the engineer sighs as they drop to a
knee to begin work.
3.) We’ve established the crew and the setting. Now time for our guest star. The baddie,
the antagonist the villain. The players can see their handiwork, hear their name. Three
is all about building suspense, letting your players know what the true stakes are, and
informing them through experience. It may be a quick combat, an intercom speech, a
recording, evidence discovery or a witness. The third body was like all the others. No
eyes. The captain looked at their crew, then their head turned towards the ceiling
where a translucent creature was lowering itself towards them. Shots fire, and their
thrown back into darkness.
4.) Four is setting up your ending. It should have foreshadowing if there is a twist or
allude to the final boss or goal. This is when they learn or experience the obstacle to
their goal for the first time but cannot overcome it just yet. The crew gathers
rewatching the last captain’s log. The gunnery readjusts their rifle, when the creature
comes off screen, attacking the captain and ending the recording. “We’re not alone.”
Their last words.
5.) This can go one of several ways depending on your story. This a heroic moment. This
scene offers some or one of your crew heroic moments in overcoming the obstacle or
action of the episode. In a courtroom drama this would be when they poke holes in
the prosecutions witness or an action movie where they defeat the lackeys at a
random warehouse that was never mentioned earlier in the movie. (Why are bad guys
always at warehouses in every movie?) The gunnery fires down the hallway, blinded
and with no targets their shots are wild. They just hope to hold it off while the
engineer drags them to safety. The Gunnery tries to move their legs, as the engineer
lugs them over a doorway. The damage is too severe, the Vac suit is broken.
6.) This scene is usually the crew getting the opportunity to win over the crowd, escape
the mob, or crawling through air vents to escape pursuit. This scene should use the
setting in some way to further the crew’s goal or set them back like a locked door or
the players fall down a trash chute. The technician watches as the last camera is
321
destroyed. That’s it, they can’t see beyond the CIC. The doors are welded, and they
hear the approaching creature on the other side. The Engineer shoulder their rifle
through gritted teeth, and the engineer readies a tool.
7.) Depending on how you run stories, this is the battle against the final boss, or if you
use cliffhangers this is the false success, the calm before the storm. This is a high
action scene. There were only three of them. Two if you count who could fight. The
captain was gone, the engineer held together with foam and duct tape. The creature
was behind them, sealed in an airlock. They had to abandon the claim, this ship was
not worth it.
8.) The wrap up. This sums up the story, the players get their reward, admirations or
admonishments and you can offer a glimpse to next session, if a cliffhanger, you give
the players a high moment, and then bring them to a low right before you end it. They
hit all the engines, tearing the docking arm as they pulled away. The engineer
breathed out now that the ship was speeding away. They waved to the technician, last
of their conscious crewmates as they entered the cockpit. With no return wave, they
approached, flinching back to see the eyes missing from their crewmates fast.
Episode ideas
Here are various episode ideas to throw in your season.
Characters- Episodes that go into your character’s past.
Bravo station- Political intrigue, intellectuals of collective university, the power that controls
the galaxy.
Gang warfare-Rival gangs vie for control of the docks at a station.
Kidnappings-People are going missing at a colony.
Chase- A powerful ship is chasing the crew’s, there is a safe port 1 DU away, but between
them an asteroid field.
Passenger-The crew is hired to take passengers between planets, halfway there one of them
turns up dead.
Looming war- A huntress and group of Ja’unnian sixers are traveling after the same
diplomat. The reason unknown, but this could be the spark of a war.
322
Designing a season
A season is 8,10, 12 episodes. It tells an overarching story that lines through all the
episodes. The crew may have been working towards one goal all season or this could be the
end of their first year as mercenaries, or they will continue to explore the universe. Seasons
show always end on a bang. The last episode, the finale should be special. Tie it to the crew,
raise the stakes, question their loyalties and priorities, maybe the villain even wins.
A season arc should be clear to the players, they should know where it’s going, and
the final episode should be where questions are answered, and plot threads wrapped up. The
characters should have gone on a journey and have developed.
Planning a season is simple and should not feel daunting. You have your premier
episode, which sets the tone for the season, this introduces your greater story. The main goal
of the crew. The finale wraps up this story. You want to give each crewmember an episode
that focus on them, be it their backstory, skillset or questions their morals. You also want to
throw in a “off” episode. One that has nothing to do with your overall story and offers the
characters an entirely different theme. You may also want to do a midseason highlight, where
you remind the crew of what’s at stake.
Take episode one to learn about your player’s characters. Find out what they love,
stand for, give them something to care about, and then through the season you can take it
away from them. Test them. Test their bonds, their drive, their backstories. Adversity builds
characters.
Plot threads
There are many types of plot threads that should be intertwined throughout your
story. This could be rivals, contacts, friendly merchants. You want recurring characters,
familiar locations and the players taking something they learned and using it to their
advantage.
Designing a combat
Players like different things, learn the types of combats your players enjoy and what
you enjoy running. Any combat in Gray Space is lethal, so be careful and your players should
approach it as so.
A good combat is not a straight up a stand and shoot. There are obstacles,
environments, maybe other NPC, s nearby.
Try to create multiple faceted outcomes. There may be RP solutions, environmental
hazards or obstacles, friendlies or more enemies nearby. There could be a way to create a
computer overload, open an airlock, blow open a wall to create a breach, free a creature from
its pen. Maybe the enemy can be bribed, or they can be scared or just want you to rub their
belly.
A good encounter has multiple routes to victory, or opportunities for different
strategies.
Designing a space combat
When running a space combat, run the enemy ships like creatures in a ground combat.
Ships have actions. Only 1 action can be movement. Front weapons fire as part of that action.
Abilities, missiles, turrets would be the other actions. Use a d20 or other specified dice when
rolling for ships to simulate crew proficiencies.
323
Aim for space combats to be decisive. They should be over in less than a minute of
game time, realistically more like 60 seconds.
Leveling up
Players get excited about leveling up and it’s a big deal. It is a happy moment, and it
will take players time to add new abilities, select feats etc. Leveling up should happen as a
reward for something so at the end rather at the beginning. It should be after the players do
something huge to your story. You can also warn them, so they have more time to prepare or
use it as a surprise, throw confetti in the air and play special level up music.
There are only ten levels and 5 vocation levels so leveling up will only happen 13
times.
Leveling up should always happen at a “safe location” like a place with a trade floor,
if your story involves travelling between stations. If not, it should happen on the ship, a
settlement or port. Many classes require new items to level up and players should have access
to getting those items.
Crewmates should always level up together. Whenever possible you want to
promote the team dynamics.
Leveling up is when the crew does something big, epic. It is a reward for making the
galaxy a better, or worse place depending on the story you are telling.
Another method could be spacing out by episodes. They level up after 1 episode, then
2 episodes, then 3 episodes, the next level taking that many to the next level.
Vocation leveling is different. Consider the ship as a player, whenever it does
something great that pushes it towards the crew leveling up. When the crew wins battles,
successful stealth check, getting through the many obstacles of a hard journey.
Rewards
Anyone that needs to go to space to find wealth and opportunity is not rich. Space is
dangerous, risky, the rich and elite do not travel or work in space. They leave that work for
the less fortunate, sometimes even limiting planet opportunities to force skilled and
intelligent works into space. That being said, be stingy with rewards. Illustrate the
desperation of space, the need to face the dangerous, in hope of jobs. Taking an unscrupulous
sponsor to make ends meet. There are a lot of opportunities to get rich, it is exceedingly
difficult.
A credit per player per mission for a Merkapp mission is great. A credit per level per
player would be a massive award. You should also reward items, and ammunition.
You can also reward feats but do so sparingly. Chef feat after killing a food parasite
at warehouse mission, would make sense, they spent some time learning how to cook after
that. Rewarding a feat is a good way of keeping the payers happy during the growing breaks
between level up at higher levels.
You can also award vouchers for mod upgrades that would increase an ability score
by 1. Do not do this often, and best used at higher levels.
324
Using Merkapp
Merkapp is a great way for quick missions, side quests, and ways for the crew to get
to know the world and locals.
Merkapp rating. The rating dictates what jobs you have access to on the app. One to 5 stars.
5 stars would get a credit a job, one stars 100 dollars each, and the jobs are embarrassing.
Below is a template for a job listing, with a picture of the target location or target.
Job Name
Job Type: Protection, Transport, Hit, Investigation, Infiltration, Smash N’grab, Other
Location:
Description.
Stipulation:
Bonus:
Protection. – Protect something for a given amount of time.
Transport. – Move persons or cargo from one place to another.
Hit. – Hurting or taking out a target. Could be destroying a car, building or Syndicate boss.
Investigation. – These are more open ended jobs. They may be find my missing something,
or find out what happened to-, they often pay more for a successful completion.
Infiltration. – This is a job where you can not be discovered. It may be placing illicit goods,
taking evidence, or planting a listening device. It is getting access somewhere and getting out
without being discovered.
Smash n’Grab.- Steal something violently. This often has large bonuses.
Other- Automatically is a bonus of another share. Could be anything from helping someone
paint their ship, or take sensor data from the sun’s surface.
Stipulation.- Something that must happen for the job to be complete. Like don’t let so&so
survive, or don’t damage their car.
Bonus.- An extra share if you do this. (Kill the target with melee, or board the ship to steal
the item)
Lost Lover
Job Type: Hit
Location: Station 89, Trade floor Bar bathroom between 18-24
My ex thinks they’re the shit cause they lost a few pounds by making themselves liquid. Teach them a lesson. I
want that bastard dead! I can’t get refunds for all these matching I have. Who am I supposed to wear them with
now? I look like a fool.
Stipulation: Don’t take their side.
Bonus: 2 Extra shares if you can make them solid again.
Post job Review
Lost Lover- (name of Crew) *
I asked them to hurt my ex, not take them out to drinks and throw bottles at
holoboards. I mean they did get drunk and fall off the balcony into a scrap recycler but still, I
didn’t want them to enjoy their last night, nor make them more liquified!
Setting
325
The galaxy is at the cusp of turmoil. The Barbokian and Circii alliance is the first test
of the council, they push towards Ja’unnian space, who had a reputation for striking first and
decisively. News broadcast are filled with speculation, and backchannels in the council hope
to end this situation carefully, even hiring merks to help out.
The Humans UNE and Kith are battle hardened after 100 plus years of conflict.
Neither side can defeat the other, but every month sees veterans from both sides join the
workforce, desperate for new work, and the most open arms are the criminal syndicates that
have been running wild, taking the moons of Orph and Eury.
The Zellum peak out from their nebula, and don’t like what they see. Their drone
fleets assemble, but their plans remain a mystery. Astral blockades stop poachers and
trespassers that push to get to Sylvas, the life on it a mystery and its creatures a high price on
the black market. The council trains its own security force from its species, firing the Astrals.
They resent the slight, but are stretched thin hunting pirates, blockading sylvas and holding
on to the moons.
Pleasure barges set off to Retira every month, a ticket worth a life’s saving, the planet
so enjoyable people are willing to fight for a ticket. The Narcis construction project moves
forward, desperate for workers and supplies. The Collective University, department of the
Unknown, shuts its doors and seeks out a mercenary group to clear one of its labs.
The Coalition corporations and Adonians vie for control of the universe, targeting
each other’s assets and allies, but afraid to go for each other. It’s been 187 years since the
greys were defeated. The Slateguard are getting released from cryo one at a time after the
175-year penalty of cryo sleep. These former soldiers for the Grey are disappearing shortly
after being released, whereabouts unknown.
Stress
Space is dangerous. For the desperate. Have the crew make insanity checks when
they find something beyond their understanding, in life threatening situations, near death
moments.
Exploration
In an exploration campaign you will need to use a jump drive or z stations for FTL
travel. Scenes on ships will be between jumps during reactor cooldowns, or normal engines
when approaching a destination.
For discovering new systems and planets there are table you can roll on to generate
the system, planets or what players will discover.
Fuel. In an exploration setting, fuel can be an issue, especially if you want to go off the
beaten path where there won’t be stations to refuel. Fuel can be your way to reign in the
players, by needing to go to a station and keep them on excursions, but not too far from
where you want them. Alternatively, you can give them a module or item where they can
make their own by locating mineral rich asteroids. To make one fuel cell they would need 1
lb. of gold, 9 lbs. of Palladium, and 3 cubic feet of helium3. 1 fuel cell can be made by
combining these materials into a fuel cell, which is done on the ship and would take an hour
per cell.
Alternatively, you could use solar sails to recharge the reactor.
System
326
When generating a system, you can roll on the below tables. If it has a Z portal it will
have colonies and stations, if not a population may be more sporadic or nonexistent. Whether
or not it has a z portal is up to you, because that impacts how the players would get there, but
below are some tables you can choose to use or not. They are meant to be jumping off points
for you to design your own episodes.
Below are tables that will populate a system, and then there tables to populate the
planets. To make a system we first need an interest for the players. Below is a table of
potential interests in why the crew is visiting this system. Add 1 to this roll for every jump
farther than the closest station they have travelled. Anything higher than 100 would count as
a 1. They could check their long-range scanners and see a few of these based on the ships
Perception roll and choose which one to check out.
System Interest
1
Anomaly
2-11
Unexplored
12-21
Stable Colony
22-34
Unexplored
35-40
Research Station
41-46
Faction outpost
47-60
Unexplored
60-69
Mineral Rich World
70-75
Economic Opportunity
75-85
Unexplored
85-95
Derelict Ship
95-99
Grey Base
100
New Spacefaring species
327
Once the crew has a reason for going to a system, you can populate that system. First decide
which type of sun it has.
Solar Body
1
Black Hole
2
Neutron Star
3
Planetary Nebula
4
Supernova
5-20
White Dwarf
21-30
Blue star
31-39
Red Giant
40-58
Green star
59
Ion Star
60-68
Massive Star
69-79
Stellar Nebula
80-100
Yellow Star
Black Hole- The gravity is so strong its pulling light towards it. The ship will automatically
head towards the Black hole unless actively driven away. Planets are being pulled towards it,
there atmosphere ripped from the sky. Any missions in a black hole system should be quick
and may experience massive time dilation where they find that years have passed in just mere
hours in the system. Travelling through a black hole will likely cause engine strain and
require pilot checks.
Neutron Star- They can be pulsars which aim light like a lighthouse. This pointed radiation
will impact the crew and ship, radiating space. Stellar winds will be stronger and travelling
away from the sun will be faster. The mix of dense gravity and pointed radiation provide an
interest for studies and an increase in anomalies. Throw some chaos into this system. Roll
twice on the features for planets, combine terrains, atmospheres and change gravity randomly
on a planet.
Planetary Nebula-Ionized gas that creates light. Sensors, target lock and shields will not
work in this system.
Supernova- An exploding star. This is destruction for anything in its path. It is an expanding
cloud of hot gas. This creates a nebula and leaves a black hole at its center. This happens at
the end of a suns life or if a star connects with a white dwarf.
White Dwarf- A dead sun. It is the size of a planet and lost all of its “fuel” and outer layers.
Planets in this world are dying, old. This is a somber system, where everything would be
dying, time is running out.
Blue Star- The hottest star. The heat output is massive. Items may ignite in the suns light,
and life may have to stay in the shade on a planet. Proximity to a sun would cause thermal
damage. Blue stars give off a ton of solar power and would power solar equipment at double
the rate. Finding fuel in a blue star system is much easier.
328
Red Giant- The lowest temperature star. While bigger planets would need to be closer to
have life. Red giants have more planets. Add one to your planet roll.
Green Star- While believed not to exist as a green star would be impossible with color
spectrum. The color is a misnomer, which is caused when a rogue star enters a nebula. This
star is in a nebula and moving through space with its planets in tow. A Green star has the
stellar nebula effects and less planets. When rolling the planet count, roll at disadvantage.
There is no asteroid belt in this system.
Ion Star- A type of pulsar that is emitting powerful light burst on a predictable pattern.
When this happens all electronics in the system would be overwhelmed and shut down
temporarily for 1d4*6 seconds.
Massive Star- This is a young star. It has not taken on its color yet. Planets here are newer.
This system automatically has an asteroid belt and a gas giant.
Stellar Nebula-This is a massive nebula. Sensors, scans and target locks won’t work.
Visibility is only ten DU at a time.
Yellow Star-A similar star to ours. Can support life and is young in its lifecycle.
Binary-This is when two stars are in the same system. This should be incredibly rare and at
the Gm’s discretion. It is not on a table. Gravity is increased, planets all have storms, and
both stars effects also take hold. If one star is a white dwarf, the odds of a supernova are
high, which occur if it contacts the other star, and it would explode.
Z station- If a system has a Z station it is 50 DU from the star. This does not need to be
manned and could be the discovery of a new Z station which happens on about a yearly basis.
This would be a boon to the crew’s accounts and reputation, worth a galactic favor.
Planet
Now that you have a star, time for the planets. Systems can have more than 9 planets,
but we are running a game, and don’t need to overwhelm our players, unless it is a special
system that you plan on spending a whole series in, then you can roll 3d6.
Use the table below, by rolling 1d10 to populate the system with planets. Roll twice
on the table below and take the average. To get a 9, the artificial world you must roll a 9 both
times.
329
Planets
1
1
2
2
3
3
4
4
5
6
6
7
7
8
8
1d6 planets and asteroid belt
9
One artificial world
10 1d4 planets and two asteroid belts
Artificial world- This is a world much like Bravo station. A paradise of a specific
environment. It could have mechanical functions and a massive structure beneath the surface.
It was probably built by the greys, but what if it wasn’t, and it was, for what?
You now have the number of planets. You will roll on the table below to find out
what each planet is. Between each roll below you will find out how far away the next planet
is. You will also roll a 1d4 before figuring out what type of planet it is. These rolls are for
figuring out how many AU’s the planets are away from each other, spacing them out. You
start with 1 d4, then go to d6, d8, d10. You roll each dice twice before going to the next dice,
but you do the d4 three times.
Roll l1d20 for each planet on the table below.
1
Barren
2-3
No atmosphere
4-5
Terrestrial
6-7
Gas Giant
8-9
Asteroid Belt
10-11
Ringed world
12
Comet
13-14
Gas Giant with many moons
15-16
Neptunian
17-19
Habitable
20
Habitable, Signs of civilization
Barren- This is a world with no atmosphere, structures, or worthwhile resources. Scans will
not find much if any resources. Beyond a good place for a listening post or smugglers to hide
a stash, there is no worthwhile use for this planet.
330
No atmosphere- This may have been a gas giant or terrestrial world but is now a dead
planet. It could have remnants from the time where it did have an atmosphere and could have
resources or mining benefits. -1 to a gravity roll for this planet.
Terrestrial- This is a rocky world. It likely has resources. It could have an atmosphere and
possibly life. It could have water. It could be a young molten world just forming, with
massive volcanos spewing ash into the atmosphere. It could be frozen oceans, diamond
beaches, mercury lakes, rocks shaped like dogs.
Gas Giant- A gas giant is a massive collection of different gases. This is a location where
Helium 3 can be collected for fuel cells. Large creatures that roam the cosmos have been
known to procreate in gas giants.
Asteroid Belt- This is a great source for water and resources. Gold, Palladium, Platinum,
iridium, and other valuable ores can be mined here. It is also a good place to hide.
Ringed World- These offer the best of a gas giant and asteroid belt. The moons and large
chunks of stone in the rings allow for places to land and make repairs. It is a better place to
hide than an asteroid belt as well and has the benefit of having the same ores that would be in
an asteroid belt. Any spacefaring vessels would make stops at a ringed planet for repairs and
material collections. It would be the best, but most difficult place to find other ships.
Comet- A hard to catch and rarer sight that often eludes scans. This is guaranteed to contain
valuable resources if a pilot can catch it. DC (3d10+5) It also would provide a great place to
scan the system without expending fuel as the comet would be travelling around.
Gas Giant with many moons- This is a gas giant, but it has 1d12 moons. Roll 1d100. If
lower than the amount of moons one of them is habitable. The moons would be harsh
environments but have mineral value and possibly water.
Neptunian- This is a smaller gas giant. It does not contain Helium3 but can provide other
gases. Sometimes water vapor can be pulled.
Habitable This is a world that is habitable and potentially could allow the crew to walk
around without Vac suits on. It could be hot, cold, full of life or with thin air, but possible for
on foot exploration that would not be considered “space.”
Habitable, signs of civilization- Not only is this world habitable but there are signs of
intelligent life. This could be radio signals, right angles or agriculture visible on optics or
maybe even large cities that dot the landscape. It could be stone age to industrial. It is not
spacefaring unless rolled on in the special interest table. First encounter, and how you go
about this has drastic implications for this civilization…if they’re still there.
331
Gravity
Roll 1d8 on the table below for what the gravity will be.
Gravity
1
0.25
2
0.5
3
1
4
1
5
2
6
3
7
3
8 Roll 1d8 for the gravity
Planet Minerals
A ship can scan for minerals and collect them with on foot expeditions or mining
equipment if it has them. Below is a table for figuring out the minerals of a planet. A planet
that is likely to have them would have 1 additional dice that is listed. A ship would need to
scan for a location and collect that much. To locate a mineral the ship’s scan DC is 30percentage amount. It would take 1d6 hours to mine 1 ton or 1 inventory slot for the ship. For
Helium 3 this would be 50 cubic feet. These are unrefined ore, in a heavily competed
industry.
Mineral
Price per Inventory space(credits)
Percentage roll for amount
accessible on planet
Gold
10
1d10
Platinum
3
1d8
Palladium
8
1d6
Iridium
15
1d6
Nickel
1
1d20
Iron
0.25
Everything else
Helium3
0.15
2d20
Water
0.01
1d10
Habitable Planets
There are several tables to generate a habitable world, which is the most fun for
exploration, delving through unexplored worlds, discovering its mysteries. We know the
gravity, now it’s time to figure out the terrain. Each terrain has 1 d4 that helps paint the
picture, feel free to use these as needed. You should reroll if you have already used one for
an episode. These are all meant to help you create an episode, not write it for you.
332
Terrain
Roll 1d20, to figure out what type of terrain the planet has.
Planet terrain
1
Featureless
2-3
Tundra
4-5
Desert
6
Steppes
7
Archipelago
8
Forest
9
Jungle
10
Subterranean
11-12
Water
13
Anomaly
14
Volcanic
15-16
Mountainous
17-18
Ruins
19
New classification
20
Storm, reroll terrain
Featureless- A great nothingness. Flat, rounded by a quick spin there are no signs of
volcanic activity, so no mountains, not even craters or gorges. Material scanners come up
empty. No water, signs of life. The crew will have strange sensor data on the planet and
worse nightmares. Wisdom saves -1 on featureless planets.
Roll1d4 on the table below to see the conditions of a featureless planet.
1
Insanity DC 20 during long rest
2
Insanity DC 15 during long rest
3
Insanity DC 10 during long rest
4 Upon landing the planet is a mix of each crewmember home world, with childhood friends and family living there
Tundra A frozen wasteland, a snowy wonderland, an ice planet, a cold planet a forsaken
planet. It can be cold and barren or full of life. Life could be rare and only near thermal vents
or perhaps it was once a paradise planet that is now frozen over. It will be hard to forage for
food. Anything not in cover during a long rest will lower DEX by 1. CON save -1 on tundra
planets.
333
Roll1d4 on the table below to see the conditions of a featureless planet.
1 1 cryo damage every ten minutes.
2 1 cryo damage every hour.
3 Need warm clothing or cryo damage every hour
4 Thermal vents on surface provide warm spots.
Desert- This is a dry planet with few bodies of water if any. It can have large sand dunes or
rock plains like mars. It could have cool caverns. This does not necessarily mean it’s hot,
only that water is rare and its dry. Water will be a difficult resource to find on world.
Creatures will likely be more individualistic and not in groups.
Roll1d4 on the table below to see the conditions of a featureless planet.
1 Water checks doubled
2 Water checks disadvantage
3 No water sources
4 Lakes and rivers sporadic
Steppes- Rolling hills and difficult terrain. Everything is spaced out, far from each other in
these worlds, where one mile can be a bog and the next a wide plain. It is harsh and the
creatures are stronger and more feral. All terrain is difficult.
Roll1d4 on the table below to see the conditions of a featureless planet.
1 Creatures have 4 actions
2 Creatures get +1 defense
3 Harsher creatures
4 Con saves against disease -3
Archipelago- Small islands on a water planet. Storms are more common and powerful. Life
on the islands can be tropical with great views and unique life per island. Ocean life thrives
near these areas and may have varied biomes in the ocean’s depths. Sleeping outside in a
tropical archipelago gives 1d4 temp Hp for the next 12 hours.
Roll1d4 on the table below to see the conditions of a featureless planet.
1 Storm effects doubled
2 Storm chance doubled
3 Beautiful sunsets
4 Massive tides along coasts
Forest- A world with forests, mountains, caves, lakes and cold oceans. It is a temperate
world with dense vegetation. Visibility is limited, perception checks can never see that far
ahead to find out what’s lurking around the corners.
334
Roll1d4 on the table below to see the conditions of a featureless planet.
1 Forest is actually massive flowers
2 Large predatory creatures
3 Foraging and prey animals are in abundance
4 Trees are unstable and collapse easily
Jungle- Incredibly dense vegetation. The jungle floor is difficult terrain and disease is more
common. Insects are a frequent threat to health and wellbeing. The canopy offers protection
from the abundance of life that would be attracted to you. Finding food and water is easy in a
jungle but the conditions spoil a food consumable every 2 days. Station born crew members
will be more pestered by insects.
Roll1d4 on the table below to see the conditions of a featureless planet.
1 Con saves against disease -3
2 Birds mimic your sounds
3 Must long rest in canopy or be overrun with wildlife
4 Vines absorb anything that stops moving
Subterranean- The surface is uninhabitable, but below ground through the cavern and crags
is a new biosphere. The ceiling may collapse doing 1d6 damage after a DEX save 15.
Tunnels go from wide 100 feet wide caverns to narrow crevices where crew must shuffle on
their stomachs. There is no light besides what the crew brings.
Roll1d4 on the table below to see the conditions of a featureless planet.
1 Flood during storms
2 Tunnels were made by large burrowing creatures
3 Shifting tunnels
4 Unstable, collapses are 2d6
Water- A Water world. There are no landmasses on the surface. The water could be deep,
shallow, shifting with massive waves. Life in the water is vibrant with a strong coral
presence.
Roll1d4 on the table below to see the conditions of a featureless planet.
1 Large sea monsters
2 Stunning reefs
3 Strong currents
4 Water is boiling hot
335
Anomaly- This is a planet that is beyond classification and demands scientific interest. Each
Anomaly world is different and unique it can have any type of terrain. This planet likely has
issues that could trap the players here.
Roll1d4 on the table below to see the conditions of a featureless planet.
1 Gravity is reversed
2 Time moves at 1d8 the speed
3 Air is filled with a substance like a drug of GM's choice
4 Planet is a slumbering creature that eats moons and siphons suns
Volcanic- Spewing ash, rivers of liquid hot magma, dried lava rock peaks. This hell like
world is wrought with danger as lava can burn through a hull and any armor. Lava does 2d8
damage per round. Minerals are common on the surface.
Roll1d4 on the table below to see the conditions of a featureless planet.
1 1 Thermal damage every 30 minutes
2 1d6 thermal damage if fall prone
3 Masks needed
4 Mineral amount doubled
Mountainous- Looming mountains that can be higher than Everest. Tectonic activity is
common on this planet and earthquakes are more common. Life may exist at only certain
altitudes or everywhere. Large birds may control the sky and can even threaten ships.
Rockslides and avalanches are a constant fear. Flying rules, the day in this type of terrain.
Roll1d4 on the table below to see the conditions of a featureless planet.
1 Vac suit needed at height
2 Huge hostile birds
3 Surprise volcano
4 Avalanche on explosions or sonic damage
Ruins- This is a world that used to be populated. It has buildings and structures overgrown
with vegetation. Highways broken with grass, buildings ruined with moss and grass
reabsorbing them back into nature. There may be survivors in deep bunkers or mass graves of
this lost spacefaring civilization. One thing is a fact, something horrid happened here.
Roll1d4 on the table below to see the conditions of a featureless planet.
1 no signs of life
2 Radiation 1 every hour.
3 Biohazard
4 Phasic attackers
New Classification- A previously undiscovered terrain. It could be anything but would merit
exploration and categorization. It offers new discoveries, vast opportunities and unknown
danger.
336
Roll1d4 on the table below to see the conditions of a featureless planet.
1 Wide plains of high grass
2 Urban, massive cities
3 Mushroom forest
4 Reroll, the world looks like this but is a holo.
Storm, reroll for terrain- The planet automatically has a storm. Roll again to see what the
terrain is. If you happen to get this again, the storm lethality is doubled.
Atmosphere
The planet’s atmosphere. Its air quality, weather, and temperature. For temperature you can
roll 1d100 for Fahrenheit or 2d20 for Celsius. For a tundra roll 1d20 with disadvantage and
roll 1d10 and minus it from the max score for both Celsius and Fahrenheit. For Jungle and
archipelago, you are adding the 1d10.
Below is a table for determining the weather. Roll a d100 on this table.
1-10
Storm
11-21
Colder nights
22-32
Strong winds
33-39
Warmer nights
40-49
Toxic Air
50-78
Normal
79-89
Burning sun
90-100
Ideal
Storms
Roll 1d12 for the storm table. This impacts the crew and lasts 1d8 days.
1 Solar Flare (reactor/ chargepak halved)
2 Acid rain, 2 acid damage every hour. Ships defense-1 every six hours
3 Ion Storm, Electronics are broken and need to be repaired.
4 Lightning, metal wearing crew risk getting struck by lightning. 1d100 each day, lower than level get hit.
5 Rain
6 Brighter sun, thermal damage outside of shade.
7 Eclipse
8 Earthquake
9 Gravity Anomaly, gravity changes by 1d4 in either direction.
Meteor strike, roll 1d100 each day. If lower than crew number DEX Save 22, 3d8 Kinetic damage, 1 d6
10 thermal damage to all crewmates or ship.
11 Thunder, drowns out sound, sonic damage and range is halved.
12 Reroll two at same time.
337
Yearly Encounters Realism Grind (Any campaigns where a ship will be flying for more
than a year game time)
This an alternate rule that applies a lot of admittingly unneeded grind, and formulas
for a ship’s wear and tear over long campaigns.
When your players are flying through space their ship will get lightly grazed and scraped by
rocks and micrometeoroids. These cause microholes which do not impact the ship or crew in
anyway, but if enough, say a hundred hit this could create a mundane whistling which a
crewmember could hear.
This damage would be akin to barnacles on a sea ship, and much like barnacles’ ships
with a lot of activity are more likely to encounter this damage. It will need to be repaired, and
the ship cleaned from time to time. The cost of which is the Ships size*days travelledDefense score.
When calculating the odds of this unreal mechanic, do not worry as it is not actually
part of gameplay. If you are still reading, then you are truly dedicated, and you have learned
your actual job GM. That last bit was boring to throw off the curious players that shouldn’t
be reading this section. Last chance to avoid spoilers. As GM you are the puppet master of
the universe, you dictate what happens, you enforce the rules, the rules you made. If this
sounds familiar or the power is going to your head then you are on the right track for taking
your true mantle, as the grey master, which isn’t capitalized so it doesn’t draw the eye. You
are a grey, master of the universe a survivor of the purge that killed the rest of your species, a
machination. Reaching out through the cosmos you are leading the crew to do your nefarious
plan by supporting their wants, but lo, you are not alone. Greys always come in threes. They
survived, the 187 years of peace, the freedom it is an illusion, where from the shadows you
can maintain control. They were not defeated, you have been lying in wait.
Plans and machinations are second nature, the motivations unknown, impossible for
these upstart council species to understand. They served their purpose, which is serving
themselves, and with your incredible strength you will push them to do your biding. This
galaxy is yours, a chessboard where you control not only the pieces but the board, but above
all, do not them know of the hand that guides them, and c’mon y’all don’t be yapping about
this twist. Time to restore order. To remind the galaxy that they are specs of nothingness to
be washed away by the waves of your power. Arbitrary boring sentences follow to hide this
information. Cleaning paint from a ship requires an auto painter, but it does not dry in space,
it must be covered with an exo tent and then ignored for 1d4 hours by a crewmate, because in
space, no one can watch paint dry.
Stations/ports/ colonies
Stations are spread out throughout settled systems to promote more trade routes and
opportunities. The bigger stations will be along popular trade routes or in orbit above a
planet. Think of stations as 4 rings, the outer ring is the docks, the next one is the promenade
and waiting area, much like an airport. This ring contains the security checkpoint, no
weapons allowed in the station past the docks. This is manned by station security. The next
ring is the trade floor where all the bars/ food stands, merchant stands, motels and some
living quarters. Then the inner circle would be the stations infrastructure, the reactors,
warden office, security holding cells, machinery.
338
Traps
Traps can be manufactured or natural but are nonetheless setbacks for your players. It
can do damage, slow them down, take items or burn abilities. NPCs can lay trap, an ancient
temple may have some, or the players could make their own.
Trap Level- A good way to consider traps is by assigning them a level. Trap level =setback
against player level. Players should be able to survive a trap of half their level, but
continuous ones would wear them down. A trap level equal to theirs had deadly potential.
The setback/ damage a trap does should be multiplied by the trap level and the disarm/
discover DC should be 10 + level + amount of players.
Setting off a trap- When a trap is activated it usually involves some sort of save. You may
ask for a dexterity save to dodge a falling rock, CON to shrug off a poisonous mist, Strength,
to stop from being sucked into a black hole, etc. Traps should not just do damage but should
have a save when activated. The higher the save the higher the trap level. Traps should do
damage or cause a setback.
Discovering a trap- You want to put a dc on how well a trap is hidden. This would be the
trap makers survival check against a perception check.
Disarming a trap- A engineering, survival or sleight of hand check, GM determines which or
if another is required. GMs sets the DC based off players DC or the trap makers survival
check.
Shock Trap- Does shock damage. Usually in computers to prevent hacking or to lower
shields before an ambush. Shock damage traps can be 1d6* players difficulty level.
Grenade trap-When triggered a grenade or hidden explosive is activated. Chose a grenade, or
multiple grenades to put in the trap beforehand and calculate the damage this way.
Setback trap- This can be used for ships as well. The trap damages the players mobility,
maybe a ships engine, a vehicle’s wheels or a crewmember’s legs. These are not serious or
lethal but would be something like your crewmate sinks up to their waist in glue. It will take
(trap level *10) minutes to get it off. Then you allow players to try to lessen the time based
off abilities or other checks.
Emotional trap-If building up the suspense, and for antagonist really getting in the player’s
heads you can use this. It could be a holo, a message, a recording, or the body of a beloved
NPC. Your players can make a charisma save or take 1 emotional damage. This should be
used sparing, so it has great impact.
Natural trap- This could be quicksand, a gravity anomaly, falling rocks, collapsing walkway
black hole, micro meteor field. The players should make a save and take the relative damage
or setback. With natural traps, once players experience one, they could realize that continuing
in this direction would illicit more traps and a direction change would be less risky.
Different outcomes- Traps do not need to do damage, they could slow movement wit rough
terrain like glue, gravity or obstacles. They can block vision, imbue a status effect.
339
Creating stats for an enemy or NPC
There are several stat blocks at the end of this book, and you can also get the list of
Grey Space creatures and citizens which is full of enemies and stats. Below is an example
stat block of an enemy. As GM you are not rolling d6’s you are rolling 1d20, and adding the
bonus listed. Enemies do not scale, everyone is lethal to a crew, some absolutely so. Not
every combat is winnable.
Use your players as a baseline. Is the stat block you are creating dumber, more
charismatic, stronger than your player’s characters. Ten would be among the best, the top in a
stat, 1 would be terrible at it.
When designing your own stats, try to design it along the rounds of how many rounds
you want it to be alive. Look at how much damage your players can do in a round on
average, do you want to give it a large HP pool, make it easy to kill or a high defense so it’s
hard to hit.
Do the opposite when figuring out the damage. How much damage do you want it to
do? You know your player’s defense scores, how often do you want the creature to hit, and
how lethal do you want it to be, or alternatively do you want it to inflict a status effect, or a
condition.
Mission Patches
Crews like to decorate their uniforms with mission patches. These can be on the back,
sleeves or chest. Patches are a polygon with a symbol and word in it. This is the name of the
operation or mission. You can reward your players with these patches each tine they level up
or complete a mission or episode. These are also a cool decoration for a GM screen.
340
Chapter 14: The Galaxy
The galaxy is a hard place, people have to leave the comfort of their home planets to
find opportunity in unforgiving space on desolate planets or among hostile creatures. They
leave behind families, connections, their past and find that the only thing that the galaxy cares
about is what you can do, not where you’ve been.
The galaxy is a place of found family. Crews watch each other’s back, depend on each
other and fight alongside. The bond between crewmembers is scared, they inherit each other’s
dramas and successes. Crewmates are often the only people in lightyears who care about your
wellbeing, a connection and care that every sentient species needs. You live, work, fight and
travel on your ship, but you also have shared meals, laughs, adventures, care for each other
and find a better life, together as the family of your ship.
Technology level
Technology between species can intermingle but may have surface level differences.
Kith uses biotechnology, and the Faltese scrap things together to make something unique.
Technology is advanced but all do not have access. Those who are on shipping routes will have
the ability to be on the cutting edge, while distant colonies could be on the backend or even
revert back to earlier times. The galaxy runs off power cells, reactors with solar sails as the
“old school.”
Population and resource needs are maintained with nutritional paste which is cheap and
easy to make. Transporting food through space is not worth it, so the only option is what is
made local.
Personal shields are somewhat new, weapons are moving away from cartridges as they
damage hulls where energy and plasma won’t.
The Collective university is the source of new breakthroughs, and reverse engineering
grey technology. There are massive breakthroughs that can rock the system or new things that
were completely unheard of.
Grey technology is far ahead of everything else, a simple device can propel a small ship
to having the combat efficiency of a dreadnought class ship.
Travel
Jump travel is the closest thing to faster than light. Standard, burn and drive are not at
FTL speeds and barely interfere with time dilation. Trip can get ships between planets fast as
is feasible but does not come without its own issues.
Ships go missing or malfunction constantly. Captains should answer any SOS, but there
are also many traps set this way, so it is at your own risk.
341
Communications
Communications may be the most influential aspect of current technology. It is not
instantaneous and is the great limiter for any one faction getting too large, as communications
between system can take years.
Communications on a planet need satellites for instantaneous communication. A
system iss regional: Facility network, Planetary and orbit network, Inner/Outer system, whole
system. It is often video message based, or texts. This uses a comms network based through
buoys and the spread-out stations that all contribute to this network. There is a ton of traffic,
and millions of errant radio signals and messages that make wireless communication difficult.
Planets and local systems use wired comms to ensure instant communication, where anything
else will be in a queue or risks being blocked by the signal noise.
Between systems, information, and communications are carried through Z stations.
Ships hold this in their servers and carry it through the portal and it is then sent when the ship
syncs with a comms buoy. The speed of this can be slow and depends on ships travelling
through the Z portals. Space is limited, so priority goes to higher spending.
Leadership is often trained to make their own decisions that align with company or
faction mandates. They are expected to be able to make decisions on behalf of their
organization even though they are lightyears away.
The Rho radio, a small station at Bravo is the only thing that can communicate with the entire
galaxy instantaneous. It has news, radio and information hours. Control of this is a foundation
of the council’s power.
342
Factions
Astral
“We are your cousins, we did not choose this, who we were was robbed, and together
we have found a new family, that of our ships, the bond of crew, the nurture and discipline
from our captains. Yes, we are curious about the culture that was stolen from us, but do not for
one second think we will leave our home in the stars.” Retiring Admiral speech.
The Astral fleets are a spaceborne people that cannot survive in gravity without the aid
of special suits. They descend from every species but the Cichlids and Stontites. The Astrals
have been spacefaring for several generations and are far removed from their original species,
no longer having the language, culture, traditions or even some attributes. Adonian astrals
cannot make a phero face, and the Barbok’s chitin is weak.
Astrals are raised on ships where they are trained to be a member of the crew, once
successful they are sent to a different, or new ship to crew that. This is where they are to live.
They are very regimented, with set routines and command structures.
Astral government works by captains are decided on by the crew, they then choose an
admiral who decides the purpose of the fleet. Crews and ships swap between fleets, but
admirals stay out of each other’s business. A captain is as much a mayor as they are a captain
and serve their ship as such.
In the Markaz system the Astral have taken the asteroid belt and are building it as a
home where they can flourish in the low gravity. This has been the only resource they have
sought, and besides their payment of new ships by the council they do not engage in trade,
even though they are the ones preserving it.
Astrals are often called constables, which can both be a term of endearment but is often
a negative term. They are the ones who keep the peace for the council, fighting pirates,
uprisings, peacekeeping wars, and keeping the criminal syndicates in line. They have fought
the Barboks, Circii, UNE, Ja’unnian, Kith, almost every species but have managed to keep
things from escalating and keep the peace.
The ships are state of the art, always improved and top of the line as is their deal with
the Council. The insides are humid, overgrown with ferns and grass, and are zero G. Most large
ships are family units, but the smaller ones are all business with young or old crews out together
to a specific and dangerous purpose.
Barbokian Empire
“The clans, with honor have endured the greys, the Slateguards, the council, we will
never falter to a threat. Our people know that struggle makes us stronger, that if we trust in
family, listen to our elders, we will bring pride to our clan. It may be tough now, but as all
things it is temporary, and one day your puberty will be over.” Weekly q/a session from the
Tri-domos.
Empire in name only the federation is a group of clans that support the tri-domos three
warlord matriarchs that each tend a tenet of the federations hopes. Expanse, Safety, honor.
There are many clans of varying sizes and conflicts between them prevent any from getting
too powerful. Weak clans are absorbed by stronger ones, and ones that get too large are split
into smaller ones with internal strife.
343
A clan is an extended family unit that fall under one or two elders. Bonding pairs duel
for which partner will be absorbed into a clan. Barbok’s have four children as enforced by their
culture. Each serves a different purpose, which are both important for the clan and people.
The Barony
“You have turned your back on us, left us to pirates, barbarians and hatters, but we did
not die out, we did not falter. We have come out strong! These moons are ours, our children’s,
and theirs. We will endure.” Message from when the Barony drove off an Astral intervention
force.
Formed from war, barren worlds, betrayed by the council and their home species, the
barony is a mix of several different species who have adopted the title baron for the ruler of
each moon. Their families inter-marry, and they come to each other’s aid for foreign threats.
That does not mean it is all love, far from it. The Barons just happen to hate the thought of
losing their moons more than each other which is how their power endures, together they are
strong.
The Barony is in the moons of Orph and Eury. There are 21 barons of every species
except Zellum. The one Circii Baron is an exile Grovel. The Owiirt baron, Glasgow adopted
one child of each species, and will pass on their moon to whoever proves the worthiest. The
Tolf baron, Beuno Suerte 4, is usually the face of the barony and their in-hospital moon Broken
Boulevard can reliably generate the expensive and illusive Francium.
The Council
“Our place is not to govern, subjugate or control but to promote lasting peace, trade,
and most importantly the sharing of technology.”- Excerpt from the opening line of the first
council meeting.
The council is a group of representatives of galactic species who can contribute to the
defense of commerce and technology sharing. Council bodies are expected to supply certain
infrastructure and wealth, they in turn get to have their voice in the galaxy.
The head voice is Adonian, and every head voice has since its conception. There is a
Tolf arbitrator and archivist who handle the notes and docket, as well as an Astral advisor. The
voices are Adonian, Barbok, Human, Feraus, Ja’unnian. There are also seats for the Kith,
Zellum and Circii but they are for appearances.
A galactic favor gets you on a Voice’s agenda where they can present your plight. You
can ask any voice, each has their own area of expertise, but most go to their species. Faltese,
cichlids, and Sueral tend to go to the Adonian voice, and Kith ironically go to the human voice.
The council is the tallest tower in Bravo station, it’s at the center of the bowl so can see
the sloping landscape of all the biomes, each voice has their own floor, in order of seniority.
They have their own staff, security force and décor, but Astral maintain building security.
While voices do make a lot of decision and act as arbitrators between differing factions,
they do not pass many laws and go out of their way to. Creation of the Collective University,
rulings of the slate guard cryo-repentance, the Nova ban, standardization of language and
measurement in trade, and standardization of fuel cell prices and Z station travel. These are
some of the few rulings they have made.
344
Coalitions
“There is always opportunity in space. Be part of an amazing team that cares about you.
See the galaxy, meet aliens and most importantly contribute to something great.” Earth
recruitment drafts.
Solstan- Manufacturers of power cells and affordable energy. They Ownership is passed down
through the generations. Although there is a Solstan battery or powercell in every home, they
are a smaller company workforce wise. They keep to quality over quantity and maintain their
own factories in secret. “With Solstan, your future’s bright.”
Happy Worker- The largest company, which has made it very bureaucratic with one side often
having no idea what the others are doing. Their trade is in everything, usually the second choice
or “only if there’s nothing else.” Their products are quick, mass produced and flimsy. They
bring luxury goods for a price you can afford. They are the manufacturers for nutrition paste.
Hana- They buy planets, establish colonies and sell it to nations, religions, or organizations but
keep the mineral rights. They are most often the ones going to war with the Kith Queens.
ConMerce- A small mercenary group that became massive with open door recruitments. They
are the main debt collectors for the Coalition, as well as enforcing Coalition actions where the
UNE won’t go. They don’t have the most moral reputation.
Pharmstar- A pharmaceutical company that has become a diver multi-species led group that
studies medicine and the limits of evolution. They are the main manufacturers of mods and
employ a large population of spliced as a workforce.
Yusafir-One of the biggest transportation companies. They design ships as well but are most
known for training crewmembers for long hauls. They are the only coalition company who
does not employ the controlling VI on ships to monitor mood.
Collective University
“The only limits are the boundaries of your imagination.”
What started as a mandatory service for the top minds of each species, has become a
coveted position and has grown far from its early labs to a massive campus that sprawls across
the midpoint of Bravo station. It is lavish, full of the galaxy’s most ambitious bright and
brightest, desperate to make top grades for professors who compete for the few and prestigious
tenure positions.
345
The university does not teach everything, instead it focuses on certain areas that it
deems “for all” and not of cultural significance. Engineering, physics, business, biology,
Astronomy, and fashion are its main area of study. Each with multiple campus and dormitories
on Bravo station.
Having Collective University in someone’s background opens all the job opportunities.
The education is so prestigious that a someone with a single degree from the C.U. is considered
more an expert that the equivalent of a doctorate at any non Feraus institution. A Feraus school
is slightly higher regarded. A student is funded by their home species, the coalition companies
work separate to recruit this person, which creates a lively and luxurious campus without want.
Hierarchy: The University is run by the Dean’s board, then there are the tenured professors,
Alumni association, adjuncts, professors, Teacher assistants, and then students to which there
are at most two thousand in each school. Classes are small, usually ten in size. The school
colors are gold and cyan, and its mascot is an Ion Star known as Itty Bitty.
Gris Kut
“Are things really better? Did you not sleep better knowing you were part of a great
plan. That you had a purpose. Now, what do people live for? Trade, chaos, slums, a suffocating
number of choices.”- Repenter Tulip420
Gris Kut, what started as a “grey cult” unfortunately has spread throughout the galaxy
and is so pervasive that it is on most stations. It has even recruited a Kith Queen to its cause.
The group has churches and gathers donations so its clergy can go in pilgrimage to the Markaz
system and repent from Bravo station, by lying on their backs and staring at Alpha station until
they are sick or blind from the sun.
The replacement eyes are black, in mimicry of the dead greys.
Gris Kut seeks out Greyborn, and woks tirelessly to recruit and worship these beings. They
do this by whatever means necessary and has led to several galactic scandals. Their power and
far stretching populace, have allowed them to shake off sanctions and they have not hesitated
in their expansion.
They believe that the galaxy was on a path that the freedom wars ruined. They seek to
get the galaxy back on this path and decipher the Grey’s intent. They worship grey artifacts,
and the sights where the three greys were killed are points on their holy pilgrimage. They are
peaceful but act different if they locate a grey born.
Hierarchy: Repenters have completed the pilgrimage and seek out new recruits or run temples
in groups of three. Pilgrims are on their pilgrimage to Markaz and are on their route to repent
for the god’s deaths. Blessed is those who believe and attend worship but have not yet go on
their pilgrimage. The “astray” are those that have not yet seen the galaxy’s true path.
346
Hades Legion
“Thugs, fanatics and xenophobes who use discipline and order to hide their sadism.”
The Hades legion is a mercenary group large enough to have its own system. The
colonies support the legion, building ships and manufacturing their armor which in turn
protects them and takes jobs throughout the galaxy, bringing riches back to their system.
They follow a strict military order with bright uniforms cleaned and polished. A
legionnaire follows a centurion, who follow their primus without question. Leadership is
elected from the ranks based on experience. Each legion operates out of a frigate with vehicle
bays that launch smaller squadrons on various jobs. They are hated by other mercenary groups
because they take so many jobs when they are nearby, and the justification of why trust a small
team where you can hire a legion who has the firepower of a military.
The Outlaw groups
There are outlaw groups spread throughout the system, but the most prolific formed the
syndicates of the moons. They have an uneasy truce with barons as both sides fight for the
lawless territory. They fight against each other as often as the barons and have been a constant
problem for the Astral.
Pa Rea-Controls a moon of Orph, and several stations. Run by the Faltese Pa Rea
family. Famous for the mass murdering drunk Dry Sano who annihilated any who crossed the
family. His destruction and chaos were too much, and he was betrayed by the family who
promotes a more disciplined and organized approach to business. They have gold plated
shuttles and hire elite enforcers, ex-military and the most brutal from the slums. They trade in
drops, and tech theft.
De-synced- No headquarters, this cell like gang is in slums and stations. They create homemade
and often dangerous mods for people to use. They are extremely violent and gruesome. Their
numbers are spliced and doctors. Many have drastic alterations like a chainsaw hand to jetpack
legs.
Freedom2- A tech gang, that operates by hacking and selling information. They stick to the
shadows and are hard to find. Usually finding their employers when they need them most.
While small they are powerful with blackmail and can get smaller gangs to do their busy work.
Homeland- A large organization that uses intimidation and robberies to make profit. They are
made up mainly of queenless kith, and Barbok honor less.
Gloat- A group of Greyborn who run a smuggling network. They used to rescue refugees but
have moved into the more lucrative meat and artifact trade. You would think it was clothing
though as their fashion sense is out there and a hard rule for their members.
Red Queen
“The codename for a hostile queen for the UNE, it has now been adopted as an
honorific among this group.”
While Red Queen is small in population, it is a realized fear for many leaders and the
council. It is a grouping of two queens who are unique by working together, but also that they
actively welcome other species into their hives, even granting a queen title to a Sueral, bringing
347
them to 3 queens. This group functions as an alternative to the council and is an attractive
solution to many debt runners.
While the council is relaxed and hesitant to pass laws, they are quick and decisive. They
promote a more ordered galaxy, with regulations, and cite the “claim” rule of the council as
who gets their first and keeps it, as a way of keeping the people fighting with each other.
They control four systems and expanding into a fifth. The Astral have refused to
intervene as they are not hindering trade or inciting war, but the council has waged its own
shadow operations, and assassination attempts.
Red Queen does not have the free-flowing fashion and freedom of galactic space. Its
workers wear uniforms and follow a strict hierarchy.
Jawstrong
“Humans say the pen is mightier than the sword. We’ll see how you protect yourself
with philosophy and ethics.”- Typhon Rex
The Feraus conquest did not end with defeat or a stronger enemy, it stretched itself too
far and the authoritarian regime crumbled, replaced with a new positive outlook, focusing on
knowledge and discipline. All did not give up the old ways so easily. Members of the warrior
and Constructor clans felt themselves get pushed from society so fled to a distant colony where
they kept up the old traditions, even more so than the height of the empire.
Jawstrong is the descendants of this flight. Feraus who refuse to take up the way of
education and prefer that of the laser repeater. They are steadfast in their beliefs and promote
survival of the best prepared mentality. While their numbers are an incredibly small to that of
the Feraus, they have been gaining power drastically, running their fledgling kingdom as a
company, and have even joined the coalition, and are afforded that protection.
Their main business is in the anti-revolution front as well as weapon manufacturers.
Most know Jawstrong as an energy weapon’s company and have no idea what it actually is.
History
The oldest history goes back is the Tolf, unfortunately it was passed down verbally one
clone to the next, so the exact information is questionable, but a catastrophe befell the Tolf, a
group of survivors fled and were taken in by the greys as servants, spared and given eternity
through cloning.
The Tolf who became the first Astrals, reported that the Zellum were already around
and advanced. They fled their original home, and were hiding somewhere in the cosmos, and
the first Astral’s duty was to find them.
The Adonians entered the scene next, developing spaceflight on their own. The greys
had the Astral’s remain hidden and collect observations for several hundred years. The Tolf
did not keep track in an accurate way, but rather by when the grey three changed over, and a
new three would emerge from cryo, with the old returning.
Many Tolfs were taken to work in distant systems and run the Zeta network, but the
astrals could not locate the greys home system, the Tolf taken there were cut off from the rest.
Two other species emerged in this time, all space faring unknown of each other’s existence or
the observing Astrals. For an unknown reason a new trio of greys was disappointed with the
348
Adonians, and other species and gave the Astrals a mission to visit a new system. This system
was inhabited with a violent, dinosaur like carnivorous species, that we now know as the
Feraus.
The Greys had the Astrals train and deliver technology to this species. The greys were
displeased by the slow progress and altered the species on a genetic level. They soon were
spreading through the stars, and not too soon after conquering the other species. This escalated
when the Adonians and Feraus came to war, with one of the newly conquered planets getting
decimated and its population getting extinct. During this time a warlike species joined the
scene, attacking the Astral whenever they could, the Astral retreated from that system, closing
the Zeta station behind them.
This is when the greys made themselves known to both species and enforced limitations
on the level of destructive weapons. They taught this lesson by taking 2% of each species
population and killing another 25% with viral outbreak. The kidnapped population joined the
Astral, which was soon after the first Redun came into being and the Tolf saw the potential
end of their lines.
Both species retreated, with the Adonians interfering with a species they had
discovered. They altered the Ja’unnian development making the species much more distrustful
and militaristic. They soon developed space flight and were welcomed to the stars with the
greys taking the early explorers and adding them to the Astral ranks, who they now were
sending all over the system to dismantle Zeta stations and patrol the edges of the galaxy.
While the Astral were busy the Feraus and Adonian war resumed. Ja’unnians fought
alongside the Adonians, who realize the useful nice in other species. This led to an expedition
crash landing on Falta. Although it is unsure if they crash landed or were killed by the local
population. Either way the Faltese developed spaceflight from this equipment and began
colonizing their system with new city states.
The Ja’unnian realized their role as the Adonian’s bodyguards, and quit seeking their
own expansion, which led them to the closest habitable system, that of the Barboks. The Faltese
were more than happy to serve the role to the Adonians, and acted as mercenary force, but sold
their services to the Feraus as well, fighting for both species, or rather pretending to fight, all
the while they sold weapons and technology to the Barboks.
The Barboks were soon able to push out the Ja’unnians in a grueling guerilla war, this
fight took to the stars with all species warring with each other, and the Faltese fighting for each
as mercenaries. It became known as the Falta war.
The Circii had been intercepting communications from this war, their technology vastly
improving. All four species soon got sick and tired of being betrayed by the Faltese and either
united in a campaign or decided that would be the location of the war, as each sent the bulk of
their forces there, destroying Falta, many of its colonies, and breaking the species.
The greys intervened again, uplifting the Circii with more advanced technology than
the other races had. The ruling class the huntresses set out, hunting the leadership of the four
species, and their most elite warriors.
The Feraus empire collapsed, the Barboks and Ja’unnians stopped their expansions and
the Adonians brokered peace. Not without cost as the greys culled more from each race to
349
support the Astral ranks and raise its status from observation and messengers’ taskforces to a
military force.
There were several smaller wars afterwards, but nothing that changed the galactic
footing. During this time Sueral explorers started arriving throughout the galaxy, greeting
species peacefully. The greys dispatched Astral’s to their home world to discover the Surreal
were an AI that had overthrown their creators long ago. The creators, the warlike species that
the Astral had fled from.
The Barboks were slowly, but carefully expanding their empire, but the greys had other
concerns. An insect like species was spreading from its home system. The greys ha the astral
take some of this species, queens and out them in the territory of other species to cause conflict.
The Astral recognizing their place in the galaxy, begin doing their own expeditionary
missions. This was how the cichlids were discovered. The fish people had discovered
communication from the Falta war and were aware of the powers the greys yielded. The Astral,
kept this a secret and began teaching the Cichlids in trade for new ships.
Too soon, a shot was taken. A different Astral fleet played their hand but were unable
to kill a grey. In response one of their fleets were annihilated, and each planet was punished
with a plague. The greys then sought a replacement, introducing themselves to humans. This
species had met the Kith before, but no other intelligent life was overwhelmed, two generations
were taken on top of the best and brightest joining the Astrals who’s ranks were being gleaned
by the greys.
The cichlid remained a mystery though, as it was just one fleet who had made the deal.
Massive fleets were getting built, as the other species recovered from their plagues. The
Adonians did not take this lightly and closed their zeta station.
The response was swift. Human teenagers in grey armor swept through the home planet
killing thousands, committing terrible war crimes and kidnapping many. The Slateguard had
struck.
The Freedom war had begun.
The Adonians were taken out of the war immediately, and each species was reminded
of their place through slate guard brutality. This inspired the Ja’unnians who joined with the
Astral and launched a massive but disastrous attack against a grey. The casualties were
absolute, but word travelled fast, and soon the Kith, surreal and Faltese mercenaries were
joining the uprising.
Caught seemingly unawares, or by accident, a Grey died. The station they had been
visiting was destroyed. It was later found out that it was destroyed because a group of Faltese
launched an asteroid at it.
One had been killed.
The Barboks entered the fight, and so did the Feraus. In this surge, the Astral launched a fullscale attack with their new ships and managed to push the greys out of several systems, it was
not without hefty losses.
As fleets would attack, home planets would get infiltrated by the Slateguards. To combat this
threat, the Astrals brough humanity into the fight, but still the war dragged on.
In a surprise ambush the Zellum joined the war, revealing themselves from the nebula
they had been hiding within they took the greys unaware and were able to kill another.
350
With one grey left, a massive push began, each species suffering tremendous losses as
the slateguard were ordered to cause as much destruction as they could. This backfired and the
Huntresses and Circii joined. Now, fighting a united galaxy, the grey retreated to their home
system, but gave away its coordinates. A massive joint mission from each species was launched
to the Markaz system. The largest military effort in history, the entirety of the astral fleets, and
every ship that could be spared by everyone else.
The grey met them, fighting them with drones as they arrived. There were exorbitant
casualties, but eventually the grey was overwhelmed and defeated, each species takes the honor
of launching the actual attack, but in the fog who knows.
The fleet moved on to the place of the Greys slumber, arriving too late. The slateguard had
already killed the rest. The greys were dead, the war was won. After twenty years of horror,
and thousands of subjugations the galaxy could breathe.
The galaxy was reborn, year zero. Representatives from each species came together
and decided what to do with the war criminals, and chose to end the bloodshed, the Tolf
speaking up for those pushed into servitude. The slateguard were put into cryo for 200 years,
and the Markaz system was named the heart of the system.
The Zellum returned to their nebula, the Circii their groves, but still everyone held hope
for lasting peace. The council promised to ensure this and invited all to come to Markaz, to
build the future. The Collective university was created, as the first building were raised on
Facultas.
Markaz was settled and flourished as the heart of the galaxy, and the species of the
galaxy relaxed for their first true peace and freedom.
MerKapp
“Anything is possible if you have the credits.”
The unofficial justice system of the Markaz system. It’s run by a Sueral at an
undisclosed location. The oppressed and victims can hire mercenary groups to keep the balance
and take care of a cruel boss or the nefarious.
There is always someone looking for work, and if the moneys right anything is possible.
Mercenary groups are rated by reviews which affect the jobs they have access to and
how much they get paid. The unknown Sueral managing it works hard to make sure that
discretion is kept, and the system isn’t taken of advantage of.
Debt collectors and constables have failed to shut down the app, or trick mercenary
groups with false jobs to catch them. The App is well run and protects its mercs and jobs.
The people posting jobs can be well off, putting up their life savings, a group of workers, an
angry neighbor or that merchant you wronged.
Jobs can be anything, and there is bonus for special criteria sometimes. Stealing a piece
of art but replacing it with a painting of dogs playing cards could be a bonus, going unnoticed,
or causing extra mayhem.
351
Locations
Bravo Center
Listener’s spire to Collective University. The headquarters of the Council. It is the
center of the bowl of Bravo station and surrounded by a beautiful park. There are hotels,
amusements, expensive real estate and fine restaurants and entertainment beyond that. Then
it’s the collective university campus which is a full ring of the bowl. There are slums at lip of
the bowl, but a wide area of unchanged biomes lies between.
Arbiter Station
A massive station that is 15 DU from the sun. It has a shipbuilding port and is one of
the main stopping points for ships heading to the Z stations or outer planets. It has multiple
trade floors, its own population and the biggest holo arena in system.
Rustbucket
Crashed ships that have grown into a massive city with a population in the millions. It
is on one of the moons, but is neutral territory, this does not just include the barons and gangs,
but also astral and debt collectors.
The city has strong security, recruiting from its own who are loyal and can’t be bribed.
There are multiple trade floors, a water park, Fabulous Foki’s fight arena and it’s the launch
line for slingshot racers.
Longhaul shortfall
This is a station much like Halfway, 27 DU from the sun, opposite side of the system.
Where Halfway is a massive trade hub, open to all, Longhaul Shortfall is a rowdy party station.
There are fights, debauchery and rampant gambling. It is one of the wildest places in the
system.
The Great Unknown
This refers to what lies outside the Grey safety zone. The edge of the galaxy was line
with self-replicating buoys marking the end of the line Their purpose is unknown, and so is
what lies beyond.
Everything else
The galaxy is massive. Less than 1% has been explored. There may be other species,
worlds, resources, ancient civilizations and mysteries out there waiting for your players to
discover.
Adventures
Traitor’s Fate coming soon.
352
Appendix A: Conditions and tables
Conditions
Dying
prone, attack will damage death count.
Drunk
STR increases by 1, but your INT decreases by 1. You have -1d6 on all piloting or biology checks regarding
driving. Can definitely make that jump. Late night nutria paste sounds good.
Grappled
Opposed strength checks. It is an action to try to break, which is both rolling opposed grapple checks. The
one who made the grapple can move the grappled creature with rough terrain.
Phased
In phase and can move through objects. If not under their own control, they may fall through a floor or get
stuck in an object. Must make a DEX save at the start of their turn or not be able to move.
Frightened
Must use 1 movement action to move away from source each round. Disadvantage on attacking it. It has
advantage against you.
Panicked
Roll 1d100 if lower than level will attack an ally. If within ten of level throw a grenade in 1d6 direction.
Must use full movement for 1 action, and another to lie prone.
Shellshock
Battle or damage has scarred them. They lose 1 action per turn. They are under this effect until a short rest.
Restrained
Cannot move, use items or make attacks.
Deafened
Cannot hear messages from crewmates, enemies attack with advantage.
Blinded
Cannot see. Enemies attack with advantage.
Drugged
Under the influence. Disadvantage on pilot checks. Movement slowed by ten.
Invisible
Not visible on color spectrum. Makes attacks with advantage against enemies that cannot see them. +5 to
stealth.
Holo'd
All sensory is a false hologram. They see what the holo is presenting. Has blinded and deafened condition to
anything outside of holo.
Prone
On the ground. Melee attacks have advantage. Ranged have disadvantage.
Stunned
Cannot take any actions on their next turn.
Unconscious
Asleep, prone. Enemies have advantage. Perception -5.
Frozen
Restrained and in stasis, but if they take any Kinetic damage they must roll on the wound table. Melee
attacks have advantage. Plasma, Energy or Thermal damage remove the Frozen conditions. A frozen
creature does not take any effects of
Stasis
Cryo sleep. A creature in stasis cannot take any new status effects or conditions while in statis. They are not
aging.
Diseases
Cerebrum Surprise
You have picked up a passenger in the form of a brain slug. It communicates to you in your
head, providing advice and opinions. You are immune to emotional damage and gain thermal
while you have this. You take 1 HP damage whenever you suffer Freeze or Chemical status
effects. The parasite is antidrug and alcohol and pro healthy choices.
This can be cured through medical means or by taking enough drugs to kill it.
(Decided by the GM on a 1d20 roll.) if the parasite feels like you are trying to kill it, it will
begin trying to escape which take an amount of hours equal to your CON score. If it escapes,
353
it lowers your MAX Hp by 3d8 (potentially lethal) and dies in the atmosphere outside of your
brain if it does not find a humid and moist environment.
Deep Sick
Prolonged time in space has made planets and atmospheres alien to you. Your movement
reduces by 5 on planets, you have disadvantage to STR checks/saves and your vision is
halved during the day.
This can be cured by spending more than a week on a planet by doing strenuous activity in its
conditions.
Hatters
There are 3 phases to Hatters sickness. None of which are curable. This is the most common
and worrisome disease in galactic space. It is contracted through a malfunction of the Happy
Worker air filters found in all shapes and stations. The air is poisoned with mercury and
Helium 3 causing breathers to contract Hatter’s disease. This is contracted in poor life
support environments, growing up on a cheap ship, slums or poor districts on a station. The
council species do not take changes with Phase 3 hatters killing them on sight.
Phase 1- Your fingertips turn red. Your Max insanity marker lowers by 1. When your HP is
dropped to 0 for the first time during a long rest, it is instead dropped to 1.
Phase 1- Your eyes turn bloodshot, and paying attention or patience is impossible. Your
body stats STR, DEX, CON increase by 1. Your mind stats INT, WIS, CHA decrease by 1.
You can no longer do the reload action.
Phase 1- The skin around your eyes becomes red and so does your hands. Your body stats
increase by 2 again, and Mind stats lower to zero. You are now a feral creature who’s goals
are beyond understanding. You could draw circles for days or kill every creature in sight.
Leaks
This disease usually takes a week before it is apparent. Liquid leaks from all your orifices,
your clothes are drenches in sweat and your Vac suit visor would fog up. This is very
contagious, especially for Circii. Your water requirements are doubled, and you are
incredibly easy to track. If you do not have access to water, you will begin drying out. Losing
1 CON every hour until you gain access to water again. Your skin would begin to crack,
flake and dry out.
This can be cured through medical means, or by letting the carrier dry out and then enforcing
it through extreme heat and dry air. If done, they can make a Con Save. DC is days the
disease has been contracted.
Malware
Due to an infection through your items and systems software your equipment has been
infiltrated. This is contagious to anyone who access the same systems you do. Your shields
lowers by 1. Personal shields run ads for the coalition, reducing your perception checks by
half.
354
This can be cured by a contested computers check against a GM’s 1d20 roll. An attempt
takes 1 hour of cleaning all your equipment’s software. A fail increases the DC and decrease
to shields by 1. If this lowers shields to zero it is uncurable, and all equipment needs to be
replaced. This can also be cured at a station for a payment.
Mod/Cybernetic Rejection
An organic or artificial body rejects one of its components. It can reject any implant mod, or
cybernetic limb or organ. Roll 1d100 with every skill check. If the 100 is lower than the
check it is an automatic fail. This needs to be fixed at a station’s med bay, usually taking 812 hours and a 1d4 thousand dollars.
Nutriburster
A very small percentage of nutrition paste customers succumb to this. The exact amount is
unknown, and occurrences are covered up. It happens from ingesting nutrition paste, albeit
very rare. In 1d100+Con days a character will become a food parasite.
This can be cured by putting the character in cryostasis, which would pause the countdown.
It is an intense surgery to remove if done at a med bay costing 2d4 thousand dollars.
Alternatively, you can allow the victim to become the food parasite and then defeat it using
cryo damage which would cure them, if they survive.
Phasick
Contracted by using Phase too many times, more commonly by staying in Phase. Common
amongst Ja’unnians. You catch the hiccups which occur when you are frightened or by
rolling 1d100 at the start of each turn. If lower than your level you move 2d10 in a random
direction, phasing through any materials, walls, or creatures. You can get stuck in an object
like this to which you would be restrained.
Can only be cured by not using phase for 1d20+2 days consecutively.
Rabies
Contracted if bit by an animal that has rabies. You have a fear of water. You will not
drink or go near it. In 1d4 days you Charisma will begin dropping by 1 each day until 0 when
you begin attacking all other creatures and allies.
Can be cured at a station’s medbay or clinic for 1d4 hundred dollars.
RADS/ Radiation
You lose 1 MAX HP for every ten RADS, and you glow brighter with every ten
RADS. After Ten RADS you are immune to other diseases.
At 25 Rads you have +1d6 when breaking a grapple.
At 50 RADS any creature within 20 feet of you gets 1 RAD every 24 hours, including
yourself.
At 75 RADS your chargepak can no longer hold a charge and energy or plasma weapons
don't work within 5 ft of you.
355
At 100 RADS you explode doing 6d12 damage, half on a success to everything within 100
feet. And they take that much in RAD damage.
Can be cured with RAD Pills.
Silver Lung
Contracted by prolong time on Paradisia or by taking the drug silver. Loud cough that
ejects metal particles that have piled up in your lungs. Your o2 use is doubled. If a combat
goes over 4 rounds you lose an action, and then another at 8. If your actions is reduced to
zero, you fall prone and all you can do is struggle to breath. It would take 30 minutes of
relaxed activity to recover.
It is a major procedure to get fixed. Lungs need to be replaced which is a 5000-dollar medical
procedure, and the new ones are cybernetic. You can add this cost to your debt.
Virus
Sueral or Spliced only. You have a virus you can’t get rid of. If you use the crews
proficiency pool, the virus will spread to the organic members of your crew and the ship.
Organic crew members would get this as malware. You spread this virus with any computer
system you access, and when it has spread enough it will reveal its sinister purpose
determined by the GM.
This can be cured by a contested computers check against a GM’s 1d20 roll+ systems
infected.
Z Nausea
Contracted by experiencing zero gravity and doing strenuous activities in it without
training. Astral, station/ ship born are immune. You do not do well in Zero gravity. You have
disadvantage on DEX checks/ saves in Zero. You become blinded if you move your full
movement on one turn because you threw up on yourself.
Can be cured with obtaining a Z speed or 100 hours of training.
356
Madness
Roll 1d100 for the madness table. You can have multiple madness’s at a time.
1 Weak Willed
You take 1 emotional damage every time you take
more than 6 damage from a single source.
21 Protected
You will wear the heaviest and best armor you can afford,
regardless of proficiencies.
2 Spill madness
Screams at the sight of fluids like blood, throw up,
liquids.
22 Linguist
You have a natural ability to speak every language. (No, you don't
actually know them.)
3 Cakes
You're toeing the line of a massive psychological
breakthrough. Cakes can solved all problems. You
keep a cake in your inventory that you buy at
stations for 1 dollar.
23 Number 23
Everything always equals 23. When making persuasion checks you
will go on tangents explaining how everything always equals the
number 23. You automatically fail persuasion checks.
Movement is halved in deep water. Frightened
4 Thalassophobia condition on all creatures.
24 Bouncepass
You think you have a better way to throw grenades. Your grenade
throws are at disadvantage.
Scared of airlock malfunctions. Needs a DC 16
5 Airlockophobia persuasion check to go through an airlock.
25 Creepy
Persuasion and charisma checks have disadvantage. Intimidation
has advantage.
26 Rollies
Next time at a station you add wheels to your shoes. (cost 15
dollars.) your movement goes up by 10, but you are 3 times as slow
on stairs, ladders or difficult terrain. You fail any dex saves that
involve jumping.
6 Euphoric
Insanity counter goes up by 1. No longer cares
about taking damage. Will not remove status
effects from self and avoids danger less so.
7 Trophy hunter
You take trophies from your slain enemies this
takes 1 spot in your inventory which will always be
devoted to these trophies. Your fashion is minus 2
to civilized beings.
27 Pet
You find a small animal like a bird or mouse or hamster. Your lives
are intertwined, as long as its alive so are you. Taking care of it is
your first priority.
8 Thorough
You have a +1 to perception checks but will not
stop searching until a crewmate makes a persuasion
check.
28 Pyro
Make a intelligence save against your charisma every day. On a fail
you start a firein 1d12 hours.
29 Save for a boss
You no longer can use grenades or missiles, but carry them in your
inventory, saving the for a mythical boss fight.
30 Narcistic
On stations you spend your shopping time purchasing new cloths,
haircuts, spas and skin care. Roll 1d100, that is the percentage of
your money that will go to this treatment.
11 Sunlover
You spend one hour each day staring at the sun. If
you are not able to see a sun, you take 1 emotional
damage.
31 S.C.A.R.E
Your quarters are a museum with every type of drug. Your
downtime activity is giving youth samples of drugs, showing them
how not to take them, so that they are informed and won't
accidentally be taking these drugs now that you have shown them a
sample and what not to do. 15% of your money is dedicated to this
while on stations.
12 No Mercy
You do 1 additional damage. You cannot do no
nonlethal damage.
32 Mothers Back
You won't dare step on a crack. You won't rush, and no longer use
more than 1 movement action a round.
13 Serial
For every day more than your level that you did not
kill another being you take 1 emotional damage
until you kill one.
33 Qwzyezy
You are the reborn god Qwzyezy, god of mazes and uneven steps.
You shall gather supporters and rebuild your kingdom.
14 Solidphobia
You are afraid of being in phase. If you are in
phase, you have the panicked condition.
34 Quadrophobia
You are automatically frightened of any creature that has 4 arms or
4 legs.
15 Novaborn
You are confident that you have a special ability
like turning invisible, flying or reading minds, no
matter what others say. (you don't)
35 Broody
Dark and Broody, eye makeup, that is how you dress and act now.
The universe is an overgrown sewer, and only you know the stench.
16 Plot armor
You believe you are unkillable.
36 Cheery
Smiles, bright colors, EDM music. You are as happy as can be and
want to spread cheer. Everyone should be happy.
17 Painter
The ship needs to be painted with murals of one of
your crewmates. Roll to determine which one. You
go out of your way to decorate the ship in this way.
37 Cold Places
The world would be a better place if it was a little colder.
Whenever you kill a humanoid with cryo damage you gain 1d4
temp HP.
18 Obsession
You begin dressing and acting like a crewmember.
You will do everything in your power to make their
life better, protect them in combat, and learn from
their immense wisdom. Roll to determine the
character.
38 Burn it all
With cleansing fire can sins be forgiven. Whenever you kill a
humanoid with thermal damage you gain 1d4 temp hp.
19 Despicable
You hate animals
39 SuperZero
You cut a blanket into a cape. You are the hero this galaxy needs.
What is your superhero name? Fashion -2.
20 Flaggelent
Whenever you fail a save or check, your max hp
lowers by 1 until a long rest.
40 Pacifist
You will no longer engage in violence unless you have been
attacked.
You make nutrition paste statues and decorate the
ship with them. Your crewmates insanity marker
9 Paste obsessed lowers by 1 per trip on the ship..
10 No hygiene
You no longer wash or clean. -1d6 to stealth, and
fashion is -2.
357
41 Sunhuggers
The sun is being siphoned for too much solar
energy. We all need to be using less power. If you
use your full chargepak of charges you must spend
1d4 hours instead of long resting to offer apology.
61 Hydration Nation
You drink double the water.
62 Gourmand
You eat double the food.
43 Flyasinaction
You have a love for flying creatures. In ground
fights you will not use ranged attacks against flying
creatures.
63 Memory loss
You forget your life before joining the crew. You lose all your
allies and contacts. Not enemies because they still remember you.
No rest for the
44 wicked
You will no longer short rest, nor accept the
benefits it would confer.
64 64 bit
Your outlook of the world changes to as if it was a 64-bit world.
45 Scaredy Cat
If you are outnumbered in combat, you will spend
the first-round hiding. You will not make any
attacks.
65 Shieldfree
Shields are bad for you. You no longer trust them and won't use
them.
46 Go first
You insist on leading the crew from the front, being
the one to open all the doors, closest to danger, out
front of everyone else. Show them how to be brave.
66 Drunk
Instead of water in your consumables, you bring alcohol. When
imbibing your STR increases by 1, but your INT decreases by 1.
You have -1d6 on all piloting or biology checks regarding driving.
Honest and
47 open
You no longer lie and believe all secrets must be
out in the open for everyone. Your crewmate's
secrets too. A blog may make this easy.
67 Ninja
You no longer will wear armor its making you too noisy, and
instead will wear all black clothing. Your Stealth increases by 1d6.
Everyone knows that wearing black means thermal vision can't see
you too.
48 Big spender
Your dangerous life shows there's no need to worry
about debt, spend your money while you can. No
time to save it.
68 Swimmer
Space is severely lacking pools. You will spend your downtime
building one on your ship to have some nice swims.
49 Heavy hitter
Your melee damage increases by double your
strength. You will no longer use melee.
69 Nice
Nice
50 Headhunter
Add your dex to ranged damage. You will no
longer use ranged.
70 Lucky 7
If the ones digit of any roll calculation equals 7 you may count it as
a critical success.
71 Foreshadow
You get an emergency flashback scene, but instead of the past it is
a vision of the future. your death. You know its coming and live in
constant fear of this day happening. The scene features distinct
imagery like crewmates with new specific haircuts, a new outfit, a
unique meal that morning. Your character takes this imagery as
signs of when their death will occur afraid of them happening.
While on a station or ship you refuse to be alone
52 Space madness ever.
72 Documentary
Your life is a documentary style sitcom. You will look into the
distance as if being filmed and use rests as time to have
confessionals.
Roll on the species table. You are convinced you
53 Under the skin are a member of this species.
Your most important relationship is Barry Barrington from Bravo
Barry Barrington
station who is totally real. Send him updates, money if you can.
73 from Bravo Station They are your best friend, mentor, like a son, like a dad.
Starting now you will do everything you can not to
42 No more sleep sleep again. (this will be lethal.)
51 Toolhead
Your inventory should be for tools, and tools alone.
No need to carry anything else, besides tools and 1
slot for ammo.
54 Squalor
You must have poor or worse quarters on a ship. If
not your insanity marker automatically lowers by 1
each rest in that room.
74 Shades
Sun never sets on a badass. Even in space. You will always wear
sunglasses.
55 Spoiled
You need to have the nicest quarters on the ship. If
not, your insanity marker automatically lowers by 1
each long rest in that room.
75 Color coordination
You will try to convince, dye, bribe the crew into wearing color
coordinated clothing and armor from now on.
56 Invulnerable
bolts and bullets bounce off you. You are
convinced you don't need to use cover.
76 I can jump it
If ever there is a short gao or ledge, you will show off your jump
skills to everyone else.
Driving an expensive ship is too much pressure.
57 Pressure is real You will no longer drive the ship.
77 Jackpot
Reroll on this table twice. You take both madness’s.
58 Mutineer
Choose a crewmate secretly who is not the captain.
Discreetly, do everything possible but not blatant
so you don't get caught to make them the captain.
78 Conspiracy
You believe there is a grand conspiracy pulling the strings of fate
and destiny in the universe. You try to tie everything together.
59 Novelist
Writing novels is a smart idea. You decide to use
your free time writing children’s mystery novels
featuring your crewmates as kids who solve
mysteries with moxie and gumption.
79 Duck Lawyer
You have a degree in law from Asteroid 79 college in all things
related to ducks and duck law.
80 Promoter
You decide to become a mascot. You will get a company's logo on
all your gear, and the ship if you can, carry advertisements and
share its great deals to any who will listen. Roll on the corporation
table.
60 Low esteem
You can no longer crit on double sixes, you need 3.
Believe in yourself! c'mon!
358
Cargo
81 cleanliness
You spend your downtime organizing the cargo
bay, keeping it clean, organized and tidy. The ship's
cargo bay increases by 1 while you have this
madness. While you have this madness all SP are
put into the cargo skill.
91 Early bird
You need 1 less hour to long rest. You use this time to prepare for
the best day possible.
Save it for the
82 boss
You no longer use grenades, missiles or healing
sprays, but still carry them, saving them for that
grand boss fight in the sky.
92 Sleepyhead
You need an additional hour for long rest.
83 Pyro
If you inflict burn increase it by 1d6, if burn is
inflicted on you, it also increases by 1d6.
93 Night shift
you work nights on the shift, while the rest of the crew is sleeping.
You like the quiet.
84 Polka dots
You will decorate your clothing, quarters and
outside the ship if possible, with polka dots.
94 Entrance music
You program your info screen to give you entrance music
whenever you walk through a doorway or opening. This will play
no matter what, and its loud. You will not shut it off.
95 One look
You may no longer turn left.
96 5 star
You need to get that prestigious 5-star rating on Merkapp.
In your panic you do more harm than good. If you
85 Heavy Bleeder take bleed, increase it by 1.
86 Poisoner
All your melee attacks now do poison 1, same is
true for healing.
87 Stay down
If you fall prone, you will stay down. Not getting
up in combat.
97 Exposition
If possible, whenever interacting with an enemy or hostile you will
explain why their ideology is wrong and why you will stop them in
a gruff voice.
88 Crazy 8's
Your crew's proficiency pool dice changes from
1d6 to 1d8s. If anyone but you rolls an 8 on a dice
your insanity marker automatically lowers by 1. If
this is cured the dice revert to 1d6's.
98 Packrat
Your inventory increases by an additional 1.
89 Boon
Party like its 1989. One stat increases by 1
permanently. If you get this twice reroll on the
madness table instead.
99 The 9s
You have number blindness for all number besides 9. Your
character automatically fails all math checks. If they are every
asked for a number or anytime, they are involved they believe it
equals 9.
90 Politics
You aspire to do great things and make the
universe a wonderful and safe place. You have a
new career plan and that is to become a voice on
the galactic council.
100 Shake it off
You shake off this moment of stress and get back stronger. Your
insanity marker raises to its max. You are cured of all madness’s.
Exhaustion
You recover 1 point of exhaustion each long rest. These effects stack.
Exhaustion
1 No longer recover proficiency dice during a rest.
2 Disadvantage on all checks.
3 One less action.
4 Movement halved.
5 Death
359
Species
Class
1-7
Adonian
Class
8-14
Astral
1 Engineer
15-21
Barbok
22-28
Cichlids
Vocation
Ability
1 Captain
Strength, Wisdom
2 Gunnery Officer
2 Greyborn Con and Charisma
3 Pilot
4 reroll
3 Operative Dex and Wisdom
29-35
Circii
36-42
Faltese
4 Scholar
Intelligence and Wisdom
43-49
Feraus
5 Spliced
Strength and Constitution
50-56
Human
57-63
Ja'unnian
64-70
Kith
71-77
Owiirt
78-84
Stontite
85-91
Sueral
92-99
Tolf
100
Zellum
5 Science Officer
6 Ship's Technician
6 Symbiote Constitution and Charisma
7 Trooper
Strength and Dexterity
8 Reroll
Background
1
Bartender
11
Military
2
Chef
12
Miner
3
Coder
13
Office worker
4
Colonist
14
Outlaw
5
Custodian
15
Prisoner
6
Diplomat
16
Security
7
Entrepreneur
17
Spacer
8
Game designer
18
Student
9
Influencer
19-20
Reroll
10
Mascot
360
Corporations
Factions
Location
1 ConMerce
1 Astral
1 Subterra
2 Happy Worker
2 Barbokian Empire
2 Sylvas
3 Jaw Strong
3 Barony
3 Facultas
4 Pharmstar
4 Coalition
4 Collective University
5 Solstan
5 Collective Univeristy
5 Alpha, Bravo and Rho
6 Yusafir
6 Council
6 Paradisia
7 Free lancers
7 Farigha
8 Griskut
8 Refueling Station
9 Hades Legion
9 Astral's Belt
10 Red Queen
10 Orph & Eury Moons
11 Syndicates
11 Barony Moon
12 Pirates
12 Outlaw Moon
13 Rustbucket
14 Narcis
15 Research Station
16 Retira
17 Longhaul Shortfall
18 Zeta Stations
19 The Void
20 Another System
Ship Style
Ship Size
1 Adonian
7
Feraus Zealot
2 Barbokian
8
Frankenstein
2 Small
3 Circii
9
Ja'unnian
3 Medium
4 Coalition
10
Kith
5 Custom
11
Mercenary
6 Feraus Modern
12
U.N.E.
1 Tiny
4 Large
5 Giant
6 Massive
361
Name
Missiles
Breach Pods/
Escape Pods
Drones
Missile/ Breach pod stats
Defense
HP
8
1
6
10
10
Movement/Turn
6/2
2, no turns
12 (bubble
shield 2)
8/1
Miscellaneous
Novaborn
1 Fly: You have a flying speed equal to your walking
2 Indomitable: You have a natural armor of 2, and defense increases by 1.
3 Regeneration: You heal 1 Hp each hour. Limbs do not grow back.
4 X ray vision: You have x ray vision at will.
5 Laser vision: As a ranged attack you have laser vision. 2d8 Energy, Range (100/200) Beam.
6 Superstrength: Your Strength increases by 1d4+1.
Loot Tables
Personal Loot
1 1d4 Dollars, 1 Water
Stash
1 1d10 Shells
Boss
1 1 plant
2 1d6 Dollars, 1d6 Cartrdiges 2 1d6 drugs 2d10 Shells
2 1 weapon mod
3 1d8 Dollars, 1 food
3 1d4 Grenades, flare gun
3 Energy Knife
4 1d10 Dollars, 1d4 e clips
4 Acid, tatooer
4 Grub glove
5 1d12 Dollars,
5 Fireaxe, 1 tool, fold up ladder
5 1 armor augment
6 1d4 Shells, 1d4 p blub
6 Beacon, Bounty bag,
6 Energy Sword
7 1d6 Shells
7 1 starting pack
7 Detonator
8 1d8 Shells, 2d6 Cartridges
8 1d8 rad pills, shovel, rope
8 Revolver
9 1d10 Shells, Energy bar
9 1 power cell, Towel,
9 Cloaking device or glue gun
10 1d12 Shells, 1d4 Grenades 10 1 mod or Augment, 1 spider grenade 10 1d4 Credits
362
Ship
Crew Equipment
Ore
Price per Inventory
space(credits)
Vac Suit
1
Crew Locker
1
Water
0.01
1-5
Pirate patchwork
2
Explorer's pack
2
Platinum
3
6-10
Line worker
3
Outlaws stash
3
Palladium
8
11-12
Landers
4
Passenger suitcase
4
Nickel
1
13
Emergency Vacuum
mask
5 Researchers’ luggage 5
Iron
0.25
14-16
Docker's Getup
6
Settler's pack
6
Iridium
15
17-18
Defense force
7
Soldier's duffle
7
Helium3
0.15
19
Astral
8
Spacer's crate
8
Gold
10
20
Farstrider
Cargo
1 Chemicals
7
Luxury
2 Components
8
Non-perishables
3 Drugs/ medical supplies
9
Ore
4 Illegal drugs
10
Perishables
5 Illegal weapons
11
Weapons
6 Livestock
12
Ship Weapon, server, or upgrade
363
Appendix B: Artifacts and power armor
Bubbler
(2 Inventory)
The bubbler is a mobile shield unit. It is an early prototype for heavy squads. It
creates a 30 x 30-foot bubble shield. With Shield 8, which is not enough to repel a railgun
blast from orbit. It takes 12 seconds (6 actions) to deploy and lasts approximately 8 hours
before taking 16 hours to recharge. Unfortunately, as it is a prototype it can not repel ground
forces who can freely walk through the shields area. They also weren’t able to get the
recharge right, it can’t recharge shield damage. The 8 needs to last the hour.
CHEMall
(1 Inventory-Light)
This prototype was supposed to revolutionize medicine with easy access to chemicals
but unfortunately the invention of the autodoc cut the funding before this could be complete.
CHEMall makes 1 drug at random every 24 hours, replacing the last drug in its delivery
system. Roll on the table below to find out which drug it is.
1 Drops
2 Early bird
3 Healing Injection
4 Healing spray
5 Inner animal
6 Muck
7 Silver
8 Steady
Counter Field
(1 Inventory)
Counter field was a failed invention that was supposed to help UNE marines. It was
meant to provide resistances tailored towards certain missions. It however inflicted its testers
with radiation poisoning, and the radiation signal allowed the Kith to detect the first field test
and ambush those brave testers. It provides resistance to a preset damage type (determined by
the GM) It costs 1 chargepak to activate which lasts 1 minute and inflicts 1 RAD to the
wearer.
Repurposed Grey Drone (Ship)
(1 Cargo)
Swarms of millions of these decimated the combined fleets of the galaxy, the
wreckages can be see on Paradisia. They need to be launched through a drone bay or vehicle
bay. Once launched it acts on its own, serving the ship it was linked to. These are valuable
and still inspire fear into any fleet. They are hard to find with so many being destroyed after
the freedom war, the Council actively seeks out their destruction, and the Collective
University has yet to figure out its seemingly endless computing and power.
364
Swarm Drone
Tiny Drone
8
DRVE
14
MNVR
∞
POWR
2
SHLD
Defense:10
(Grey Metal)
∞
0
LIFE
COMP
HP:12
Actions: >>
Turn:1
Auto
Turret: Drone Beam: 2d8 Energy (10/20) 1 hit (3 POWR)
Ability: Takes 8 days to rebuild when destroyed. Does automatically in
space where it was destroyed. Needs to be recovered. Permanently
destroyed if pieces are destroyed before it can rebuild.
Tactic: Enters a hostile ship’s space and then moves with them, circling
the ship.
Repurposed Grey Drone (personal)
(1 Inventory)
Speculation says that the large drones would drop these off inside ships or at ground
sites. They typically fought with Slateguard troops. It is linked to a “controller” who it
defends and fights for. It will not go farther than 60 feet of its controller. It can turn invisible
when the controller is stealthing and will not engage into combat ensues. It takes 1 spot of
inventory for the controller, even if it is not in pieces.
Personal Drone
Tiny Drone
0
STR
10
DEX
∞
INT
8
CON
Defense:10
Shield:8
Armor:0
Speed:40 Flying
∞
WIS
0
CHA
HP:8
Actions: >>
Will use reactions to take ranged weapon attacks targeted at controller. IR
vision.
Drone Beam: 2d8 Energy, (50/100) Beam
Ability: Follows Controller, if destroyed takes 8 days to rebuild itself. Must be
recovered. Permanently destroyed if pieces are destroyed before it can rebuild.
Tactic: Eliminate all threats.
Grav Belt
(1 Inventory)
365
A prototype gravity control device. Meant to help Astrals readjust to planetary life.
All it does is reverse gravity for the user. Takes 1 chargepak to use. Reverse gravity for user
(falling 50 feet) or walking upside down on a ceiling. Lasts 1 minute per use.
Grey Powercell
(2 Inventory)
The exact amount of power it holds is unknown. It can be combined with a ship to
permanently upgrade its reactor by 6. This cannot be undone. The power cell melds itself
with the reactor, changing the very composition and design of it over a 1 second period.
Resisto Persisto
(1 Inventory-Light)
A prototype for VIPs it was supposed to replace the common personal shield but had
some flaws in that it could only withstand 1 hit. It does not persist at all. It is like badge that
you’d wear on the chest or belt. It negates the first attack ranged or melee against you, once a
rest. It emits a specialized shield to negate this damage, and then is broken.
Shatter
(1 Inventory)
Not a protype as it was proven to work it was decided that it was too dangerous an
item so is banned from Council space. It looks like 4 hockey pucks wired together. It costs 2
chargepak and 1 action to activate and will break every personal shield within 200 ft
including your own.
Shrink Ray
(1 Inventory-Light)
Both a protype and banned weapon. It radiates the user and also seems cruel.
Originally designed to do the opposite. It was a complete accident. It only works on organic
creatures up to the size of a whale. It was tried against a live ship, but the ray gun exploded
and the user disappeared.
Shrink Ray: Special. One handed. (20/40)DC(INT+DEX) Target makes a CON save
or their size is reduced by 1 for 1 hour. Can reduce multiple times, if they are reduced past
tiny they can be swatted like a bug. 2 Chargepak per use. User takes 2 RAD with each use. 0
hits, negated by shield.
Vaporization Rifle
(3 Inventory)
Very few exist. They are made from scrapped grey drones. It is a long rifle and
unwieldly to use, but does massive damage, eliminating targets in 1 go. Solstan is trying to
make it easier to fire, but the ridiculous barrel size seems necessary for the time being at
least, unfortunately increase the range would mean an even longer barrel which is not
feasible.
Vaporization Rifle:-2d6 to ATK,/ reduce to 1d6 if firing while prone. Special. Two handed.
(30/60)Roll 1d100 If higher than creature’s HP they are vaporized along with all their
belongings. If less they take Burn 1 instead. If their shields are up it is automatically broken
with 1 hit. (2 chargepak per use.)
366
Power Armors
It takes one full turn, all 3 actions to get in or out of power armor. While inside you
cannot use items. Power armor acts as half cover. Power armors use a set amount of power
cells. They cannot function unless they are powered by that amount and would become inert.
Power armor is susceptible to EMP and SPAM. Unless said, Power Armor takes 3 inventory
slots. You cannot wear any other armor while in power armor. It has your shields.
The stats below override yours. Vision is additional visions. Any weapons are
included in its weight, and the ammo for the weapons are created by the suit, already
included in its power cost. (An exo suit would be worn overpower armor)
Inferno
Defense: 15
Power cells x4/16 hours
Armor: 3
Vision: Thermal
Movement: -10
Augments: HUD, Self Cleaner,
Hydraulics
Ability 1: Immune to Thermal damage. Vac Suit (2 hours)
Backdraft: As an action flames engulf it. Any creatures within 5ft take Burn 2.
Left Arm Flamethrower: 4d6 Thermal Range 70 foot Cone, DC 14 DEX Save, BURN 2. Half on success.
(Self-generating, no tank needed)
Shoulder missile:4d8, Range (200/ 1k) Explosive, missile (Self generating, no tank needed)
Heavy Constructor
Defense: 17
Powercells x4/16 hours
Armor:2
Vision: Perception +1
Movement:-10, 20 Z speed.
Augments: Ear Bands,
Temperature Control
Ability 1: Void Scrubber built in. Vac Suit (6 hours)
Left Arm Plasma Cutter: 3d6 plasma, Melee, Tool
Demon
Defense:14
Powercells x4/16 hours
Armor:1
Vision: Thermal, UV
Movement: 20 Flying
Augments :Rubber insoles, Mood
Balancer, Layering.
Ability 1:
Can turn invisible for 1 hour a day. Invisibility ends by using an item, ability or a weapon. An action to
engage invisibility each time.
Drops 1 Muffle grenade as an action.
Left Arm Nano Razor: 4d6 Energy, Reach,
Bruiser
Defense:14
Powercells x2/16 hours
Armor:4
Vision:
Movement:+5.
Augments: Recycler, Neccesity
tubes
Strength + 3.
367
Appendix C: Creature Stats
Adonian Hound
Medium Animal
8
STR
8
DEX
9
CON
2
INT
Defense:12
Shield:0
Armor:0
Speed:30
4
WIS
6
CHA
HP:30
Actions: >>>
Perception+6
Bite: 1d6 Kinetic, (5 ft) DC 14 DEX or prone Bleed 1
Ability: Plus damage dice if target is prone.
Tactic: Always in pairs.
Arsonist
Medium humanoid,
5
STR
8
DEX
5
CON
8
INT
Defense:14
Shield:6
Armor:3
Speed:30
4
WIS
2
CHA
HP:25
Actions: >>>
Vac suit
Flamer: 1d6 Thermal, (cone 30) DC 16 DEX BURN 2
Flame shot: +14, 1d6 Thermal (30/120)
Ability: Immune to thermal damage.
Tactic: Burn it all down.
368
Asteroid Wurm
Massive Animal,
20
STR
15
DEX
22
CON
0
INT
Defense:15
Shield:0
Armor:0
Speed:20
Zero/
climbing
2
WIS
0
CHA
HP:125
Actions:
>>>
Immune to Void and radiation. Vibration
sense 100 feet.
Bite:+20, Melee, 1d12+20 (grappled)
Swallow: Creature is restrained. If Wurm
takes 30 damage in one turn will throw up
stomach.
Ability: Invisible to thermal. Invisible to
everything but UV while still. Vulnerable
to psychic.
Tactic: Lies in wait until sees something
edible.
Training them to help with mining didn’t
work. Kept on eating the trainers.
Atmo Lurker
Giant Animal
11
STR
5
DEX
14
CON
8
INT
Defense:10
Shield:6
Armor:1
Speed:30 flying
4
WIS
0
CHA
HP:25
Actions: >>>
Thermal vision. Stealth 7
Hooks: +11 1d4 Kinetic (Grappled)
Bite: +11, 11 Kinetic Melee
Tactic: Lies in wait in clouds, attaching itself to descending ships. Where it
can attack crew when they exit the ship.
How these creatures have spread between planets and systems is a mystery.
They impact trade and so there is a standard bounty of 200 dollars per kill.
369
Chulondor
Medium animal,
7
STR
8
DEX
8
CON
1/0
INT
Defense:12
Shield:6
Armor:2
Speed:30 Climbing
2/0
WIS
1/0
CHA
HP:30
Actions: >>>
UV vision. If chipped INT, WIS, CHA are 0.
Slash:+7, melee 1d4+7 Kinetic.
Ability: Melee attackers take 1d4 damage when attacking
this creature.
Tactic: Attacks the closest target. If they are chipped and the
signal ends they fall unconscious.
From a Ja’unnian planet originally. There is a market for
them as they can be controlled with implanted chips.
Constable- Astral Nux
Medium humanoid,
5
STR
6
DEX
5
CON
8
INT
Defense:15
Shield:6
Armor:6
Speed:20/30 Zero
9
WIS
5
CHA
HP:20
Actions: >>>
Vac suit. Chargepak 9.
Beam pistol: +6,, 1d6 energy,(30/70) Beam, Boost One handed.
Energy Sword: +5, 1d10 Energy, Melee One handed
Ability: As an action can project full cover in space in front. Lasts
6 seconds or until hit.
Has advantage to attack rolls if in zero G.
Tactic: Too overworked to worry about taking prisoners.
An Astral’s response to an active crime scene.
370
Debt Collector
Medium humanoid,
6
STR
10
DEX
7
CON
5
INT
Defense:10
Shield:8
Armor:1
Speed:30
8
WIS
5
CHA
HP:25
Actions: >>>
Perception 10, Computers 10, Survival 10
M-64 (4): +10, 2d6 Kinetic, two handed, (100/700) Suppressor, Sniper
Officers Sword: +6,Melee, 1d8 Kinetic
Invisible 1 hour per day. Action to initiate, ends on attack or use item.
Eavesdrop: Hack 2d6+5 against computer score. On success the target has
no idea and comms can be listened to. On a fail, the target is aware of the
attempt.
Tactic: Tracks and waits for the target to be vulnerable. If successful, I will
take items, or an eye or limb as a down payment.
Merks with no heart, care, empathy. They hunt those who are down on
their luck.
Decadancer
Giant animal,
5
STR
8
DEX
9
CON
2
INT
Defense:9
Shield:0
Armor:1
Speed:20 Flying
2
WIS
7
CHA
HP:30
Actions: >>>
Performance:7 DC:11
Bite: +5, Melee 1d4 Kinetic.
Hypnowing: Beats all its wings while on the ground. +8 (30 feet) target
has disadvantage on CHA Saves for 1 minute.
Dance: All creatures within 30 feet must make a CHA save against it
or be stunned for 1 round by the beauty and is dancing with the rhythm
of the decadence. (3 round recharge.)
If there are ever ten dancers, including the decadence they have
successfully attracted their mate the Decadestroyer.
1 of its actions is used to maintain dancing each turn as long as there is
a possibility of ten.
Tactic: Get everyone dancing. Look for groups where attracting a mate
is possible. Odds are multiple will attack together.
A semi-peaceful insect that provides a great meat source. Run if the
mate’s coming though.
371
Decadestroyer
Massive animal,
10
STR
10
DEX
10
CON
2
INT
Defense:10
Shield:0
Armor:2
Speed:40 Flying
2
WIS
4
CHA
HP:100
Actions: >>>
+1 STR for each decadancer. DC:10 (+1 for each
creature dancing)
Bite: +10, Melee 1d10 Kinetic. Tool
Hypnowing: Beats all its wings while on the ground.
+10 (30 feet) Target has to use an action of
movement to approach on their next turn.
Vulnerable to Sonic. ADV on saving throws while a
creature is dancing.
Intantkill against Decadancer with bite attack.
Any creature it kills grants it 1d10 temp HP.
Tactic: Eats the smaller creatures to have strength
for a mating ritual.
An almost impossible to find creature that only
shows itself when mating.
Devourer
Medium Construct,
7
STR
3
DEX
6
CON
4
INT
Defense:14
Shield:0
Armor:1
Speed:15 Climbing/Zero
0
WIS
0
CHA
HP:10
Actions: >>>
Thermal Vision. Computers 6
Bite: +7, Melee, 1d6 Acid.
Flame shot: +14, 1d6 Thermal (30/120)
Hack: +6 to access systems, stop machinery from running away.
Vulnerable to shock.
Tactic: Attack as a swarm. They are ship eaters and can eat
through hulls and airlocks. Self replicating from repurposed
wrecks.
Designed to clear out the wrecks on paradisia, but could not
survive the debris storms. Repurposed to junk yards.
372
Food Parasite
Medium humanoid,
15
STR
2
DEX
10
CON
5
INT
Defense:14
Shield:0
Armor:0
Speed:30 (climbing)
2
WIS
4
CHA
HP:50
Actions: >>>
Heals 1d4 each turn unless it takes thermal
damage.
Putrid odor: 30 foot from self, DC 15 Con Save or 1d4 acid damage.
Tentacle: +15, 1d6 Poison (15ft)
Bite back: +15,DC 18 COn save, contracts food parasite. Becomes
one in 1d6 days..
Ability: Immune to Emotional or telepathy.
Tactic: Spread the parasite.
Laserdome
Medium cybernetic animal,
5
STR
6
DEX
8
CON
4
INT
Defense:8
Shield:6
Armor:1
Speed:30 Climbing
4
WIS
2
CHA
HP:40
Actions: >>>
3 boosts per rest. Color and Thermal vision.
Bite: 1d6 Thermal, (cone 30) DC 16 DEX BURN 2
Slash: +14, 1d6 Thermal (30/120)
Laser Beam: +6, 2d8 Energy (100/200) Beam, Boost
Ability: Immune to thermal damage.
Tactic: Seperate groups with the beam to take out the distance
fighters first. Usually placed in pairs as a security measure.
A creature that shot acid from its head was artificially changed
to a laser so it could compete in a modern world.
373
Miner
Medium humanoid,
8
STR
4
DEX
8
CON
4
INT
Defense:16
Shield:3
Armor:1
Speed:30
6
WIS
4
CHA
HP:18
Actions: >>>
Vac suit
Drill: Hit+ 10,1d8+8 Kinetic (10 ft) Tool
Ability: Reach ten feet. Can build up Medium cover in spot adjacent to
them with an action if on dirt or stone.
Tactic: Will try to collapse terrain on enemies.
Baby Moist Mouth
Small Animal,
4
STR
5
DEX
4
CON
8
INT
4
WIS
6
CHA
Defense:7
Shield:0
HP:15
Armor:1
Speed:30
Actions: >>>
UV vision.
Kiss: +4 Melee, Creature has Armor +1 for 6
seconds.
Lick: +4, 1d6 Thermal, Plasma
Ability: Immune to thermal damage.
Tactic:Wild and scared. Terrified as it is separated
from its parents.
Rare for a young one to be away from its parents.
374
Oozeman
Medium humanoid liquid,
4
STR
8
DEX
9
CON
4
INT
4
WIS
Defense:8
Shield:0
Armor:0
Speed:30 Climbing
6
CHA
HP:40
Actions: >>>
Stealth 12, Does not trigger opportunity attacks.
Tendril: +4. 1d6 Kinetic, (15 ft) Poison 2
Absorb: Enters the same space as the target. DC 10 STR
save. Steals 1 Charisma point.
Possess: While in the same space as the target. DC 2+
Charisma. Or Oozeman takes control of the creature until
it takes Charisma score in damage.
Ability: Can move through vents or spaces 1 inch thick.
Can disguise self as a puddle.
ADV on stealth. Vulnerable to cryo. Immune to Kinetic.
Takes 1d10 damage per turn if submerged in water.
Tactic: Get a body.
A new species, a Spliced that went too far, undiscovered
diseases or just something really creepy.
Paku Yangkuat
Medium animal
8
STR
4
DEX
7
CON
2
INT
Defense:14
Shield:6
Armor:3
Speed:20 Climbing
2
WIS
1
CHA
HP:25
Actions: >>>
Immune to void and resistant to cryo and radiation.
Slam: +8, Melee, 1d8 Kinetic.
Grapple: 14
Squeeze: Immune to thermal damage.
Tactic: Grapple and then smush.
Discovered on a moon with no atmosphere.
375
Recalled Mech
Giant Construct,
12
STR
5
DEX
12
CON
9
INT
Defense:16
Shield:8
Armor:4
Speed:30 10 flying
6
WIS
2
CHA
HP:60
Actions: >>>
Vac suit. Immune to poison and disease. Vulnerable to shock.
Minigun: 3d6 Kinetic, (60/120) Auto, Suppressing fire, sway (half
damage hits) Reload every 3 rounds
Missile: +7, 4d8 explosive (200/1k) 1 per round.
Ability: Jams all electronic communications. RAD 1 per round to
anything within 10 ft.
Tactic: Fires missile at farthest target or clumped groups.
War doesn’t end for everyone.
Scavenger
Medium humanoid,
5
STR
8
DEX
4
CON
3
INT
Defense:14
Shield:0
Armor:0
Speed:30
4
WIS
5
CHA
HP:12
Actions: >>>
Chemicals and drugs boost Temp Hp by 1d4.
Bolter:Hit+11 1d6 Energy, ( 60/120 ft) 5 eclip *3
Knife: Hit + 9,1d6+6 Kinetic (5 ft)
Ability: When first reduced to 0 HP, reduced to 1 instead.
Tactic: They will use their numbers or ambush tactics. 1d4 show up
every 2 rounds of combat.
376
Security
Medium humanoid,
7
STR
8
DEX
5
CON
8
INT
4
WIS
2
CHA
Defense:9 (Riot Gear)
Shield:3
HP:25
Armor:3
Speed:30
Actions: >>>
Resistant to melee
Crowd Control: 1d12 Energy, Range (30/70) nonlethal 8/e
clip
Riot Pole: +7, 1d4 Shock Versatile 1d6, nonlethal
Ability: Immune to thermal damage. Defense+1 if another
security within 5 ft.
Tactic: Knock them out for questioning and fines. Cut off
exits.
Sixer
Medium humanoid,
6
STR
6
DEX
6
CON
6
INT
Defense:14
Shield:6
Armor:1
Speed:30
Phase Walk/ Flying
6
WIS
6
CHA
HP:20
Actions: >>>
Vac suit
Sixer: +6, 7d4 Kinetic and Energy, Ammunition, Range (30/70)
6 cartridge (7 hits) reload after every shot.
Ability: Advantage to attacks in first round.
Tactic: Ambush. Catch targets unaware. Target one in group of
twos by flanking. Always in a group of 6.
377
T-R.E.X.
Massive Spliced Animal
14
STR
10
DEX
15
CON
1
INT
Defense:10
Shield:0
Armor:1
Speed:40
2
WIS
2
CHA
HP:60
Actions: >>>
Flamethrower arm: 1d6 Thermal, (cone 30) DC 16 DEX
BURN 2
Bite: +14, 2d8 Kinetic grappled. (Can throw for 2d6 fall
damage as an action.)
Ability: Roar any creatures within 100 ft must make a
Charisma DC 15 saving throw or frightened. Make a save at
the start of each turn. Lowers by 1 each round.
Tactic: Will target the most wounded creature.
Brought back to be rebuilt even better.
Unicorn
Medium humanoid,
12
STR
14
DEX
10
CON
4
INT
Defense:14
Shield:4
Armor:0
Speed:60
8
WIS
11
CHA
HP:60
Actions:
>>>
Nightmare: Emotional 1, 40 ft DC 11
CHA
Impale: +12, 1d8+ 1d6 Kinetic for every 10
ft of distance traveled before hitting the
target.
Hooves: +12, 2d6 Kinetic, Hits all
creatures within 5 ft.
Ability: Immune to emotional damage.
Tactic: Relentless hunter. Will seek out and
hunt any it comes across.
Designed as a gift for an execs young child.
The Bloody Birthday Massacre is a well
known urban myth.
378
Ventacrab
Tiny Animal,
2
STR
2
DEX
3
CON
1
INT
Defense:6
Shield:6
Armor:5
Speed:30/15 Swim
1
WIS
1
CHA
HP:5
Actions: >>>
Bite: +4 1d4 Kinetic, RAD 1
Ability: Each RAD heals 1HP
Tactic: Lays 1d8 eggs every 10 days.
Hides in small dark places where it can feed off mold,
grubs, crumbs or radiation. Will try to get into the ship’s
water.
A common stowaway. Has to be dealt with before
populations get out of hand…at least they solved the rat
problem.
379
Ship Stat Blocks
Shadow
Tiny long-range Fighter (Bubble shield)
11
DRVE
14
MNVR
6
POWR
Defense:6
3
SHLD
Armor:1
2 Missile ports
Target Lock DC:10
4
COMP
0
LIFE
HP:7
Actions: >>
Turn:1
Crew 2
Forward: Laser Repeater: 2d4 Energy (4/8) 2 hits (1
POWR)
Torpedo. 2d12 Energy
Ability:+1 to piloting checks. +2 to drift checks. Shadow
No Cargo Hold. (4 Torpedoes)
Tactic: Hide behind larger ships to trap pirates. Target
engines first.
Raider for hire
Mercenary Ship, Small
11
DRVE
10
MNVR
Defense:3
7
POWR
5
SHLD
Armor:2
2 Missile ports
Target Lock DC:9
4
COMP
5
LIFE
HP:15
Actions: >>
Turn:1
Crew 4
Forward: Dual cannons x2: 4d6 Energy (4/7) 4 hits (4
POWR) Breach (2), explosive
Turrets: Gatling: 2d6 Kinetic (5/9) Breach 1,1d4 hits
Torpedo. 2d12 Energy
Ability: Boosts +3 to drift checks.
2 Cargo Hold. (6 Torpedos)
Tactic: Hit n’run.
380
Heavy Skimmer
Medium Transport
7
DRVE
8
MNVR
6
POWR
Defense:3
(Recycled Scrap)
2
SHLD
Armor:6
4
COMP
HP:30
1 Missile port
Target Lock DC:4
3
LIFE
Actions: >>
Turn:2
Crew 3
Turret: Lancer: 1d12 Energy (10/20) 1 hit (3 POWR)
Forward: Harpoon: 1d8 Kinetic (10/20) 1 hit Breach, Grapple (3/5)
Anti Missiles. 2d2 Kinetic, 2x2 DU
3 flares
Ability: Emergency brakes, Line it up.
1 Cargo Hold. (4 anti missiles) Passengers 8-12.
Tactic: A more advanced breach vehicle. A favorite of pirates.
U.N.E Frigate
Large Warship
6
DRVE
6
MNVR
Defense:3
7
POWR
3
SHLD
5
COMP
Armor:5
(Terran Layering)
HP:60
2 Missile ports
Target Lock DC:8
6
LIFE
Actions: >>>
Turn:3
Crew 5
Forward: Dual Cannon: 2d6 Energy (4/8) 2 hits (2
POWR)
Turrets x2: Gatling: 2d6 Kinetic (5/9) Breach 1,1d4 hits
Broadsides: Artillery: 2d12 Kinetic (Cone 6) Breach 15, 1
hits (1 POWR)
Torpedo. 2d12 Energy
3 Flares
Ability: Disruptive shot, Breach shot
2 Vehicle bays. 2 Cargo hold. (6 Torpedos)
Tactic: Supports larger fleet or long range patrols
381
Mergen
Tiny Short-range Fighter
9
DRVE
14
MNVR
Defense:5
4
POWR
4
SHLD
Armor:0
1 Missile port
Target Lock
DC:7
1
COMP
0
LIFE
HP:7
Actions: >>
Turn:1
Crew 1
Forward: Arc Cannon: 2d8 Shock, ARC (2/4) (2
POWR)
Turret: Laser Repeater: 2d4 Energy (4/8) 2 hits (1
POWR)
Missile: 2d8 Kinetic (1/100 malfunction)
Ability: Turret auto fires.
No Cargo Hold. 1 mass produced missile
Tactic: Breaks ship’s shields for larger ships to finish
it off or board. Usually within a formation of other
fighters.
Hauler
Medium Cargo ship (Coalition)
8
DRVE
8
MNVR
Defense:3
7
POWR
4
SHLD
4
COMP
Armor:3
Terran layering
HP:30
1 Missile port
Target Lock
DC:7
3
LIFE
Actions: >>
Turn:2
Crew 2
Turret x2: Deterrent Turret: 1d6 Energy (4/8) 1 hit
(1 POWR each)
Aft: Deterrent Chaingun: 1d6 Energy (4/8) 1 hit (1
POWR)
3 Flare countermeasures
Ability:
Ten trade goods in Cargo hold.3 In smugglers.
Tactic: Runaway, avoid boarding.
382
Shutte
Small short range (Bubble shield)
6
DRV
E
12
MNV
R
Defense:4
2
POW
R
4
SHL
D
Armor:1
Basic Hull
1
COM
P
4
LIF
E
HP:15
Actions: >
Turn:1
Crew 1
No Weapons: 1 Flare countermeasure.
Ability: Boost: Can use 2 double movements
during 1 combat.
6 Passengers or 2 Cargo.
Tactic: Not for combat, goes from 1 destination to
another. Not self-sustaining for long. 60 hours
before it needs to dock or will have no power/air.
383
1
Class
Name
Species
1
1
Armor
Defense
Level
Prof level
Temp
HP
5
Max
5
Level
Background
0
d12
Save DC
Movement Speed
Rest
Dice
Death
Ticker
HP
Max
Shield
Vocation
Actions
Insanity Marker
5
7
Insanity DC
(INT+WIS)
Status
1
1
Strength
Dexterity
Fashion
Wisdom
4
SP
3
1
Constitution
1
Total
SP
Charisma
Total
SP Total
Cargo
Engineering
Intimidation
Athletics
Insight
Proffesion
Sleight of Hand
Perception
Special Knowledge
Stealth
Business
Piloting
Survival
History
Deception
Biology
Psychic
Computers
Culture
High Sciences
Performance
Math
Persuasion
02
(Vacc Suit)
H20
(20-STR)
Range:
Damage/ Type:
Kinetic
Range:
Damage/ Type:
Kinetic
Inventory
Light:
2
4
5
6
•Attack:
Range:
Damage/ Type:
Kinetic
7
8
•Attack:
Range:
Damage/ Type:
Kinetic
•Attack: 1 Range: 5 ft
9
10
Unarmed Strike
Damage/ Type: 1
Kinetic
Food
(20-Dex)
Chargepak
(wisdom)
3
•Attack:
1
Intelligence
1
•Attack:
0
Energy/Max
11
Abilities/ Maneuvers
Name:
Description:
Action Cost:
Range:
Name:
Description:
Action Cost:
Range:
Name:
Description:
Action Cost:
Range:
Name:
Description:
Action Cost:
Range:
Name:
Description:
Action Cost:
Range:
Name:
Description:
Action Cost:
Range:
Name:
Description:
Action Cost:
Range:
Name:
Description:
Action Cost:
Range:
Name:
Description:
Action Cost:
Range:
Name:
Description:
Action Cost:
Range:
Name:
Description:
Action Cost:
Range:
Name:
Description:
Action Cost:
Range:
Money
Scrap:
Dollars:
Shells:
Credits:
Debt
Diseases
Wanted
Madness
Languages:
Allies:
Tools:
Contacts:
Armors:
Rivals:
Feats
Passive Abilities
Weapons:
Organizations:
Visions:
Addictions:
Equipped Armor/Weapons
Home:
Equipped
Upbringing:
Education:
Post-education:
Name:
Base Stats:
O2: ( ) Hours
Mods:
Medical History
Grav: (
)
Quarters decor
Name:
Base Stats:
Mods:
Name:
Base Stats:
Mods:
Items in Quarters
Life Events:
Name:
Base Stats:
Mods:
Mission Patches
Vocation Maneuvers
Name:
Description:
Strain:
Name:
Description:
Strain:
Name:
Description:
Strain:
Name:
Description:
Strain:
Name:
Description:
Strain:
Name:
Description:
Strain:
Name:
Description:
Strain:
Name:
Description:
Strain:
Name:
Description:
Strain:
Name:
Description:
Strain:
Name:
Description:
Strain:
Name:
Description:
Strain:
Name Painted on Side of Ship
Size
IFF Name and Registration Number
Style
Engines
Maneuverability
Reactor
Turret
Missiles
Forward/ Aft weapons
Speed
Length
Atmo
Computer Sentience/Name
Shields
Systems
Life Support
Modules
Defense
Comms network
Processing Power
Forward
Armor
Strain
Processing
power
Sensor Range
Strain Limit
(POWR+ TKNCN LVL)
HP
MAX HP
Armor
(Double DRVE)
Starboard
Port
Turn
Fuel
Target Lock DC
(INT+1/3 Systems)
Missiles/ Mines
Aft
Loaded
Ammo
•Attack:
Range:
•Properties:
•Attack:
Range:
•Properties:
Damage/ Type:
Damage/ Type: :
Hits:
• Speed:
Damage/ Type:
• Properties:
Damage/ Type: :
Hits:
• Attack:
Range:
Hits:
• Properties:
Damage/ Type: :
•Attack:
Range:
•Properties:
Damage/ Type: :
Hits:
• Attack:
Range:
Hits:
• Properties:
Damage/ Type: :
Hits:
• Attack:
Range:
Hits:
• Properties:
Damage/ Type: :
•Attack:
Range:
•Properties:
• Attack:
Range:
Hits:
• Properties:
Damage/ Type::
• Attack:
Range:
Hits:
• Properties:
Damage/ Type::
•Attack:
Range:
•Properties:
Damage/ Type::
Hits:
•Attack:
Range:
•Properties:
Damage/ Type::
Hits:
Max Processing
Power (Systems*3):
Computer
Giant/ Massive (extra sheet)
IFF, Registered on Council Network
Docking Protocol, Neets Astral Regulations.
Cargo Bay
Water:30 days stored
Nurtition Paste: 1 ton. (1,000 days for 1 person.)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
Max Processing
Computer Personality
Computer
Power (Systems*3):
Life Support Condition
IFF, Registered on Council Network
Docking Protocol, Neets Astral Regulations.
Computer Quirk
Hull Type
Bonus to Defense
Vehicle Bay
Quarter conditions
Weapon Mounts
Module
Crew Debt
Module
Insanity Marker
Cargo Bay
Water:30 days stored
Nurtition Paste: 1 ton. (1,000 days for 1 person.)
1
2
3
4
(Life*10 per size)
AUX o2
Passengers
Crew
5
6
Animals
Module
Passengers
7
8
Module
Module
9
10
11
MISC
Notes:
12
13
Index
Abilities, 245
Ability Scores, 31
Actions, 266
Addiction, 226
Adonian, 45
Advantage and disadvantage, 246
Allies, 176
Alpha, Bravo and Rho, 9
Ambush, 265
Ambush/surprise, 253
Astral, 47
Astral's Belt, 12
Attack, 267
Background Table, 35
backgrounds, 185
Barbok, 50
Barbokian Empire, 373
Barony, 373
Bonus/penalty, 247
Buying/Selling, 203
Captain, 191
catalyzing event, 183
Character Creation, 30
Starting Equipment, 200
Cichlids, 53
Circii, 56
Class Table, 33
Classes, 87
Class Table, 89
Engineer, 90
Greyborn, 102
Operative, 112
Scholar, 122
Spliced, 143
Coalition, 374
Collective Univeristy, 375
Combat, 264
Common terms, 28
Conditions, 384
Consumables, 226
Food and water, 258
Contacts, 176
Council, 18, 373
Cover, 277
creature space, 267
creature types, 259
Crew Quarters, 318
Currency, 202, 203
Damage types, 278
Death, 279
Defense and armor, 38
Difficult terrain, 267
Diseases, 385
Doubles, 24
Drugs, 227
Education Table, 179
Encumbrance, 201
Engineer
Functions, 321
Equipment
Armor Augments, 209
Clothing, 204
Heavy Armor, 208
Light Armor, 207
Medium Armor, 207
Pouches and Backpacks, 205
Factions, 372
Facultas, 8
Falling, 256
Faltese, 59
Farigha, 11
Fashion, 202
feats, 236
Feraus, 62
Flanking, 276
flashbacks, 184
Fuel, 284
Game Dice, 23
Generation Tables, 354
Grenade, 269
Grenades, 221
Greyborn
Abilities, 323
Gris Kut, 375
Gunnery, 198
Hades Legion, 376
Halfway Stations, 15
Help, 250
384
Home Table, 177
How to play, 22
Humans, 64
Insanity, 260
Insanity Marker, 187
Inventory, 201
Items, 229
Ja'unnian, 68
Jawstrong, 377
Kith, 71
Languages, 41
Leveling up, 38
Life after school table, 180
Life Support, 311
Longhaul Shortfall, 15
Loyalty, 177
Madness, 260, 388
major moments, 181
Markaz System, 5
Merkapp, 352
Mines, 316
Missles, 315
Moons, 13
movement, 254
travel speed, 255
Narcis, 14
Nonlethal, 277
Notable locations, 383
Operative
Ruses/Tricks, 325
Opposed rolls, 248
Ore prices, 360
Orph and Eury, 13
Owiirt, 74
Packs, 228
Paradisia, 10
Pilot, 189
Point Buy, 31
Proficiency, 246
Reactions, 275
Red Queen, 377
Reputation and notoriety, 39
Rests, 261
Retira, 15
Rivals, 176
Rolling Stats, 31
Round Down, 25
Saving throws, 247
Scan, 196
Scholar
Techniques, 328
Science Officer, 196
Shield, 37, 211
Ship
Shield, 289
Weapons, 313
Ship modules, 316
Ship repairs, 287
Ship sizes, 296
Ship Stealth, 285
Ship styles, 298
Ship systems, 307
Skill checks, 247
Skill Selection, 36
Skills, 37, 248, 269
Space environments, 319
Space travel, 282
Species Table, 32
Spliced
Mods, 337
Stontite, 77
Strain, 282
Subterra, 6
Sueral, 80
Sylvas, 7
Symbiote, 154
Abilities, connections, 340
Biologic Passenger, 158
Ethereal Blessing, 162
Nano Shepherd, 160
Syndicates, 376
Technician, 194
Temp HP, 278
The Galaxy, 17
Ties, 248
Tolf, 82
Trade Goods, 227
Trooper, 164
Grunt, 168
Manuevers, 342
Mercenary, 173
Vanguard, 171
Upbringing Table, 177
Vac Suit, 205
Vacuum, 257
Vehicles, 233
385
Vision/ Light, 257
Vocation Table, 35
Vocations, 187
Weapons
Ammo, 220
Augments, 222
Heavy, 219
Melee, 214
Properties, 212
Ranged one handed, 215
Ranged two handed, 216
Simple, 213
Special, 218
Tech Level, 222
wounds, 182
Zellum, 85
Zeta Stations, 16
386
Download